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Sea of Souls: Grimoire Add-ons 2023

The document provides supplemental content for the Grimoire of Heart roleplaying system, including new class variants, feats, fusion spells, ultimate traits, lore, and bounties. It was written to be balanced with the core Grimoire content and adds more advanced mechanics. Users are encouraged to check with their Narrator before using any of the Sea of Souls supplemental content in their games.
Copyright
© © All Rights Reserved
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0% found this document useful (0 votes)
163 views30 pages

Sea of Souls: Grimoire Add-ons 2023

The document provides supplemental content for the Grimoire of Heart roleplaying system, including new class variants, feats, fusion spells, ultimate traits, lore, and bounties. It was written to be balanced with the core Grimoire content and adds more advanced mechanics. Users are encouraged to check with their Narrator before using any of the Sea of Souls supplemental content in their games.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Sea of souls

SUPPLEMENTARY CONTENT FOR


THE GRIMOIRE OF HEART
Volume IV

1
Index
Class Variant – Uninvited (Wildcards) ................................................................................................ 3
Feats ......................................................................................................................................................... 4
Fusion Spells ........................................................................................................................................... 5
Ultimate Traits ....................................................................................................................................... 7
Kanna and the Alpha Network ............................................................................................................. 8
Shadows................................................................................................................................................. 10
Nyarlathotep ......................................................................................................................................... 24
Bounties ................................................................................................................................................. 29

Welcome to the Sea of Souls! This document compiles the first 2023 batch of official add-ons released for the
Grimoire of Heart starting from the 4.7.5 update.

This content was written and balanced to be on-par with the core Grimoire content, but can be more mechanically
advanced than core content. Make sure your Narrator allows Sea of Souls content before using it.

If you somehow have this document and not the core Grimoire release, you can download it here.

As always, a big thank-you to everyone in our Discord server for contributing concepts and feedback for the Sea of
Souls!
Updated 2023-06-02

2
Class Variant – Uninvited (Wildcards)
“Why… WHY ARE YOU LOOKING AT ME LIKE THAT?!
I’ve succeeded until now… All by myself! I don’t… I don’t want to disappear.”

The Velvet Room’s incredible powers are granted to those with fantastic fates, those bound to
greatness… Or that is what Users like to believe. The potential to summon a Persona is born from strong
conviction of any source. A strong sense of justice, the desire of rebellion, or even the fierce need for
revenge, can all give birth to powerful Personae. Would it not be possible, then, to awaken more than one
Persona from two clashing convictions?

Mechanically, the Uninvited are treated as Wildcards, but with the following Class
Features instead of the Wildcards’:

❖ Masquerade: When creating an Uninvited, create two Starter Personae.


o Each of these Personae can have up to 2 Types, instead of the usual 3, and each start
with 4 SP, instead of the usual 6;
o These Personae are independent of each other: They each have separate Convictions,
Natural Skills, Type interactions, etc., but they share the same Arcana;
o When you gain a Character Level, grant one Persona Level to each of your Starter
Personae;
o Switching between your Starter Personae is considered a Quick action by default;
o When your Starter Personae evolve, choose one Ultimate Trait and apply it to both
Personae;
❖ Cognitive Grasp: Uninvited can obtain Personae by negotiation, but their power manifests
differently than the Wildcard’s.
o You cannot equip Personae outside of your Starters and any Ultimate Personae you
may acquire;
o You can only carry a maximum of 4 Personae at a time, including your two Starters;
o Outside of combat, you can perform Fusion by using one Persona obtained by
negotiation and one of your Starters, or two Personae obtained by negotiation. If Fusion
uses one of your Starters:
▪ Fusion proceeds as normal, gaining the resulting Types, Natural Skill, Skill
Bonus, etc., but the appearance of the resulting Persona retains most of the
visual of the chosen Starter. This is purely visual;
▪ The resulting Persona still bears your Conviction, and is still considered one
of your Starter Personae;
▪ You cannot fuse your Starter Personae with one another;
▪ This Fusion cannot result in a Fusion Accident, or in an Element Persona (Sea
of Souls Volume II);
o Uninvited do not have access to Seclusion and Sacrifice;
❖ Ravaging Reversal: If negotiating with a Shadow fails or results in Nothing, you can no longer
declare a negotiation for that round, but you do not spend the action for the original negotiation.

3
Feats
Name Effect Req. Additional
When you cast a Line spell, you can spend 1 Energy: Place User must have the
Demolition Can only be
yourself at the end point of your spell, if that space is not Demolition Dash
Rush chosen once.
occupied. Feat (Core)
User must have the
Wind Knight’s When you trigger the starting effect of Wind Knight’s Charge, Can only be
Wind Knight’s
Morale you can spend 1 Aspect Point: Add TECd2 to your noted hit roll. chosen once.
Charge Feat (Core)
User must have the
Thunder Once per combat, if you defeat a Shocked target by using a Can only be
Thunder Lord’s
Lord’s Decree Thunder spell in your deck, recover 1 Energy. chosen once.
Grasp Feat (Core)
Nuclear User must have the
Damage dealt to you by using the Nuclear Assassin’s Shade Feat Can only be
Assassin’s Nuclear Assassin’s
is considered Nuclear damage, instead of Almighty. chosen once.
Feint Shade Feat (Core)
Once per combat, if you have Temporary HP granted by any User must have the
Light Cleric’s Can only be
source, the first time you take damage that would exceed your Light Cleric’s Vow
Faith chosen once.
Temporary HP, halve the exceeding damage. Feat (Core)
Polearms you have equipped gain +1 maximum range. When User must have the
Can only be
Dance of Pikes you trigger Polearm Mastery, you gain +1 Critical Margin and Polearm Mastery
chosen once.
+1 HDC for that attack. Feat (Core)
When you take damage of a Type you Resist from an attack
while you have a Shield equipped, you can spend your Interrupt User must have the
Can only be
Cavalier Parry action to declare a basic attack against the unit that declared that Shield Mastery Feat
chosen once.
attack. This attack ignores the range limitation of your equipped (Core)
Shield.
Each time your RP resets, you can retain up to 1 RP from the User must have the Can only be
Strict Savings previous week’s leftovers. Increase the RP gained by Emergency Emergency Funds chosen
Funds by 0.5. Feat (Core) once.
Can only be
Every time you take a short rest (Core, Page 60), increase your
activated if your Can only be
Princess’s Tea Energy recovery to 1d6+1d4 and your HP recovery to VITd8.
active Persona chosen
Time Once per day, you can spend one Aspect Point: Grant this
possesses the once.
benefit to one ally you can see until the end of the next day.
Heal Type
If a target you can see dies while under the effect of a Debuff, Can only be
you can spend 1 Energy: As your Interrupt action, apply that activated if your Can only be
Vagrant’s Hex Debuff to another target you can see, adding 1 round to the active Persona chosen
remaining duration of the Debuff on the original target as the possesses the once.
total duration on the new target (to a maximum of 3 rounds). Debuff Type.
If an Intel spell you cast has a clause that requires you to spend a Can only be
number of counters, you can spend double the stated amount: activated if your Can only be
General’s
You do not spend the spell use for this cast. You can activate active Persona chosen
Insight
this Feat a number of times equal to your highest Social Skill possesses the once.
Tier per combat. Intel Type.
If you have no weapon currently equipped, basic attacks you Can only be
Bare-Fisted
declare deal extra Physical damage equal to your Damage chosen
Boldness
Reduction once.

