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*Working 1 Changelog Version v1.1 02/07/14 -Removed 'Rock and Roll' because gameplay means that enemies will not often enough seek cover or use poor lighting to their advantage, so ranged characters rarely have to roll over TN 4 or 5 for shooting. Having no penalty on Auto-Fire basically makes it 3 free attacks. -Switched image style from between two columns to top and bottom of page, in SW:XE style. -Added edges to Demon Weapon section to improve (or rather just to add) choices for mid-to-late game play. -Fixed and stretched out formatting for ease of looking through everything. -Due to players maxing out Fighting and Shooting and not caring about other skills, lowered cap so that Skill die cannot exceed governing Ability die. Balanced this by reducing requirements for multiple edges, and currently, a very viable build involves 3 d8 stats, and a d6 and d4. -Added Archetypes to give new players a guide of what to choose. -Remade Special Technique (previously Special Attack) section, added more options and penalties. -Added Chain Resonance, must be tested for difficulty in achieving connection and value of various benefits. -Weakened Wavelength Disruption because if the target is separated + shaken, there is no coming back from that. That was one of the first unique edges I made so of course it was broken as shit. That was back before I made Weapon traits so...high... -Eliminated Wavelength Shield, it's basically just using a Stance but with added rules making Called Shots viable. You don't really need it.

*Working 2 Credits and Dedications

The authors of this Savage Setting do not own Soul Eater , , or Savage Worlds, which belong to , Studio and , and Pinnacle Entertainment, respectively. These trademarks belong to their respective owners. Likewise, much of the art in this book is either from the Anime or fan art, neither of which the authors lay claim to and the rights remain with the respective creators. Therefore, this portable document file is to only be distributed for free. This game is a labor of love to Soul Eater and role playing games in general and dedication like that doesn't require monetary compensation.

Technology wise, I'd like to thank the free word processor Libreoffice and the websites Zamzar.com for .odt to .pdf conversion and Pdfescape.com for making the fillable .pdf character sheet.

Special credit given to Chris, my playtesters, /tg/'s Soul Eater threads, and Savage Worlds for making one of my favorite roleplaying systems ever.

*Working 3 Table of Contents The Savage World of Soul Eater...... 5 Death Scythe and Death Meister Edges...... 74 Savage Worlds: Summarized...... 5 ...... 74 Starting Out...... 7 The Black Blood (Madness Edges)...... 75 Character Creation; A step by step process: ...... 8 Combat:...... 79 Attributes:...... 16 The Wavelength Connection:...... 79 Skills:...... 17 Pace:...... 80 Climbing (Strength): ...... 17 Parry:...... 80 Driving (Agility): ...... 22 Toughness:...... 80 Fighting (Agility): ...... 22 Initiative:...... 81 Healing (Smarts): ...... 22 Movement:...... 81 Intimidation (Spirit or Strength): ...... 22 Action:...... 82 Investigation (Smarts): ...... 23 Aim: ...... 82 Knowledge (Smarts):...... 23 Attack: ...... 82 Lockpicking (Agility): ...... 23 Defend: ...... 82 Notice (Smarts): ...... 24 Draw: ...... 82 Perform (Spirit): ...... 24 Full Defense: ...... 82 Persuasion (Spirit): ...... 24 Maneuver:...... 82 Disguise:...... 24 Skill: ...... 83 Repair (Smarts): ...... 25 'Ace' the Dice:...... 83 Riding (Agility): ...... 25 Rolling a 1 and Snake Eyes:...... 83 Shooting (Agility): ...... 25 The Wild Die:...... 83 Stealth (Agility): ...... 25 Armor (Demon Weapon Only):...... 84 Streetwise (Spirit): ...... 25 Soaking:...... 84 Survival (Smarts): ...... 26 Situational Rules...... 85 Taunt (Smarts): ...... 26 Anime Movement:...... 86 Tracking (Smarts): ...... 26 Avoiding their Attacks:...... 86 Hindrances:...... 27 Called Shots:...... 86 Advances: ...... 35 Disarming:...... 87 General Edges:...... 37 Driving:...... 88 Duel Demon Weapon Wielding:...... 89 Professional Edges:...... 42 Fear:...... 89 Combat Edges:...... 45 Firearms:...... 89 General Soul Eater Edges...... 54 Ganging Up:...... 89 Meister Edges...... 56 Grappling:...... 89 Special Technique:...... 57 Pushing:...... 90 Effects:...... 58 Rapid Attack:...... 90 ...... 60 Shooting:...... 90 Drawbacks:...... 61 Sneak Attack (Or 'The Drop'): ...... 90 Tripping:...... 91 ...... 62 Wild Attack:...... 91 Sample Special Attacks: ...... 63 Demon Weapon Edges...... 64 Madness...... 92 Weapon Traits and Special Edges:...... 66 Disorders (Roll 2d6)...... 94 Specialty Weapon Qualities:...... 67 Magic and Witchcraft...... 95 Playing and Running Soul Eater...... 101

*Working 4 The Savage World of Soul Eater

In the world of Soul Eater, Shinigami wages an eternal war with the forces of magic and madness. The magic employed by the witches can lay waste to entire regions, and their more subtle machinations and inventions are even more dangerous. The forces of madness already exist in the hearts of every man, just getting ready to release the human mind from everything holding it back.

Over eight hundred years ago, the first Demon Weapons appeared, and Lord Death used them to form an elite team dedicated to stopping the witches and forces of madness. Now, in the modern times, Lord Death has opened a vocational school called the Demon Weapon Meister Academy, a school dedicated to training Demon Weapons and their users, Meisters. However, Death's old enemies are just as clever as ever, and are always developing new tricks to use against him.

Most games of the Savage World of Soul Eater will focus on the young students at the DWMA as they take assignments from Death, worry about homework and exams, and experience all the joys of anime high school. During all this, the characters might become involved in a witch's scheme or have to fight the encroaching madness. Against some of the smartest enemies in the world, they will have to be equally clever. Savage Worlds: Summarized The concept of Savage Worlds can be summarized with a few simple guidelines. Your character's experience in a skill is determined by the size of the dice they roll for that skill. Static bonuses added to the roll are rare and highly sought after. Most rolls simply require the character to roll against a difficulty number of 4, but bonuses and penalties can make this harder to attain. Player characters and special non-player characters gain a bonus dice called a Wild Die they can use to replace certain rolls, giving them a higher chance of success. These special characters also get Bennies (1920's slang for benefits) which allows them to reroll bad rolls, activate special powers, and make themselves more powerful.

So remember, high dice and lots of bonuses and bennies are what you want to ideally have.

*Working 5 Starting Out

This is where your character begins. Your character will either be a Demon Weapon or Meister. Consider your 'class' now, as it plays a crucial role in creation. When character creation is done, you can re-arrange how you made your character if you realize you do not want certain traits any more, etc.

Character Creation; A step by step process:

Character creation is the first part of Before you get into the mechanics of any roleplaying game. You design your character creation, you have to consider the character based on rules and in comparison character you want to play. A character is to the other players. But Savage World's more than a bundle of stats written down on character creation is easy as hell. This a character sheet. A character is your following guide is a very brief explanation of contribution to the setting put forward by the the various steps, with the following section Game Master, something you should be being more dedicated to each. To help, we'll proud of and feel a connection to. Consider also stat up a beginning Maka Albarn and what your character likes and dislikes, what Soul Eater Evans, a Meister and Demon kind of goals they have, and how they plan Weapon team from the series. to achieve those goals. Think about how

*Working 6 they act around others, how they spend all kinds. Some Demon Weapons are their free time, and how they approach strong and brutish, imbuing their Meister problems. When you get into the crunch of with great Strength and protection. Others character creation, these will help you are more clever and use tricks against their decide what kinds of skills, hindrances, and foes to both make up for their lack of edges to take. With the personality of your Strength or combat skill but to also help character picked out, focus on their physical allies. description. A picture can help you visualize. Think about factors like age, skin With a general character idea settled tone, eye and hair color, height, and weight. on, your first task is to pick your Traits. These are just to help you think and Traits are a measure of your character's visualize your character. With these down, stats, such as intelligence (Smarts), raw it's time to consider your last big decision Strength (Strength), and willpower (Spirit). before you design your character. Will you All of the Traits are important in their own be a warrior Meister or a powerful Demon ways, depending on how your character is Weapon? played.

A Meister is both a warrior and a After Traits are selected, skills are conductor of sorts, guiding the demonic assigned. You get 15 skill points and assign power of the Demon Weapon. Meisters them to skills that would match your tend to be very hardy and physically strong. proposed character. You can pick from any Meisters also learn the special attacks. of the skills on the list. For a Meister, However, their actual fighting styles vary combat skills are crucial, but Demon widely. Some go for straight-up combat, Weapons can be more general, making others try to make up for their lack of them good for investigations, persuasion, or Strength with sneak attack damage. Others knowledge rolls. Of course, the Meister can use combat maneuvers to weaken and also be skilled at this. Some Meisters might destabilize their foes. not even be skilled in a stand-up fight. Hindrances are selected now. Gaining On the other hand, Demon Weapons hindrances make characters more fun to are the weapon of choice for their Meister. roleplay and even give you bonus advances They are humans who become weapons of (explained next). You can gain two

*Working 7 advances through hindrances. A major one ways to manifest abilities, etc. grants an advance and two minor grant an advance together. Of course, one doesn't At character creation (and every time need to take two advances worth of they gain rank) a Meister gains a free hindrances. They could just take one Special Attack. Use the rules in the special advance's worth or none. attack section to make one. Tier 1 is recommended but the character could even Now, to explain advances. At character choose tier 2 if they and their weapon creation, you have one advance, plus the partner could reach it. ones you might have gotten from hindrances. An advance can improve your Similarly, a Demon Weapon gets character, giving them better Traits, their first weapon trait which helps define increasing skills, or gaining Edges. You may their weapon. There are basic traits that any only boost one Trait by one die at character weapon can get, and also advanced traits creation. After that, you gain an Advance by they can get later. Unless the weapon is gaining 5 Experience, which is awarded at Polymorphic, they are stuck with the traits the end of a session based on progress they choose unless allowed to change in made. the story. At every rank, they gain another, and can also buy Edges to unlock more Edges can really help out your traits if smart enough. character. They basically take the rules set out by Savage Worlds and lets you break them, such as giving bonuses on rolls, giving new abilities or techniques, new

*Working 8 The drawbacks Cautions (Minor), Maka Albarn: Loyal (Minor), and Small (Major) fit Maka. Now, let's stat Maka Albarn, a novice The first two speak for themselves (Both rank Scythemeister. Her stat-line would are roleplaying only Hindrances have no probably be something like Agility d6, mechanical penalties per se, but Maka's Smarts d8, Spirit d8, Strength d4, and Vigor GM could claim she was not roleplaying d4. She's quick and her intelligence is one properly and penalize her if she failed to be of her defining features. She is also very cautious and loyal to her friends), but Small likely possessing high Spiritual energy imposes a -1 penalty on Toughness! Our because of her Anti-demon Wavelength and Toughness was already 4, now it's 3. Grigori Soul. Luckily Demon Weapons give Armor.

For skills, she definitely has Fighting So to give Maka some combative d6, the highest possible for her, and costing abilities, we'll have to work on that with our 2 skill points. Knowledge (Spiritology) d8 for 3 advances. We can use one for raising an 3 points is also likely, since Maka is a A+ Trait. We'll increase her Vigor to d6, and student. Using her wits in combat, Maka trust in Soul Eater to provide more would have Taunt d8, since she can make protection and Strength. With her other two her foes slip up. While not particularly advances, we'll purchase Anti-demon intimidating, Maka would take Intimidation Wavelength and Grigori Soul. d6 for 2 points so she can qualify for Strong Willed later on. To make the best use of her Finally, she'll get the tier 1 special attack Anti-Demon Wavelength's purifying abilities, Witch Hunter, which would use a line effect, she also gets Persuasion d8. With two but require a penalty, like tiring her. Maka is points left, she'd get Investigation 1d6 for done being stated up. book research.

*Working 9 Climb d4, Lockpicking d4, Stealth d4, Streetwise d6, and Taunt d6 for his last 7 Soul Eater Evans: points. Soul Eater is a scythe Demon Weapon. His stats would be more combat Soul has quite a few hindrances like based. He wouldn't bother raising Agility or Delinquent, Vow (Major, protect his Smarts, he focuses on Spirit, Strength, and Meister), and Arrogant, which gives him two Vigor. His Traits would be Agility d4, Smarts advances and an additional skill point from d4, Spirit d6, Strength d8, Vigor d8. the minor hindrance that can't add up to whole advance. He uses that point to give His skills can actually be quite himself Knowledge (Current Events) d4. diverse. He would have Fighting d4 because he seems to fight a bit. He would How, he picks his advances. He also have Driving d4, enough to qualify him upgrades Spirit to be on equal terms as for the Vehicle Edge. He has a passing Maka with one advance. He also takes knowledge of Spiritology for a point, giving Vehicle to give himself a motorcycle that him d4. He might take Intimidate for d6 seats 2 and can go fast. He holds his last since it would give him something useful in advance for now. a fight. He is also a skilled musician, with Perform (Piano) for d4. To help watch his Now, he chooses his trait. He selects Meister's back, he'll take Notice d6, so Trip so that Maka can use him cleverly and Maka can focus on fighting and he'll worry take foes out with swift movements. His about threats behind them, or sneaking up stats are taken care of. on them. Soul's a crafty kid, and might take

*Working 10 Archetypes: Knowing how you would stat Maka and Soul Eater helps design a character, but they're two very specific character archetypes. Maka is an intelligent fighter who makes up for her lack of strength with higher attack rolls and critical hits. Soul Eater is a weapon that focuses solely on power and defense. But there are so many other types of characters to play... Meister Archetypes: Agile Warrior: Assassin Edges require high Smarts, and A lone swordsman perfectly honed in Tricks are vital to getting Raises in combat their craft, or a gunman more confident and navigating in the darkness. Important staring at his target down the barrel of a Edges to an Assassin include Assassin and rifle, the Agile Warrior focuses on hitting related Edges, Duelist (technically, where it counts instead of hitting with lots of assassinating someone is a form of one-on- force. Their Agility must be at least a d8 to one combat), Shadow Arts and Ninja Strike give them access to their highest Fighting (get the Drop more, which means both or Shooting die and best Edges and bonus Drop Attack and Damage and abilities. The main strategy of an Agile potential bonus Raise Damage), and Fleet- Warrior is to roll as high as possible and get Footed. They also use Wild Attacks, hoping a Raise over their foe's Parry for bonus that their extra Damage will mean their damage. Acing can help here, so the Agile target will never get to take advantage of Warrior wants to make lots of attacks. their lowered Parry. Edges that help include Counterattack (Agile Warriors usually have high Parry, so Dual-Weapon Wielder: every time a foe misses is a free attack, Building off of the Agile Warrior, a mixes well with Block), Duelist, Frenzy, First Dual-Weapon Wielder takes the drive for Strike (possibly shaken a foe before they additional attacks to heart by securing can even hit him), and Quick. Agile Warriors themselves a whole new way of attacking. can mix well with many other styles, This new weapon could either be second especially the Assassin. Demon Weapon, or the one weapon with Double-Ended, or even an unarmed Assassin: Wavelength-infused attack. A high Agility for Striking from the shadows for a Two-Fisted (Off-hand attack is no longer a sudden and dangerous assault, assassins new action) is good, as is Ambidextrous (No try to start and end an encounter in a single penalty to off-hand). If two separate blow. They take the style of the Agile weapons are used, the Dual Death Weapon Warrior and knock it up another notch to an Wielder edge is critical to help reduce the extreme level. They might let their Vigor penalty of conflicting Wavelengths into a slide in favor of fighting in short skirmishes single whole. The high Agility cost limits this and just running away if they have to. build to Agile Warriors and Assassins, but Smarts is important on an Assassin Two-Fisted isn't hard to get, and worth it for because some of the more powerful a Martial Artist or Spiritualist.

*Working 11 Martial Artist: them, which is great if the Professor has A Demon Weapon is a powerful tool, allies that can take advantage of this. They and the whole point of playing Soul Eater, also have access to the powerful really. But sometimes a Meister is disarmed Wavelength Focus edges, allowing for the or just wants to smack their foe again after potentially highest and most stable hitting them with a sword. This is where the Wavelength Connections. Smart characters Martial Artist shines. A Martial Artist has can also specialize in hunting specific foes, much in common with the Assassin or Agile and succeeding on Knowledge tests can let Warrior, but their attacks are potentially them know of a target's weakness, or even weaker without the second Strength die of a get bonuses against it that can be applied Demon Weapon. They make up for that to just about any skill roll. Work well with with a bag of tricks, such as Martial Artist Agile Warriors, Assassins, and Spiritualists. (Never count as unarmed and get bonus unarmed damage), Grab and Hold, Spiritualist: Improved Martial Artist (Reduce called shot While other characters focus on one penalty with Unarmed attacks), and Brutal specific Trait, the Spiritualist knows that a (More damage). Martial Artists and deep connection with one's weapon partner Spiritualists go hand in hand for the can potentially increase them all. By having powerful Soul Menace damage, and might a high Spirit die, the Spiritualist can get to work well with Agile Warriors or Assassins high Wavelength Connection tiers very as well. early, getting a bonus to all Skill rolls, Parry, and Toughness. This easily makes up for Marksman: low Agility or Vigor. Great Spiritualist edges While any of these other edges work include Spirited (Grants a bonus on rerolls well with a ranged character, Marksmen when spending a Benny), Soul Block have a few important notes. The first is that (forcibly separate a target Meister/Weapon they can generally rely less on Vigor team), Soul Perception, Soul Menace. They (Commonly, Marksmen are not also Tanks, are also excellent socializers and can despite the term tank), so they can put this acquire information for a group. Spiritualists into other pursuits. Very helpful Marksman and Professor Badasses work well together, edges include Marksman (get +2 on a complimenting a strong mind with a strong Shooting roll as long as they don't move soul. before the attack), Alertness, and Steady Hands (lets them fire from a moving vehicle Tank: at less penalty). Also, many Marksmen take Bulking up their Vigor die, a Tank Dodge because they know how woefully doesn't bother to not get hit, focusing on easy it is for a ranged character to hit a wearing their foe down to exhaustion before target... going in for the kill, or absorbing damage and keeping their friends alive. Depending Professor Badass: on the Tank's other stats, he might have low Some teachers just have a degree in Attacking power or Damage output, but with asskicking. High Smarts can allow for all allies or a good weapon, that can be sorts of useful tactics for a character who remedied. Tanks amaze with their powers of wants to play smart. Tricks give the target a endurance, taking edges like Nerves of -2 penalty to Parry and potentially Shaken Steel so that they can keep fighting, even

*Working 12 when they do gain the rare wound, and Unstoppable Warrior charges ahead to cut Take the Hit, which works well if they have down whatever they can with their sword. a steady stream of Bennies from their Focusing solely on Strength, the Warrior Demon Weapon partner to help them Soak. deals massive amounts of damage that will A Tank can mix well with another build to only Shaken most foes, and likely leave a make a character that has useful effects wound or two on those unlucky ones. and can't even be hurt most of the time. A Edges to turn a man into a one-stop killing Tank might lack the Agility to be a great machine include Cleave (Incapacitate a foe Marksman, but even Shooting d6 means and get a free attack, great against they'll hit most targets at range 50% of the minions), Zweihander, and Brawny and Big time, making it a worthwhile investment. and Strong (grants bonus toughness and bonus damage on attacks). The Unstoppable Warrior works well with a Tank Unstoppable Warrior: or even an Agile Warrior. Bear in mind that With bulging muscles and burning even if a character's Fighting die is low, that determination in their eyes, the just means it is more likely to Ace.

