English edition v1.5

#Heroic Spirit (英靈)

A warrior called from another age. A ghostlike being who wanders this age in search of their own relic (神物).

  • Role: relic warrior, unique-weapon specialist, adaptive combatant
  • Core Attributes: variable by the source attributes of the unique relic (Courage/Finesse are most common)
  • Core Zone Entry: forced Breakthrough (default). Can borrow free entry through Adaptation traits.
  • Base Class: Samurai × Scholar (history) or Esoteric Monk (medium)
  • Three Ways and Six Hearts: GM decides from the original owner's history/myth. On conversion, maintenance check -1.
  • Skills Eligible for Master Rank: Swordsmanship, Archery, Unarmed Combat, Stratagem, Bearing, Intimidation
  • Starting Automatic Skills: Swordsmanship Trained, Archery Novice, Unarmed Combat Novice, Intimidation Novice
  • Special: Swordsmanship and Archery can be replaced with the heroic spirit's original main weapon skill, and a noncombat heroic spirit can replace them with corresponding skills. Consult the GM.

Common to Outsider Classes: GM permission required. Uses the Adaptation mechanic. See Expansion Class Guide. Among expansion classes, outsider classes deal with beings from outside the setting and are deeply tied to scenario premises.


#Scent — The Blade of an Unnamed Age

A heroic spirit is a dead warrior. More precisely, a warrior who should have died. A being whose regret clung so strongly to a relic that they could not vanish even in the Spirit Realm (靈界). A hero from a foreign land may be called into an unfamiliar Sengoku age, or an ancient Japanese commander may awaken in a distant future war.

They exist not as flesh, but as "memory." The relic is the anchor, and without that anchor the spirit body (靈體) slowly disperses. Once they obtain the relic, they stabilize, but that relic is usually held by someone in this age or sealed in a dangerous place. A warrior of the Genpei War being bewildered by Sengoku arquebuses, or a continental general not knowing Japanese etiquette, is the heroic spirit's fate. Yet in the tactics and scholarship of their own age, they are more precise than any scholar of this era.

  • Recommended Weapons: unique relic (specified from Exotic Artifacts 07-04 or Realm Wandering Relics 07-02/07-03)
  • Recommended Schools: a school matching the relic's source, or no school (age mismatch)
  • Recommended Faction Traits: variable by scenario; a faction tied to the relic's location is natural

#Law — Trait List

#1st Dan: Memory of a Previous Life (前生の記憶) [aptitude]

[aptitude] Memory of a Previous Life (前生の記憶)
Effect: A spiritual warrior summoned from another age. Constant effects:
 - Unique relic designation: at creation, designate 1 Exotic Artifact (07-04)
  or Realm Wandering Relic (07-02/07-03) as "yours." Start without possessing it.
 - Automatic Understanding: for the designated relic only, automatically meet Understanding (理解) requirements. Three Ways match is waived.
  You must obtain the physical object to use its techniques.
 - Spirit-body instability: while not possessing the unique relic, make a maintenance check at each session end (2d10+Presence >= 11).
  On failure, Wounds -1 (permanent). At Wounds 0, vanish (character loss).
 - Spirit-body stability: while possessing the unique relic (or after performing a maintenance rite), maintenance check is waived.
 - Free Devotion: no additional penalty when using Devotion with the unique relic. On annihilation Devotion,
  the relic vanishes → return to spirit-body instability.
 - Anachronism: Negotiation -2 (foreign origin) or -1 (Realm Wandering Relic/Japanese origin).
  Checks involving documents or historical clues from your own age +3 (GM chooses among Bearing/Stratagem/Geography).
 - Relic resonance: if in the same region, sense direction; if on the same battlefield, identify location;
  if in the same zone, can obtain it at the next lull.

#3rd-Dan Class Traits (choose 1)

TraitTypeEnergyLimitEffect
Spirit-Body Reinforcement (靈體強化)[aptitude]While possessing the unique relic, Wounds +2 and Energy +1. The spirit body condenses through the relic's power. No effect while not possessing it.
Relic Resonance (神物共鳴)[Kata]+21/roundCombine this with one attack technique of the unique relic. Add 2 Energy to the original attack's cost, make one attack check, and on hit deal 1 additional Wound. On a Critical Hit, seal the target's Relic/Wandering Relic ability for 1 breath.
Previous-Life Technique Reproduction (前生技法)[aptitude]Borrow 1 trait from among the base class's 3rd-dan traits. However, Energy cost +1. "A forgotten memory returns to the fingertips."

