English edition v1.3.3

#Divine Treasures (神器)

A being above a masterwork. An item tied to a Japanese god or great yoma. If you take it up, you receive a blessing — or fall under a curse.

Related Entries: Masterwork Arsenal · Exotic Sacred Objects · Faith in the Sengoku · Maneuver System · Three Ways and Six Hearts

This file contains only Divine Treasures from mainland Japanese faiths (Shinto, Buddhism, Onmyodo, and yoma). Kirishitan items and all non-Japanese sacred objects(Taoist, Tenjiku, Persian, European, and so on) are separately classified in Exotic Sacred Objects (04-exotic-artifacts.md).


#Divine Treasure Rules

#Difference from Masterworks

ItemMasterworkDivine Treasure
Technique Count5 (Atk A+Atk B+Def+License+Masterwork)5 + blessing/curse(aptitude) + devotion technique = 7
RequirementMaster(4 points)Master(4 points) + faith match (devotion technique)
AcquisitionScenario rewardbestowal by a god/great yoma, Spirit Realm relic, seal release
Pricenoneblessing or curse (aptitude, always applied)
Devotion TechniquenoneAvailable when that faith and Three Ways and Six Hearts match

#Blessings and Curses

Every Divine Treasure carries a blessing or curse(or both) as an aptitude. It activates simply by being possessed. It cannot be removed(the Divine Treasure must be abandoned to remove it).

#Devotion Techniques

A special technique that can be used only when the faith behind the Divine Treasure(Shinto/Buddhism/Onmyodo, etc.) and the wielder's Three Ways and Six Hearts match. It is a separate slot from the masterwork technique.

Faith of OriginMatching Three Ways and Six Hearts
ShintoWay of Mystery (Truth/Demon)
BuddhismWay of Emptiness (Compassion/Void)
OnmyodoWay of Mystery (Truth/Demon) or Way of Emptiness (Compassion/Void)
Confucianism/BushidoWay of Rites (Loyalty/Hegemony)
KirishitanWay of the Lord (Faith/Madness)
Yoma originDemon or No Heart

Heart Shift(心轉): If Three Ways and Six Hearts changes, the devotion technique may become unusable. To keep using a Divine Treasure, the wielder must maintain their heart — this is the true price of a Divine Treasure.


#Spirit-Realm Wandering Treasures (靈界鬼物)

Some Divine Treasures are things that flowed backward through time into this age. These are Spirit-Realm Wandering Treasures: future famous swords and future warlords' possessions that flowed into the Spirit Realm with their souls, then flowed backward in time when the Gate of the Spirit Realm opened. In this age, they have not yet been made, or their owner has not even been born.

Spirit-Realm Wandering Treasure Divine Treasures carry the [Spirit-Realm Wandering Treasure] tag. In game rules, treat them like ordinary Divine Treasures, but in lore they follow the points below:

TraitDescription
Time ContradictionAn item that should not exist in this era. A future will is carved into a sword/book/coat.
Risk of Meeting the OwnerIf the treasure's former owner or that owner's retainer appears — the shock of seeing the future may cause a major incident.
Seed of an Era RiftIf too many Spirit-Realm Wandering Treasures gather in one place, a small time rift opens there.
Return to the Spirit RealmIf the owner dies, it may return to the Spirit Realm (GM decision at scenario end).

The same concept as the Spirit-Realm Wandering Treasure lore in the masterwork catalog. For details, see Masterwork Arsenal §Spirit-Realm Wandering Treasures.


#Part 1: Shinto Divine Treasures (10 types)


#1. Ame-no-Murakumo (天叢雲劍) — Three Sacred Treasures Sword

Ameno Murakumo, a divine sword detail, hand hovering near the scabbard but not touching, blade edge as one clean black line, storm cloud suggested by two sparse ink curls.

One of the Three Sacred Treasures. The sword drawn from the tail of Yamata no Orochi. The true item is at Atsuta Shrine, but this is a spiritual replica that retains Orochi's force.