Demon Weapon Archetypes: Heavy Ranged Weapon: the Demon Weapon has some Smarts, they Instead of going for dozens of can take Healing and patch up their attacks, a Heavy Weapon character Meister's wounds after a fight. This works focuses their Traits on Strength to give lots well for any Demon Weapon build. of damaging capacity to their Meister. Heavy Weapons usually focus on high Polymorphic: levels of the Ranged Trait to pick their foes A member of a legendary lineage, off from afar, take Accurate and High Polymorphic Demon Weapons master Caliber, and Big and Strong is helpful too. many forms of a theme. They have to be Heavy Weapons can have high Vigor to both smart and spiritual, which can possibly give Armor to their Meister, but high Smarts mean their other Traits would be weaker. can let them be a helpful at spotting targets They make up for this by having many at such long range. different arrangements for weapons, like a high Damage form, high Attack, ranged, Helpful: etc. Thanks to their high Smarts, getting A relatively simple Demon Weapon bonus Weapon Traits so they can give even build, all Weapons should at least consider more traits to the weapons. And since it. It has no Trait requirements and mostly they're smart, they can also get fun traits only takes up Novice Edges. A great combo like Poison or Reflective. Polymorphic is taking Luck, Great Luck, and Common weapons might not be able to have as high Bond to have up to 5 Bennies to give to the Vigor or Strength as other Demon Meister, who usually really needs them Weapons, so should look into Helpful to more than the Demon Weapon. Taking always have their Meister's back. Alertness and Danger Sense lets the Weapon watch their Meister's back. And if

*Working 13 Rapid Fire Ranged Weapon: that a Weapon could show off it's Strength Focusing on a high Agility score, this to Intimidate. Useful Edges include Strong- Demon Weapon has the ultimate goal of Willed (For Tests of Will), Dirty Fighter (For unlocking Rate of Fire to give their Meister Tricks), or Scholar (for Knowledge rolls). 3 (or even 6!) attacks a turn. The idea of this strategy is similar to the Agile Warrior. Warrior's Weapon: More attacks means more chances for Focusing solely on Strength and aces, which means more potential damage. Vigor, this Demon Weapon provides its Because Rate of Fire and Rapid Attack wielder with lots of bonus damage and a have such high penalties, traits like potentially high Armor bonus. Superior Accurate are important. Armor is an amazing Edge for this build. A Warrior's Weapon might pick up Heavy for Supportive: the bonuses, Protective (if they're a shield), If a Meister tries to use a Trick in or Double-Ended (especially if the Meister combat, or Intimidate their opponent, or use is an Agile Warrior who doesn't have high Knowledge to figure out a weakness, strength). A super strong Weapon can take they've pretty much shot their whole turn Big and Strong and get +1 on Damage. And thanks to the Multi-Action Penalty. of course, the standard Weapon Traits like However...if their Demon Weapon partner Sharp and Swift are remarkable. A Warrior's does that, then the Multi-Action Penalty is Weapon typically has d4s for Agility and only reduced from the Damage roll, a much Smarts, but might have decent Spirit. This better scenario. A Demon Weapon still must means it doesn't work well with other remain mostly in weapon form during a Demon Weapon Archetypes. fight, but artistic liberties can be taken so

Now, let's look at the various aspects of character creation in more detail.

*Working 14 Traits: The first defining characteristic of your character is 5 Traits. The higher your dice, the more impressive that Trait is for you. A d4 is the standard for a normal human, a d8 is exceptional for a human, and d12 would be god-like. Your Traits begin at d4 each, and you have 5 points to spend, each one can increase an Trait by 1 die, up to d12. You can't go past d12 yet.

Agility measures your character's dexterity and nimbleness. Agility governs the combat skills Fighting and Shooting, and is required for a number of Edges that focus on speed and agile characters. It should be noted that characters with exceptionally high attack rolls can potentially deal extra damage. Stealth (an Agility skill) can also deal high amounts of bonus damage. Under the right conditions, an Agility focused character can match a Strength focused character. Demon Weapon characters might consider Agility a dump stat, but highly agile Demon Weapons can access special weapon traits like Rate of Fire or the incredibly powerful Area affecting weapon trait. Finally, certain attacks and effects, like an explosion, can be avoided with an Agility roll.

Smarts might be considered a 'dump stat' for a fighting warrior, but in Soul Eater the Smarts Trait has a number of effects. High Smarts allows both Meisters and Demon Weapons to purchase Edges that give them boosts to Wavelength earlier than most, and these bonuses remain valuable even into higher ranks (and allow for more damage from Wavelength Assault for Meisters and Death Scythes). A weapon with high Smarts can gain more Weapon Traits than normally allowed and purchase special Weapon Traits with unique and useful abilities, like reflecting magic or producing poison. Finally, many research skills are based on Smarts and the various Knowledge skills can provide a large bonus to the situation at hand if the user rolls high enough.

Spirit is one of the most important stats in Soul Eater. Spirit forms the basis of Wavelength, which determines how well connected you are with your partner. At higher tiers of Wavelength Connection, both Weapon and Meister gain bonuses that apply to nearly everything, which can off-set the characters not having high Traits elsewhere. Spirit is also the basis for resisting Fear and Insanity. Spirit is also a large part of the damage from Soul Menace and will also supplement the damage of lone Death Scythes.

Strength is considered to be the most important stat in a lot of games, and for a lot of characters. In Soul Eater, Strength determines the damage for ALL weapons. Whether they are swung, shot, or thrown, the Meister's Strength and the weapon's Strength are rolled together and added for damage. Outside that, Strength has less of a role. Certain Edges might require high Strength and certain skills have Strength as a base.

Vigor is the last Trait and is also incredibly important. This is how hard it is to hurt your character. High Vigor means they can take more damage before receiving wounds. Vigor doesn't cover many skills but many Edges require high Vigor, especially ones that turn you into a tank. Soul Eater lacks armor, but Demon Weapons with high Vigor provide their Meister's with protection as well. Some special Weapon Traits that even deal more damage require high Vigor, such as the Heavy and Protective weapon traits.

*Working 15 Skills: Next are skill points. At character creation, you have 15 to spend. Skills are governed by an Trait and they can only be raised up to that point. If you are untrained in a skill, you are considered to roll a 1d4-2, which means that success isn't even possible unless there are conditional modifiers present, such as heavy shadows for a stealth character, or having a height advantage for a fighting character. The first rank in a skill is 1d4. So, if your Strength was 1d8, you could get Climb 1d8 for 3 points (1d4- >1d6->1d8). Skills are capped at the dice that governs them.

Climbing (Strength): Strength die (so Strength d8 means you move up 4 yards). If you succeed with a Games are rarely run in flat terrain. Raise, you move up your full Strength. But Kishin eggs might exist in all sorts of out of if you fail, you don't move at all that turn. the way locations such as mountaintops, And if you critical fail, you fall. trees, old ruins, etc. Furthermore, climbing can be used in combat to get above an Driving (Agility): opponent and gain a +1 advantage on attack rolls from that height (assuming it Not terribly important in Soul Eater, but works out physically, a character standing an option for certain characters. With on a roof swinging a sword is no threat to driving, your goal is to roll a 4, but difficulty the guys below). Climbing is both an action of the maneuver being performed might and uses your move for the turn. Roll climb. impose a large penalty. See Driving in If successful, you move up a number of Situational Rules for more information. 'squares' (or yards) equal to half of your

*Working 16

Fighting (Agility): Once a wound has been attempted to be healed, it can not be attempted again. Only For Meisters, both ranged warriors and natural healing can help. melee combatants, this skill is highly useful. Fighting affects the character's Parry, which Intimidation (Spirit or Strength): is how hard they are to hit in melee. It also lets them hit foes, comparing their roll to the In combat, Intimidation can be used as a target's Parry. Rolling a Raise on the target Test of Wills against a target (the user's deals an extra 1d6 damage. Fighting is also Intimidate vs. the target's Spirit plus used for a number of combat maneuvers modifiers against Fear). Success means such as Push, Grapple, Tripping, and that your next action against that target Disarming. gains a +2 bonus. A Raise makes them Shaken too. A double Raise means the Healing (Smarts): action isn't spent and there is no increased penalty to your next action this turn. Meisters will regularly take on wounds Remember, normally intimidate is an action, that normal men and women would faint at. so your next action this turn would be -2 or This skill can treat hour old wounds and even -4. However if you end your turn, the potentially remove them faster than natural bonus remains to your next action during healing would require. This is a good skill the next turn which has no penalty. for smart Demon Weapons to take and use Intimidation is useful even outside of after a battle. The user rolls Healing, taking combat. It operates exactly like Persuasion, a penalty equal to how many wounds the except that the improved friendliness only subject has (and any penalties they have, lasts until after you leave. After that, the like their own wounds). Success removes target's attitude shifts to a degree worse one wound, a Raise would remove two, and than it was before. a double Raise removes 3! You'll need the Healer Edge to pull that off. Anyway...failure Investigation (Smarts): does nothing except waste 10 minutes, but critical failure (rolling a 1 or a number Kishin eggs are rarely operating in the reduced to 1) deals a wound on the subject. open and the affairs of witches and

*Working 17 immortals are always steeped in mystery. impose a -2 penalty. Complex locks might Investigation focuses on book-based impose a penalty from -1 to -3 or worse. research and internet surfing. Information gathered this way is usually fact-checked, Notice (Smarts): but might be outdated. It's still very useful. A Notice can spot clues at a crime scene or Raise on Investigation might provide a an assassin sneaking up on you! bonus later on. Failure might produce very Characters are typically passively noticing. wrong information. Half of their Notice is the difficulty used to sneak up on them. However, if they spend Knowledge (Smarts): the action to each turn, they can become There are a variety of fields that actively noticing and roll for it. In situations Knowledge can cover. A success like combat, the waste of an action may determines something useful is gained. A seem insane...luckily both Weapons and Raise would reveal information so crucial Meisters can use Notice, and some that it grants a +1 on the user's next action Weapons take over all noticing duties. related to it (such as fighting against a Witch). A double Raise grants a +2 bonus. Perform (Spirit): Knowledge can also be specialized. Instead A character skilled in the performing arts of the general Knowledge (Science), you can play instruments with exceptional skill. can opt for Knowledge (Physics). This A talented musician can also allow for grants a +1 to all rolls. Types of Knowledge Group Synchronization to be easier. and specialties include Science (Biology, Chemistry, Physics), Spiritology (Kishins Persuasion (Spirit): and Monsters, DWMA and Meisters, Witchology), Current Events (Pop Culture, An incredibly useful skill for turning Politics), and History (Conspiracy Theories, enemies into friends. A success increases Specific Nation's History). These are just a attitude by one category (Hostile / few examples, consult your GM for others. Unfriendly / Neutral / Friendly / Helpful / Fanatic). Certain situations, like the targets Lockpicking (Agility): being thugs trying to mug you, can impose penalties or even prevent the attempt Much like climb, many characters will find entirely. Charisma modifies the result. their way blocked by locked doors and containers. Lockpicking takes a minute. A Disguise: success means the lock is opened. A Raise means the time was reduced to a turn You can disguise yourself by rolling instead. Failure means that nothing either persuasion (but not being happens (unless an alarm might be allowed a Charisma bonus), and can triggered), and a critical failure means that potentially gain a bonus to this roll the lockpicking tools are lost (and that the with related skill checks, such as alarm will certainly be sounded). It is Common Knowledge about the assumed a character will always have their individual, Knowledge (Acting) or lockpicking tools unless they are broken, Craft (Make-Up). Record the number taken (such as being arrested), or other from persuasion. Any character who unfortunate situations occur. Without has reason to attempt to see through lockpicks, locks cannot be picked. your disguise must roll Notice against Makeshift lockpicks (if even available) your set value. A disguise lasts 1d6

*Working 18 hours, after which time it suffers a now your sources of information are -1 penalty per hour until gone. informants on the street. Rolling well grants Setting up a disguise takes 1d10x10 bonuses...as does rolling poorly grant minutes. penalties. Failures indicate that individuals are actually lying to you for personal gain. Repair (Smarts): Information will be the most recent available, but it might not always be Repair broken machines. The standard to accurate thanks to other people spreading beat is 4, with penalties based on the misinformation. Rolling well with Streetwise device's complexity (but a Knowledge roll or means your informants will do their best to having a manual handy could help lower or help you and may tip you off to rumours. negate these penalties). As a general rule, a repair takes 15 minutes per point of TN, but for each point that the roll beats the TN, Survival (Smarts): the TN counts as 1 less for how long the Meisters and Demon Weapons go to repair takes. Parts might also be required, extreme locales to hunt down Witches and not having the appropriate parts and forcing Kishin eggs. Rolling a 4 with Survival you to jury-rig it is another -1 penalty. means you can provide food, water, and shelter for you and your partner for 1 day. A Riding (Agility): Raise increases that number to 5 people total (or enough for the two for two days). Ride an animal and maintain control in difficult situations. Similar to Driving, except that animals are more mobile, much like a Taunt (Smarts): player character. The standard TN is 4, but Taunt works the same as Intimidate factors like dangerous creatures nearby or when used in combat, but instead of you terrain might impose penalties. getting +2 on a roll, they get -2 on their next action. This can help in situations outside of Shooting (Agility): combat. Getting a Raise still causes them to be Shaken (and their Spirit roll to remove When you shoot at someone, their Parry the Shaken condition is at penalty). is meaningless, like in Indiana Jones. They have a set 'Parry' of 4. However, there are all sorts of penalties associated with your Tracking (Smarts): shooting roll, such as your target having When Witches and Kishin eggs run cover, poor lighting, and distance. Edges and hide, you can root them out. This isn't can also impose a penalty. Explained to a the same as actually hiding (which is further extent later. Notice vs. Stealth) but Tracking is useful when you show up to a scene late, like Stealth (Agility): when the Kishin have already leveled a town. There is a +2 modifier to your roll per This measures your ability to be stealthy. five targets. Easily molded terrain like snow Further explanation later on, in 'The Drop' in (+4), mud (+2), or dust (+1) can also help Situational Rules. you track. Rain reduces your roll by 4. Streetwise (Spirit): Other penalties may apply. This is similar to Investigation, except

*Working 19 Hindrances: Now it's time to pick out Hindrances. Hindrances are quirks your character has that makes them fun to roleplay and also gives you some more bonuses to boot. A major hindrance grants an Advance, and two minor hindrances grant an Advance too. You aren't required to take any hindrances if you want to be boring, but you're allowed to get only up to two advances from total Hindrances. If you were to gain more than 2 Edges from many hindrances, they only apply to extra skill points.

Anemic (Minor): Bad Luck (Major): Your character gets exhausted easily Your character is just plain unlucky and during strenuous activity. Normal combat starts every session with one less Benny. doesn't require Fatigue tests unless it goes This means they will be less likely able to on for a while and the GM demands them. reroll when something terrible happens. For Natural hazards like blizzards or extreme characters who suffer unfortunate events, heat do require Fatigue tests (see Savage you want the Jinxed hindrance. World's Deluxe Book for details). They are also more susceptible to disease and Big Mouth (Minor/Major): poison. Subtract 2 from your Vigor Your character is loud, which rolls when rolling against Fatigue. can get quite bad. As a minor hindrance, your character Arrogant (Major): occasionally lets slip crucial Your character is a giant prick. information, such as at a bar, or They always have to be number one alerts guards. But as a major and let everyone know it. This hindrance, you cannot use means making tactically poor stealth unless you spend a choices, like disarming your foe just benny. If you do this, you can use to give them back their sword. They stealth for the rest of the scene. do not concern themselves with minions unless they are throwing Blind (Major): themselves at your character. Either from birth or some terrible accident, your character Bad Eyes (Minor/Major): cannot see at all. You take a -6 Your character's eyesight is poor penalty on anything that requires and you require glasses to see at vision (think about it, that's a lot). your best. Without them, you take a You also potentially take a -2 -2 on Notice or attacks against Charisma penalty with people anything more than 5 squares away. who find your character's If you are wounded, there is a 50% disability disturbing to look at. the glasses fly off. As a major hindrance, Since this is an incredibly bad hindrance, there are no glasses available and you you gain 2 advances for selecting it instead always have the penalties. of the usual 1 for a major hindrance.

*Working 20 Bloodthirsty (Major): nearly dead but they are trying their damn Your character is out for blood and will best to keep it alive. Your character has a always kill unless they have a direct set of codes and conducts they must supervisor forcing them to be less brutal. If always follow, to a T. They always must act their murderous habits are ever discovered, with respect and this can put them at a your character would suffer -4 Charisma disadvantage. Very similar to the Arrogant with most decent folk. But they might get a hindrance. You may either create your own bonus on Intimidate... code of honor or select an existing one, both must be GM approved and followed Cautious (Minor): rigorously for the hindrance to apply. Your character likes to take things slowly and doesn't move ahead full speed. You Curious (Major): might wonder why this is a hindrance, but Your character had undeniable urges of remember Hamlet, and this attitude might curiosity and must see them through, which annoy those around them and cause friction may or may not be detrimental to everyone within the group. else. Even in combat, if something new and interesting appears, the character must put effort into checking it out and learning about Clueless (Major): it, leaving themselves open and exposed Your character takes a -2 penalty while they check it out. anything that would require paying attention, since this is something your character clearly lacks. It could involve Delinquent (Minor): Notice or even Fighting or Shooting if you're Your character is a damn punk and well not careful... known among the teaching staff at Shinbusen. With most faculty and staff, they takes a -2 penalty to Charisma, unless the Code of Honor (Major): individual is sympathetic to their cause. Your character knows that chivalry is

*Working 21 Delusional (Minor/Major): autographs every chance they get, and Your character believes something that potentially gives a -1 Charisma penalty. But simply isn't true (or secretly is true and that's a problem in itself, and doesn't help at the major level it gets worse. Their habit your character). Minor delusions are ones is an addiction, like video games or drugs. the character can keep to themselves and They make a Fatigue roll every day they're not disturb others with. But major ones deprived of it, and they would need to affect the character's life, like not going to indulge in it for at least an hour. hospitals because a fear that the doctors are trying to poison them or that they can't Hard of Hearing (Minor/Major): be killed. These latter examples severely Your character is not good at hearing change the way the character is played. and, incidentally, yells a lot. As a minor hindrance, they takes -2 to Notice when Enemy (Minor/Major): listening, but as a major hindrance they are Your character has an enemy who either completely deaf and fail automatically. wants them dead or to ruin their life. A minor enemy can inconvenience you at Heavy Sleeper (Minor): most, but a major one can be a huge threat Your character sleeps deeply, and takes that can put your friends at risk too, and a -4 penalty to Notice when asleep. Luckily, take great effort to overcome. Enemies they can at least sleep in adverse include teachers, custodial staff, hated conditions more easily. rivals, etc. Hedonistic (Minor): Habit (Minor/Major): Your character enjoys the finer things in Your character does something enough life and enjoys them as much as possible, that it annoys those around them. At a and may not take the current task at hand minor level, the character has some seriously if there is nearby excess to gimmick they do, like handing out indulge in.

*Working 22 Heroic (Major): Lame (Major): Your character is a hero through and Your character lost full use of their leg at through...even if they wish it weren't so. one point. It's still there, and they can move Maybe they just like the thrill of helping on it, but they cannot move quickly. Their those who can't. Maybe they have it as a Pace drops by -2 and their running dice is part of their Code of Honor. Maybe they're now a d4. They can never take Edges that just a badass anti-hero and they can't stand increase their speed, unless they already people whining. They are always inclined to had them (such as gaining this hindrance help people in need, no matter how after an accident from possible injury). dangerous the task is, and in the end ask for very little in return. Loyal (Minor): A rare commodity these days, your Illiterate (Minor): character is loyal to his friends and Your character cannot read. They might won't leave them in a bind or in trouble. If know some obvious things like simple math their friends are caught in such a way, they or what traffic signs mean but anything will fret about until they either think of a beyond that is beyond their means. solution or are forced to go, hopefully to save them. Or else their failure will weigh Jinxed (Minor): heavily on their mind... Your character is just cursed with bad luck. It will tend to be minor things, like Madness-Susceptible (Major): always hitting red lights, more police around They say madness already exists in all of in an area, forgetting your umbrella when it us. For some, it's more likely to strike than rains. These setbacks might become more others. You have your Reason reduced by threatening in dramatic situations. 2. Edges like Courageous can offset this, but you'll always be in the grip of madness. Only a fool would heavily use madness Edges with this hindrance...

*Working 23 anything that absolutely requires two hands, and on tasks that are just easier with two hands (like using a computer) they take a -4 penalty.

One Eye (Major): Your character is only half blind. They aren't as bad off though, but their missing or damaged eye is disconcerting to those they come to, which results in a -1 Charisma penalty unless they hide their loss. They also take a -2 penalty on rolls that require depth perception (such as fighting or driving).