4
Fusion Spells
A powerful representation of the bond between Users, Fusion Spells are powerful spells that must
be cast by at least two entities, combining their strengths to produce unique effects. Mechanically, Fusion
Spells are unique in several ways:
❖ Fusion Spells don’t have uses, nor can be learned like traditional spells. Each Fusion Spell can
only be cast once per combat, even if more than one User could cast it in that combat;
❖ To cast a Fusion Spell, the User must declare their intent and spend one Spell use from their deck
of one of the required Types. Another User then spends a Spell use of the same Tier and the
second required Type and the spell is triggered as if it was cast normally. If no Users are willing
or able to supply the second required Spell use, the original User does not lose any actions or the
spell use, and can proceed with their turn as normal;
❖ Fusion Spells are always default actions, regardless of the uses spent to cast them, and their
damage and secondary effects depend on the Tier of the spells spent;
❖ If a Fusion Spell requires two different Damage Types, the caster must choose which damage
Type the spell will use;

Name Categories Reach Effect Description


Legendary Mono, Both Users and their
1 target within
Flex Physical, Hit: STRd6/STRd8+5/STRd10+5/STRd12+STR Personae leap into the
6 meters
Realized (A) Physical damage and creates a crater in the spot the air, dropping elbow-
target occupies. Moving out of this crater to an first into the ground
Duration: adjacent space requires a full movement action. with a massive
Time: Default
Instant explosion.

Storm Combo, Ice, 1 target within Hit: A large ice globe


Vanguard Wind (A) 7 meters MAGd8/MAGd10/MAGd12+5/MAGd12+3MAG materializes over the
damage. If this attack kills an enemy, you can deal the arena, shooting frozen
Duration: remaining damage to another target within range, no spears as it gently
Time: Default
Instant dodge check, as a Free action this turn. rotates.
Up to 3 targets
Multi, Fire, Hit: Pillars of flame rise
Nuclear within 7
Nuclear (X) MAGd4+3/MAGd6+3/MAGd8+3/MAGd12+MAG from the ground,
Shade meters
damage, and ignite the target’s spot for 2 rounds. burning a vaguely
Targets that end their turns in ignited spots or move humanoid shape with a
Duration:
Time: Default through them take MAG damage. This stacks with glowing outline into
Instant
Fire Monk’s Trance and Anomalous Alpha. the ground.

Total, Any number


Thunder, of targets Before rolling to hit: Prismatic lightning
Brainstorm PSY, Shocked within 6 MAG%/4MAG%/6MAG%/8MAG% Shocked bolts fire in all
(A) meters chance directions, covering
Hit: MAGd4-5/MAGd4/MAGd6/MAGd10+MAG the targets in a
damage and Ingrain. If the target was Shocked before sickening magnetic
Duration:
Time: Default damage calculation, target suffers Weakness <Status> aura that draws in
Instant
until the end of the caster’s next turn attacks.

5
Craving and Mono, Light, One target the The caster’s Persona
Ignorance 20+3TEC%/45+3TEC%/80+3TEC%/100+3TEC%
Status (A) caster can see lobs a slow-moving
Poisoned chance. After this, as a Quick action, you can
venomous orb towards
Duration: spend X Aspect Points: If the target is Poisoned, it
Time: Default the target, that bursts
Instant takes Poison damage X times immediately.
several times.
Mono, Spend 1 Cognitive Counter: Reveal the target’s Dark
One target
Analysis, resistance. After you do, you can choose to repeat the A cloud of spectral
within TEC
Death, Dark, above with another target or: crows surrounds the
10.000 Crows meters
Intel (A) Hit: MAGd4/MAGd6/MAGd8/MAGd10 Dark arena, circling the
damage. If this damage exceeds the target’s remaining caster’s targets and
HP, note down the remaining damage. Until the end of swooping down to tear
Duration:
Time: Default your next turn, you can spend a Quick action to grant them to shreds when
Instant
your next basic attack or damage-dealing spell this damage is dealt.
remaining damage as extra Dark damage.
One of the Personae
Hit: Deal the specified damage and apply the valid
Mono, One target materializes in front of
Debuff, if any. You can spend 1 Aspect Point: Apply
Almighty, within 8 the target and conjures
Shard of the Debuff before rolling to hit.
Debuff (A) meters a tower of blinding
Armageddon Tier I: MAGd6 Almighty damage
white-purple energy
Tier II: MAGd6+MAG Almighty damage and
that casts the target
Tarunda, Sukunda or Rakunda (your choice)
into the sky, while the
Tier III: MAGd8 Almighty damage and Tarundamon,
Duration: second Persona
Time: Default Sukundamon or Rakundamon (your choice)
Instant projects a wave of
Tier V: MAGd10 Almighty damage and Tarundaou,
dark energy that casts
Sukundaou or Rakundaou (your choice)
it back onto the ground
Any number
Both Personae join
Multi, Heal, of targets
together in a gentle
Cadenza Buff (A) within 4 Restore MAGd6 /MAGd8/MAGd10/MAGd12 HP
waltz around the
meters and apply
arena, covering the
Sukukaja/Sukukajamon/Sukukajaou/Sukukajyne
area of effect in rose
Duration: to the targets.
Time: Default petals that unravel into
Instant
a wave of healing.

6
Ultimate Traits
Evolving Personae can be a daunting task. More than a simple visual upgrade, Ultimate Personae
represent the culmination of their User’s arcs and a fuller realization of their power. This ruling adds a new
“Trait” field to Ultimate Personae. Whenever your Starter Persona evolves to its Ultimate Form, choose
one valid Trait from the list below and write it down. If you’re in an ongoing game where you already
achieved your Ultimate Persona, discuss adding a Trait to your Persona when convenient to your party.
Traits can only be activated if your Ultimate Persona is currently active.
Name Effect
Once per Time block, when you cast a spell that has a listed cost of Energy and/or
Ambrosia
Aspect points: You don’t have to fulfill the cost(s) to gain its effects.

Doppler Shift Once per day, if you dedicate a block to school or work, consider it two blocks.

Excalibur Once per round, you can bypass the hit/dodge check for a basic attack you declare.

Once per combat, you can remove all Debuff and Status effects on you as an
Kshira Sagara Interrupt action that does not spend your Interrupt action for this round. You can
activate this Trait even if you could not declare actions otherwise.

Meditation of Anattā Switching from your Starter to another Persona is considered an Interrupt action.

When you obtain this Trait, upgrade all your Type interactions as follows:
Weakness becomes Neutral
Resist becomes Null
Panoplian Tou Theou
Null becomes Reflect
After you do this, choose one Type your Persona has a Neutral interaction to:
Grant it Resistance against that Type.

Choose one Tier I spell in your Persona’s deck: Bypass the base Energy cost to cast
Philosopher's Stone
it. If this spell is removed from your list, you can choose another.

