English edition v1.3.3

#Arahitogami (現人神)

A living god. A being whose human body holds divinity (神格). Faith is power, and power is faith.

  • Role: domain control, wide-area buffs/debuffs, Faith resource management, Sacred Domain formation
  • Core Attributes: Presence (美), Wisdom (智)
  • Core Zone Entry: forced Breakthrough
  • Base Class: human bearing a fragment of kami (神). Miko, priest, or ordinary villager.
  • Three Ways and Six Hearts: Compassion or Truth. Balance between god and human.
  • Skills Eligible for Master: Bearing, Sorcery, Barrier, Prophecy, Agitation, Fighting Spirit
  • Starting Automatic Skills: Bearing Trained, Sorcery Novice, Barrier Novice, Agitation Novice

#Scent — One Whom a God Has Settled Upon

In the chaos of the Sengoku age, when popular feeling wavers, something sometimes settles into a human body. A village miko suddenly pours out prophecy, rain truly falls at the prayer of a wandering monk, and the moment the eyes of a nameless child shine gold, the wounded nearby are healed. At first, even the person themself does not know what happened. They can only say, "it just happened." But when the same thing repeats twice, then three times, people notice: "a god dwells in this person."

An arahitogami is not the enshrined deity (祭神) of a shrine (神社). It is a god walking alive here and now. More precisely, it is a fragment of divinity, part of a kami (神) contained in a human vessel. That power is great, but to maintain it, it needs the fuel called Faith (信仰). When surrounding humans believe in, revere, and follow the arahitogami, power fills them. If no one believes, the god dies. Thus the arahitogami's greatest enemy is not an enemy army. It is doubt. The moment people begin asking "is that person truly a god?", the arahitogami's power vanishes one breath at a time.

When an arahitogami raises a banner on the battlefield, fear disappears from ashigaru eyes. When an arahitogami stretches out a hand, a barrier wraps the battlefield. When an arahitogami grows angry, lightning spears down from the sky. But the enemy knows too: if they bring down the arahitogami, the hearts of all who followed them will collapse. So the first target in battle is the arahitogami. Every arrow, every teppo, every assassin aims for them. The arahitogami survives by their own blessing, but the price of that blessing is Faith. Each time they stop one arrow, Faith drops by one point. At the final arrow, if Faith becomes 0, the arahitogami becomes just one human. And the next arrow cannot be stopped.

The arahitogami's deepest conflict is self-division between god and human. Divinity says to show compassion to all beings. Humanity says to put family and friends first. When the two collide, which should the arahitogami choose? Some arahitogami follow divinity, abandon everything, and become sacred slaughterers. Some follow humanity, reject divinity, and return to ordinary human life (loss of Faith, with risk of falling into the fiend class [divine fraud]). A true master arahitogami creates a new path between them: a path that is god while human, and human while god. That is the hardest path, and the essence of 9th-dan [Human-God Union].

  • Recommended Weapons: none (the sacred itself is the weapon). Self-defense kaiken, sacred ritual sword (Kusanagi type), jeweled ornament. Barriers and divinity are the real work, not direct combat.
  • Recommended Schools: none. Arahitogami cannot learn martial schools (divinity rejects them). Shingon-ryu is about the only compatible school.
  • Recommended Faction Traits: Enryokan (official divine-spirit registry), Ikko-ikki (object of peasant faith), Kagura Domain (court-dedicated miko)

#Core Resource: Faith (信仰)

#Scent — The Flame Called Belief

The power of a god is not free. Human prayer, reverence, and gratitude flow into the arahitogami as Faith. When allies are protected by the arahitogami's barrier on the battlefield, Faith fills; when the arahitogami fails or falls, Faith runs dry.

A god without Faith is only a weak human.

#Law

Faith Score: 3 at combat start. Maximum 10.

Gaining Faith:

ConditionGain
each lull step (automatic)+1
an allied squad survives because of the arahitogami's barrier/buff+1
allied squad Cohesion is maintained/recovered thanks to the arahitogami+1
Heavenly Mandate (double 10 great success) triggers+3
an allied Commander avoids incapacitation through the arahitogami's ability+2

Losing Faith:

ConditionLoss
the arahitogami themself loses 1 Wound-1
the arahitogami makes a Fumble-2
the arahitogami becomes incapacitatedlose all (0)
allied squad routs-1
Karmic Retribution (double 1 great failure) occurs-3

Effect of Faith 0: When Faith becomes 0, all arahitogami divinity abilities become unusable. The character is "just human," with only basic attributes/skills remaining. They can slowly recover through the automatic +1 in the lull step, but powerless time can occur during combat.


#Law — Trait List

#1st Dan: Manifest Divine Authority (神威顯現) [stance]

When the arahitogami is present in a zone, that zone forms a Sacred Domain (神域):

  • all allies in the same zone gain fear immunity.
  • allied squads in the same zone are prevented from collapsing (maintain 1 even at 0).
  • the arahitogami's Presence (美) aura effect is multiplied by 2. (Presence +2 gives Domination +4.)