Mean (Minor): Your character might look alright, but they have a temper and don't like people. Your character is nastier than most, and your character suffers a -2 penalty to Charisma with people who are offended by you.

No Sixth-Sense (Major): Spirits and monsters are real, and some people have developed ways to detect them and root them out. Your character, however, cannot. You can never take the Edge Soul Perception and your character's Notice skill against supernatural beings is reduced by -2. However, ignorance is bliss and grants +1 on Reason. One Leg (Major): Obese (Minor): Your character only has one working leg. This is opposite of Lame, which implies Your character enjoys a good meal, but it two legs but one bad one. Your character might be more trouble than it's worth. They has to hop around or use a crutch, which gain +1 Toughness but lose -1 pace, and wastes a good hand. The character takes -2 their running die is reduced to d4. to Pace, has d4 running die, and takes -2 to any rolls that require mobility. One Arm (Major): Like blindness, your character had a terrible accident or birth complication that lost an arm entirely. They cannot do

*Working 24 Outsider (Minor): Quirk (Minor): Your character is not a part of the 'in- Your character does something that can crowd', causing others to distrust them. It either be endearing or annoying, depending might be due to their race or religion, but it on who you ask. It has no in-game penalties could also be because they were, until very but should be roleplayed well. recently, working with their enemies. A handful of characters might extend an olive Scaredy Cat (Major): branch to them, but they will likely be Your character might live in a world regarded with suspicion and fear. where ghosts, zombies, and monsters are real, but that doesn't mean they like it! Overconfident (Major): Whenever something spooky is nearby, Your character is very certain of their they have to succeed on a Spirit roll or be abilities, more so than they should be. Your unable to act, unless it is to run away! character has a habit of biting off more than they can chew and even then won't give up. Small (Major): Your character is small and cute, but that Phobia (Minor/Major): doesn't help much in a fight. Your character Your character is absolutely terrified of has their Toughness score count for one something and whenever this thing is less. This is great for Demon Weapons around, takes either a -2 penalty (for Minor) since their Toughness isn't much of a factor, or -4 (for Major) on all rolls. Once the however they should be aware that they subject is either dead or out of sight, the can always be hurt outside of a fight, or end character is fine again. up battling someone with Black Blood...

*Working 25 Stubborn (Minor): Thin-Skinned (Major): Your character hates to be wrong or to Your character can't stand the sight of not have everyone agree with them. their own blood, and if they have any Whenever this happens, they'll argue as wounds, they take a -1 penalty on top of all much as possible and try to rationalize and that, even if they only have just 1 wound. justify the situation to themselves. This obviously annoys the people around them and might impose Charisma penalties, such Ugly (Minor): as -2, to those who do not approve of this Your character was smacked by the behavior. whole damn ugly tree. They'll never win a beauty pageant, but if they keep their hideous mug covered and unseen by Symmetrical (Major): decent folk, they won't have to suffer a -2 Your character is unhealthily obsessed penalty to Charisma for their looks with the perfect symmetry. Lots of things can ruin the character's finely kept image, such as water, strong wind, or taking a Vow (Minor/Major): wound in battle (50% chance). When this Your character has made a promise and happens, the character must use their next they're damn sure they're going to keep it, possible turn to straighten themselves up. If no matter what. Whether it is minor and they spend a Benny, they can avoid this. major determine what lengths the character They will also refuse to attack targets will go to see it fulfilled, or how easy the deemed 'perfectly symmetrical' unless task is. The vow must be an ongoing one, it something about the target changes (such cannot simply be fulfilled. Protecting a as taking a wound) or the character spends character could be one, as could restoring a Benny. Against enemies that are something to its former glory. extremely asymmetrical, you gain a +2 on rolls, like Fighting and Shooting.

*Working 26 Wanted (Minor/Major): Young (Major): Your character is a bad man. Well, if it's a The characters in Soul Eater are already minor hindrance, not so much. Maybe they young, and you're a kid compared to them! have some unpaid parking tickets. But a You have not had a chance to learn as major hindrance would being wanted for much as the others and only start with 10 murder or an embezzlement scheme. Your skill points, and your character is not taken character might face enemies and social seriously by adults. This isn't an expressed stigma, such as -2 Charisma penalties for Charisma penalty, but adults won't believe a whom it may concern, like law officials and child, especially if the situation is serious. exceptionally outstanding citizens. Besides the usual advance from the hindrance, your character also gets another Benny from their youthful luck.

*Working 27 Advances: Every time you gain 5 experience points, you gain an advance. You also get one advance from character creation and potentially more from hindrances (remember, two minor or one major count as an Advance). An advance can be spent to Raise an Trait (once per rank, character creation counts as novice rank), purchase an Edge, remove a major or two minor hindrances, or purchase two skill points. You have between 1 and 3 advances at character creation depending on how many hindrances you took.

*Working 28 Edges:

Edges are powers and abilities used in combat or outside it to great effect. Some Edges are just new techniques the player can use, others are just flat bonuses. What is in the parenthesis are the Edge's requirements. If they require a specific rank, characters of higher ranks are acceptable. If an Edge builds off another Edge, it requires that Edge as a prerequisite. General Edges: General Edges and Professional Edges are a great way to help define what a character is like using the Advances one gets at Novice rank, especially for Meisters since they don't start getting good combat Edges until they reach Seasoned.

Alertness -2 penalty on attacks or skill rolls. (Novice) Your character is able to Notice delicate Arcane Resistance changes around them. They gain +2 on all (Novice, Spirit d8) Notice tests. Your character's body is better developed against magical assault. They receive a +2 Ambidextrous bonus to Toughness or their saving dice (Novice, Agility d8) when targeted by magical powers. Your character is exceptionally skilled Prerequisite for Improved Arcane with their off hand and take no penalties Resistance. when using it. This means they don't take a

*Working 29 Attractive Charismatic (Novice, Vigor d6) (Novice, Spirit d8) Your character is above average in Your character has a forceful personality health and it shows on their marvelous that allows them to sway others to their line body. With those who appreciate physical of thinking. There are very few situations beauty, your character would gain +2 where this Edge couldn't be used, so they Charisma. are almost guaranteed the +2 to Charisma Prerequisite for Very Attractive. in all situations.

Brawny Common Bond (Novice, Strength d8) (Novice, Spirit d8) Your character works out every day, and You can give your partner (or partners) it shows. They gain +1 Toughness and their your Bennies. This is great for Demon Encumbrance increases to Strength dice Weapons since they only really need multiplied by 8. Bennies to reroll damage but their Meisters Prerequisite for Big and Strong. need them for staying alive. Combine this with Luck or Great Luck for Big and Strong extra Bennies to save your partner's ass. (Seasoned, Strength d10, Brawny) Your character might as well live at the Connections gym now, but they are incredibly powerful (Novice, Persuasion d6, Streetwise d6) now. In addition to their massive strength Your character has friends in a specific, they already possess, they deal +1 damage high place. Name an organization (it must in combat and +3 damage against objects. be specific, like the U.S Military, not just Demon Weapons in their weapon form still Military, or Scotland Yard and not just the get this bonus. Police). Your character somehow has ties to that organization and someone inside of it, be they a friend, old war buddy, relative, or even a fan. Once per session (per times

*Working 30 you've taken this edge) you may attempt to could be anything from a skulking assassin contact this contact for assistance. (which means the character gets to roll First, roll Streetwise to determine if you Notice against the fiend twice) or to a can even get into contact with them. Failure rockslide about to be triggered, or against a wastes the session's attempt. foe about to draw a gun. This and Alertness If the Streetwise test succeeds, you've are a great pair of Edges for a Demon made contact, but you must convince them Weapon to get to protect their Meister. to help. Ask what you need first, and your amount of successes or raises determines Expert what you get. Roll Persuasion. A success (Heroic, Professional in an Trait) will make them reveal whatever they might The bonus increases to 1d12+2, the know, and won't get them in trouble. A highest possible. Skills cannot go to d12+3. Raise will make them dig a little deeper, Prerequisite for Master. potentially going higher than their clearance might allow, then sharing that information with you. A Double Raise will either Fast Healer convince them to go into harm's way (such (Novice, Vigor d8) as being fired) to obtain crucial, classified Your character can recover from wounds information for you, faster than normal, some would even say Besides information, they can also send it's inhuman. When rolling for Vigor when support. Support is either an expert in the healing naturally, add +2. field that your character needed help with, or a team of either 5 low-level warrior Fleet-Footed characters, or two Meister/Demon Weapon (Novice, Agility d6) teams. However, this requires for your Your character is swift on his feet and character to specifically ask for this, then can run laps around the competition. They roll a Double Raise. They will not send aid add +2 to their pace and roll d8 for running for anything less. die instead of d6. Certain situations might add penalties or Prerequisite for Improved Fleet-Footed. even bonuses to either roll, at the GM's discretion. Great Luck (Novice, Luck) Courageous Your character must have a personal (Novice, Spirit d6) guardian angel. They get another Benny Your character adds +2 to their Reason, every session for 5 total. and add +2 to rolls on the Disorder table. Improved Arcane Resistance Danger Sense (Novice, Arcane Resistance) (Novice) The character's body is even better Like Spider-Man's spidersense, your developed and the bonus increases to +4. character can sense impending danger. Before something bad might happen, the Improved Fleet-Footed character may test Notice at a -2 penalty (Seasoned, Agility d8, Fleet-Footed) and if the result is 4 or greater, they Your character is even faster than before, instantly become aware and ruin whatever nearly flying around on the ground. They surprise might have been coming. This improve their pace by another +2 and they

*Working 31 now roll d10 when running. Prerequisites are still required.

Linguist Master (Novice, Smarts d6) (Legendary, Expert in an Trait) Most characters start play only knowing When your character rolls for this Trait English and Japanese, but your character (such as a skill that uses it) they can roll a gains a number of languages equal to their d10 for the Wild die instead of d6. Smarts die (if it increases later, two bonus languages are gained). The character can Professional also roll Smarts at a -2 to understand any (Heroic, d12 in an Trait) language they've heard for a week. Increase the Trait to 1d12+1. This influences whatever the Trait affects, such Luck as weapons now dealing 1d12+1 damage, (Novice) or now being able to get skills beyond d12. Your character is blessed with good luck Prerequisite for Expert and Master. and gets another Benny every session. Quick Mark of a Hero (Novice, Agility d8) (Seasoned, Luck, Great Luck) Your character is as swift as the wind and Your character was born under a heroic is never a slowpoke. When drawing for sign, and after proving their worth have the initiative, if you get a 5 or less, draw again opportunity to learn a technique normally until you get 6 or more. reserved for only the greats. Select any one Edge your character qualifies for except for the Rank requirement, and take that Edge.

*Working 32 Seductive Strong Willed (Novice, +4 Charisma) (Novice, Intimidation d6, Taunt d6) Your character is exceptionally well Your character knows how to bully endowed, with shapes and curves that others, which makes them more skilled at easily distract. They can use Persuasion for resisting these petty attacks. The character Tests of Will (similar to Intimidate or Taunt), gets +2 to intimidation and taunt, and also getting the same effects. Bear in mind that +2 on the Spirit and Smarts rolls to oppose Seductive is not affected by Strong-Willed them. This is a great ability for Meisters and or Tormentor. On the plus side, that +4 Demon Weapons because the costs are Charisma bonus applies. Also, during low (even a character with Smarts and friendly competitions, while actual Spirit d4 could take it by spending enough intimidation of the other participants or skill points) and it gives a lot of bonuses. taunting might get the instigator in trouble, a Prerequisite for Tormentor. little seduction is never looked down upon... Instead of granting the seducer a +2 bonus Tormentor on a roll of their choice, they may instead (Veteran, Intimidation d8, Taunt d8, impose a -2 penalty on an action of the Strong Willed) target. This does not work in combat. Your character's torment of others has become routine. When you roll a Wild Die Spirited for intimidation or taunt, you roll a d8, to (Novice, Spirit d8) represent your reliable results. Your character knows how to really call out the best in themselves when the going gets rough. When you spend a Benny for a reroll, you add +2 to the new roll.

*Working 33 Vehicle A veteran Edge treats the vehicle as a (Novice, Driving d6) Wild Card. Your character has some kind of vehicle. A seasoned Edge allows the vehicle to be Instead of stating up many vehicles, you stored effortlessly and can be summoned or stored instead get points for every time you take as a free action. the Edge and can apply them in different Remember that some traits just can't be applied ways. You gain 2 points every time you take to a vehicle. A skateboard cannot trunk space or the Edge. Some abilities cost a full Edge. additional passengers. A motorcycle can't provide Only you may use your vehicle under most protection to its user, unless it's like a Judge Dredd circumstances. bike. Be reasonable with your vehicle. Examples: The base vehicle has 3 Acceleration Bicycle (1 Edge): 4 Acceleration, 1 Seat, (And total pace is 15, or 5 Accelerations) Handling -1 and seats 1. It offers no protection or cargo Car (4 Edges): 5 Acceleration, 4 Seats+Trunk, capacity. It has Toughness 10 and is an +1 Toughness, Ram attack Extra. When it takes it's second wound, the Motorcycle (3 Edges): 6 Acceleration, 2 Seats, driver tests Drive like they would for Vigor. Ram Attack, Handling -1. 1 point increases the Acceleration by 1. Skateboard (1 Edge): 3 Acceleration, 1 Seat, 1 point increases passenger or cargo Handling -2 capacity by 1 (1 cargo capacity is enough). Sports Car (4 Edges): 7 Acceleration, 2 1 point grants the driver/passengers +1 Seats+Trunk, +1 Toughness, Ram Attack. Toughness (such as being in a car). 1 point decreases the penalty for Very Attractive complex maneuvers. May be taken twice (Novice, Attractive) for a total of 2 points of penalties removed. Your character's even more beautiful and to the 1 point adds ram attack. eyes, raising the bonus to +4. A veteran Edge allows the vehicle to fly.

*Working 34 Professional Edges: Professional Edges usually offer pretty awesome benefits, and the prerequisites for them make them almost seem like a culmination of your work and abilities. Professional Edges usually toss around +2 bonuses to several skills or rolls like they're nothing. However, these Edges represent a huge amount of time dedicated by your character to master these crafts. As such, just like Trait increases, characters may only take one Professional Edge per rank. If your character takes multiple Professional Edges that give bonuses to the same Skills, only the single highest applies. No taking all of the Stealth-based Professional Edges and having +6 or more on Stealth!

Ace dance. Whenever making an Agility test (Novice, Agility d8, Driving d8, Vehicle) (such as avoiding an explosion, performing Your character is a master when it comes an Agility trick, dodging a trap, etc), you to driving or piloting vehicles, despite their gain a +2 bonus to the roll. Your character young age. You gain a +2 bonus to Driving also gains +1 Parry as long as they are not rolls. Also, your character can spend a encumbered. Benny to soak damage done against their vehicle, and if it is their vehicle granted by Assassin the Vehicle Edge, they gain +2 on the Soak (Novice, Agility d8, Climbing d6, Fighting d8, roll (which is a Driving roll, so it ends up Stealth d8) being Driving +4). You've trained under the ways of the assassin. You blend into the darkness... Acrobat and when you get 'the drop' on your foe you (Novice, Agility d8, Strength d6) deal an extra +2 damage. You can also roll Your character has been trained to be a Double Raise or higher against a foe highly acrobatic, typically in a school or when using Fighting or Shooting. Instead of class that focused on it like gymnastics or only rolling 1d6 damage for just rolling more than 4 than their Parry, you roll 1d6 per Raise (so 3d6 if your attack beats their Parry by 12). Prerequisite for Mark of Death and Lacerate.

Bounty Hunter (Novice, Smarts d8, Streetwise d8, Survival d6, Tracking d6) Your character is a trained hunter of men and stalks those who try to run from the law...or those they've wronged. Bounty hunters are as much of a badge of honor and fear as anything else, and they can 'convince' people they meet to tell them where their prey lies. They gain +2 on Streetwise, Survival, and Tracking.

*Working 35 Duelist character gets +2 on Investigation and (Novice, Agility d8, Fighting d8) Streetwise skill checks. Your character knows what to say to Shinigami-sama; not today. They were McGyver trained by a master duelist for one-on-one (Novice, Smarts d6, Repair d6, Notice d6) combat, which makes them very good at Your character watched too many shows fighting Meisters. This works well with a from the 80s and is obsessed with Code of Honor. You gain +1 Fighting and on McGyver. Your character never takes Agility Tricks, but only if you and your foe penalties for not having the right tools for a aren't receiving Gang-Up bonuses. job (such as lockpicking) and, if they roll Prerequisite for Keen Defense. both Repair and Notice and both succeed, might be able to scrap together a better tool Healer for the job from the area around them. The (Novice, Spirit d8) GM has final say, but as long as it's not too Your character seems to have some complex and especially if the character magical ability when it comes to healing that knows what they're talking about, it should they can work to the same efficiency as a be allowed. staffed medical team. Your character gets +2 on Heal tests. Scholar (Novice, d8 in two Knowledges) Investigator Your character studies hard all the time (Novice, Smarts d8, Investigation d8, to know the most they can. They've found Streetwise d8) all sorts of strange bits of information in Your character is a sleuth among sleuths their books, and any of that could come to and no mystery can stay locked for long. be useful in any situation. They receive a They might have received formal training or +2 in two knowledge skills that are d8 or they just read too many comic books. Your greater.

*Working 36 Shadow Thief (Seasoned, Climbing d10, Lockpicking (Novice, Agility d8, Climbing d8, d8, Stealth d10, Thief) Lockpicking d6, Stealth d8) Your training in the shadows doing illicit Your character might not be an actual crimes has become second nature to you, 'thief' but they are used to delinquent and something you're less likely to fail at. activities and perform them regularly. They Your wild dice for Climbing, Lockpicking, gain +2 on Climbing, Lockpicking, and and Stealth in urban environments is Stealth in urban environments. increased to d8. Prerequisite for Shadow.

Shadow Arts Vigilante (Novice, Agility d8, Smarts d8) (Novice, Spirit d8, Intimidation d8, Stealth d8) Your character has trained in the arts of Your character has read too much the old-school ninja, and can nearly extend and other superhero comics and the shadows around them to conceal their wants to be just like them. Your character dark movements. As long as the character might be anywhere from dark and brooding is fighting in an area with darkness (a -2 or to almost cheerfully psychotic, but whatever greater penalty due to visibility) they get +2 their demeanor is, they gain +2 on on their Tricks. Intimidation and Stealth. Prerequisite for Ninja Strike. Woodsman Socialite (Novice, Spirit d6, Survival d8, Tracking d8) (Novice, Spirit d8, Persuasion d8, Your character spent a lot of time in Notice d6) nature when they were younger, and they Your character enjoys being the life of the feel comfortable in the great outdoors. They party and the center of attention. Their skill gains +2 Tracking, Survival, and Stealth in at conversations and being able to read natural environments. other people give them a +2 bonus on Persuasion and Notice.

*Working 37 Combat Edges: Combat Edges are available to both Meisters and Demon Weapons, however Meisters will usually get more use out of them, with other Edges being more beneficial to Demon Weapons. However, Demon Weapons might find themselves in the occasional fight without their Meister...

Blind Fighting they hit their foe. When you successfully nd (Seasoned (or Novice if Blind), Fighting incapacitate a foe in combat (Deal their 2 th d8, Notice d8) or 4 wound and they fail a Vigor check) Your character was born in the you may continue your attack and strike darkness... raised in it. When the character another foe within melee range. is ever afflicted by a penalty on Fighting or Prerequisite for Great Cleave and Merry Shooting (within 12”) against a foe, they Carnage. may roll the dice twice and take the superior result.

Block (Seasoned, Fighting d6) Your character has taken enough hits to know they don't like that and fight back. They have learned to keep their guard up and get +1 on Parry and their Full Defense. Prerequisite for Improved Block and Superior Defense.

Brawler (Novice, Strength d8, Vigor d8, Martial Artist) Your character is brutally tough, going more for raw strength instead of the finesse of the typical martial artist. You add +2 to your Unarmed damage. Prerequisite for Brutal.