7
Kanna and the Alpha Network
The Alpha Network, also known as the “Alpha World”, is a strange new phenomenon originated
in the Metaverse, where certain Shadows display new appearances, personalities and powers. These
Shadows are united by two common traits: A diffuse, static-like shimmer over their bodies and extremely
powerful skills that affect all Shadows in the vicinity as long as these “Alpha Shadows” remain in combat.
Stranger still, however, is interacting with these Shadows, as they seem convinced they are the normal
version of their species, misplaced from their world of origin.
The only supporting piece of evidence to this Alpha World outside of the Metaverse is Kanna
(below), a Persona User who seems deeply familiarized with Alpha Shadows and claims she received her
powers from a “different” Velvet Room, noting several differences between her original world and ours.
These claims have been impossible to verify so far, and Kanna remains a mystery even to the most skilled
Navis and Cognitive Pscientists, carrying an unidentified Arcana and her own Alpha Persona in the form
of Thanatos-α. Kanna often disappears for days at a time, seemingly looking for a way back to her world
of origin, and can come across as aloof and confrontational at times, making extended questioning or
researching on her powers difficult at best.
Mechanically, Alpha (α) Shadows carry unique “Alpha Skills”. These Skills are not revealed by
any Intel skills, cannot be dispelled and remain active as long as the Shadow is alive in combat. Alpha
Shadows are considered separate from their normal counterparts, meaning Users can have both the normal
and Alpha versions of Shadows in their stocks simultaneously. Alpha Skills cannot be obtained by Users
by any means.

Some Alpha Shadows can be extremely


similar, such as Cleopatra, or different
enough to bear no resemblance to “our”
species, such as Satan.

8
Kanna & Thanatos-α
Types
Level 5/10/15/20
Hit Points 100/150/400/500
Persona User, Arcana Unknown
Facsimile – Kanna has Hetelic Resistances, but no access to Hetelic Actions. Kanna starts each combat with four Aspect
Points. When Kanna enters combat, choose one of her Levels and use the appropriate Combat Skills and spells.
STR MAG TEC AGI VIT LCK Universal Aspect: As an Interrupt action, Kanna can
Lv.5 spend 1 Aspect Point to immediately gain a second
2 5 4 5 4 2
turn, once per Round.
Lv.10 4 8 6 6 5 2 Negotiate: Kanna can start negotiation with any User
she can see as a Standard action. Consider all her Skill
Tiers as 2/3/4/6 for this negotiation. On a success, the
Lv.15 5 9 8 6 6 2
target loses up to 1d4 Aspect Points and Kanna gains
the amount lost.
Lv.20 6 10 9 7 7 2 Arcana-Touched: Starting from Level 10, Kanna can
spend 2 Aspect Points to activate any Arcana Spread
currently available to the party as a standard action.
Resist Resist Resist This spends the use of that Arcana for the party.
Cursed Zio: One target within 8 meters. On hit: MAGd6/d10/d12/d12+MAG (17/44/58/68) Thunder damage. At the start of
Kanna’s next turn, for no action cost: Burst: 2MAG (10/16/18/20) Thunder damage.
Hysteric Haeiha: Up to 3 targets within 6 meters. On hit: MAGd4/d6/d8/d12 (12/28/40/55) Dark damage and 30% Shocked
chance.
Echoing Reset: This spell is only available if Kanna is Level 10 or higher. Removes all Buff effects from any number of
Users, and all Debuff effects from Kanna.
Mass Destruction: This spell is only available if Kanna is Level 15 or higher. All combatants except Kanna. On hit:
MAGd6/d8 (31/45) Nuclear damage. Every time this spell is cast, increase its damage dice category by 1 for all subsequent
casts (Max. d10/d12)
A mysterious, but extremely knowledgeable Persona User who claims she got her powers from “a different Velvet Room, at
another world”.

9
Shadows
Younger Sibling, Mermaid- α
III – Empress
Level 1 Types Dispositions:
Hit Points 56 Snobbish
Spell Card: Skull Cracker (T1 Phys.)
Nat. Skill: Marching Choir – Your Line Category spells gain +1m of range.
Alpha Skill: Drowning Chorus – All Shadows in combat gain +1 AGI for each
Shadow with Mermaid in its name currently in combat.
Ravaging Song: Up to 1d4 targets within 7 meters. On hit: STRd6/2 (7) Physical
damage and target suffers Rakunda (Fortify Physical & Elements -4 for 3 rounds).
Wake-Up Punch: 1 target within 6 meters. On hit: STRd4(10) Physical damage.
This attack is a guaranteed Critical Hit if the target is suffering Status effects.
STR MAG TEC AGI VIT LCK
4 1 6 2 4 2

Null Weak Weak


A spirited and short-tempered Shadow from another world, the youngest of the
three Mermaids. It’s said her singing can render humans permanently deaf.

Older Sibling, Mermaid- α


Level 3 Types Dispositions:
Hit Points 56 Friendly
III – Empress Spell Card: Ha Agi (T1 Fire)
Skill Bonus: +4 Charm
Nat. Skill: Uplifting Choir – Once per combat, when you target one ally
with an Intel Type spell, you can add the following effect to the spell:
Reduce the duration of Debuff effects on the target by 1 round.
Alpha Skill: Join The Chorus – All Shadows in combat gain +1 HDC for
each Younger Sibling Mermaid-α, Mermaid or Oldest Sibling, Mermaid-α
currently in combat.
Shipwright's Song: Up to 1d4 targets within 10 meters. On hit: SKLd4(10)
Fire damage and applies one Anchor Counter to the target.
Infinite Vortex: One target Oldest Sister, Mermaid-α can see. On hit:
SKLd6 (14), and this Shadow can remove any number of Anchor Counters
from combat: This attack has a X*10% chance to cause Panicked, where X
is the amount of Anchor Counters removed by this spell.
STR MAG TEC AGI VIT LCK
4 4 4 4 4 2

Null Weak Weak

A kind and gentle Shadow from another world and


the oldest of the Mermaid sisters. It’s said her 10
singing can inspire artists to create unmatched
works of beauty.
Mermaid
III – The Empress
Types Dispositions:
Level 2
Flirty
Hit Points 42
Spell Card: Sukukaja (T1 Buff)
Natural Skill: Sinking Choir – Spells you cast with the "Dance" clause can target
1 extra target (added after rolling for targets).
STR MAG TEC AGI VIT LCK
1 4 4 6 3 2

Null Weak Weak


Stormcaller Song: Up to 1d6 targets within 7 meters. On hit: 4d4-3 (8) Ice A mythical sea creature with the body of a
damage. woman but the lower half of a fish.
Dormina: 1 target within 5 meters: 15+5TEC% Stunned chance. Mermaids can fall in love with humans,
Rakukaja: One target Mermaid can see: Fortify Physical and Elements +4 for 3 but some are malicious and will use their
rounds. powers to lure sailors to their doom.

Loup-Garou
Dispositions:
Noble, Chaotic
X – Fortune
Level 5 Types
Hit Points 72
Spell Card: Double Claw (T1 Phys.)
Skill Bonus: +1 STR
Natural Skill: Unholy Shapeshifter – During the Evening and Night blocks,
you gain +1 Tier for Charm, Expression and Courage, but suffer -1 Tier for
Knowledge, Discipline and Empathy
STR MAG TEC AGI VIT LCK
5 4 4 1 4 6

Null Resist Weak Weak


Critical Aura: Loup-Garou's next attack has +1 HDC and +4 Critical Margin
Souffle D'éclair: One target within 4 meters. HDC -1. On hit: 4d12 (26)
Thunder damage.
Damascus Claw: One target within 5 meters. On hit: 5d8 (22) Physical
damage. On crit: Instead of dealing double damage, Loup-Garou can deal the
same rolled damage to another target within range (no dodge check)
A legend from France. It’s said that those who continue to disrespect Lent
become wolfmen, and can never restore their humanity.