Cost: maintaining the Sacred Domain costs Faith 1 at the start of each round. At Faith 0, the Sacred Domain vanishes.

The place where the arahitogami stands is a shrine (神社). There is no fear there.

#3rd-Dan Class Traits (choose 1)

TraitTypeEffect
Blessing (祝福)[Kata]spend Faith 1. 1 Energy. 1 ally gains +5 bonus to their next check. 1/round. "The hand of god touched them."
Oracle (神託)[Kata]spend Faith 1. 1 Energy. Roll d100; GM reveals 1 hint about "what will happen within the next 3 rounds." Can be used outside combat. 1/round.
Purification (淨化)[Kata]spend Faith 1. 2 Energy. Remove all debuffs (poison/curse/bleeding/Defenseless) in the same zone. Yoma Domination -2. 1/round.

#5th-Dan Class Traits (choose 1)

TraitTypeEffect
Great Barrier (大結界)[Kata] + [stance][Kata] spend Faith 2, activate with 3 Energy. + [stance] barrier including adjacent zones: allied Defense +2 inside the barrier, yoma take 2 Wounds when entering. Maintain 3 rounds (occupies stance slot). 2/combat.
Healing Light (癒しの光)[Kata]spend Faith 2. 2 Energy. All allies in the same zone recover 2 Wounds + squad Cohesion +2. 2/combat.
Divine Punishment (神罰)[Kata]spend Faith 2. 3 Energy. Against 1 enemy in an adjacent zone, 2d10+Wisdom >=Defense. On hit, 3 Wounds + Defenseless. 1/round. "Lightning spears down from the sky."

#7th-Dan Advanced Traits (choose 1)

TraitTypeEffect
Divine Wind (神風)[Kata]spend Faith 3. 4 Energy. Whole battlefield enemy squad Cohesion -3. 1~10 enemy Minions/Mobs die instantly. 1/combat. "The wind sweeps enemies away."
Sacred Domain Expansion (神域擴張)[aptitude]Sacred Domain expands to 2 adjacent zones. Maintenance cost remains the same (Faith 1 per round). Even if the arahitogami is in the Rear Zone, the Sacred Domain applies to the Front Zone.
Descent Art (降臨術)[Kata]spend Faith 3. 3 Energy. Summon a double (分身), not a shikigami. Double: Elite-grade (Wounds 3, Defense 13, Energy 8). Can use some arahitogami abilities (Blessing, Purification). Maintain 2 rounds. 1/combat.

#9th-Dan Advanced Traits (choose 1)

TraitTypeEffect
Amaterasu Omikami (天照大神)[Kata]1/combat. Spend Faith 5. 5 Energy. Divine light over the whole battlefield: all allies recover 3 Wounds, recover all Cohesion, and attacks +3 for the next 2 rounds. All yoma take 2 Wounds + Mental Save (Courage >= 15).
Human-God Union (人神合一)[aptitude]the arahitogami approaches a "complete god." Faith maximum increases to 15. Faith loss amount halved (round normally). Fumble costs only Faith -1. Keep half Faith when incapacitated. Sacred Domain maintenance cost 0.
Taboo: Manifest Body Release (禁忌: 現身解放)[Kata]1/combat. Spend all Faith (minimum 5 required). 5 Energy. Release divinity: for 3 rounds, all checks automatically succeed, all attacks are automatic Critical Hits (2 Wounds), Wound loss from attacks is 0, all allies on the battlefield Defense +3. Attacks can still hit, and movement, blockade, mark, and status effects that are not Wound loss apply normally. After ending: Wounds 1, Energy 0, Faith 0, and all divinity abilities unusable until the next combat. "If a human vessel draws out all of a god's power, the vessel breaks."

#Arahitogami-Only Rules

#Faith and Story

Faith is not simple mana/energy, but a value for "how much the people around the arahitogami believe in them." It affects matters outside combat as well:

SituationFaith Effect
villagers worship the arahitogamiFaith +2 at next combat start
arahitogami breaks a promise or failsFaith -2 at next combat start
arahitogami's miracle spreads as rumorFaith +3 at next combat start
enemies spread rumors that the arahitogami is a "false god"Faith -3 at next combat start
arahitogami personally saves the peoplepermanent starting Faith +1 (base 3→4)

#The Divinity's Identity

During arahitogami character creation, decide which kami is dwelling within. This affects only scent (RP); law (rules) is the same.

DivinityNatureRP Direction
Amaterasu (天照)sun, authority, justiceguardian of light. Defines yoma as "darkness." Strong sense of justice, but risk of self-righteousness.
Susanoo (須佐之男)storm, freedom, destructiongod who hates rules. Appears like a storm and sweeps away enemies, but may also harm allies.
Inari (稻荷)abundance, commerce, foxesstrange relationship with yoko. Loved by merchants/farmers, but suspected of being "same lineage" as yoma.
Hachiman (八幡)war, warriors, victorygod of the battlefield. Worshiped by samurai, but fears "when war ends, will I no longer be needed?"
Jizo (地藏)compassion, dead, protectioncomforts the dead and protects the living. Dangerous tendency to show compassion even to yoma.
Raijin (雷神)lightning, fear, powergod of anger. Fear to enemies, reverence to allies. Emotional control is the key challenge.