Brutal (Seasoned, Martial Artist, Brawler) Your character's knuckles are constantly bruised from the beatings they give out. Combat Reflexes They can roll 1d8 for their Wild Die for (Seasoned) unarmed attacks and if they score a Raise Your character has fought in some pretty add 1d8 damage instead of the usual 1d6. mean streets and knows his way around a no-holds-barred slugfest. They gains a +2 to recover from being Shaken and foes get Cleave no bonus for ganging up. (Seasoned, Strength d8) Your character doesn't stop swinging when

*Working 38 Counterattack for damage too. (Seasoned, Fighting d8) Your character is always ready for a foe to Evasion over-extend themselves and strike. When a (Heroic, Agility d12, Dodge, Improved foe misses your character in combat, you Dodge) may make an immediate counter attack with The pinnacle of agility, whenever a -2 penalty to Fighting. This will not count attacked (and aware of the attack), the towards your next turn. character can roll 1d10 and on a 9 or 0, Prerequisite for Improved Counterattack. they are not hit.

Dirty Fighter Extension of Your Arm (Novice, Smarts d6) (Veteran, Strength d10, Martial Artist, Most people think they're using tricks Grab and Hold) correctly in combat, but they're amateurs. Your character's weapon is an extension Your character is a pro and when they play of their very arm, and when they get a a trick on their target (either an Agility trick Raise in their strength check when or Smarts trick) they gain a +2 bonus. It maintaining their grapple, your character helps it be easier to Shaken a foe. can use a one-handed Demon Weapon on Prerequisite for Quite Dirty Fighter. the target instead of an Unarmed attack.

Dodge (Seasoned,Agility d8) Your character is nimble on their feet and are good at dodging the most accurate of shooters. Ranged attacks take a -1 penalty against them, including other penalties such as darkness, cover, and distance. Prerequisite for Improved Dodge and Evasion.

Dual Strike (Seasoned, Agility d10, Two-Fisted) Your character swings both weapons as if they were one. Roll Fighting once, and add +1 on top of other bonuses. If it hits, roll for both weapon's damage separately. Damage from a Raise is only applied once. Extraction Prerequisite for Dual Mastery. (Novice, Agility d8) Your character knows that retreating is Dual Mastery really just advancing in the opposite (Heroic, Two-Fisted, Duel Strike) direction. Normally foes get a free attack at Your character's strikes are as much a fleeing character, but the first foe you about location as they are about damage. disengage from does not get this attack. When you get bonus damage from a Raise Prerequisite for Improved Extraction and with fighting, roll Agility instead of Strength Onslaught.

*Working 39 Lacerate Frenzy (Heroic, Fighting d8, Stealth d10, (Seasoned, Fighting d8) Assassin, Mark of Death) Your character can now make a second Your character's blade always knows attack with only a -2 penalty. This is not where the most lethal place to go is. When considered another action, it happens when you get 'The Drop' on someone, they must you attack during your turn. If you wield two test Vigor at -2 or take another wound. weapons, only one gets the extra attack. Prerequisite for Improved Frenzy and Fast Strike Sucker Punch. (Seasoned, Agility d8, Fighting d8) Your character is an expert at lunging Improved Block forward and attacking before quickly (Veteran, Block, Fighting d8) retreating. If character moves at least 2 A few more hits on the head have proven squares before attack, they can attack then to your character that their defenses need finish their move elsewhere. Target gets no practice. They gain another +1 to Parry, attack against your character, others do as for +2 total. This +2 is also added to Full normal. Attack can made Wild, Rapid, etc. Defense actions. Prerequisite for Improved Fast Strike and Sucker Punch. Improved Counterattack (Veteran, Counterattack) Favored Foe Even more skilled at the art of waiting for (Seasoned, Smarts d6, Knowledge your foe to over-stretch themselves, you (Spiritology) d6 or (Favored Foe take no penalty now as you punish them for specifically) d4+1) their overconfidence. Your character has specially trained against certain foes of Shinbusen. Against a Improved Dodge select group of enemies (Kishin eggs and (Veteran, Dodge) monsters, Black Blood-infected enemies, As your character moves with the force of Witches, Meisters), gain +1 Parry and deal a windstorm, and against them for ranged +1d8 damage on a Raise (or 1d10 if you attacks becomes -2. already had 1d8). May be taken multiple times for different enemies. Improved Extraction (Novice, Extraction) First Strike Your character now cannot be hit as they (Novice, Agility d8) move around...which can be useful for more Your character is swiftly able to respond things than just running away. You could run to foes that move to attack them. They may to a target behind all of his minions... make a fighting roll against one foe who Prerequisite for Onslaught. come into melee range each turn. The attack has a -2 penalty. Improved First Strike Prerequisite for Improved First Strike and (Heroic, First Strike) Sucker Punch. Your character has learned a lot through their career and is ready to take on all challengers. They may make a First Strike against every foe that moves adjacent.

*Working 40 Improved Frenzy afraid, they willingly go after them and fight (Heroic, Frenzy) them. When fighting a foe who is larger Your character is even more skilled at the than you, your character deals +2d6 bonus attack and doesn't take a penalty. damage and can roll damage twice, taking the better result. Improved Martial Artist (Veteran, Fighting d10, Martial Artist) Grab and Hold Your character can focus their inner chi (Novice, Martial Artist) and use it to know exactly where to strike Your character hates to let their foe get their foe for the most accuracy. If user away and has perfected their ability to hold doesn't move, removes 2 points of penalty onto their enemies. They get +1 on grapple. from called shot with Unarmed attack. Prerequisite for Extension of your Arm. Prerequisite for Martial Arts Master. Great Cleave Improved Nerves of Steel (Veteran, Strength d10, Cleave) (Novice, Nerves of Steel) Your character is even more well-versed Your character is even tougher than at slicing and swinging. You may now before and now ignores two wounds' worth cleave an unlimited number of times per of penalties. turn, as long as your attack both incapacitated the target and you have another viable target to attack. Improved Sweep (Veteran, Sweep) Your character has learned how to Killer Instinct improve their sweeping attack and now (Heroic) there is no penalty. Your character hates to lose and always manages to edge out the near competitors. They win tied opposed rolls, and may reroll Improved Trademark Weapon opposed skill die if it comes up a “1”. (Veteran, Trademark Weapon) The bond has had a chance to grow even deeper, and the Demon Weapon, no matter Mark of Death what form it may have, is like an extension (Seasoned, Assassin) of their own arm. Your character gets +2 on You can size up an opponent by rolling Fighting or Shooting now. opposed Smarts. As an action, you can size up your foe, and you'll deal an additional +1d4 Damage per success and Raise you Inner Focus scored over their Smarts die. (Heroic, Fighting d8, Martial Artist, Improved Martial Artist) If the user doesn't move this turn, they Marksman get to remove a total of 4 points of penalty (Seasoned) from an unarmed called shot. Your character is a crack shot. Your character can get the Aim bonus as long as they don't move! Simply not moving grants Giant Killer the user +2 on Shooting rolls. Only applies (Veteran) to first attack with Full Auto. Some Kishins or minions of the Witches get really big. And your character isn't

*Working 41 Martial Artist attack before moving and successfully (Novice, Fighting d6,Vigor d6) either cleave but are either out of targets or Your character either trained under a true don't want to attack one of the available martial artist or watched a lot of martial arts targets, you can move to a new target or movies. Whichever is the case, they are group and continue the cleave with them. never considered unarmed, and deal an additional +d4 to unarmed damage rolls. Nerves of Steel This works with Soul Menace. (Novice, Vigor d8) Prerequisite for Brawler, Brutal, Your character is able to roll with the Extension of Your Arm, Grab and Hold, punches. They ignore 1 point of wound Improved Martial Artist, Inner Focus, and penalties (so if they had 1 wound, they Martial Arts Master. would take no penalty). This also applies to other characters Healing them. Martial Arts Master Prerequisite for Improved Nerves of Steel (Heroic, Fighting d12, Martial Artist, Improved Martial Artist) Ninja Strike Your character is really an expert of the (Seasoned, Shadow Arts) martial arts. Maybe they finally trained Your character can spend a Benny on a under a real martial artist. They get +2 to foe they tricked to get the Drop on that foe unarmed damage rolls and may take this too. Also, if they take out any character Edge up to five times. unnoticed, they can use any remaining movement they have to hide the body. Merry Carnage (Veteran, Agility d8, Cleave, Great Cleave) Your character's delightful murderous intent is well known! If you made your first

*Working 42 Onslaught Your character is used to going fast and (Veteran, Extraction, Improved Extraction) doesn't let that extra speed bother them. Your character can move so fast and with They ignore the unstable platform penalty such precision that he can tear his way and they eliminate up to two points of the through a path of enemies without being penalty for moving more than 10”. See attacked. Roll running, pick your course, Running in the Combat section. and make a Fighting roll at -2 against each enemy along that path (or none if you have Sucker Punch the Steady Hands Edge). You can also just (Seasoned, Agility d10, First Strike, Frenzy) keep running past one enemy, but you must Your character knows how to launch a at least move one full square out of reach sucker punch against a target. When the before running back, in a circular pattern. character makes a successful Test of Wills (Intimidation, Taunt) they get a free Quite Dirty Fighter Unarmed (or Soul Menace) attack against (Veteran, Smarts d8, Dirty Fighter) the foe. Your character is even more of a master of dirty fighting now. During their turn, they Superior Defense can use a Trick without taking an action. So (Veteran, Agility d8, Block) use it right before an attack to really throw Your character has blocked enough to off a foe and lower their Parry right before know that sometimes they have to really an attack. A Meister using this when their focus on defense. When using the Defend Weapon Partner pulls off an Intimidate or maneuver, his Parry is increased by +2 Taunt is quite formidable... (instead of +1). If using the Full Defense maneuver, add +2 to his Fighting roll to Steady Hands determine the Parry score (so +4 total, not (Novice, Agility d8) including Block or Improved Block).

*Working 43 Sweep their partner thanks to the strong bond (Novice, Strength d8, Fighting d8) between them. They gain +1 Fighting or Some characters like to surround shooting with particular Demon Weapon. themselves with foes and just go insane on Note, a Demon Weapon can take this feat them, hacking and slicing. Your character and select themselves when they become can attack every foe within reach once, but Death Scythes. the fighting roll is at a -2 penalty. Prerequisite for Improved Trademark Weapon. Take the Hit (Seasoned, Vigor d8) Two-Fisted Your character is just a number one (Novice, Agility d8) badass and happily takes nearly fatal Your character feels most comfortable wounds just to recover from them. The with a blade in each hand. The character character gets +2 on soak rolls which helps may attack with a weapon in each hand offset the huge penalties from wounds. without multi-action penalty, but still have Prerequisite for True Hero. their off-hand penalty. Prerequisite for Dual Strike and Dual Mastery, True Hero (Heroic, Vigor d12, Take the Hit) Your character is even more willing to get Zweihänder hurt and able to stand right back up. Upon (Seasoned, Strength d10) becoming incapacitated (4+ wounds) gets Your character can wield weapons with free Soak roll. They can still soak normally one strong hand that most common men after this roll. struggle with using both hands. Normally two-handed weapons require two hands, but your character treats two-handed as Trademark Weapon one-handed. They can duel-wield as well, (Novice, Fighting or Shooting d8) holding a two-hander in both hands. Your character prefers to only fight with

*Working 44 General Soul Eater Edges These Edges are specific to the Soul Eater universe. They are available to both Meisters and Demon Weapons.

Anti-Demon Wavelength Spirit roll to restore Sanity as if they had a (Novice, Spirit d8, Character Creation) week's rest (and Raises give a +1 bonus to The Madness Wavelength is one of the this roll), or reduce their Black Blood by one greatest threats in the Soul Eater universe, level per success and Raises (Rolling an 8 because very few beings can stand against against a target with Black Blood level 3 the madness that exists in one's heart. would reduce it to level 1, and if the foe was However, very rare individuals can counter Level 2, it would deactivate) and the Black this madness, and are said to be in Blood can't reactivate for that scene. possession of the Anti-Demon wavelength. Your character gets +1 on Reason (but Grigor Soul not if they willingly accept the Sanity (Novice, Spirit d8, Character Creation) damage). They get +1 Damage against evil Out of every 50 million people born, one targets (monsters and witches). Finally, they may possess a soul reminiscent of an angel can expunge the madness in someone's inside of them. This rarity is represented by soul. Your character tests Persuasion to the character needing such a high Spirit activate this. If successful, they can restore dice at character creation, but exceptions the target's Sanity by giving them a free could be made for a character to 'discover'

*Working 45 this soul type later (GM's discretion). Improved Soul Perception Summoning the angelic wings requires (Seasoned, Spirit d8, Soul Perception) the character having extreme control over At first, Soul Sight could only reveal a their soul wavelength. This means the soul's color and how powerful that soul character themselves must have rolled an 8 could become. Now your character can use and achieved Tier 2 wavelength connection. Soul Sight to learn one thing of their choice The wings manifest on the character's about their target, any statistic they like, opposite (So a Grigori soul Demon Weapon such as exact Toughness, or the highest has them appear on their Meister) but the they can roll on Fighting. They are still only effect is the same. They acquire Flying given the highest numbers for dice rolls, not Pace double their Pace with perfect the exact roll and modifiers. For every maneuverability. Raise they get, the GM reveals one more At Tier 3 Wavelength, the wings gain an bit of information. offensive and defensive features. The Prerequisite for Soul Block. feathers provide +2 Toughness to the Meister, in addition to the +3 Wavelength bonus to Toughness, or the bonus can be Insanity Resistant lost that round to fire the feathers (RoF 3 (Seasoned, taken Sanity damage) shooting attack, uses only Grigori Soul's Like calloused hands, a mind touched by Spirit wavelength roll as damage, just like insanity strengthens and multiplies Spirit by Soul Menace). 5 for Sanity points instead.

*Working 46 Soul Perception roll against a target Meister and Demon (Novice, Smarts d6, Spirit d6) Weapon team within 12”. If they succeed, Physically reveals a soul in a person. You the targets must immediately roll can read someone's soul with an opposed Wavelength Connection, but without any wavelength check. The major ones to know bonuses from Wavelength Focus, high are that witches are purple souls and Kishin Rank (but keep the penalties), and with a -2 eggs are red souls. Meisters and Demon penalty for every Raise your character Weapons can be many different colors. scored in the opposed roll. In the case of Success also reveals the highest number duel-wielding Demon Weapons, all three the target can reach for wavelength. A are affected. character may hide their soul type by rolling wavelength against potential spies. This lets Wavelength Focus I them show their soul as whatever they like (Seasoned, Smarts d6, Knowledge Prerequisite for Improved Soul (Spiritology) d6) Perception and Soul Block. Your character can focus their wavelength to connect with their Weapon. Soul Block When you roll Spirit for your Wavelength (Heroic, Spirit d10, Soul Perception, Connection, you get +1. Improved Soul Perception) Prerequisite for Wavelength Focus II. Your character can destabilize the target's Wavelength connection. If the user Wavelength Focus II uses their whole turn for this one action (Heroic, Smarts d8, Knowledge (and can't contribute to a combined attack, (Spiritology) d8) although the other partner has their actions Focusing the wavelength is secondhand, as normal) they can roll an opposed Spirit and you get another +1.

*Working 47 Meister Edges These edges display a Meister's superior control of their partners, and are for Meister's only.

Adaptable Bonus Special Technique II (Seasoned, Smarts d6, Knowledge (Seasoned, Smarts or Spirit d8) (Spiritology) d6) Your character gains another Special Wavelength measuring is as much a Technique, giving them a total equal to their science as it is Spiritual exploration. Taking Rank plus 2. It may be Tier 1 – 3. this Edge negates the penalty that a Meister has for using a Demon Weapon Bonus Special Technique III they are unfamiliar with. This does not (Heroic, Smarts or Spirit d10) modify the rank-based penalty for low rank Your character gains another Special Meisters and Demon Weapons. Technique, giving them a total equal to their Prerequisite for Wavelength Absorb, Rank plus 3. It may be Tier 1 – 3. Wavelength Bully, Wavelength Counter, and Wavelength Deflect. Duel Demon Weapon Wielder (Seasoned, Smarts d6, Spirit d6) Bonus Special Technique I Most Meisters are content with wielding (Novice, Smarts or Spirit d6) just one Demon Weapon, but there are Your character gains another Special some Meisters who can wield two separate Technique, giving them a total equal to their Demon Weapons at once, either by having Rank plus 1. It may be Tier 1 – 3. two or disarming one and taking it. Meisters with this Edge reduce the penalty they and their Demon Weapons take on Wavelength from duel-wielding by 1, to -1 total.

*Working 48 Flexible Techniques opposed Spirit test vs. your character to (Seasoned, Smarts d8, Knowledge negate the effect against their aura. (Spiritology) d8) Your character is more adaptable than Wavelength Absorb other Meisters and can spend a Benny to (Seasoned, Spirit d10, Adaptable, create a Special Technique right on the spot Wavelength Counter) to use for that scene. It behaves just like a Your character can take the damage you regular technique and still requires the countered from a Wavelength attack and proper Wavelength Connection Tier. Once store it to add to your own Wavelength the scene is done, the technique is lost, attack. You can hold damage up to your although it could be made permanent when Spirit die. You may only hold one attack's the Meister gains rank or takes an Edge. damage at a time, but can dismiss a currently held attack for a more powerful Madness Rejection one. Holding a charge of Wavelength (Seasoned, Spirit d8) Assault does not interfere with your Your character's wavelength is so strong Wavelength Counter ability. that it rejects nearby Madness wavelengths. As long as their Wavelength Connection is Wavelength Bully greater than 0, they cancel the effects of (Veteran, Intimidate d8, Adaptable) passive Madness auras (such as from the Your character's wavelength is so strong environment or a monster) to a number of and brutal that when they disarm an inches equal to their Spirit die multiplied by opponent's Weapon, the Weapon's their Wavelength Connection Tier. Powerful wavelength is overcome and they cannot enough monsters or locations, as resist. When disarming you eliminate the determined by the GM, may make an hostile -2 penalty to Wavelength.

*Working 49 Wavelength Counter roll (Spirit die plus the Wavelength) as (Veteran, Spirit d8, Adaptable) damage to an unarmed attack. When your character is hit by an attack Prerequisite for Wavelength Blast, using wavelength, test Spirit as a free Wavelenth Blast II, and Wavelength action. On a Success, you negate half of Disruptiveness. the Wavelength damage, on a Raise, you take no Wavelength damage. Wavelength Disruptiveness Prerequisite for Wavelength Absorb and (Veteran, Smarts d6, Soul Menace) Wavelength Deflect. Your character's Soul Menace attack carries a quivering disruption within it. Wavelength Deflect When it deals a wound against a target Meister/Weapon team, they must roll (Spirit d10, Adaptable, Wavelength Counter) Instead of adapting your soul to your Wavelength Connection, taking whatever opponent's Wavelength to mitigate it, you new penalties they have. deflect their attack. When your opponent makes any kind of Wavelength attack Wavelength Blast against you and hits, you can spend an (Veteran, Smarts d8, Soul Menace) action to make a Wavelength Connection You may now make your Soul Menace as roll against their Fighting total. If you roll a ranged attack with range of 20'. You only higher, you deflect their attack away roll Wavelength for this, no Strength or entirely. If you roll a Raise, you deflect their Martial Arts can be added. attack back at them or a target of your Prerequisite for Blast II. choice. Whether you succeed or fail, you begin your next turn having already taken Wavelength Blast II one action, thus receiving a -2 penalty. (Heroic, Soul Menace, Wavelength Blast) Your character may roll their Spirit die Soul Menace twice for Wavelength Blast attacks, but only (Novice, Spirit d6) add bonuses or penalties to Wavelength The Meister may add their Wavelength Connection once.