11
Chironnupu-α
Dispositions:
Friendly
IX – Hermit
Level 5 Types
Hit Points 90
Spell Card: Monitor (T1 Intel)
Skill Bonus: +1 AGI
Natural Skill: Warding Shout – Once per combat, when you cast an Intel spell
that targets an ally, you can add the following effect to that spell: Choose one
Buff effect active on the target, extend its duration by 1 round.
Alpha Skill: Hermit Fox – All Analyzed Users have -1 DDC against all
attacks. All Analyzed Shadows have +1 HDC for all attacks they declare.
STR MAG TEC AGI VIT LCK
3 1 5 6 5 2 Resist Resist Weak
A Shadow from another world, fox gods who mock people during festivals, but warn people of danger by howling.
Enduring Cheer (Intel): One target Chironnupu-α can see gains the following trait: If this Shadow is reduced to 0 HP before
the end of its next round, it's instead healed to 50% HP. Users who attack the target of this spell gain the Analyzed condition.
Warding Shout (Buff): Any number of allies gain Resist against one Type until the end of Chironnupu-α's next round.
Ha Sukukaja: Chironnupu-α and one ally it can see gain +1 TEC, +1 AGI for 3 rounds, and both targets gain the Analyzed
condition.

Inanna-α Level 9 Types Dispositions:


Hit Points 208 Noble
III – Empress Spell Card: Ha Agilao (T2 Fire)
Skill Bonus: +2 VIT, +1 AGI
Natural Skill: Temple of Heaven – Once per day, as a Quick action, you can
target one unit you can see, and choose one Type: If neither of you are Weak
against that Type, you both gain Resist against that Type for 3 rounds. This is
not considered a Buff effect.
Alpha Skill: Selfless Mother – All Shadows except Inanna-α gain Resist
against all Types Inanna is Weak against. This is not considered a Buff effect.
STR MAG TEC AGI VIT LCK
1 4 5 6 8 2
Raging Hellfire: One target within 6 meters. On hit: 4d10 (22) Fire damage
and Inanna-α becomes Weak against Ice.
Raging Blizzard: Any number of targets within 8 meters. On hit: 4d4 (10)
Ice damage and Inanna-α becomes Weak against Fire.
Raging Tempest: Up to 3 targets within 10 meters. This spell does not check
for dodge. Deals MAGd6 (14) Wind damage and removes all Type
interactions from Inanna-α
Shard of Debilitation: One target Inanna-α can see suffers -1 STR, -1 MAG,
-1 TEC, -1 AGI for 3 rounds.
A Shadow from another world. A different interpretation of Ishtar, the
Mesopotamian goddess of love, war and games.

12
Adam
Level 7 Types Dispositions:
Hit Points 176 Noble, Friendly
IV – Emperor Spell Card: Freila (T2 Nuclear)
Skill Bonus: +1 STR, +1 TEC
Natural Skill: Born of Dust – If you are adjacent to a User whose Active Persona is Eve, Physical spells you
declare gain +1 HDC.
The first human, created by God from dust and STR MAG TEC AGI VIT LCK
tasked with naming all other organisms. 5 1 6 1 8 2

Breaking Rush: All targets between Adam and a point within 6 meters. On hit: 5d6 (17)
Physical damage and 5TEC+10% (40%) Slowed chance. After casting, Adam is moved to
the end point of this spell.
Resist
Violet Aeon: Up to 3 targets within 7 meters. On hit: 5d6 (17) Nuclear damage, and grant
Adam 1 Nuclear Counter for each target hit.
Desolate Lands: If Eve is reduced to 1 HP, Adam can use his Interrupt action to sacrifice
up to 50% of his current HP to heal Eve for the amount sacrificed.
Weak

Exiled Wanderers: Adam and Eve always spawn in pairs. Only Eve rolls for initiative, with
Adam taking the spot in the queue directly before her. If an attack would slay either Adam or Eve,
but wouldn't slay both (either by not targeting both or not dealing enough damage), that attack
instead leaves the unit with 1 HP, even if the unit was already at 1 HP. If Adam or Eve leaves
combat by other means, such as negotiation, both Adam and Eve disappear from combat.

Eve
Types

III – Empress
Level 7 Dispositions:
Hit Points 66 Snobbish, Childish
Spell Card: Psio (T2 PSY)
Skill Bonus: +1 MAG, +1 AGI
Natural Skill: Born of Flesh – If you are adjacent to a User whose Active Persona is Adam, you
gain +1 DDC against Physical Type attacks
STR MAG TEC AGI VIT LCK
1 6 5 7 2 2
The Fruit Divided (P): For each Nuclear Counter Adam has, Eve gains +1 TEC.
This is not a Buff effect.
Null Zanma: Before selecting a target, Eve is moved to a position adjacent to Adam, if
possible. One target within 8 meters. On hit: 6d8 (27) Wind damage. If Eve is
adjacent to Adam and there are no other units adjacent to either of them, this
attack hits automatically (no dodge check).
Weak Forbidden Fruit: Any number of targets. On hit: 6d4 (15) PSY damage. If a target
of this spell is under a Status effect, this attack hits automatically (no dodge check).
The first woman, created from one of Adam’s ribs. She ate the fruit of knowledge, which led to
her exile from the Garden of Eden.

13
Inui
Human
Level 6
Hit Points: 250
Null Has all Hetelic Resistances, but no Weak
access to Hetelic Actions
The Empire Everlasting (P): When Inui enters combat, summon a number of Platoon Soldiers equal to the number of
Users in combat. They roll for initiative normally.
STR MAG TEC AGI VIT LCK An Imperial colonel who took pride in his loyalty and obedience.
7 1 5 4 6 4 A specialist in sabotage who was disgraced after numerous defeats.
Bullet Hail: All units within 5 meters, except Inui. On hit: 7d4 (17) Physical damage.
Binding Shout: Up to three units within 5 meters. If this spell targets a Platoon Soldier, it can perform a basic attack as its
interrupt action this round. If this spell targets a User, 5TEC+10% (35%) Slowed chance.
Death Before Dishonor: One Platoon Soldier whose current HP is less than 20% of its maximum (13). That Platoon Soldier
is immediately slain, and Inui recovers 20% of its maximum HP (50).

Platoon Soldier Level 6


Hit Points 66
Human
STR MAG TEC AGI VIT LCK
3 3 5 4 3 2

Resist Weak
Intercept (P): If Inui would take damage from an attack,
Platoon Soldier can spend its Interrupt action to change
the target of that attack to itself. It takes double damage
from attacks redirected this way.
Crimson Cherry Blossom (P): If Platoon Soldier is
slain by a basic attack or spell, they self-destruct, dealing
3d4+2 (9) Physical damage to all Users in combat (no
dodge check).
Snipe: This replaces Platoon Soldier's basic attack. One
target within 8 meters. On hit: 3d6 (10) Fire damage.
Blindly loyal soldiers who have sworn to serve the
Empire even beyond the grave.