#5th-Dan Class Traits (choose 1)

TraitTypeEnergyLimitEffect
Relic Awakening (神物覺醒)[aptitude]Unlock 1 additional sealed technique of the unique relic. Treat as Understanding stage 2. Decide in consultation with the GM.
Spirit-Body Reinforcement II (靈體強化貳)[aptitude]Defense +2, and change Core Zone entry to free entry. "The spirit body has adapted to the flow of the battlefield."
Battlefield Adaptation (戰場適應)[Kata]1+original1/combatExecute once an eligible enemy technique witnessed during this combat under the Common Rule for Borrowed Techniques. Pay both Battlefield Adaptation's 1 Energy and the original cost; check -2. "Previous-life experience reads even unfamiliar techniques."

#7th-Dan Class Traits (choose 1)

TraitTypeEnergyLimitEffect
Previous-Life Release (前生解放)[stance]4maintainWhile maintained: attack +3, core attribute checks +2. Each breath, Wounds -1. "I return to myself at my prime."
Spirit Realm Connection (靈界接續)[Kata]31/sessionQuery information from the Spirit Realm. Ask the GM 2 questions (yes/no or short answer). Used outside combat.
Relic Union (神物合一)[aptitude]The unique relic fuses with the spirit body. Cannot be dropped/disabled. relic technique Energy -1. If the relic is destroyed, instant death.

#9th-Dan Class Traits (choose 1)

TraitTypeEnergyLimitEffect
Heroic Return (英雄再臨)[Kata]0 (half Wounds separately)1/scenarioActivate for 0 Energy ([Kata]) and separately spend half your Wounds. For 1 breath, all attributes +3 and Critical Hit range +3 on all checks. After use, Wounds are fixed at 1 and a maintenance check is forced. "A scene from legend is reenacted."
Legend Completion (傳說完成)[aptitude]Complete the unique relic's legend in this age. Permanently remove spirit-body instability; maintenance checks no longer required. Wounds +3, remove Negotiation penalty. "This age became a new home."

#Extreme Strengths

  • Strongest relic specialization: while possessing the unique relic, automatic Understanding + free Devotion + Awakening enable relic use no other class can match.
  • Adaptive combat: Previous-Life Technique and Battlefield Adaptation allow flexible answers to the situation.
  • Explosive Heroic Return: 1/scenario, but legend-class burst power.
  • Stability at Legend Completion: reaching 9th dan completely removes spirit-body risk.

#Extreme Weaknesses

  • Spirit-body instability: without the relic, there is a risk of vanishing every session. Early survival is not guaranteed.
  • Relic dependence: without the unique relic, half of the 1st-dan aptitude is dead text. Securing the relic is a scenario premise.
  • Anachronism penalty: Negotiation -2/-1. Always disadvantaged in social interaction.
  • Double edge of Relic Union: unable to drop is powerful, but relic destroyed = instant death.
  • High GM dependence: relic placement, maintenance rites, and Spirit Realm Connection all depend on GM discretion.

#Typical Breath Pattern (5th Dan, Unique Relic Possessed)

Count 12 — First breath:
 unique relic attack(2) + Relic Resonance additional cost(2) = 4 → weapon damage + 1 additional Wound
Count 8 — Second breath:
 Battlefield Adaptation(1) + witnessed original technique(2) = 3 → execute one eligible technique, check -2
Count 4 — Third breath:
 unique relic attack(2) + defense reservation(1) = 3 → prepare for lull
Remaining Energy: 11 - 4 - 3 - 3 = 1 (including Spirit-Body Reinforcement bonus)

#Zone Bonuses

ZoneBonus
Front ZoneIf the relic is a long weapon, it contributes to Domination. Spirit-Body Reinforcement's Wound bonus secures Front Zone survival.
Core ZoneShows its true value when 5th-dan Spirit-Body Reinforcement II grants free entry. Relic Resonance sealing is effective against Core commanders.
Rear ZoneIf the relic is ranged (Archery), rear operation is possible. Spirit Realm Connection can be used safely from the rear.

#Three Ways and Six Hearts Conflict

The heroic spirit's central drama is a stranger from time.

  • "What is my mission in this age?" Is the purpose to find the relic, or to end this age's war?
  • "The home that cannot be returned to": their own age has already ended in history. A pendulum between longing and resignation.
  • "The agony of one who knows the ending": they know how their own myth ends. Will they repeat the same ending?
  • "Realm Wandering Relic only: yourself in this age": a young version of the heroic spirit, or a direct ancestor, may exist in this age. A powerful scenario hook for the GM.
  • "The price of Legend Completion": if they settle at 9th dan, the original legend vanishes. Can they abandon their past self?

"My blade broke a thousand years ago. But my palm still remembers its weight."


#Example Characters