*Working 50 Special Technique: All Meisters train themselves for special combat techniques that are made in conjunction with the Meister's normal attack or serves as a buff as the Meister acts. Special techniques cost the user levels in their Wavelength Connection tier. If a Meister and Demon Weapon pair was at a Tier 2 connection, and the Meister used a Tier 2 special technique, they would be reduced to Tier 0 connection. If the Meister only used a Tier 1 move, they would only be dropped to Tier 1. It isn't possible to use a Technique that would drop the pair to less than Tier 0 (which would effectively separate them). It should be noted that the Tier level is only lost after the roll for damage, so any bonuses the Meister and Demon Weapon pair receive for having a high Tier level are applied to the following rolls unless noted. When a Meister declares a special technique, the first thing they do is test Spirit. This is a free roll, so the Meister doesn't take further penalties to previous rolls. This means that if the special technique is the first action of the Meister's turn, the following attack roll wouldn't take a penalty. Many special technique traits get more powerful if the user rolls a Raise on their Spirit test when declaring the special technique. Assuming the Spirit test succeeds, the special technique is ready. The Meister rolls Fighting, Shooting, or performs the related action, like movement. Unless the special technique modifies the these rolls in some way, the normal rules apply (including the dice acing, critical damage, etc). When the attack hits, then the Meister and Demon Weapon roll for damage, then modify the result based on the special technique. This could include re-rolling damage, doubling damage, or applying that damage in a number of different ways, such as a line effect. When a Meister develops a special technique, they select a specific weapon or form of attack that uses it. For most Meisters, this means their Demon Weapon partner, but some Meisters use Soul Menace attacks frequently, or have a polymorphosis weapon with multiple forms. The special technique only works with the keyed weapon and in the appropriate weapon form. When creating a special technique, determine the technique's tier. This determines the amount of points the player has to spend. Tier 1 techniques have 2 points to spend, Tier 2 have 4, and Tier 3 have 6. Bonus points can be acquired by applying drawbacks to the special technique. If a technique carries over multiple turns, such as a duration effect technique or charging up a powerful special technique, a Spirit test must be made each turn. This is a free test, so it might as well be done first before the Meister incurs any more penalties. However, each turn after the first incurs a cumulative -1 penalty. These penalties do not pass on to any other actions.

Effects: Accurate Blast By pouring all of your focus and spirit Your character's melee attack swings with energy into an attack, you get +4 your such force that creates a ranged effect, Fighting or Shooting roll for the attack. If the such as by slicing the air and making a attack has multiple attacks (Such as Rapid vaccum, or channeling mystic power. The Attack or Rate of Fire, only the first receives attack gets a specific range. This costs 2 such a bonus. This costs 4 points. points for 15” or 4 points for 30”.

*Working 51 Bullet Hell it. It costs 2 points per +2 Elemental Your character's ranged attack rate of fire damage, maximum is 6. for their attack increases by one step. If the weapon is single-fired, it increases to Rate Line Effect of Fire 3. But if the weapon had Rate of Your character's attack shoots out in a Fire, it increases to Rate of Fire 5, but the line to hit multiple targets. All targets within penalty increases to -3. This costs 4 points, the line take the effect of the attack, and or 8 points to increase from single shot to don't gain bonuses to Parry from other Rate of Fire 5. targets providing a 'cover' bonus. Rolling a Raise doubles the length or width, your choice. This costs 2 points for a 1x5 square Debilitating line, 4 points for a 3x10 square line, and 6 Your character's attack uses other points for a 5x10 or 3x15 square line. methods to Shaken a target, potentially punishing a target deficient in that Trait. Instead of rolling Spirit for the Shaken Modify Terrain condition, the target rolls Strength, Smarts, Much more of a special technique than or Vigor. The special attack's appearance attack, this move lets the character modify matches this. This costs 2 points. the terrain around them. They can manipulate a number of 1” squares equal to their Smarts die. This costs 4 points and Double Damage is a duration effect. Your character's special attack is so overpowering that the final damage result is doubled. This costs 6 points. Overdrive Your character quite simply keeps attacking until they miss. The character rolls Energized their attack like normal, but if they hit, they Your character's special attack grants can attack again with the same roll. After their Demon Weapon a bonus in energy the final attack is resolved, roll damage, but damage. Unlike the Weapon Trait, this is it applies to Toughness separately (as they represented by the energy surrounding and are separate attacks). This costs 6 points. enhancing the weapon instead of replacing

*Working 52 Paralyzing bonus to one of these and add it Your character focuses their Soul somewhere else. It could either to be one of Wavelength into their target in an attempt to those 4 stats (such as eliminating the slow their movements, or completely stop Damage bonus for double Parry) or added them. This reduces their Agility and to a stat such as Pace, or on Agility tests. Strength Trait rolls, and any related skills, The bonus can't be added to Skills because by -2, and reduces Pace by 2. The more skills get enough bonuses. This costs 2 advanced version completely paralyzes the points per stat change (so eliminating target. This costs 4 points, or 8 points for Damage and Attack bonuses for double the advanced version. The advanced Parry and Toughness would cost 4 points) version can be made cheaper by having the and this makes it a duration effect. Meister paralyzed as well. Tactical Genius Speeding Your character's form makes them nearly Your character adopts a stance where undetectable. They are considered to have their speed doubles. This applies right 'The Drop' for the attack, even if they would before the move, so their Pace, their Run not normally have it. This costs 4 points. speed (Pace plus the Running die), and jumping is doubled. This costs 2 points and Tearing is a duration effect. For 2 additional points, Your character's attack is always creates an illusionary copy per 10 Pace. guaranteed to do massive damage. When Attackers must roll Smarts with a penalty rolling for damage, roll twice and take the per copy to hit the right target. best result. Should your character have similar effects like this (such as from the Stance Death Meister Edge) simply add one Your character can modify how their damage dice per effect, and only take one. Wavelength Connection modifier is granted. This applies to both the Meister's Strength Usually, they get their Tier bonus added to die and the Demon Weapon's Strength Die their Attacking rolls, Damage rolls, Parry, (or potentially the Meister's Martial Arts and and Toughness, but they can eliminate the Wavelength Connection dice for a Soul Menace special attack). This costs 4 points.

*Working 53 Traumatizing This ability would cap at 8 points total. Your character's attack is so detrimental that the target can't recover easily. They must roll twice for Shaken, and take the Wavelength Barrier lower result. They may spend a Benny, but Your character creates a giant barrier in this only removes the lower roll. They would front of them. Attacks from enemies must have to spend two Bennies to perfectly un- deal more damage than the average Shaken themselves. This only lasts one damage of the weapon used (such as a turn, if the target is still Shaken by this Demon Weapon or Soul Menace), and even effect during their second turn, it becomes a if they bypass the shield, they are reduced regular Shaken condition. If you roll a by that amount. The weapon being used Raise, the target cannot spend a Benny, can't attack while this special attack is being and is likely screwed. This costs 4 points, used (other attacks, like other Demon and for an additional 2 points, it becomes 3 Weapons or Soul Menace, can be used). dice, taking the lowest, and similarly Your character is immobile while this special requiring another Benny to end the effect. attack is in effect. The barrier is as tall as a third of your Spirit die, rounded down, and Unbalancing as wide as half of it. If your spirit die is at Your character's attack can knock the least a d8, you can surround yourself with target off their feet. If they are at least the barrier. This costs 4 points and is a Shaken, they must test Agility. If you rolled duration effect. For 8 points, the character a Raise on the Spirit check, there is a -1 can be mobile, and use the shield to make penalty to Agility. This costs 4 points, and Grapple rolls, rolling Wavelength for every 2 points added, there is a further Connection instead of Strength, and -1 penalty to the Agility roll (so at 6 points, affecting any targets that are within the the normal roll is -1 and on a Raise it is -2). Barrier's area when used. Using it this way forfeits the defensive aspect.

*Working 54 Drawbacks: Charging to themselves by drawing upon their own Your character does not have the lifeforce to fuel their power. When activating necessary power to attack instantly with the the special attack, they test Vigor at -1 (and attack, and must charge it up before don't get the bonus from having a high unleashing it. You gain 1 point back per turn Wavelength Connection tier). The special of charging. This turns the attack into a attack works regardless of success or duration attack, meaning it must be rolled failure, but they take a wound if they fail. for each turn or lost. Even though the You gain back 2 points, plus 2 points for charging counts as a free action, the any further -2 modifiers added (4 points character counts as having spent an action returned tests Vigor at a -3 penalty). that turn, so if they want to attack too, it's at a -2 penalty, and it can't be with the weapon Tiring being charged. Your character gets a lot taken out of them after launching the special attack. Desperate They take a -2 to Fighting or Shooting rolls Your character releases so much energy for 1d4+1 turns following the special attack. in such a short time that they can't possibly You gain back 2 points. control it all. If they eschew their bonus from their Wavelength Connection, you gain Wavelength Disruption 2 points back. If they take a further -4 Your character's special technique is so penalty on top of that, they gain back 4 powerful that it temporarily scrambles the points. This can only be used on Tier 2 or Wavelengths of you and your partner(s). higher techniques. For the next 1d4+1 rounds, your character and any Demon Weapons paired with them Life-force Draining take a -2 penalty on Wavelength Your character threatens personal injury Synchronization, even if they switch to a new partner. You gain back 4 points.

*Working 55 Sample Special Attacks: Death Cannon (Tier 2, Charging, Unbalancing, Tearing, Pistol): Death the Kid's technique is so powerful that it must be charged for 2 full turns, the Death Cannon rolls each Damage twice and takes the highest rolls, and can knock the target over (Agility test, -1 on a Raise).

Experimental Ectoplasm (Tier 2, Wavelength Barrier, Soul Menace): Stein's personal technique, he can create a marshmallow-like blob around him that absorbs incoming attacks. It wraps completely around him and a bit above him. Since it uses his Soul Menace attack, it stops damage equal to half of his maximum Soul Menace damage (which adds his maximum Spirit die plus his Wavelength modifier, his maximum Strength, and his maximum Martial Arts die).

Speed Star (Tier 1, Speeding, -): Black Star's movement looks like a blur as their movement is doubled. Must roll Spirit each turn, at cumulative -1 penalties. However, his Pace is double the standard for him, and any of his other forms of movement (such as jumping) is also doubled.

Stance of Crime (Tier 2, Speeding, Stance, -) Death the Kid takes raises his right arm to the sky and points down with his left, moving much faster and hitting quickly. He eliminates his bonus to Toughness from his wavelength and adds it to his Attack rolls, and doubles his pace as well, letting him access Acceleration bonuses. He tests Spirit each turn, with a cumulative -1 penalty for each previous turn.

Stance of Mad Crime (Tier 3, Speeding, Stance, -): Death the Kid's brutal attack converts his bonuses to Parry and Toughness into double bonuses for Attack and Damage, and his doubled speed lets him get in nice and close with his enemy before laying down a series of furious kicks and strikes. He tests Spirit each turn he uses this stance, with a -1 penalty for each turn.

Witch Hunter (Tier 1, Line Effect, Scythe): The head of Maka's scythe glows before releasing energy in the swing, creating a line of energy. On a raise, the 1x5 line is doubled in either width or length.

*Working 56 Demon Weapon Edges The following Edges are for Demon Weapons. Since most Combat Edges described above are useless for Demon Weapons, these Edges can instead give them a combat advantage.

Advanced Demon Weapon Traits Magic Nullifying) (See text) Your attack has gotten even more powerful, There are basic weapon traits, but your now automatically draining away two power character has access to more advanced points on an attack, or four on a Raise. weapon traits. Each one has their own personal prerequisites. Magic Nullifying (Seasoned, Knowledge (Spiritology) d6 Bonus Weapon Trait I or (Witchology) d4+1) (Novice, Smarts d6) Your attacks carry traces of anti-magic Your character's high intelligence allows with them. When you attack a character them to add another weapon trait to their with power points (either a Weapon's attack list. So a seasoned Demon Weapon usually or a Meister's wavelength assault, but not if only has 2 weapon traits, but a weapon with the Meister has this Edge but uses a this Edge has 3. Unless they have Weapon), the target loses a power point Polymorphosis, the decisions are automatically, or two on a Raise. Death permanent upon choosing the Edge, Scythes that gain power points are targeted although they can be changed at the GM's too, especially if their Meister doesn't have discretion for a story event. power points. Prerequisite for Magic Blank. Bonus Weapon Trait II (Veteran, Smarts d8, Bonus Weapon Trait I) Meister-Trained The weapon adds another Trait to their (Novice, Spirit d6) list, for two added to their Rank total. Your character is unique as very few Demon Weapons can actually wield other Bonus Weapon Trait III Demon Weapons. Your character can (Veteran, Smarts d8, Bonus Weapon access Meister-only edges. Trait I, Bonus Weapon Trait II) The weapon adds another Trait to their Might of the Mind list, for three added to their Rank total. (Seasoned, Spirit d8, Strength d8) Your character's raw strength seeps Hybrid Form through a Wavelength Connection and can (Novice) enhance their Meister. On Strength trait Your character is able to manifest their tests (such as breaking free of a grapple), Weapon on their body when they fight solo, the Meister can add a bonus to Strength giving their Unarmed attacks the bonuses depending on how much greater the of their Weapon Traits. Demon Weapon's is (if Strength die are equal, +1, if Weapon's die is higher by 1 then +2, maximum +3 at two die higher, no Magic Blank benefit gained if Meister's die are higher). (Heroic, Knowledge (Witchology) d6+1,

*Working 57 Polymorphosis poison), the Meister can add a bonus to (Novice, Smarts d8, Spirit d6) Vigor depending on how much greater the Polymorphosis is an edge unlike any Demon Weapon's is (if Vigor die are equal, other. First, it costs two advances. +1, if Weapon's die is higher by 1 then +2, However, there are many benefits. Upon maximum +3 at two die higher, no benefit taking this edge, a weapon gains 2 new gained if Meister's die are higher). 'forms.' However, only one form is the primary form, the others get a number of Swiftness of Soul weapon traits equal to half of the total (Seasoned, Agility d8, Spirit d8) available, rounded up. It can switch among Your character's mind is so quick that this these forms as an action during the nimbleness bleeds into the mind of their Meister's turn (this is the Demon Weapon's Meister. On Agility trait tests (such as action, not the Meister's). These different dodging an explosion), the Meister can add forms are different assemblies of the a bonus to Agility depending on how much weapon traits available to the Demon greater the Demon Weapon's is (if Agility Weapon. They must follow a theme, even die are equal, +1, if Weapon's die is higher loosely (such as Japanese weapons, by 1 then +2, maximum +3 at two die Mobster weapons, Knight weapons, WW2 higher, no benefit gained if Meister's die are Allied/Axis weapons, or even Megaman higher). weapons). Every rank, you get a new form for free. You also apply how you want your Two Souls as One new traits to be applied to your weapon (Seasoned, Spirit d6) forms every rank. By spending a Benny, Your character's force of willpower is so you may assume a form you don't have but strong that they can give their Meister a +2 fits your theme, letting you assign traits as bonus to Spirit rolls when trying to remove you please. This only lasts for the scene or the Shaken condition. If the Demon until you shift forms. Weapon is fighting solo, this feat functions as Combat Reflexes. If the Meister already Superior Armor has Combat Reflexes, instead the Demon (Seasoned, Vigor d6) Weapon gets a conditional Benny (once per Instead of only granting a quarter of your session) they can give to the Meister to character's Vigor as armor for their Meister, completely Unshaken. your character can grant their Meister half of their Vigor as armor to improve their Wavelength Field Toughness. (Veteran, Vigor d8, Superior Armor) Your character focuses all of their Sound Body, Sound Mind strength into providing their Meister with ¾'s (Veteran, Spirit d8, Vigor d8) their Vigor as a Toughness bonus, but at Your character's imposing fortitude and the cost of the weapon not being able to health affect their Meister positively, attack. The Meister can still perform Soul granting a stronger body. On Vigor trait Menace attacks or attack with a different tests (such as soaking wounds or resisting weapon if Dual-Death Weapon Wielding.

*Working 58 Weapon Traits and Special Edges: A Demon Weapon can take the form of any weapon ever. It would be impossible to put down stats for every single weapon. Instead, Demon Weapons get traits in their weapon form that grant bonuses to describe their weapons. Traits can be taken multiple times if the total number of weapon traits the Demon Weapon possesses permits it. When a Demon Weapon reaches seasoned, it can take the same trait twice. At heroic, they can now take it three times. Examples of traits include: Defensive: Many weapons feature long shafts that The weapon is designed for protection. It let users hit their foe before their foe can may be a broad-blades sword, a shield, or a even reach them. The weapon can reach rifle with a front-mounted shield on it. Each one square further than normal per rank. rank grants +1 Parry. Swift (Accurate for ranged): Flexible: This weapon is designed for speed and This weapon has a long, movable length can strike before the enemy can get a to it, like a whip or a weighted chain. When chance to react. Rapiers, most swords, or trying to take a foe's weapon or held items, accurate ranged weapons like bows or each rank grants +1 on disarming. sniper rifles, would grant their Meister +1 on fighting or shooting per rank. Knockback: Sharp (High Caliber for ranged): The weapon has a massive, heavy head, This weapon has a larger surface that like a warhammer or a club, or perhaps deals more damage. A broad axe or a thanks to some kinetic force. When using scythe would deal extra damage, as do the weapon as a part of an opposed push higher caliber bullets or larger arrowheads check, each rank gives +1 on to your roll. on ranged weapons. Each rank grants +1 on the Demon Weapon's damage roll. Ranged: The weapon becomes a ranged weapon Stealthy: with 10” range. It uses the Shooting skill. A This weapon is small and agile. A light thrown weapon automatically returns at the dagger or syringe could qualify for this and end of the attack so it can be used for the Demon Weapon adds +2 damage per multiple ones. Flexible, knockback, reach, rank, but only if the Meister got the drop on stealthy, and trip are not usually suitable. the target. The weapon is also silent. Ranged II doubles the range to 20”, but the weapon must also adopt a two-handed size. Ranged III triples the range to 30” and Trip: the weapon must now be set up, taking 1 The design of the weapon gives it an full turn. If the Meister has Vigor d10 they Edge ideal for hooking around vulnerable don't have to set up the weapon. limbs and pulling down. The Meister gains a bonus of +1 per rank to trip maneuvers if Reach: this weapon was used in the attempt.

A weapon can't add more than +2 to a Combat Maneuver (Trip, Push, etc). At +3, the Meister can instead negate the bonus to make a free Combat Maneuver as a part of the attack.

*Working 59 Specialty Weapon Qualities: The following weapon qualities must be bought by the Demon Weapon as Edges. Even after being purchased by an advance, your character must still spend weapon traits to apply them to their weapon form. They are exceptionally powerful and require the Demon Weapon to meet additional requirements to take them.