14
Adramelech-α
XV – Devil
Level 10 Dispositions:
Types
Hit Points 156 Devilish, Anthropophagous
Spell Card: Poisonous Stab (T2 Phys.)
Skill Bonus: +2 AGI, +1 STR
Natural Skill: Fickle Tailor – Once per day, you may add the RP cost of your Hellish Brand: One target within 5 meters.
equipped armor to your Damage Reduction for 3 rounds. This is considered a On hit: STRd10 (27) Physical damage, and
Buff effect that stacks with other Buff effects. remove all Buff effects from the target.
Alpha Skill: Sun of the Underworld – All Shadows in combat can use Dekunda: Remove all Debuff effects from
STR+MAG instead of STR or MAG for all checks. Adramelech-α and all Shadows in combat.
Madness Nails: Up to 3 targets within 8
STR MAG TEC AGI VIT LCK
meters. On hit: 5d6+2 (19) Fire damage
5 1 4 10 6 2
A Shadow from another world. A chancellor of Hell and one of the evil
Drain Resist Weak Sephiroth, Adramelech is responsible for supervising Satan’s wardrobe.

Dagda-α
IV – Emperor
Level 12 Dispositions:
Types
Hit Points 240 Noble, Friendly
Spell Card: Ice Amp (T3 Ice)
Skill Bonus: +1 STR, +1 MAG, +1 TEC, +1 AGI
Natural Skill: Peerless Strength – Up to three times per combat, when you declare a basic attack or Mono spell against a
target, you can activate the following effect for no action cost: If your STR or MAG (your choice) is higher than the target's
STR or MAG (Narrator's choice), this attack gains +1 HDC.
Alpha Skill: Skillful God – All Shadows in combat gain +1 SKL and +1 HDC for all attacks they declare.
STR MAG TEC AGI VIT LCK A Shadow from another world. The
5 5 6 6 8 2 supreme god of Celtic beliefs, his name
means “The Skilled God”, referring to the
many proficiencies Dagda’s gathered in his
Resist Resist Resist Resist Weak life.
Lost Hit: One target within 6 meters. On hit: 5d10+5 (32) Physical damage and move the target up to 6 meters in any
direction.
Lordship Over Mortals: One target Dagda-α can see. On hit: target loses 2 Energy for each meter of distance between the
target and Dagda-α
Denial: One target within 3 meters. On hit: 5d10+3 (30) Ice damage, move the target up to 6 meters in any direction, and
reduce the target's movement allowance to 1 until the end of Dagda-α's next turn.

15
16
Amanozako
Dispositions:
Friendly
I – The Magician
Level 10 Types
Hit Points 208
Spell Card: Reversal (T2 Misc.)
Skill Bonus: +2 MAG, +1 VIT
Natural Skill: Heavenly Counter – Every time you take damage calculated using
STR, you can deal SKL Dark damage against the originator of this damage (no
dodge check). If you do, the target suffers Tarunda (-1 STR, -1 MAG for 3 rounds)
STR MAG TEC AGI VIT LCK
1 8 7 2 8 2

Repel Null Resist Weak Weak


A deity of rebellion born from Susano-o’s pent-up rage. It’s said all disobedient
and rowdy yokai are descended from Amanozako.
Mediarahan: Any number of targets, except Amanozako, are healed to 100% HP
Zanbarion: 1 target within 10 meters. On hit: 8d10 (44) Wind damage and 25% Knockdown chance.
Maziobarion: Any number of targets within 7 meters. On hit: 8d4 (20) Thunder damage and 30% Shocked chance. If the
target is already Shocked when this attack deals damage, this attack is a guaranteed Critical hit.

Fionn mac Cumhaill


A hunter whose name means “bright, lustrous, fair and just” and was raised by
druids. Fionn accidentally ate some of the Salmon of Knowledge, and could call
I – Magician upon vast wisdom by licking his thumb, where fat from the salmon landed.
Level 11 Types Dispositions:
Hit Points 156 Noble
Spell Card: Death Chain (T3 Phys.)
Skill Bonus: +2 STR, +1 VIT
Natural Skill: Salmon of Knowledge – Treat your Knowledge Tier as +1 for all
checks. Every time you gain Knowledge Points, you gain 1d2 extra points.
STR MAG TEC AGI VIT LCK
7 1 5 5 6 2

Null Null Weak


Enduring Soul (P): Once Fionn Mac Cumhaill is reduced to 0 HP for the first
time in each combat, he's restored to 100% HP.
Mac an Luin: This spell cannot be cast in two consecutive rounds. One target
within 4 meters. This spell does not spend Luck Charges to attempt Critical hits.
On hit: 7d10 (38) Physical damage. On crit: Multiply the damage of this spell by
4, instead of 2.
Bufubarion: One target within 8 meters. On hit: 7d10 (38) Ice damage and the
target's total Movement Allowance becomes 1 until the end of Fionn mac
Cumhaill's next turn. This is considered a Debuff effect.
Mist Rush: Up to 1d4 targets within 6 meters. On hit: 7d8 (31) Physical damage.

17
Cleopatra
Dispositions:
Devilish, Snobbish
III – The Empress
Level 12 Types
Hit Points 180
Spell Card: Kougaon (T3 Light)
Skill Bonus: +4 Charm, +4 Expression, +1 TEC, +1 AGI
Natural Skill: Flawless Beauty – If all your Social Skills are the same Tier, you
gain +1 Tier for all Social Skill checks.
STR MAG TEC
1 3 10
AGI VIT LCK
Resist Weak 6 6 2
Frolic: Any number of targets. Inflicts -2 STR, -2 MAG, Fortify Luster Candy (P): At the start of combat, Cleopatra and
Physical & Elements -8 for 3 rounds (this is a Debuff effect) and all Shadows gain +1 STR, +1 MAG, +1 TEC, +1 AGI, +1
5TEC% (50%) Charmed chance. LCK for the next 3 rounds.
Hamabarion: Deals 40+3TEC% (70%) of the target's current Adaptive Tactics (P): After Cleopatra takes damage she's
HP as Light damage. If the target is Weak or Neutral against Weak against, remove the Weakness to that Type and
Light, this has a 20% chance to put the target in Death's Door. apply Weakness to a different Type (Narrator's choice).
The last Ptolemaic ruler of Egypt, a woman as charming as she was intelligent.

Demeter
Dispositions:
Friendly, Devilish
II – Priestess
Level 15 Types
Hit Points 102
Spell Card: Mediaraja (T3 Heal)
Skill Bonus: +2 MAG, +2 TEC, +1 AGI
Natural Skill: Seasons of Rebirth – At the start of combat, choose one Type you're not
Weak against: You Resist that Type for the first 4 rounds. This is a Buff effect.
STR MAG TEC AGI VIT LCK
1 8 9 8 3 2
Greek goddess of harvest and agriculture,
Null Weak sister of Zeus and mother of Persephone.
Summer of Dreams: Removes all Debuff effects and all Status effects from any number of
targets Demeter can see.
Autumn of Peace: One target within 10 meters. On hit: 8d12 (52) Wind damage, plus 5
Wind damage for each meter of distance between Demeter and her target.
Winter of Emptiness: All units within 5 meters, except Demeter. On hit: 8d6t (28) Nuclear
damage and moves all targets so they're 6 meters away from Demeter.
Eleusinian Spring: Can only be cast once per combat. Heal all Shadows to 100% HP, then
give each of them a shield with HP equal to 30% of that Shadow's maximum HP. This shield
takes any damage the Shadow would take, but this shield's HP cannot be restored.

