A character's life before they stood on the battlefield. Origin determines skills, traits, and the road to a Renown Title. At 5th dan and 9th dan, a background presents forking paths.
A warrior's sword skill on the battlefield is not enough to know who they are. Are they the last heir of a fallen house, a farmer who took up a blade from the fields, or a monk expelled from a temple? That origin changes the weight of the sword.
And as choices on the battlefield accumulate, the meaning of origin also changes. Will the fallen noble rebuild the house, or walk the path of revenge? Will the farmer become a leader of the people, or a warrior soaked in war? The forking paths at 5th dan and 9th dan decide the character's later narrative.
1st-dan Trait — Child of the Earth [aptitude]: Physique (體) checks +1 (always). Cohesion recovery amount +1 for squads in the same zone (automatically during lull).
1st-dan Trait — Capital [aptitude]: wallet gold +3 at character creation. This does not refresh automatically each combat; it accumulates as starting gold bonus.
A → Legendary Wanderer (傳說の放浪者): 2 Elite NPCs every combat. Legendary allies met while traveling.
B → Deathless Wanderer (不死の放浪者): incapacitation immunity. When Wounds become 0, retreat to the Outside Zone and return next round with Wounds 3.
#Child of the Spirit Realm (靈界の子) — Alternate Background (General)
Expansion of the existing "hanyo bloodline" background. A birth background for hanyo, celestial beings, arahitogami, and others with a connection to the Spirit Realm. Any class can use it.
A being born with the energy of the Spirit Realm. Perhaps yoma blood is mixed in, perhaps the family touched the divine realm, or perhaps they were born near a Spirit Realm gate and awakened spiritual senses.
A → Hero (英雄): mediator between humans and yoma. Can negotiate with yoma. All allied attacks on battlefield +1.
B → Great Yoma (大妖魔): complete transformation. Wounds +5, attack +4, Defense +4, fear aura (all enemies make Courage check). Lasts 3 rounds. 1 time per combat.
One raised outside civilization. Deep mountains, remote islands, ruins of battlefields. They do not know society's rules, but they know the rules of the wild.
Skill Benefits (choose 2 of 3): Stratagem, Medicine, Negotiation
1st-dan Trait — Common Sense of Another Age (別の時代の常識) [aptitude]: all non-combat checks (Negotiation/Medicine/Stratagem/Perception) +1. Combat checks (attack/defense) -1.
Mediator of the Age: all Negotiation/influence checks toward humans of this age +3. Automatic success at conflict mediation (non-combat).
B Return Search
Catalog of Rifts: when discovering a Spirit Realm rift, automatically decipher it — GM reveals size/danger/duration. Can trace a ley line 1 time each session.
Skill Benefits (choose 2 of 3): Bearing, Intimidation, Geography
1st-dan Trait — Foreign Reputation (異國の名聲) [aptitude]: Negotiation +3 with NPCs from your own cultural sphere. Intimidation +2 against NPCs from other cultures. "The name echoes beyond the continent."
Transcend Language: automatic communication with NPCs from every culture. Cost to learn other-culture schools -1 slot.
B Return of the Hero
Legendary Halo: while holding a unique divine item, allied attacks in your zone gain +1 aura. Fear aura against yoma (on Courage >= 13 failure, Defenseless).
A → Mediator of the World: automatically understand all cultures. Automatic success negotiating with yoma. Mediator of conflicts between civilizations.
B → Legend Completed: all techniques of your unique divine item cost Energy -1. Devotion limit removed (usable without disappearance).
#Memory of the Future (未來の記憶) — Heroic Spirit (Spirit Realm Wandering Treasure Origin) Only
Skill Benefits (choose 2 of 3): Military Science, Negotiation, Perception
1st-dan Trait — Echo of Time (時の殘像) [aptitude]: history checks +3 (you know history after your own time). If you meet "your younger self" in this age, or an ancestor, GM triggers a scenario event.
Prophetic Instinct: at the start of each round, GM reveals one enemy's next breath action. No Reputation penalty when intervening in history.
B Sword of the Previous Life
Blade Pressure of the Past: when you critical with a unique Spirit Realm Wandering Treasure, trigger "blade pressure from your age" — all enemies in the same zone suffer -2 on their next breath check.
Remnant of Sacred Ground: allies in the same zone are treated as having Exorcism 1 rank higher when hit by [Incorporeal] attacks. Automatic barrier (1 zone).
defense, guardianship
B
Judge
Heavenly Punishment: when an attack against yoma is a critical hit, +3 Wounds (total 5 Wounds).
Divine Punishment Immunity: allies in your zone are treated as having Exorcism 2 ranks higher when hit by [Incorporeal] attacks + Defense +2 aura. Barrier expands to 2 zones.
B Judge
Gaze of Purification: curse 1 yoma in sight (1 Wound each round, Exorcism>=15 removes). Applies to 1 target each round.
Skill Benefits (choose 2 of 3): Hardiness, Disable, Perception
1st-dan Trait — Maker's Engraving (製作者の刻印) [aptitude]: effect branches by purpose of creation. (a) combat: attack +1. (b) exploration: Perception +2, automatically disable traps. (c) escort: when 1 designated target is hit, take the hit instead (0 Energy, 1 time per round).
A → True Life: keep all human immunities (poison/fear/bleed/charm) + gain human emotions. All negotiation/social penalties removed. Wounds formula remains (4+Physique).
B → Ultimate Weapon: 3 built-in weapons. Defense 20. Self-repair (recover 2 Wounds at lull). "A completed machine god."
Origin does not decide destiny. But a path must be chosen. Even for those who do not belong to this age — there is a choice.