Area right). Then roll 1d6 again, and this is how (Seasoned, Agility d8) many inches it misses by. The weapon causes an explosion on Level 2 of this power increases the Agility contact, like a rocket launcher, or a weapon penalty by -1 and increases the radius by 1, making a sonic boom on contact. Everyone to 3. At Level 3, the Agility penalty within 2 square of the target takes damage increases to -2 and the radius becomes 4. if they fail an Agility test (They only have to beat TN 4). Even if they succeed, they must Double-Ended use their move action from their next turn to (Seasoned, Vigor d8) move outside the blast radius. If they have The weapon produces a second head any Pace left after this, they can still move with the same traits as the first head (for next turn with the remainder. If they fail, example, it could be a double-ended sword, they still move outside the area of effect but not a sword on one side and an axe on and are prone. Getting up costs them two the other). The user can attack with both points of Pace from their move action next ends, however the second attack receives turn. If the Fighting/Shooting roll succeeds the -2 multi-action penalty, and the off-hand in hitting the specified target, he does not receives a further -2 penalty. This trait get to save and is knocked prone outside of counts for two trait points. the area. Missing with a shooting roll At level 2, the two different weapon means the shot flies past. Roll 1d4 to heads can have different stats. This could determine in what direction (if 1, it veers to be anything from an axe to a sword, or a the left, behind the target, 2 and 3 are rifle and bayonet. directly behind, and 4 is it veers to the

*Working 60 Elemental or shooting roll, simply creates a 5 square (Novice, Smarts d8) line effect. The Meister rolls his dice as The weapon deals an extra two points of usual and the victims roll Agility, treating the damage, and may be half or all elemental result as the value for the Meister to beat. If damage. Some enemies might be immune they succeed, the target may step outside to this type of damage, others would have of the effect area. Those still within take weaknesses. A melee weapon can no damage as normal. longer Parry unless against another At level 2, the effect opens up into a Elemental melee weapon, treating the cone, with the far end stretching one square Meister as unarmed. A ranged weapon in both directions. At level 3, it stretches out overheats whenever the Shooting roll is a 1 another inch for a base of 5 at the end of (even if the Wild die is another result) and the cone. the weapon can't be used for this or the next turn. Mounted At level 2, this bonus damage increases (Seasoned, Vigor d6) to +4 and becomes entirely energy, and at The weapon mounts itself to the Meister's level 3, increases to +6 body (like a shoulder mounted canon or sword tail). It cannot be disarmed. The Heavy Meister may attack with it as normal, and it (Novice, Vigor d6) leaves their hands open for manipulating The weapon is massive and requires 2 objects or Soul Menace attacks. Can be hands to use and the user gets +1 on combined with Double Ended trait for two Knockback and Trip & against Disarms. mounted weapons. At level 2, these bonuses increase to +2 There is no level 2 or 3 of this trait. At level 3, they become +3. Ranged weapons cannot take this trait. Poison (Seasoned, Smarts d8) The weapon coats itself in a poison. If the Illusionary Summons target is wounded by the attack, the struck (Seasoned, Smarts d8) target must test Vigor or take a wound. This The weapon can summon a number of is in addition to the weapon's normal illusions of its Meister equal to their current damage. Wavelength Connection Tier +1. When the Level 2 of this power causes the target to opponent tries to attack the right character, test Vigor at -1 and level 3 would force them they must test their own Smarts at a penalty to test at -2. Only non-modern and physical equal to half of the illusions, rounded up. weapons can take this trait. Illusions are refreshed when a new Connection Tier is achieved (either by Protective powering up, or by spending a tier for a (Seasoned, Vigor d6) technique). The weapon takes on a shield-like form, There is no level 2 or 3 of this trait. although nothing says the shield can't have spikes or other attack forms on it (like Tesla Line coils that fire electricity using Elemental). It (Novice, Agiliy d6) grants +1 Parry, like Defensive, but if the The weapon, instead of making a fighting Meister uses the Defend or Full Defense action, the bonus to Parry from this Trait

*Working 61 doubles. Also, normally shooting past a the ability is active with a -2 penalty or character to hit someone behind them is -1 take a level of fatigue. per intervening target, but a Meister with a At level 2, the Meister can summon 2 Protective shield counts as 2, for -2 penalty. shades, but at a -4 penalty to Vigor now, or At level 2, the bonus increases to 3. At just the one and have only a -1 penalty. At level 3, it becomes 4. Ranged weapons level 3, they can summon 3 shades with a cannot take this trait. -6 penalty to Vigor, or have no penalty to use one. At the start of each turn, the Demon Weapon and Meister agree with Puppet Shadow how many shadows to use. (Veteran, Smarts d8) The Meister of the weapon can summon Rate of Fire and direct a shadow to do their bidding. The (Seasoned, Agility d8) shadow looks like a stick figure, moves with A complex ability that works only on the Meister, has the Demon Weapon's ranged Demon Weapons (or Demon Fighting skill and deals Damage equal to Weapons in their ranged form). Taking this the Weapon's Wavelength (Spirit plus allows the Meister to make 3 attacks with Wavelength modifier). Any traits the Demon this weapon in a turn. However, all attacks Weapon has like Sharp or Swift also apply take a -2 Shooting Penalty. Other combat to the Shadow's rolls. The shadows act with Edges like First Strike, Frenzy, and the Weapon's actions (So it can either Counterattack do not apply when Rate of soften up a Meister's target or finish Fire is used. A rate of fire selector is built in, them off without wasting the Meister's so single shot (at no penalty) is also action). Shadows can grant gang-up available. bonuses with the Meister. The Meister must There is no level 2 or 3. Melee weapons also test Vigor at the start of every round can't take this trait.

*Working 62 Reflective Smokescreen (Seasoned, Smarts d8) (Novice, Smarts d6) If the character holds their action until an When the weapon strikes, the square it enemy casts a spell at them (or they can hits fills with smoke, such as from a smoke hold their move too and move between the bomb. The square is filled with smoke, caster and their target), they can make a obscuring sight into or past it, making fighting test (with usual modifiers) opposing conditions in that square dark. The smoke whatever the caster rolled. If they win with a remains for 1d4 rounds. Raise, the spell is reflected back at the At level 2, this power automatically gains caster as if the caster was the target. If they the Area trait, at level 1. At level 3, it gets just win, the spell is just reflected away. the Area trait at level 2. The area affect Failure means that the spell hits the does not apply to the damage. character instead. At level 2, they get +2 on the Fighting roll to Reflect a spell, but ONLY on that roll. There is no Level 3.

Example Weapon Configurations: A seasoned and smart mobster (has Weapon Trait) who turns into a Tommy Gun: Ranged II, Rate of Fire I

A novice and smart (has Weapon Trait) squire who becomes his knight's longsword: Sharp I, Swift I

A veteran polymorphic (has Area, Element, Line, and Bonus Weapon Trait I) soldier that can become a handgun (High Caliber I, Ranged I), an assault rifle * (Primary form; Accurate II, Ranged II), a combat knife (Stealthy II), a grenade (Element I, Ranged I), & a flamethrower (Element I, Line I)

A heroic and smart (has Weapon Trait II, Protective, and Reflective Weapon Trait) old warrior that becomes a reflective shield: (Protective III, Reflective II, Swift I)

A seasoned woodsman becomes a Longbow: Ranged II

*Working 63 Death Scythe and Death Meister Edges When the Demon Weapon and Meister acquire 99 souls and the 1 Witch soul, they become incredibly powerful and both receive these free Edges. However, both Edges are unique to the characters who acquired it.

First, each character is granted an Trait increase chosen by the GM.

Second, a Death Scythe gets the equivalent of Soul Menace (but they can't take further Edges related to it) and can fight like a Meister can (adding Strength and wavelengh, and martial arts). A Death Scythe also gets the Hybrid Form edge for free. It should be noted that this free Death Scythe ability is balanced by Meisters getting one more benefit below.

Finally, they can now roll Spirit to improve their wavelength tiers without their partner. Their result is half of what they roll, making an individual reaching any higher than tier 1 and those special attacks nearly impossible outside of spending bennies or heavily focusing in Spirit.

The Death Scythe and Death Meister also get unique abilities based on their observed fighting styles up until that point (for Meister), and the witch soul consumed (for Demon Weapon).

Meister Benefits: (Pick 2) Demon Weapon Benefits: (Pick 1) Get a free Special Technique with 2 more Gain a power the witch had. Use Smarts points than usual (Tier 1 would be 4, Tier 3 or Spirit (or other Trait, GM's discretion) to would be 8) that reflects how the Witch was test to activate power, taking the Power defeated. Point cost/2 as a penalty.

Gain bonus +3 toughness. Roll damage twice and take better result.

Gain a +2 bonus on a single Combat Gain a free Advanced Weapon Trait, Maneuver (Grapple, Trip, Push, etc) per even if they didn't qualify for it, and it fits the pick. Witch's theme.

Gain a conditional benny that can only be Gain an additional Bonus Weapon Trait to spent to soak wounds. Usable once per apply to your weapon, like taking the Edge session. of the same name.

*Working 64 The Black Blood (Madness Edges) The Black Blood is a substance made from melting down Demon Weapons in their weapon form, and then injecting them into a person who serves as the weapon's Meister. Many witches and scientists have studied this substance and experimented with it since Demon Weapons were first made 800 years ago. When a character is either incapacitated by a Black Blood weapon or has Black Blood delivered into them in another way (injection, pills, etc), the Black Blood becomes present in their bodies, and they receive the following edge for free.

Black Blood (Novice, Infected by Black Blood) As a free action, a character may activate the Black Blood in their bodies. This manifests as either black clothing growing on their bodies, the veins becoming visible and black under their skin, or perhaps having no outward sign (besides the character's likely impending insanity).

The character chooses a number from 1 to 3. This number is called the Black Blood modifier and determines the stat boost the Black Blood gives, but also how much insanity the character looses each turn.

A Meister activating their Black Blood gains their bonus to their Fighting rolls, their melee Damage rolls, and their Toughness. A Demon Weapon only gains this bonus to their Damage and Toughness (in case they're fighting another) in Weapon Form, and would gain the same bonuses as a Meister in human form. However, at the end of every turn they take Sanity damage equal to their Black Blood modifier in d6's. Because this madness is freely invited, any edges the character possesses that reduce Insanity do not reduce this Insanity (unless the GM rules otherwise). Certain Black Blood edges increase the Insanity dice by steps (d6 to d8, d8 to d10, and d10 to d12). The dice can not be higher than d12, meaning that only so many powers can be activated.

The Black Blood lasts until the fight is over, the character is knocked out, or until the character ends it manually. The character can end it if they take a turn of doing nothing and tests Spirit with a penalty equal to the bonus gained. You can spend a Benny to end the effect without wasting the turn.

*Working 65 Black Blood Edges Having the Black Blood also lets you take a number of edges, paid for with Advances as normal. The Black Blood must be active for these edges to work. Activating these powers is a Free Action, deactivating requires an action. There are no rules for this, but gaining these edges assumes the character is devouring innocent human souls, although it is possible for them to be acquired from other methods (such as training or special Black Blood treatments) at the GM's discretion.

Black Carapace Pace multiplied by their Black Blood (Veteran, Black Blood) modifier. However, the Insanity die The Black Blood flows out over the increases by a step. This can be used by character's skin and becomes a shifting, either the Meister or Demon Weapon, the black mass of viscous ooze. Their bonus to effect ends up being the same regardless. their Toughness doubles and they no longer Deactivating the Black Dragon takes a suffer the effects of being Shaken (but they Spirit roll, with no bonuses or penalties from still have the Shaken condition, and must the Black Blood, and is taken as an action be 'Shaken' before they can take wounds), as normal. however, their Insanity dice increases by a step. Like the Black Dragon, a Spirit roll is Bloody Needle sufficient to end the effect, and also like the (Seasoned, Black Blood) Black Dragon, this works for both Meister When you have the Black Blood active and Demon Weapon, in the later case, the and take a Wound (even if you spend a armor still appears over the Meister, but the Benny immediately afterward and soak it), Weapon can get the bonus Toughness too. that square becomes coated in Black Blood. This gives the character a new Black Dragon attack independent of their other attacks, (Veteran, Black Blood) such as an unarmed attack or attack with Part of the Black Blood manifests as their Demon Weapon. The attack is that the wings on the character's back, giving them character can animate their blood in these flight. They get a Flying speed equal to squares and attack nearby foes. The range of the attack is a number of squares equal

*Working 66 to the Black Blood bonus number. The test Spirit or be affected by fear. They take character can attack with all of their blood a penalty on the roll for every level of the splatters by rolling Fighting. Each spear Black Blood the user has (so at level too, deals damage equal to the attacker's it's the equivalent of Fear (-2)). strength including modifiers (such as from the Black Blood), and all damage is Madness of Order cumulative and determined once the (Seasoned, Black Blood, Must have the Fighting rolls are resolved. Using this attack Madness of Order) means the Insanity die is increased by a Characters obsessed with rules and step for that turn. A Demon Weapon could neatness suffer from the Madness of Order. use this power too, although it's more The obsessions vary, but they will always difficult for them to pull off unless they inflict be inclined to see perfection in things their own wounds. However, a series of free behaving as they should be. attacks where the only downside is your The character can make a shout to bend reduced damage is a great trade-off. others to their will. Using this ability increases the amount of insanity they take Madness of Fear at the end of the turn by a step. (Seasoned, Black Blood, Must have Select a target within 10 squares. The Madness of Insanity) character and them roll opposed Spirit rolls. Knowing more of madness then most If they succeed, nothing happens, and the men will ever know, your character is action is wasted. If the character succeeds, obsessed with fear and the fact they can the target is Shaken and must roll twice never truly know what waits for them next turn, taking the worst result (spending beyond. This fear guides their every action. a Benny removes one of these rolls, letting The classic madness that drives most them roll as normal). If they remained mortal men, the madness of fear helps Shaken, on the following turn they can roll warp the terror that exists in the mind of the as normal. If they succeed by 4 or more, user and make it a reality for those around they control the target for a number of turns him. All characters within as many inches equal to the difference between the Spirit as the character's maximum Spirit roll rolls minus 3. multiplied by their Black Blood rating must Alternatively, the character can affect all

*Working 67 targets within 10 squares, but takes a -2 ability increases the amount of insanity they penalty, and rolls once. take at the end of the turn by a step. Select a target within 10 squares. The Madness of Power character and them roll opposed Spirit rolls. (Seasoned, Black Blood, Must have If they succeed, nothing happens, and the Madness of Power) action is wasted. If the character succeeds, There are many reasons to seek power, the target is frenzied, eschewing tactics and but the most dangerous is purely for the defensive actions in order to attack or move sake of power. This is exceptionally to attack, and takes a -2 penalty to Parry. If dangerous as the user will never be the character beats the target by 4 or more, satisfied, and eventually consumed by their the target is frenzied for a number of turns madness unless they are killed first. equal to the difference between their rolls The character gets double the bonus to minus 3. Fighting and melee Damage while this is in effect, but their Insanity damage increases Madness of Wisdom by 2 steps. This ability can only be ended (Seasoned, Black Blood, Must have when the Black Blood effect ends, and it Madness of Wisdom) also cancels the character's option to spend (To be announced, potentially monster a Benny to automatically end the effect. summoning)

Madness of Rage Scream Resonance (Seasoned, Black Blood, Must have (Seasoned, Demon Weapon, Black Blood) Madness of Rage) This is an Advanced Weapon Trait, except This madness isn't so much about the that Demon Weapon must be using the user becoming enraged, even if they Black Blood. If the target parries, causing appear so, they're usually in control of their you to miss, you can attack their Demon emotions. Instead, they can use their Weapon (or instantly destroy a mundane madness to increase the rage in others, weapon, GM's discretion), dealing damage either making them focus on attacking them normally and having it be resisted by the or becoming so angry they can't even act. target Demon Weapon's toughness. The character focuses on a nearby target At level 2, the weapon can roll damage and grips their Madness Wavelength and twice and take the better result. There is no forces their pent up anger out. Using this level 3.

*Working 68 Unique Edges: There are some characters with traits that just defy normal character rules. How would one stat Sid the Zombie, as there is no Edge for being undead. In situations like this, the best idea is to take Edges that already exist, but at the cost of instantly giving them Hindrances. For example, say Sid's zombie nature gives him +1 Toughness and allows him to ignore 1 point of penalties from wounds. This is the equivalent of two edges, so he must take two hindrances. Given Sid's unforgiving personality, perhaps his zombification gave him the Hindrance Habit (Major, must consume raw meat) and Bloodthirsty (Major). These two Major Hindrances would make up for his two free edges. Unique Edges are only given out with GM's permission, usually tying into the storyline, and are not to be pursued by players.

*Working 69 Combat:

The Wavelength Connection: When combat begins, most of the time Demon Weapons will immediately assume their weapon form and jump into their Meister's hands. When this happens, the two must roll Wavelength Connection (A Spirit test modified by the Wavelength modifier), together, or suffer the consequences.

In the beginning, the Spirit roll is made at a -2 penalty when they are Novice. Upon reaching Seasoned, the penalty is only -1. When they get to Veteran, the penalty is eliminated. At Heroic and Legendary, they get a bonus equal to +1 and +2, respectively. So, basically, the bonus to wavelength is equal to -3+rank.

Controlling one's own wavelength is just half of the battle. The pair must be wavelength compatible as well. Incompatible characters both take a -2 on their Wavelength Connection rolls. Simply, any Meister or Demon Weapon may select one other character as their primary partner.

*Working 70 However, after a set amount of time determined by the GM, close friends can also synch up with only a -1 penalty instead. This penalty can be completely negated with the edge Adaptable. The Edge Wavelength Focus can also increase increase Wavelength Connection.

Rolling a 1 (natural or modified) means that the connection fails. The connection succeeds either can fail and deal a level of fatigue to both members, or succeed but deal a wound to each character each turn. A Benny cannot be used to reroll or adjust the roll.

Rolling a 2 or 3 means the connection succeeds but only at the weakest level. This is a Tier 0 Wavelength connection. The Meister and Demon Weapon cannot perform any special attacks at this level.

Rolling a 4 means the Meister and Demon Weapon have reached a tier 1 connection. They can now perform a tier 1 special attack, and gain a +1 bonus on all attack and damage rolls, Parry, and Toughness.

Rolling an 8 unlocks the tier 2 connection. At this level, both the Meister and Demon Weapon gain +2 instead of +1. They can also perform tier 2 special attack.

Rolling a 12 unlocks tier 3 connection. Both the Meister and Demon Weapon get +3 to to the values and can perform a tier 3 special attack. The pair uses the lowest roll between the characters, so they succeed and fail together. If one rolls a critical failure, both do.

Since it's unlikely that the Meister and Demon Weapon will get the level of wavelength they desire on their first turn, they can reroll every turn, but it costs an action. If they test wavelength any time besides during the first action, it takes the multi-action penalty.

A Meister and Demon Weapon can also both spend a Benny to increase their tier by 1 level. Both must spend a Benny, although characters with Common Bond could share Bennies for this purpose. They can only do this if they could reach the level naturally (So both of their max Spirit rolls plus any bonuses or penalties must equal 4, 8, or 12 for each respective level). Pace: All characters have a standard Pace of 6, so they can move 6 squares any turn where they use their Move action. Characters can also run, where they roll 1d6 and add that to their Pace. They take a -1 penalty on any following actions in that turn as they move rapidly, but they can cancel this penalty with the Steady Hand edge. Parry: As described in the Fighting skill, Parry is how hard your character is to strike, and is equal to your Fighting dice divided by 2, then having 2 added.

*Working 71 Toughness: Toughness is similar to Parry, in that it is decided by Vigor's dice divided by 2, then with 2 added. Toughness determines how many points of damage your character can take before becoming Shaken or taking Wounds. Normally armor can increase Toughness but Meisters get an Armor-like bonus to Toughness from their Demon Weapons. If the Meister wore real armor, they would only get the higher of the two bonuses. Initiative: The participants in a battle draw an Action card every turn to decide who goes first. A deuce is the lowest, with an Ace being higher than a King. But a Joker is superior to all, and drawing the Joker gives the character a free +2 to add to any roll they make that turn. Movement: In addition to your character's actions, you may move up to your Pace in one turn without penalty. Your character can also opt to run, where they roll a bonus Running dice and gain that much additional Pace, but this counts as an action and makes all following actions have a penalty on them. Also, for every 10 pace a character moves, they get +1 Damage but -1 to the Attack roll, simulating their extreme speed. Other forms of movement include:

Crawling: Pace is reduced to 2, counts as being prone.

Crouching: Pace is halved (even after running, the total is halved), but ranged attacks take -1 penalty against the character, and cover that normally provided a -1 penalty to ranged attacks now provides -2.

Difficult Ground: Rough foliage, loose sand, or thick snow doubles the movement cost, usually to 2 Pace per inch.

Prone: Character may fall prone at no cost, or get up by sacrificing 2 Pace. It imposes a -2 penalty on Ranged attacks against you.

Jump: A character can either long jump 2 squares or high jump 1 square. A Strength or Agility test increases these by 1, +1 per Raise.

*Working 72 Action: When it is the Demon Weapon and Meister's turn to go, they must plan out the actions they plan on taking together. If either one of them plans on taking more than one action, then all of that character's actions take a penalty. This penalty is -2 for two actions, -4 for three actions, and -8 for four actions. At that point...they should just not bother trying to do more actions. However, both the Meister and the Demon Weapon are on different tracks for actions, so if the Demon Weapon tried to Taunt the foe and then the Meister attacked, neither would suffer a penalty. When a Demon Weapon performs multiple actions, its penalty also is reduced from its damage, but this never happens for a Meister.

Aim: If a character spends their whole turn lining up a shot on a particular foe, and does not move or perform any actions, they gain +2 Shooting against them.

Attack: The Meister rolls fighting or shooting, either opposed by the opponent's Parry or shooting penalties. If the attack is successful, both the Meister and their Demon Weapon roll their Strengths and the added result is the damage which opposes the target's Toughness. A Raise on the attack roll adds +1d6 damage. There are additional types of attacks, see the Situational Rules section.

Defend: The Meister can go into a defensive mode that gives them +1 Parry and enemies take -1 on ranged attacks against them. This counts as an action, so having other actions means a multi-action penalty.

Draw: If the Meister has their weapon holstered or hidden, they have to draw it out. This is an action (so any subsequent attacks that round would have a -2 penalty to the attack roll). Tricky situations might call for an Agility test to succeed in readying the weapon.