18
Miroku-α
Dispositions:
Insane
VII – Chariot
Level 14 Types
Hit Points 330
Spell Card: Ma Astradyne (T3 Almighty)
Skill Bonus: +1 LCK, +1 VIT, +8 Knowledge
Natural Skill: Light from a Different Time – If you receive a Revive effect,
remove all Debuff and Status effects from any number of targets, and remove
all Buff effects from all Shadows in combat.
Alpha Skill: Future Cycle – Every time a Shadow takes damage from a Critical
Hit or damage it’s Weak to, Miroku-α gains 1 Samsara Counter.
STR MAG TEC AGI VIT LCK
1 1 1 9 11 10

Null Resist Weak


5.67 Billion Hands: At the start of combat, all Users take 10 Almighty damage, no check. At the
start of each round after the first, increase this damage by 10 and apply it again.
Enlightenment: Until the end of the next turn: Miroku-α gains Drain Gun and Fire. If Miroku-α
drains Gun or Fire Type damage, he gains 2 Samsara Counters for each instance of damage. If
Miroku-α does not take Gun or Fire damage until this effect wears off, it loses 2 Samsara Counters.
Detachment: Miroku-α can spend 10 Samsara Counters to instantly kill all units in combat except
itself. This is considered an Almighty Type Death Category effect.
A Shadow from another world. The fifth Buddha, who is yet to appear before humans. It’s said
he will reach enlightenment at a time of great darkness, 5 billion years in the future.

Danu-α
Types Dispositions:
Friendly
III – Empress
Level 16
Hit Points 170
Spell Card: Eternal Jewel (T5 Light) Resist Weak
Skill Bonus: +1 MAG, +1 TEC, +1 AGI, +4 Charm
Natural Skill: Ideal Mother – You can spend 1 Energy: Trade places with your
Zenith of Radiance. This is considered a movement action.
Alpha Skill: Waters of Youth – Triple the movement allowance of all
Shadows in combat.
A Shadow from another world. The
STR MAG TEC AGI VIT LCK
hypothetical deity who birthed Dagda and
1 8 8 6 5 4
Lugh, amongst other heroes.
Kougabarion: One target within 6 meters. On hit: (52) Light damage and move the target to a position adjacent to Danu-α.
This target cannot declare movement actions for 1d4+1 rounds.
Embrace of the Matriarch: This spell can only be cast if there are 4 units adjacent to Danu-α. Reduce the HP of all
adjacent targets to 1 (this is considered Almighty damage) and heal Danu-α to 100% HP
Rapture: Danu-α trades place with another Shadow she can see, then moves all Users adjacent to her to positions adjacent
to her new position (no check).

19
YHVH-α
XX – Judgement
Has all Hetelic Resistances, but no access to Hetelic Actions.
Cannot be obtained by Fusion. Does not respond to negotiation, but
might be granted to Users another way.
Level 20 Types
Hit Points 830
Reward: Armor of Light (Armor, Special)
Skill Bonus: +2 MAG, +2 TEC, +2 VIT
Natural Skill: Smirk – If you hit a target's Weakness, you gain the
following effect until the end of the next turn: You can roll Critical
Hits without spending Luck Charges.
Alpha Skill: OMEGA – All Shadows in combat treat all Type
interactions besides Weakness and Neutral as Resist.
STR MAG TEC AGI VIT LCK
1 11 11 1 11 1

Resist Resist Resist Resist Resist


A mysterious, immensely powerful Shadow from another world. Kanna says YHVH-α claims to be an aspect of a real God
from her world of origin, but its strict adherence to order and obedience made it widely loathed.
Inferno of God: One target YHVH-α can see. On hit: 11d12 (71) Fire damage. Regardless of the result of the previous hit
check: At the start of the target's turn, roll dodge against this attack again. On hit: 11d12 (71) Fire damage.
Hailstorm of God: One target YHVH-α can see. On hit: 11d12 (71) Ice damage. If the target does not Resist this damage,
YHVH-α can cast this spell again against another target as a Free action.
Lightning of God: One target YHVH-α can see. Target has 100% chance to suffer Shocked (before rolling for hit). On hit:
11d12 (71) Thunder damage. If the target does not Resist this damage, YHVH-α chooses another target as a Free action: That
target has 100% chance to suffer Shocked.
Tornado of God: Any number targets YHVH-α can see. This attack does not check for dodge. Deals 11d10 (60) Wind damage.

20
Nuwa Types

XI – Strength
Level 16
Hit Points 204
Does not respond to negotiation.
Can only be obtained through Fusion if the party has the “Pillar Fragment” item in their inventory.
Skill Bonus: +2 TEC, +2 VIT, +1 MAG
Natural Skill: Mountain and Sea – Once per combat, when you declare an attack or spell that has a % chance to trigger a
Status: Add 20% to that chance.
STR MAG TEC AGI VIT LCK Rebuilt Pillar (P): Once Nuwa is
1 9 8 7 6 2 defeated, "Nuwa, The Serpent of
Creation" spawns into combat.
A new round starts automatically, with
Nuwa, The Serpent of Creation placed in
Reflect Null Null Weak the first spot of the queue.
Dancing Strike: One target within 8 meters. On hit: 9d10 (49) Physical damage, and roll this attack again. If the second attack
hits, roll this attack a third time.
Floral Gust: 1d4+1 targets within 8 meters. On hit: 8d6 (28) Wind damage. This attack treats Null and Resist Wind as Neutral.
Diamrita: One target Nuwa can see recovers 20% of its maximum HP and is healed of all Status effects.
One of the “sovereign” deities of Chinese lore, said to have created humanity from mud, being also responsible for creating
several ways to protect humans from natural disasters.

21
Nuwa, The Creator Serpent (Tyrant)
XI – Strength
Level 16 Types
Hit Points 500
Cannot be obtained through Fusion, does not respond to negotiation.
Sovereign of Thunder – Whenever Nuwa, The Serpent of Creation would take damage, she can redirect any amount of
damage to any number of Thunder Bits in combat, up to their current HP.
STR MAG TEC AGI VIT LCK
5 10 9 8 6 2

Reflect Null Null Resist


Embodiment of Fulmination (P): At the start of combat, Nuwa, The Serpent of Creation spawns 2 Thunder Bits (below)
into combat. Thunder Bits are considered Cognitive objects with 50 HP each. Thunder Bits have no Type Interactions and
cannot dodge attacks declared against them. Whenever Nuwa, The Serpent of Creation moves, all Thunder Bits in combat
are moved to the closest possible adjacent positions to her.
Once Nuwa, The Creator Serpent is defeated, she gifts the party the Pillar Fragment item.
Dream of the Red Chamber: Spawn 1d4 Thunder Bits into Electrify: Nuwa's next spell ignores all Type interactions.
combat, as long as there are no Thunder Bits in combat. This is considered a Buff effect.
Slumber Vortex: Any number of targets. 15+5TEC% (60%) Rising Storm Dragon: All combatants, except Nuwa. On hit:
Charmed chance, and 15+5TEC% (60%) Fearful chance. 10d10 (55) Thunder damage, plus 10 Thunder damage for
Punishing Dekaja: Removes all Buff effects from combat. If each Thunder Bit currently in combat. If there are no Thunder
a target lost a Buff effect this way, they take 15 Almighty Bits in combat, this spell deals half its rolled damage.
damage (no dodge check)
Nuwa, The Creator Serpent can perform up to three Hetelic Actions per round.
Crush the Pillars: Remove all Wall and Charge effects on
Infinite Vanguard: If Nuwa, the Creator Serpent is not first
any number of targets.
in the initiative queue, she is moved to the first spot in the
Wither: One random User gains Weakness against Thunder
initiative queue and can perform two standard actions. This
or Status for three rounds.
takes effect at the start of the next round, and costs two
Ionized Air: All Users in combat take 20 Thunder damage
Hetelic Actions instead of one.
(no dodge check) for each Thunder Bit in combat.
Nuwa, the Sovereign deity who created humans from mud and repaired the very heavens after the pillars that hold it aloft
were damaged during a battle. The “Nuwa who shapes stones and mends heavens” is a popular Chinese legend, and it’s said
that one of the stones Nuwa neglected to use became Jia Baoyu, the protagonist of a popular novel.

