#Heroic Spirit (英靈)
A warrior called from another age. A ghostlike being who wanders this age in search of their own sacred object (神物).
- Role: sacred-object warrior, unique-weapon specialist, adaptive combatant
- Core Attributes: variable by the source attributes of the unique sacred object (Courage/Finesse are most common)
- Core Zone Entry: forced Breakthrough (default). Can borrow free entry through Adaptation traits.
- Base Class: Samurai × Scholar (history) or Mikkyo 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: 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 sacred object 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 sacred object is the anchor, and without that anchor the spirit body (靈體) slowly disperses. Once they obtain the sacred object, they stabilize, but that sacred object 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 sacred object (specified from Exotic Sacred Objects 07-04 or Spirit Realm Wandering Treasures 07-02/07-03)
- Recommended Schools: a school matching the sacred object's source, or no school (age mismatch)
- Recommended Faction Traits: variable by scenario; a faction tied to the sacred object'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 sacred object designation: at creation, designate 1 Exotic Sacred Object (07-04)
or Spirit Realm Wandering Treasure (07-02/07-03) as "yours." Start without possessing it.
- Automatic Understanding: for the designated sacred object 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 sacred object, 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 sacred object (or after performing a maintenance rite), maintenance check is waived.
- Free Devotion: no additional penalty when using Devotion with the unique sacred object. On annihilation Devotion,
the sacred object vanishes → return to spirit-body instability.
- Anachronism: Negotiation -2 (foreign origin) or -1 (Spirit Realm Wandering Treasure/Japanese origin).
Checks involving documents or historical clues from your own age +3 (GM chooses among Bearing/Stratagem/Geography).
- Sacred-object 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)
| Trait | Type | Energy | Limit | Effect |
|---|---|---|---|---|
| Spirit-Body Reinforcement (靈體強化) | [aptitude] | — | — | While possessing the unique sacred object, Wounds +2 and Energy +1. The spirit body condenses through the sacred object's power. No effect while not possessing it. |
| Sacred-Object Resonance (神物共鳴) | [Kata] | 2 | 1/round | When attacking with the unique sacred object, deal 1 additional Wound. On a critical, seal the target's sacred object/treasure 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)
| Trait | Type | Energy | Limit | Effect |
|---|---|---|---|---|
| Sacred-Object Awakening (神物覺醒) | [aptitude] | — | — | Unlock 1 additional sealed technique of the unique sacred object. 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 | — | Copy 1 enemy trait witnessed during this combat (1 time). Check -2. "Previous-life experience reads even unfamiliar techniques." |
#7th-Dan Class Traits (choose 1)
| Trait | Type | Energy | Limit | Effect |
|---|---|---|---|---|
| Previous-Life Release (前生解放) | [stance] | 4 | maintain | While 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] | 3 | 1/session | Query information from the Spirit Realm. Ask the GM 2 questions (yes/no or short answer). Used outside combat. |
| Sacred-Object Union (神物合一) | [aptitude] | — | — | The unique sacred object fuses with the spirit body. Cannot be dropped/disabled. Sacred object technique Energy -1. If the sacred object is destroyed, instant death. |
#9th-Dan Class Traits (choose 1)
| Trait | Type | Energy | Limit | Effect |
|---|---|---|---|---|
| Heroic Return (英雄再臨) | [Kata] | half Wounds | 1/scenario | For 1 breath, all attributes +3 and critical 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 sacred object'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 sacred-object specialization: while possessing the unique sacred object, automatic Understanding + free Devotion + Awakening enable sacred-object 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 sacred object, there is a risk of vanishing every session. Early survival is not guaranteed.
- Sacred-object dependence: without the unique sacred object, half of the 1st-dan aptitude is dead text. Securing the sacred object is a scenario premise.
- Anachronism penalty: Negotiation -2/-1. Always disadvantaged in social interaction.
- Double edge of Sacred-Object Union: unable to drop is powerful, but sacred object destroyed = instant death.
- High GM dependence: sacred-object placement, maintenance rites, and Spirit Realm Connection all depend on GM discretion.
#Typical Breath Pattern (5th Dan, Unique Sacred Object Possessed)
Count 12 — First breath:
unique sacred object attack + Sacred-Object Resonance(2) = 2 → weapon damage + 1 additional Wound
Count 8 — Second breath:
Battlefield Adaptation(1) + unique sacred object technique(2) = 3 → copy enemy trait + sacred object technique combo
Count 4 — Third breath:
unique sacred object attack + defense reservation(1) = 1 → conserve Energy, prepare for lull
Remaining Energy: 11 - 2 - 3 - 1 = 5 (including Spirit-Body Reinforcement bonus)
#Zone Bonuses
| Zone | Bonus |
|---|---|
| Front Zone | If the sacred object is a long weapon, it contributes to Domination. Spirit-Body Reinforcement's Wound bonus secures Front Zone survival. |
| Core Zone | Shows its true value when 5th-dan Spirit-Body Reinforcement II grants free entry. Sacred-Object Resonance sealing is effective against Core commanders. |
| Rear Zone | If the sacred object 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 sacred object, 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?
- "Spirit Realm Wandering Treasure 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
- PC Sample: Karna — 1/5/10 Dan + Backstory by Stage
- NPC Heroic Spirit Catalog 10 Entries: Heroic Spirit Presets for Scenario Insertion (6~10 Dan, includes redesign recommendation)