Full Defense: The Meister can completely forgo their attack for this turn. They roll Fighting and add +2 (plus any bonuses from Block or Improved Block). If this number is greater than their normal Parry (which it would be if it is higher than half the total dice), they use that for their Parry this round. If the Meister performs this action, their turn is over, and they can't even move, but their Demon Weapon can still perform a skill, such as Intimidate (but they receive a multi-action penalty).

Maneuver: In place of an attack, a Meister can perform a combat maneuver against an enemy. This could involve tripping, disarming, pushing, or grappling. All of which require a successful fighting against the foe's Parry. After that, it's an opposed Strength check (except tripping or pushing, where the defender can use Agility). Maneuver's are better described in the following section, Situational Rules.

*Working 73 Skill: There are a number of ways that skills can be used in combat. A skill typically involves rolling against 4 if it's something your character is performing, or an opposed roll against a foe if it involves a foe and they resist.

Rolling Knowledge can quickly remind the Meister or Demon Weapon of an enemies' weakness. Raises can give bonuses as determined by the GM.

Using Intimidation (opposed by Spirit) or Taunt (opposed by Spirit) gives you a +2 on your next action against that target, and potentially Shakens them on a Raise.

High Trait characters might be better off with tricks using Agility (opposed by the foe's Agility), or Smarts (opposed by Smarts) which can give a foe a -2 to Parry or even Shaken them on a Raise. This helps allies too since this -2 Parry remains until the foe's action.

Stealth can be used to disappear into the shadows. Getting 'The Drop' on a foe grants +4 on Fighting and +4 melee damage, and with the GM's discretion certain ranged attacks qualify for this too.

Remember that trying to do too much at once will mean you accomplish nothing. Combat isn't a race, take your turns slowly and keep your guard up. 'Ace' the Dice: The act of scoring an 'ace' is the equivalent in Savage Worlds of rolling a critical hit in most games. When rolling a dice for a Trait test (which basically covers everything from raw Traits to skills to damage to tests opposed to other rolls), if you roll the highest possible value, you may roll the dice again and add the results together. This result may ace too, and it can continue until you roll something other than the highest face value. Static modifiers are added last. Thanks to acing, it's possible for even characters with low skills like Fighting or Shooting to get really lucky and roll as well as someone much better trained than them. The only roll that cannot Ace is the Spirit roll when testing Wavelength Connection. Rolling a 1 and Snake Eyes: The dreaded 1 is much more frequent in Savage Worlds than in other settings where larger die are used, such as d20. For the most part, rolling a 1 means your action failed, even if static bonuses to your roll would have let you succeed. However, the supreme misfortune from rolling both a 1 on your primary die and a 1 on the Wild Die (if you used it for that roll) means something extra nasty happens to you, at the GM's discretion. The Wild Die: The main heroes of Soul Eater are not your run-of-the mill Demon Weapons and Meisters.

*Working 74 They are special and some could say just head and shoulders above the rest. Once per turn, they may roll a d6 along with the normal dice for that action. This d6 gains whatever modifiers the primary dice had. After both are rolled, the player may select the result they prefer. The wild die may be used to help assure that an action succeeds, such as a warrior rolling Fighting, or to help give a chance at success that the normal dice would not allow for, like that same warrior trying to fly a plane. Special Edges can increase the die type of the wild dice. Armor (Demon Weapon Only): Armor does not really see much use in the Soul Eater universe. Instead, a Demon Weapon imparts some measure of its physical prowess upon it's wielder. Once wavelength connection has been established, the Demon Weapon grants their Meister a bonus to Toughness equal to a quarter of their Vigor dice, rounded down. Vigor d4 and d6 = +1, Vigor d8 and d10 = +2, Vigor d12 = +3

If the Demon Weapon's Vigor is 1d12+1 or +2, the modifier is added on top of the +3 from being d12, so it would be +4 for 1d12+1 or +5 from 1d12+2.

Wounds: When you are hit by an attack, you take a number of points of damage. From this number, subtract your Toughness. For every 4 points remaining, you'll either become Shaken or take a wound.

Note this is different than usual Savage Worlds.

You cannot take wounds until you are Shaken. The Shaken condition occurs when you take damage and are not already Shaken. Once Shaken, you can be damaged, and on your turn you must roll Spirit to remove the Shaken effect. The only action you can take if Shaken is to test Spirit on your turn to see if you lose the Shaken condition. If you get a Raise, you may still act that turn after rolling to remove Shaken. If you fail, you have wasted the round and remain Shaken.

Excess damage after becoming Shaken, or just any damage from subsequent attacks, deal wounds. Each wound you carry penalizes you for a cumulative -1 penalty on every roll you make. You can have up to 3 wounds (minor characters only get 1). After that, you are killed unless you successfully test Vigor.

Soaking: Whenever you take wounds, you may spend a Benny to test Vigor in order to 'soak' the wounds. Penalties from previous wounds apply, but not from the new ones since you technically have not suffered them yet. You recover a wound for every success and Raise you get, but they only apply to that attack's wounds, not previous wounds.

*Working 75 Situational Rules

The previous section teaches the basics of combat, which involves beating your foe to the point where they can't hurt you anymore, but only hints at some of the more artistic ways you can bring about this bludgeoning. The Savage Worlds system contains many special attacks and maneuvers that clever Meisters will have to learn how to use in order to keep one step ahead of their enemies. Anime Movement: An optional rule to fit in with the apparent physics of the medium, the characters would receive a 50% bonus their base Pace after calculating total Pace from the standard 6 and edges, although their running dice is unchanged. They would also be able to jump twice as far and high as normal. Avoiding their Attacks: When faced by a Black Blood weapon with the Scream Resonance, a Meister has to choose between their own safety, or the safety of their weapon. Instead of Parrying (which damages their weapon), they can avoid. Once a turn, they roll their Agility dice and treat it as their Parry score. Their weapon is not targeted at all. This uses an action so doing anything else incurs a multi-action penalty on everything, including the Agility roll.

*Working 76 Called Shots: In combat, you are assumed to be striking your enemy's center mass. However, there are times when you would want to strike other parts of the body. This could be because the foe is wearing armor and the armor doesn't cover certain parts (Demon Weapon Armor covers all parts). Or the enemy might have a certain weak spot you could strike for massive damage, immediately ending the fight with a little luck.

Called shots to the arms and legs are at a -2 penalty. They are large and only slightly smaller than the center body. Shots to the arms play a key role in disarming. Shots to the legs can hinder a foe's movement (a good rule of thumb is halving Pace until wounds are removed).

Smaller targets on the body impart a larger penalty. A shot to the head is a -4 penalty on the attack roll, but gives +4 damage, a worthy trade-off.

Finally is the most extreme target on the foe's body. This is generally not available, but can be discovered with a Knowledge check (and possible Raises on that roll might reduce the extreme penalty). The character takes -8 on their attack roll, but gain a huge benefit, such as treating the target as having 0 Toughness. Examples are the visor on a knight's armor, or a crack in the scales of an ancient dragon. Staking a vampire through the heart would be a -8 penalty and success would slay the target outright. Chain Resonance: One of the most difficult techniques to pull off, Chain Resonance synchs the entire party into one cohesive wavelength. This is done by the group selecting a target number (such as 6) and trying to roll for it. If every member of the party meets this number, the group synch is complete.

Of course, this is nearly impossible for 4+ characters to roll the exact same number, even with a Wild Die. Fortunately, it is not that difficult. If a character has any positive modifiers to their Wavelength (such as having +1 from being Heroic, or having +1 from Wavelength Focus) they can hold it off until they roll their Wavelength Connection, and then apply it as either a bonus or a penalty, whichever helps the situation. The other option is if a character uses music (preferably one of the Demon Weapons, but with a small enough instrument, a Meister could pull it off) they can modify the base number per success or Raises. So if the base number is 6, and the musician rolls a success, they can make the base number 6 or 7. Any character who rolls a 6 or 7 (or modifies their roll to be a 6 or 7) completes the Chain Resonance. The original target number is still used for determining final Wavelength Connection Tier.

Now, after that complicated bullshit, you may be asking why it was all worth it? Now that you are linked, multiply the number of characters in the group by the Wavelength Connection Tier achieved. This number will be the Chain Resonance Total. You can use these points for effects. The pool of points refreshes at the start of every turn. They may be drawn upon by any member of the Chain Resonance, but since the characters are considered to be mentally linked, players can tactically decide how the points are distributed. A single character could receive all of the points in one turn.

*Working 77 Keep in mind that the group all get the benefits of the Wavelength Connection Tier reached, in addition to whatever other benefits they get. Also, since the group is sharing the Tier, if one member performs a Special Technique, it gets reduced by an equal amount for the rest of the players, even if it is a duration effect Special Technique (In that case, the character who activated the technique would retain the bonuses until the effect ended, but everyone else loses it).

For 3 points, a character can have a +1 bonus on a roll. By spending another 3 points, this can be made to +2, but it maxes out at that. For 4 points, a character may reroll a roll as if they had spent a Benny, and take the best result. For 8 points, a character may soak a wound as if they had spent a Benny,

However, if even one member of the group fails to meet the TN of the group, the whole thing fails, and everyone suffers one level of fatigue, unless they test Vigor, that would recover within half an hour and with a Vigor test.

For the best results and highest point pool, a large party is optimal. Disarming: If your weapon features flexible parts (such as a chain or whip) or you want to use your bare hands, you can try to pull a weapon out of a foe's hands. You must first grab the weapon, which is a Fighting roll at a -2 penalty due to it being a called shot. You would need a free hand or a weapon that grants a Disarm bonus.

If successful, you and the foe make opposed Strength checks (having a weapon might grant bonuses on the check). Success means that you have their weapon in hand. You can toss it away as a free action, or use it yourself. If the weapon was a Demon Weapon, this is a little more difficult. You need to roll equal to whatever level you're currently at (so 2 for Tier 0, 4 for Tier 1, etc), but at a -4 penalty (-2 from an unfamilar wavelength, and -2 from a hostile wavelength, since the Demon Weapon probably doesn't like you. However, these penalties can be removed with Adaptable and Wavelength Bully, respectively).

*Working 78 With the weapon in hand, you may use it to attack next turn.

If you succeed on a Raise or the foe rolls a 1, you can make a free attack with the weapon. Failure means nothing happens, besides wasting your action. But if you critical fail (either you roll a 1 or the foe gets a Raise) they can disarm you and attack you, following the same rules.

Optionally, if you target the arm holding a weapon and deal enough damage to deal a Wound, you can force the target to drop the weapon, but you wouldn't have it in your hand. Still better than being in the enemies'. Driving: Vehicles are used because of their protection, greater speed than most humans, and because it doesn't tire out the user. Vehicles have a statline of Acceleration, Handling, Protection, Crew/Passengers/Cargo, and Notes. Acceleration determines speed. A vehicle can increase speed by one acceleration or slow down by two accelerations each turn. The top speed is acceleration multiplied by 5. Handling reduces the penalties of difficult maneuvers, minimum of 0. This represents superior control of the car, be it turning or wheel traction. Protection determines how much bonus Toughness the vehicle provides the crew and passengers, like a car, but not a motorcycle. Crew, passengers, and cargo are just what the vehicle can carry, be it people or stuff (which can be interchangeable). Final notes are just what other gimmicks the vehicle has, like if it can fly or be miniaturized.

Vehicles might be faster than humans, but are not as agile. They cannot turn on a dime. If a vehicle wants to turn right, it must turn 45o first, move 1/5 of its movement, then may make the second 45o turn and continue on the way.

There are also special maneuvers that can be performed that require driving skills. The number in parenthesis determine the penalty that is imposed due to the trick's complexity. Handling can eliminate some points from it. The goal is to roll 4, despite possible penalties.

Hard Brake (0): Decelerate by 3 categories of acceleration instead of 2.

Maneuver (-1 to -4): Avoid an obstacle in front of you and it's difficulty varies. Failure might result in lost control or crash depending on what the obstacle was.

Ram (Opposed): Hit the target vehicle in a ram, hitting a non-vehicle targets Parry instead.

Tight Turn (0): Turn 90o without having to spend movement on a wide turn.

One of the big advantages to driving a vehicle is attacking from it. When you perform a melee attack from a moving vehicle (such as using a sword from on top of a motorcycle) you add a number of d6's to your damage equal to your speed/10 rounded down. You also take a -2 penalty for unstable

*Working 79 platform and -2 penalty equal to the number of bonus damage dice on your attack roll to represent complexity when moving so fast, but this can be reduced by Edges. This can also be achieved by a character on foot running very fast, at least over 10” a turn.

Ramming and collisions deal a d6 of damage per speed/5. A head on collision adds both participant's speeds, otherwise it's only damage equal to the higher speed character. Seatbelts halve the damage received to the drivers and passengers.

Duel Demon Weapon Wielding: Some Meisters are not satisfied with using only one Demon Weapon. Some use two, one in each hands. This is more advanced than just a two-headed Demon Weapon. It's two completely separate Demon Weapons, two separate souls and personalities. This interference between the three souls imposes a -2 penalty on wavelength to all three participants. Edges can reduce these penalties. The Edges for duel-wielding weapons will also be crucial. Fear: While creatures or places imbued with a madness wavelength can have long term damage on a character's Sanity, sometimes simply short-term fear can grip a character. Fear does not damage Sanity, but it might affect their actions. The most common example is a Frightful Presence. The character must test Spirit (sometimes at a penalty mentioned in the creature's stat block, such as Frightful Presence (-2). A raise means the character acts normally, and just succeeding means they take a -2 penalty on their actions next turn, but otherwise act normally. A failure means the character flees the source of their fear as quickly as they can for 1d4 rounds, but critical failure means they are shaken and can't act until their turn. For both failures, they take a -2 on all actions during those turns. Firearms: An optional rule for more realistic games, small-arms fire against a Meister with their Demon Weapon deals half damage before even reducing it by Toughness, making it highly unlikely that they'll hurt even the scrawniest Meister. Weapons with the Heavy Weapons tag affect them normally, as do firearms that are really Demon Weapons, or weapons with specialized ammo. Ganging Up: Some foes are incredibly hard to take on one-on-one, which is why your character can bring their friends to the fight. When more than one character attack the same enemy in melee combat, those characters get +1 Fighting per ally (but not including themselves). With enough allies, getting the bonus damage from high Fighting rolls is easy. Certain Edges can negate this bonus.

*Working 80 Grappling: Sometimes you just need to get down and dirty with your opponent. Grappling can prevent Meisters from reaching their Demon Weapons, or keep them from using large Weapons. A grappled witch cannot easily use magic. And flying characters can not fly with the added weight.

First, your character has to be able to touch their intended target. They make a Fighting roll with a -2 penalty as a Called Shot against the target's Parry, success means they have begun the grapple, and a Raise means the target is Shaken, too.

A character dominant in a grapple can move at half their Pace (dragging their victim with them), or make an Unarmed attack (which includes Soul Menace). They must roll Strength against the target's Strength or Agility to maintain the grapple each subsequent turn to maintain dominant, but once they do this, they may move or attack.

The character who is held in the grapple can only act when the character grappling them, and that is when the dominant grappler tests their Strength against the held character's Strength or Agility. However, should the held character roll higher, they break free but cannot take action besides movement. Success with a Raise lets them both break free and take their action, or instantly become the dominant grappler. Pushing: If you have an adjacent opponent, you can make a fighting roll opposed by their Parry and then a Strength roll opposed by their Strength or Agility (their choice). This is not a called shot because you're targeting their whole body.

If you beat them, they get moved back 1 square, and move back another for every 2 points you beat them (so moved back 3 squares if you rolled more than 5). Failure indicates nothing besides a wasted action. A critical failure (they get a Raise or you roll a 1) and you fall prone. Rapid Attack: If your character is fighting a lot of weak enemies, or just one really tough one and your only hope of hitting them is 'acing' the dice, this is your best bet. You take a -4 penalty to all fighting or shooting rolls, but may make three attacks. If you use your wild die for this action, only one of the rolls gets the die. A weapon with full auto can attack six times but the penalty for that is -6 (-4 +-2 from full auto). This is a risky move that may end up wasting your turn or catching you a break. A free Fighting attack from Counterstrike or First Strike can be made rapid but not an attack from Frenzy. Use wisely. Shooting: If a target is within your weapon's range, there is no penalty. If they are within double the range (but obviously not within normal range) there is a -2 penalty. Finally, if the target is within triple range,

*Working 81 there is a -4 penalty.

A target's cover also helps. Light cover (such as a low wall) reduces the shooting roll by -1. Better cover, like being prone behind a low wall, imposes a -2 penalty. Finally, very good cover like firing from a window with only shoulders or heads are exposed, they impose a -4 penalty.

Dropping prone counts as heavy cover, even if no cover is available, and crouching grants light cover.

A target might possess the Dodge Edges that impose another -1 and -2 penalty on ranged attacks.

Sneak Attack (Or 'The Drop'): A character can use stealth to sneak up on a creature using Notice. If a character isn't actively noticing (spending an action each turn to Notice), they just use half their Notice as a static target. Once a character using Stealth gets with 6” of a character, that character makes a free Notice check.

A sneaking character moving at their normal pace, or crawl on their hands and knees for +2 stealth, or run for -2 stealth. Dim lighting grants +1 stealth, and darkness grants +2 stealth. Complete and total blackness grants +4. Likewise, light, medium, and heavy cover grants +1, +2, and +4 stealth.

Now, assuming you get up behind the target and within attacking range, the sneak attack has +4 on the shooting or fighting roll and +4 on damage rolls (basically, a guaranteed Raise). Tripping: You make a fighting roll against your foe and then a Strength test opposed by the target's Strength or Agility.

If you succeed on a Raise, the character is knocked on their back and Shaken (or wounded if already Shaken), and would have to get a Raise on their Spirit test to even get up next turn. Getting up costs 2 Pace. If just successful, they are knocked on their back and can use their 2 Pace to get up next turn and act. If you fail, nothing happens, besides wasting your action. If you critical fail, you fall prone.

A prone character has only Parry 4 and a ranged target penalty of -1. Wild Attack: This special attack reduces the attacker's Parry by -2 but grants a +2 bonus Damage on attacks for that turn. Be careful, as that +2 damage might be good against one foe, but all foes enjoy that -2 penalty to your Parry.

*Working 82 Madness

The first thing to know about madness in the Soul Eater universe is that it is far more than a simple condition of the mind. It's an infection and spreads from individuals with a madness wavelength, and it infects those around them like a virus. Soon, they're infected too and spreading it, until madness covers the earth like a contagion. Every character gets a score called their Sanity. This is a number equal to their Spirit die * 4. This number is how much Sanity damage they can take before going insane. However, losing a serious amount can lead to disorders and hindrances that might never leave their characters in peace. Madness is represented by a number of dice being rolled, with the total being the Sanity damage, and is opposed by Reason, which is a static number calculated like Toughness but using Spirit. The character reduces their Sanity by the remaining Sanity damage after Reason is factored in.

*Working 83 Certain places seeped in madness might develop their own madness wavelength and infect those around them. In these locations, the afflicted characters would have to roll in a repeating timeframe based on the level of madness (anywhere from days to hours to rounds) against a dice also based on intensity. Animals and wildlife in madness-infected areas are incredibly dangerous and prone to violent assault. It would seem to defy reason but it is believed that even the earth itself in a madness-infected area works against those who tread there, making paths end, cliff sides crumble, and even swallow up those not careful. The weakest amount of Sanity damage a place can deal is 2d6, which could be the site of an ancient act of madness. Places currently involved in rituals with madness creatures or such a lair might be 2d8 Sanity damage. An incredibly dangerous place such as one inhabited by a Kishin, or perhaps no longer on our plane of existence, would be 2d10.

Some madness beings have attacks that deal Sanity damage, and the most powerful beings exude madness auras. These figures would be featured in their statistics, but would be similar to the amounts of damage places give. So an Kishin's aura would deal 2d10 damage a round to nearby creatures.

Finally, madness Edges can cause a character to take madness damage. Even worse, since this madness is invited, protective feats may not apply.

Take the character's total sanity and find the total at 2/3 and 1/3, rounding up (For example, at 24 total Sanity, this would be the 16 and 8 marks, respectively. For 32, it would be 22 and 11, both rounded up). When a character's Sanity drops below this value, they gain a disorder. In the cases of Night Terrors or Hindrances, the disorder should be related to what caused the Sanity loss. They maintain these disorders until their Sanity is restored past the mark that caused it. So if a 24 Sanity character dropped to 13 Sanity, they might become Delusional. Later, dropping to 2, they'll gain Night Terrors. However, if they regained 7 Sanity for 9 total Sanity, their Night Terrors would go away but they would still be delusional. But if they just took a few more Sanity damage points, they'd take another disorder, and still be Delusional.