22
23
Nyarlathotep
The “evil of a thousand faces”, Nyarlathotep is said to represent the destructive potential of
humanity, the chaos dwelling in all human hearts. Some believe Nyarlathotep is a being greater than any
Shadow, being the very source of the darkness that originates Shadows, taking innumerable forms and
toying with humans to create strife and discord to feed his endless army.

Chaotic Wretch, Nyarlathotep


0 – The Fool
Dispositions: Level 5 Types
Insane Hit Points 108
Reward: Shining Trapezohedron: A small red jewel that shines gently and
has no obvious use.
Skill Bonus: +1 TEC
Natural Skill: Chaotic Emergence – At the start of combat, you can use your Interrupt action for that round to trigger the
following effect: Choose one Auto Buff effect active on you: Reduce its remaining duration by X rounds and apply a Debuff
of the same intensity as the chosen Buff effect on one target within TEC meters for X rounds.
The weakest form Nyarlathotep is known to
STR MAG TEC AGI VIT LCK
take, a languid and vile creature of pure
4 1 7 2 6 2
darkness.
Madness from Beyond the Stars (P): Nyarlathotep takes half damage from all attacks. This is applied last in damage
calculation.
Hysteria: At the start of combat, Chaotic Wretch Nyarlathotep gains +1 STR and +1 TEC for every 2 Users in combat, for 3
rounds. This is a Buff effect, and an Auto effect that can be used in conjunction with Chaotic Emergence.
Stun Claw: One target within 6 meters. On hit: 4d6 (14) Physical damage and 5TEC% (35%) Shocked chance.
Sickening Syphon: One target within 7 meters. On hit: 4d6 (14) Dark damage. If the target has a Neutral or Weakness
interaction against Dark, they lose 1d4 Energy.

Sea of Souls Volume I includes


three extra incarnations of
Nyarlathotep: Moon Howler,
The Thousand Faces and the
Crawling Chaos.

24
Cultist of Insanity Nyarlathotep
IV – Emperor
Dispositions: Level 10
Hit Points 104 Types
Insane
Reward: Odd Fruit: A strange, inedible vegetable that gleams in a
color you can’t quite describe.
Skill Bonus: +2 TEC, +1 AGI
Natural Skill: Dragged to Madness – At the start of combat, you can choose Fearful or Slowed, then choose one target within
TEC meters. That target has 100% chance to suffer that Status effect, and if they do, you also suffer that Status effect.
STR MAG TEC AGI VIT LCK
5 5 7 6 4 2

Decover: Up to 3 targets Cultist of Insanity Nyarlathotep can see cannot


recover HP by any means outside of Revive effects until the end of this
Shadow's next turn.
Shibaboo: One target Cultist of Insanity Nyarlathotep can see. 6TEC% (42%)
chance to Knockdown.
Gore: One target suffering from Status effects. Move Cultist of Insanity
Nyarlathotep to a position adjacent to the target, then deal 5d10 (27) Physical
damage, and place one Maddening Skewer onto the target. This is considered
a Condition that can only be cured when this Shadow is defeated or the target
enters Death's Door.
Pierced Heart (P): Cultist of Insanity Nyarlathotep takes half damage from all
attacks (this is applied last in damage calculation). If 3 or more targets have a
Maddening Skewer placed on them, Cultist of Insanity Nyarlathotep gains a
second turn per round.
Mind-flaying Army (P): At the start of combat, summon one Botis (Level
10) and one Pazuzu (Level 10) into combat. They roll for initiative normally.
The intermediate form of Nyarlathotep, said to have started merging with a
willing human host.

25
Great Father Nyarlathotep
XII – Hanged Man
Types
Dispositions: Level 15
Hit Points 272
Insane Reward: Silver Key: A large metal key that’s extremely hot to the touch.
Skill Bonus: +2 TEC, +2 AGI, +1 LCK
Natural Skill: Chaotic Vortex – Once per combat, you can re-roll a hit, dodge or damage roll you perform, but you must
keep the second result. Alternatively, you can spend 1 Aspect Point to force one Shadow within TEC meters to re-roll a hit,
dodge or damage roll they performed (they're forced to keep the second result).
STR MAG TEC AGI VIT LCK
2 2 8 8 8 4

Reprimand: Great Father Nyarlathotep


materializes one Shadow into combat that takes the
form of a friend or ally of the party. This Shadow
has 1 HP and cannot dodge attacks. If this Shadow
is attacked, it automatically deals 50% of the
attacker's current HP as PSY damage, no dodge
check, and disappears. If it's not attacked until the
end of Great Father Nyarlathotep's next turn, it then
explodes, dealing 20% of each User's current HP as
PSY damage, no dodge check.
Strife and Scars: One target Great Father
Nyarlathotep can see. On hit: The target is forced to
perform a basic attack against another User in
combat for no action cost.
Resent: Any number of targets Great Father
Nyarlathotep can see. 15+5TEC% (55%) Enraged
chance. Targets who do not suffer Enraged from this
attack have a 20+5TEC% (60%) chance to suffer
Charmed.

Otherworldly Force (P): Great Father


Nyarlathotep takes half damage from all attacks
(this is applied last in damage calculation). If Great
Father Nyarlathotep takes a Critical Hit from a
User, it can use its Interrupt action to swap its own
STR and MAG scores with the target's scores for 3
rounds. This is considered a Debuff effect.
One of Nyarlathotep’s strongest forms, the physical
manifestation of shared trauma and traumatic
stress.

26
Nyarlathotep-α
Arcana Unknown
Cannot be obtained by Fusion, does not respond to negotiation.
Level 20
Hit Points: 600
Every Darkness - Nyarlathotep-α has three full turns per round and cannot be targeted normally. Rather, when you declare
an attack against it, choose one body part: Head, Left Arm, Right Arm, Torso, Left Leg, or Right Leg.
Each body part has 100 HP and individual resistances. When a body part is reduced to 0 HP, it can no longer be healed and
Nyarlathotep-α can no longer cast the spell associated with it.
Nyarlathotep-α has Hetelic Resistances, but its damage resistance is 40 for Nyarlathotep-α, or 60 in case of a Critical Hit or
Weakness, instead of its default value.
All body parts take half damage from spells without the Mono category.
Alpha Skill: Every Tear - As long as Nyarlathotep-α is in combat, every time a User takes damage that reduces their HP to
20% or less, they automatically enter Death's Door. This is considered a Dark Type Death Category effect.
Ally from the Alpha Network: If the party has defeated (and spared) Kanna, she will appear as the last unit in the turn
order, starting in the first round. She cannot be chosen as a target for attacks by any units, and will deal 25 Almighty
damage to the body part with the lowest current HP, or another part if directed by the players.
STR MAG TEC AGI VIT LCK
8 8 8 8 8 8

27
Head (Resist All)
HP: 100
Despairing Dream: Any number of targets in combat suffer the following effect: For the next instance of rolled damage
they take, also reduce their Energy by 1 of the same dice category used to roll that damage. This is an Intel effect, and
Energy damage received by this effect follows Intel resistances and weaknesses.