#Arahitogami and Other Classes

ClassRelationship
Pure Land Monknatural ally. The Pure Land monk's prayer helps Faith recovery (same-zone lull gives additional Faith +1).
Onmyojitense relationship. Onmyoji try to "control" gods, while arahitogami refuse "being controlled." Barrier cooperation is powerful, however (Great Barrier + onmyoji barrier = Defense +4).
Esoteric Monkcompetitive respect. Esoteric monks exorcise through Buddhism (佛法), while arahitogami exorcise through Shinto (神道). Same purpose, different path.
Hanyodangerous contrast. Hanyo are "yoma who want to be human," while arahitogami are "gods who want to be human." They understand each other best and are most wary of each other.
Autonomous Automatonthe arahitogami says they "cannot see a soul" in the autonomous automaton. If the autonomous automaton takes the "pseudo-emotion" trait, the arahitogami senses something inside it for the first time.

#Arahitogami Renown Title (Tatsujin Capstone)

When choosing Renown Title, the following is the class capstone:

Arahitogami Completion (現人神完成): divinity and personality become completely one. Starting Faith 10, maximum 20. Sacred Domain applies to the entire battlefield. No Faith loss (does not decrease under any situation). At the start of each round, all allies recover 1 Wound. "This one no longer serves a god — this one is the god."


WeaponReason
None (basic)arahitogami do not carry weapons. Faith and Sacred Domain are the weapons.
Kusanagi (masterwork, Tatsujin only)one of the Three Sacred Treasures. Ultimate weapon for arahitogami only.
Hankyu (short bow, self-defense)minimum self-defense shooting from the Rear Zone. Arahitogami should not stand in the Front Zone.

#Typical Arahitogami Breath Patterns

BreathManeuver CombinationEnergyFaithEffect
Maintain Domain+BlessingSacred Domain maintenance (automatic, round Faith 1)+Blessing(0 Energy ([Kata]), Faith 1)021 ally +5 check
Great Barrier+PurificationGreat Barrier(3, Faith 2)+Purification(2, Faith 1)53wide-area Defense+2+debuff removal
Healing LightHealing Light(2, Faith 2)22everyone in the zone recovers 2 Wounds
Manifest Body ReleaseManifest Body Release(0, all Faith)0all3 rounds Wound loss 0. Powerless afterward.

#Zone Bonuses

ZoneEffect
Rear Zonesafe. Requires 7th-dan Sacred Domain Expansion for Sacred Domain to reach the Front Zone.
Front ZoneSacred Domain applies directly. Dangerous, but maximum effect.
Core Zonerequires forced Breakthrough. If the arahitogami stands in the Core Zone, Sacred Domain+Core is extremely powerful but maximizes Faith-loss risk.

#Three Ways and Six Hearts

Natural HeartBy Dwelling Divinity
Amaterasu → Loyalty"justice of the sun." Drives out darkness with light.
Susanoo → Demon/Truth boundary"freedom of the storm." God who hates rules.
Inari → Truth"abundance and harmony." Strange relationship with yoko.
Hachiman → Loyalty/Hegemony"god of war." Pursues victory, but risks falling toward Hegemony.
Jizo → Compassion"height of compassion." Danger of showing compassion even to yoma.
Raijin → Demon"god of anger." Emotional control is the challenge.

The arahitogami's Three Ways and Six Hearts question: "When what god wants differs from what I want, whose will do I follow?"


"Am I god, or human? Before I find the answer, I must first protect the people of this battlefield."


#Squad Tactics Traits (Arahitogami)

Slot Rule: Squad tactics traits are included in the class trait choices for that dan. When choosing 3rd/5th-dan class traits, you may choose a squad tactics trait instead of an ordinary class trait.

Arahitogami squad tactics are Sacred Domain expansion. When the power of kami wraps the squad, one zone of the battlefield becomes a sanctuary.

TraitTypeLearned DanEnergyLimitEffect
Sacred Domain Expansion (神域擴張)[Tactic:Stance]3rd dansquad order cost+1 (+ Faith 0.5)maintainonly while Manifest Divine Authority is active. Extend the Sacred Domain to the squad's zone. Squad fear immunity + Cohesion collapse prevention + Domination x2. Spend additional Faith 0.5 each lull.
Agent of Divine Punishment[Tactic:Kata]5th dansquad order cost+2 (+ Faith 1)1/combatkami punishment descends through the squad. Against all enemies in the target zone, 2d10+Presence >= Defense. Minions/Mobs die instantly. Cohort+ takes 2 Wounds. Spend Faith 1.

Three Ways and Six Hearts: Sacred Domain Expansion is Truth (with kami). Agent of Divine Punishment is Hegemony — "I deliver god's punishment in their place. Is that right?"


#Example Character

Miko — Sample Sheet (1st/5th/10th dan + step-by-step backstory)