Disorders (Roll 2d6) (2-3) Murderous Rage: Character will attack its nearby allies or thrash about in the room if alone.

*Working 84 (4-5) Night Terrors: The hero’s sleep is so disturbed by nightmares about the event that time spent asleep never counts toward recovering Fatigue levels and they cannot recover Sanity. Unconscious characters recover normally. Also medication can be prescribed to allow this to be remedied normally, but complications could arise and the medicine be lost... (6-7) Major Hindrance: The hero gains a Major Hindrance like a phobia or delusion. (8-9) Minor Hindrance: The character gains the Minor Hindrance. (10-11) Panicked: The hero immediately moves his full Pace plus running die away from the danger and is unnerved when the movement ends. (12+) Unfazed: The character has no time for this bullshit and ignores the insanity-causing stimuli.

At 0 sanity, the character must test Spirit. Any penalties, such as those from wounds, apply. A success will leave the character with no lasting effects beyond the hindrances they've gained and losing consciousness for 1d6 hours, and returns to 1 point of Sanity when they wake up. Failure makes whatever disorders the character have 'permanent', in addition to the effect of just having a success. Even if their Sanity is restored past the Disorder points, they maintain those disorders. The character would have to have their Sanity restored to the Disorder point, then be counseled by a professional psychiatrist for a week, much like recovering Sanity, then test Spirit to remove it. This week of recovery does not count towards recovering Sanity. Finally, a critical failure makes the character go fully insane, and restoring them is much of a quest in itself, possibly involving traveling into their broken psyche to restore it by hand.

To recover Sanity, a character must spend a week in a calm environment, enjoying pleasant activities like basketball or playing games. Stuff like regular school activities won't affect this, uness there is a huge exam coming up. Every week, they may roll their Spirit dice and return that many points to their Sanity. A character with Knowledge (Psychology) (which is a specialized science knowledge and gives +1 on the roll) can help, giving a +1 bonus for each success and raise. This character may only help the one character, the idea being that they're giving them a lot of one-on-one counseling. Other relationships, such as romances, can grant bonuses to Sanity restored, at the GM's Discretion.

*Working 85 Magic and Witchcraft

While magic is out of the scope of most Meisters and Death Weapons, many Death Scythes inherit spellcasting abilities from the witch they slay, and very rarely (and with the GM's approval), a witch might join forces with the DWMA to oppose their kin. So, it helps to know how it all works. Further rules on witches and magic will appear in the Antagonist's Almanac* (Working title).

Witchcraft (Novice, Smarts d6, Spirit d6, Character Creation) Having Witchcraft grants the character the ability to cast spells. This valuable Edge costs 2 advances to gain. They also get access to a skill called Witchcraft, governed by the Smarts Trait. When a Witch casts a spell, they roll Witchcraft with a penalty based on the spell (Soul Eater does not use Power Points, instead converting power points to a penalty, 2 points per -1 penalty, which is applied to the Witchcraft roll). If the roll succeeds, the spell is cast. A raise might have further effects on the spell. Failure deals a level of fatigue to the witch and wastes the action.

All Witches have a spirit animal of sorts, and a chant based off of it. This animal also influences their personality, dress style, speech mannerisms, etc. So it's a very important roleplaying piece.

*Working 86 Witches who are apart of a Chain Resonance have the added bonus of counting every member of the group as 'Self' for the purpose of spellcasting. So a spell cast on herself affects every member. The downside is that if the Witch fails the spell, the Wavelength Connection Tier of the entire group decreases by one, so spellcasting must be taken seriously, and only used with well-known spells.

A witch can only know spells of their rank. They may cast spells out of a spellbook at a -1 penalty, and if the spell is higher ranked than they are, it's a further -1 penalty per difference in ranks. Writing a spell into a spellbook requires 1d4 days per rank, and a Knowledge (Witchology) test with a penalty equal to the rank (Novice is -1, Legendary is -5).

When taking the Edge, a Witch gains a number of powers equal to half of her Smarts die. They must all be Novice level.

If a Witch has even one spell currently active when she casts another one, she takes a -1 penalty per active spell on the latest Witchcraft roll. Multiple spells cast in the same round, as long as they're instantaneous, do not cause this penalty, although they do have the multi-action penalty.

A Witch can focus on a spell by casting Knowledge (Witchology) For each Raise she rolls on her Knowledge test, she gets a +1 bonus on the next spell she casts. Multiple Knowledge tests do not improve the bonus, only take the highest one.

Finally, all Witches have Soul Protect. This hides their purple souls behind another soul color. This also prevents them from casting any new spells, but they can activate spells they had cast previously. Throwing down a Soul Protect is a free action and unleashes a huge amount of power that any character with Soul Perception within a mile would detect and know the exact location of. It takes a successful Spirit test and 1d4 rounds of actions to resume a Soul Protect.

*Working 87 Witchcraft Edges: These edges are only available to characters with the Witchcraft edge. They are focused on improving their use of magic. A Death Scythe with a spell could take these Edges, assuming they would apply to their spell. A Death Scythe could take New Power with the GM's approval, and if the new Power is in theme with the slain Witch.

Contingency Spellpower Focus I (Seasoned, Knowledge (Witchology d8) (Seasoned, Knowledge (Witchology) d8) Your character always has their most Your character is exceptionally skilled handy spell available at a moment's notice. with casting a single spell, and may reduce At the start of a session, they can select a the Witchcraft penalty for that spell by 1 Novice spell they know, and during the point, up to a minimum of -0. game can cast it as a Free Action once, and then subsequent times by spending a Spellpower Focus II Benny to cast it as a Free Action. (Heroic, Smarts d10, Knowledge (Witchology) d10, Spellpower Focus I with Improved Contingency same power) (Veteran, Knowledge (Witchology d10) For exceptionally powerful spells, further As Contingency, except that the spell can study and focusing by the Witch will allow now be of Seasoned rank. them to knock off another potential point of penalties for a total of 2 points removed. Magically Minded (Seasoned, Knowledge (Witchology d8) Spellpower Focus III Your character is better at having multiple (Heroic, Smarts d12, Knowledge spells active at once. When maintaining (Witchology) d12, Spellpower Focus I and II more than one spell, the penalty on new with same power) spells cast is treated as if two less spells The most powerful focusing and study of were active. a spell, the witch can remove 3 points of penalties from the spell. New Spell (Novice, Knowledge (Witchology) d8) Versatile Caster Your character gains a new power at any (Veteran, Smarts d10, Knowledge rank equal or less than their current rank. (Witchology) d10, Magically Minded) This Edge may be taken at any rank and as Your character can, by spending a many times as desired. Benny, get access to any power of their rank or lower, as if they knew the spell naturally. They can use the spell until the end of the scene.

*Working 88 Spells (Powers): Savage Worlds is full of many spells that could be used here, as long as they are converted into the 'no power points' system. Remember, divide the power points used by 2, round up, and that's the penalty on the Witchcraft roll. The powers are left intentionally vague and dull, it's your character's job to describe what they look like (a trapping), and to give them a name. Since there are dozens of spells in the core book, only spells that appeared in the series will be added, as well as unique spells.

Name of the Spell (A * denotes a unique, custom spell) Rank: At which it is cast. Higher ranks than the caster impose a penalty. Witchcraft Penalty: Replacing Power Points, all spells have a penalty on Witchcraft Range:Range of the spell, spells listed with 3 ranges typically require a Shooting roll and act like a ranged weapon. Smarts means the max range is the character's highest Smarts roll, and typically does not require Shooting. Touch means adjacent, and Self means only the caster can be affected. Duration: The primary number is how many turns you get of the spell, starting that turn. So Duration 3 means you get the spell the turn you cast it, and the previous turn, and the third turn, but at the start of the character's 4th turn, it's gone. You must re-cast it to regain the effect. If the durations overlap, the affects are applied only once. Trappings:Descriptions of what the Spell can look like. Series Example: The name of the Spell in the series and who used it. Description of how the Spell works Additional Effects: Other ways the spell can be used, typically invoking a higher Witchcraft penalty.

Barrier Blast Rank: Seasoned Rank: Seasoned Witchcraft Penalty: -1/2 Sections Witchcraft Penalty: -1 - -3 Range: Smarts Range: 24/48/96 Duration: 3 rounds Duration: Instant Trappings: Fire, Ice, Thorns, Bones Trappings: Ball of fire, darkness, BEES Series Example: Wolf Tail Wall (Free), Series Example: Halloween Cannon and Steam Barrier (Medusa) Smashing Pumpkin (Additional Damage) Create a solid barrier of 1” segments (Blair), Demon Eye Cannon (Additional (could either wrap it around yourself or make a Damage) and Ice Pillar (Free), Light Serpent wall, or a dome, etc). It takes roughly 2 (Medusa) sections to make a character-sized barrier. After a successful Witchcraft roll, the user Could layer up to 2 more layers on (6 sections selects a target or square within range and total). rolls Shooting. Success means it hits the A section has Toughness 10, an attack target, failure means it deviates. Roll 1d4. On dealing 11+ damage destroys it. All sections a one, it goes behind the target, to the left. On must be connected. Sections have Parry 2 or a 2-3 it goes straight behind, and on a 4 it Ranged TN 4, as normal. goes to the right. It then travels 3” per point Can climb section at -2 penalty, non-solid missed. barriers deal 2d4 damage to pass through. On a hit, the attack deals 2d6 damage and creates a Medium Burst Template. A

*Working 89 successful Agility test halves the damage. The Range: Smarts damage counts as a Heavy Weapon. Duration: 3 rounds Additional Effects: By adding -1 to the Trappings: Physical change, glowing, penalty, the Blast can either deal 3d6 damage potions or have a Large Burst Template, or both for -2. Series Example: Extreme Elemental Effect (Kim supporting Kirikou) Bolt Increase a targeted Trait by one step or Rank: Novice two steps on a Raise. Going past d12 adds Witchcraft Penalty: -1 per missile +1. Similarly, can lower a trait too, but target Range:12/24/48 may resist with Spirit vs. Witchcraft roll. Duration: Instant Additional Targets: May add up to 5 Trappings: Bombs, fireballs targets for -1 per target. Series Example: Flying Pumpkins (Blair), Tadpole Bombs (Eruka), Tail Snake (Melee) Dispel and Vector Arrow (Medusa) Rank: Seasoned A standard attack. After the Witchcraft roll, Witchcraft Penalty: -2 roll Shooting to hit a target and deal 2d6 Range: Smarts damage. Duration: Instant Additional Bolts: Can fire up to 4 bolts for Trappings: Waved hands, spider webs a -4 penalty to Witchcraft. The Shooting roll Series Example: Analysis Disassemble takes a -2 penalty. (Medusa), Noise Cancelling (Soul Eater) Additional Damage: Can fire a single bolt Target a single active spell, or Hold an that deals 3d6 damage at a -2 penalty. action to cancel one as it's active. Before the target rolls Witchcraft for their spell, both the Boost/Lower Trait user and the target make opposed Witchcraft Rank: Novice rolls. If the target is defeated, the spell is Witchcraft Penalty: -1 canceled.

*Working 90 Entangle Greater Healing Rank: Novice Rank: Novice Witchcraft Penalty: -1 or -2 Witchcraft Penalty: -5 or -10 Range: Smarts Range: Touch Duration: Special Duration: Instant Trappings: Glue bomb, ice, spectral hands Trappings: Glowing or Holy Light Series Example: Threads (Raise) Series Example: Regenerative Magic (Kim) (Arachne), Ice Bind (Success), A Vasili (Raise) Works as Healing, except it can heal (Free), Shadow Skull Arms (Shinigami) wounds older than an hour at a -5 penalty. Seeking to trap the target, the Witchcraft Can also try to solve permanent physical roll opposes the target's Agility. If successful, injuries with a -10 penalty and 1d6 hours of the target takes a -2 to Pace and Agility and time. Failure here means the injury is Strength skills, on a Raise, they cannot move permanent unless appealed to a higher power at all or use either kind of skill. (such as Shinigami or cybernetics). Each round after the first, the target may test Agility or Strength to get free. Others can Healing help, albeit at a -2 penalty. Rank: Novice Additional Effects: By increasing the Witchcraft Penalty: -2 penalty to -2, can affect all targets within a Range: Touch Medium Burst Template. Duration: Instant Trappings: Glowing or Holy Light Fly Series Example: Regenerative Magic (Kim) Rank: Seasoned Can heal wounds less than an hour old in Witchcraft Penalty: -2 or -3 a matter of seconds. Heals 1 wound or 2 on a Range: Touch Raise. The roll takes a further penalty equal to Duration: 3 minutes target's Wound penalty. Can cure poisons or Trappings: Broom, Pumpkin, Wings diseases less than 10 minutes old. Can return Series Example: Flying Pumpkin (Blair), an Extra NPC to shaken as long as they're not Broom (Medusa) dead. Gain a Flying Pace equal to normal Pace, or double that for -1 more.

*Working 91 Intangibility of wind, etc. Basically, if it could be thought of Rank: Heroic cool but 'useless' it is a Magic Trick. Witchcraft Penalty: -3 Range: Self Senrigan Duration: 3 rounds Rank: Veteran Trappings: Turning into a cloud of smoke Witchcraft Penalty: -2 Series Example: Disembodiment Form Range: Smarts*3, based off ally (Arachne) Duration: Special Turns into a gaseous form outside of the Trappings: Glowing Blue Eyes Physical plane, cannot affect Physical plane or User: Azusa Yumi entities residing there. By looking through the eyes of an ally, Additional Effect: By doubling penalty, can you can map out an area with a radius of in fact affect Physical plane even while Smarts*3. Typically the user draws a map, intangible. doing so quickly and with a high level of detail.

Magic Trick Shape Change Rank: Novice Rank: Novice Witchcraft Penalty: None Witchcraft Penalty: -2 Range: Smarts Range: Touch Duration: Special Duration: Indefinite Trappings: Waved hands, glowing objects Trappings: Cloud of smoke Series Example: Blair's tricks Series Example: Transform (Most witches) A catch-all spell that can do any number of Turn into their totem animal. Animals that minor effects, like levitating light objects, are dangerous are -4 instead. Can't cast making colorful displays, creating small gusts spells in animal form.

*Working 92 Snake Tail* Rank: Seasoned Smite Witchcraft Penalty: -2 Rank: Novice Range: Self Witchcraft Penalty: -1 Duration: 3 rounds Range: Touch Trappings: Creates a tail-like arrow Duration: 3 rounds User: Medusa Trappings:Glowing energy, runes, sigils, Creates a series of balancing tails that larger weapon support the user. Grants a +1 (or +2 on a Series Example: Ice Fist (Success) or Ice Raise) bonus to Parry and Agility tests. Can Sphere (Raise) (Free), Vector Boost (Medusa) also attack Adjacent targets with a Fighting roll The selected weapon is enhanced, (with previous bonus) and deals 2d6 damage. dealing +2 damage or +4 damage on a Raise. Additional Power: Can double the Damage if Does not affect Demon Weapons, only cast at -4 penalty, and increase bonus by +1. mundane ones.

Snake Bomb* Spatial Magic: Forwarding Rank: Veteran Vision* Witchcraft Penalty: -4 Rank: Veteran Range: Touch Witchcraft Penalty: -3 Duration: Special Range: 1 mile Trappings: Disappearing tattoos Duration: 3 rounds User: Medusa Trappings: Creates a perfect hologram Implants a snake into a target that replica explodes on command. Target may make User: Free, Mabaa Spirit test opposed to Witchcraft roll to resist. Creates a perfect replica of the user, At user's option, target must test Vigor or die. matching the user's current form exactly. The hologram may move around at the user's

*Working 93 normal pace and this does not require the Stop is considered highly chaotic and will user to move from their spot. The hologram is certainly incur the GM's wrath. completely unable to attack. Vector Plate* Spatial Magic: Independent Rank: Veteran Cube* Witchcraft Penalty: -1 per Arrow Rank: Veteran Range: 12/24/48 Witchcraft Penalty: -8 Duration: 3 (1/round) Range: Special Trappings: Large black arrows with purple Duration: 1 Hour outlines Trappings: Green intricate energy cube User: Medusa User: Free, Mabaa Creates an arrow-shaped plane on a Creates an area up to 24”x24”x24” that surface or in midair. Anyone stepping on the cannot be entered or escaped from. A arrow is launched in the pointed direction at powerful Madness presence can reduce the Pace 10. Other arrows stack the speed, up to duration 30. If summoned under the user's feet, does not count as their movement. A character may test Agility to resist. Once launched, a Time Stop character gets no other tests on subsequent Rank: Heroic Plates. Witchcraft Penalty: -4 Very useful for moving quickly to get high Range: Self speed bonus damage or smashing targets into Duration: 2 rounds walls or each other. Trappings: Slow motion, color inversion Additional Effects: For every -1 added to Series Example: ZA WARUDO (Dio) the roll, one Plate can have the Agility test Gives the user a free pair of turns to act, against it take a -1 penalty. So for an added starting when the current turn ends. Attacks -2, one Plate could force the victim to test made during these turns do not strike their Agility at -2, or two targets to test against their target until the spell ends. Heavy use of Time own plates at -1.

*Working 94 Playing and Running Soul Eater

In the Savage World of Soul Eater, players are students in the Demon Weapon Meister Academy. Players can decide who they want to be teamed with or can be assigned by the GM, although this method isn't very fun. Then the characters are made and the game can begin.

At the Demon Weapon Meister Academy, the characters will take classes, in both the usual school fare (history, science, math) but will also include more P.E classes that focus on martial combat. There would also be classes on Spirituality and combating monstrous foes and witches.

The first goal of a Demon Weapon and Meister team is to acquire 99 corrupted human souls and finish with 1 witch soul. At this point, the Demon Weapon will get a free Edge called Demon Weapon and the Meister will get a free Edge called Death Meister. Neither of the two have to be Legendary rank to get these Edges, but they'll likely be Veteran at least since most witches are very powerful. It should also be noted that the Demon Weapon and Death Meister Edges are customized to each character but can follow guidelines.

Assignments to kill corrupt human are posted on on a large bulletin board. This is really only one step above having the characters meet in a tavern to go on an adventure, but this allows the GM to grant the players additional information on their target via dossiers. They could even potentially add mission complications like protecting a package or specific individual, or only using certain types of attacks. One recommended way of using this plot device is to have several 'main' assignments. These assignments would be complex, requiring research, investigation, information gathering, and

*Working 95 strategic approach. It is possible whole sessions might be spent just preparing for the assignment. Chances are, these assignments would reward many corrupt souls. Besides these main assignments, there would be a dozen or so 'simple' assignments. They would involve one or two corrupted souls and involve little research or planning. As the game progresses, these simple assignments will likely be taken care of by other students, but the main ones are a different matter. Main assignments should be taken care of quickly. If avoided for too long, terrible things could happen. The corrupt souls could become more powerful, other Meister/Demon Weapon teams might try to stop them and fail (or even succeed!), and assignments might even mix as alliances between corrupt souls are formed.

One of the most dangerous types of assignments would be when the DWMA discovers a witch. Witches can be insanely powerful and dangerous threats. And killing a witch and devouring her soul is the ultimate goal of a Meister and Demon Weapon.

After the characters become Deathmeisters and Death Scythes, they are awarded the title of 2 Star Meisters and Demon Weapons. Lord Death will personally contact them for missions and grant them much more responsibility. This involves hunting more Witches and possibly Kishin eggs nearly reaching the stage where they would become true Kishin.

It should also be noted that characters in Soul Eater travel all over the world to do battle with corrupted humanoids, Kishin, and Witches. While the Demon Weapon Miester Academy is based in Death City, Nevada, USA, their travels might take them to fight Pharaohs in Egypt, strange cults in India, or even to other parts of the US, including the haunted shores of New England.

The enemies in Soul Eater have unique and special abilities. Immortals have the ability Immortal with a tier number. They can only be hurt by special attacks of that tier or higher.

*Working 96 Next time: Soul Eater's Bizarre Adventures

The crossover you didn't ask for-

But your getting it.

*Working 97