"Nyarlathotep-α's head tilts upwards and its pure black features distort into a grin. 'Understand, that there is no point in
living,' it utters as thorned tentacles wrap around the Users, leaving vicious, pure-black wounds."
Right Arm
(Null PSY, Weak Nuclear)
Left Arm (Reflect Fire, Weak Ice)
HP: 100
HP: 100
Delusion Channeling: Up to 3 targets
Reminiscence Wave: Up to 3 targets Torso (Reflect Physical, Weak Gun)
Nyarlathotep-α can see. On hit:
Nyarlathotep-α can see. On hit: HP: 100
TECd10+2STR (60) PSY damage.
MAGd10+2MAG (60) Fire damage. Wailing Wretch: Restore 50 HP to all
Against User Classes who cannot
This attack deals a guaranteed Critical body parts. This is a Heal Type effect.
naturally manifest more than one
Hit (which does not spend Luck
Persona, this spell has the added effect:
Charges) against User Classes who can "Nyarlathotep-α raises one hand and
"The target cannot recover HP by any
summon more than one Persona. materializes a Shadow for a moment
means outside of Revive effects until
before crushing it as a viscous ooze
the end of the next round".
"Nyarlathotep-α raises its left hand, spews from it, mending Nyarlathotep's
materializing the putrid head of a wounds. ‘Where there is darkness,
"Nyarlathotep-α raises its right hand,
dragon that covers the arena in deep there are shadows!' it roars
balled into a fist, into the sky. 'I,
blue flames. 'Cry, that there is no triumphantly."
myself, am all of you humans!' it
answer.' it whispers as the flames die
shouts as spectral comets rain down
down."
onto the arena, exploding into razor-
sharp prismatic shards.

Right Leg (Drain Dark, Weak Light)


Left Leg (Drain Wind, Weak Thunder) HP: 100
HP: 100 Dark Verdict: One target in combat. On hit: Target loses
Asteroid Bomb: One target in combat. On hit: 50% of its maximum HP as Dark damage. Additionally,
STRd12+2VIT (68) Physical damage, target loses 1d6 until the end of this round, every time that target takes
Energy and Nyarlathotep-α gains a permanent boost to its damage, they suffer a Debuff of -2 to STR, MAG, TEC and
Combat Skills equal to the Energy lost (amount given to VIT. This stacks with previous activations of itself and lasts
each Skill distributed as the Narrator sees fit). This is not a for 3 rounds.
Buff effect.
"Nyarlathotep-α runs towards the target, delivering an
"Nyarlathotep-α leaps into the sky, materializing a jet-black immensely powerful kick that sends the target flying. Before
cross that pins the target into the ground. As it's coming they can hit the ground, Nyarlathotep-α utters ‘You are the
down to land onto the cross, it screams: 'Are you afraid? first to witness this! Die with my greatest praise!’ and
None can ever escape the shadows!'" throws its silver cane at the target, piercing its body and
holding it in mid-air as the Shadow continues its onslaught."
Nyarlathotep, Madness Incarnate, the Crawling Chaos of another world. It seems to be aware of our Universe’s version of
itself, but bears no opinion towards it. It seems Nyarlathotep-α and Kanna have met before…
Winners of the Eternal Wager: If the party defeats Nyarlathotep-α while in possession of the Shining Trapezohedron, the
Odd Fruit and the Silver Key, all three items vanish, and the party is granted one copy any item, regardless of Rarity.

28
Bounties
Bounty 26 – Coolant Leakage
Recommended Level: 15
“There’s been a series of unusual accidents in a warehouse I am associated with. Please utilize discretion.”

Requester: Regards, Faraday.


Request Description: The party must break into a warehouse, access the Metaverse Pocket within and defeat the Chilled
King Frost inhabiting the area. In the Universe, the warehouse is a Scene with the “Heavily Guarded”, “Locked Doors” and
“Dangerously Faulty Vents” Aspects. Users are not usually allowed inside, but entry might be facilitated if one of the players
works in the area or if they can procure disguises and the appropriate alibi.

The warehouse is unusually cold due to a malfunction in the refrigeration system, which will not be solved until the Bounty
is completed, and entering it allows the Party to access the Metaverse Pocket: A virtually identical warehouse with no doors.
As soon as the party enters the Pocket, they must immediately roll for initiative against the Chilled King Frost at the far end
of the arena.

The Chilled King Frost is feeding on the cold air in the arena and is practically invulnerable at first. The party must attack the
six Air Conditioning Units in the warehouse to cause them to jam. AC Units are considered cognitive objects that cannot
dodge attacks and have 50 HP and a Weakness to Thunder. Once they reach 0 HP, it cannot be reduced further, and the AC
unit stops operating.
Objectives:
❖ Repairs Billed: Defeat the Chilled King Frost
o Reward: Sabazios Replica (Gauntlet Weapons, STRd8 damage, Range 1, Resist Ice, +1 TEC);
❖ Thorough Maintenance: Finish combat with all 6 AC Units at 0 HP
o Reward: Each player gains 2 RP and 4 Discipline Points;

❄ ❄

❄- AC Units
■ – Pillars
S – Entrance (Players can choose ❄ ❄
which space they will spawn in
before combat starts)

❄ S S S S ❄

S S S S

29
Level 15
Chilled King Frost Types Hit Points: 600
Cannot be obtained by Fusion, has access to Hetelic
IV – The Emperor
Resistances.
Frosted King – For each AC Unit whose HP is above 0, King Frost reduces all damage it takes by 15%. This is not a Buff
effect and cannot be dispelled. Chilled King Frost cannot be moved from its position by any means.
Chilled King Frost performs two turns per round.
Feel The Chill (P): All spells cast by Users have their maximum range halved as long as Chilled King Frost remains in
combat. Spells with a range of "targets the caster can see" have their ranges set to "targets within 5 meters" instead. The
movement allowance of all Users in this combat is halved. These penalties stack with similar effects.
STR MAG TEC AGI VIT LCK
4 15 9 1 10 2 Drain Resist Weak
Gust: All targets in spaces highlighted in blue on the map, except Chilled King Frost. On hit: 15d6 (52) Wind damage and
targets are pushed south in a straight line until they hit a pillar or the walls of the warehouse.
Repair Orders: King Frost summons a band of handy Jack Frosts to repair 1d4 AC Units. At the start of the next round,
each unit recovers 1d10% of their max HP. If Users attacks those units before the HP recovery activates, the effect is
canceled and King Frost's MAG is reduced by 1 for the rest of this round for each AC Unit under repair attacked this way.
Sub Zer-hoo: One target Chilled King Frost can see. On hit: 15d10 (82) Ice damage and 9TEC% (81%) Slowed chance.
“A completely normal King Frost trying to enjoy his vacation in the lush industrial complex countryside.”
– Masaki-sama’s Metazine.

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