  • Weapon Type: uchigatana
  • Blessing [Aptitude]: Storm's Protection — The wielder senses weather. Ignore check penalties in storms/fog.
  • Curse [Aptitude]: Dragon's Thirst — At the end of each battle, Wounds -1. The blade wants blood.
TechniqueEnergyCheckEffectLimit
[Masterwork] Orochi Severance (大蛇斬斷)42d10+Courage+Swordsmanship+3 >= Defense3 Wounds. Against multi-headed yoma, make a simultaneous check against every head.1 time/battle
[Devotion] Peerless Under Heaven and Earth (天壤無雙)5automaticEvery enemy on the battlefield takes 1 Wound + fear. A storm descends from the sky.1 time/session

Devotion Requirement: Way of Mystery (Truth or Demon). Qualification as a descendant of Susanoo.


#2. Yasakani-no-Magatama (八尺瓊勾玉) — Three Sacred Treasures Jewel

Yasakani no Magatama, a curved jewel resting on folded cloth, cord loop and shadow rendered in black ink only, sacred weight suggested by wide empty white paper.

One of the Three Sacred Treasures. A jewel of the soul. This too is a spiritual replica, but its power over souls is close to the original.

  • Accessory: necklace
  • Blessing [Aptitude]: Soul Light — When an ally becomes incapacitated within the wielder's radius(same zone), they automatically recover from Wounds 0 → 1(1 time per battle).
  • Curse [Aptitude]: none (pure blessing).
TechniqueEnergyEffectLimit
[Masterwork] Soul Binding (魂繫ぎ)3Revive 1 incapacitated ally at Wounds 2.1 time/battle
[Devotion] National Soul (國魂)5All battlefield allies recover 3 Wounds + remove all status ailments + recover all Cohesion.1 time/session

Devotion Requirement: Way of Mystery (Truth). Amaterasu's mercy.


#3. Inari-no-Kitsunebi (稻荷の狐火) — Inari's Foxfire

A lantern bestowed by an Inari shrine. A fox flame burns inside it. Suited to an arahitogami miko.

  • Tool: lantern (one hand)
  • Blessing [Aptitude]: Light of Abundance — During a lull in the wielder's zone, all allies recover 1 additional Wound.
  • Curse [Aptitude]: Fox's Temptation — When engaging a yoko, a Negotiation check is forced. Automatic battle is impossible.
TechniqueEnergyEffectLimit
[Masterwork] Foxfire Burst (狐火爆裂)3Every enemy in the target zone checks 2d10+Presence+3 >= Defense. Each takes 1 Wound+bleeding.1 time/round
[Devotion] Inari Descent (稻荷降臨)5Summon Inari's messenger(Shinto fox, Elite grade, Wounds 4). Lasts 3 rounds. Acts independently.1 time/battle

Devotion Requirement: Way of Mystery (Truth). Inari faith.


#4. Susanoo-no-Tsurugi (須佐之男の劍) — Storm God's Exorcism Sword

Susanoo's demon-slaying tachi drawn a hand's width from its scabbard, a single lightning-fork line off the edge; blade as clean silhouette

A sword Susanoo imbued with exorcising power after cutting down Orochi. Lightning strikes when it cuts a yoma.

  • Weapon Type: tachi
  • Blessing [Aptitude]: Thunder God's Protection — All attacks against yoma +2.
  • Curse [Aptitude]: Storm Temperament — Negotiation checks -3. "The sword moves before the words."
TechniqueEnergyEffectLimit
[Masterwork] Thunderstrike (雷擊)42d10+Courage+Swordsmanship+3 >= Defense. 3 Wounds + paralysis(cannot act on the next breath). Underwater, affects everyone in the zone.1 time/round
[Devotion] Divine Thunder (神雷)6Lightning from the sky. 5 Wounds to 1 target. Effective even against Lord grade.1 time/session

Devotion Requirement: Way of Mystery (Truth/Demon). Susanoo's wrath.


#5. Hachiman-no-Yumi (八幡の弓) — War God's Bow

Hachiman's bow, close crop on a hand gripping the bow and an arrow not yet drawn, shrine cord blank and unmarked, martial blessing implied by restrained black silhouette.

A longbow offered to Hachiman Daibosatsu. The war god's protection. Divine ki(神氣) dwells in its arrows.

  • Weapon Type: daikyu
  • Blessing [Aptitude]: Prayer for Victory — At battle start, all allies gain Energy +1 (only for 1 round).
  • Curse [Aptitude]: War's Thirst — In noncombat scenarios, Negotiation/Exploration checks -2.
TechniqueEnergyCheckEffectLimit
[Masterwork] Demon-Breaking Arrow (破魔矢)32d10+Courage+Archery+3 >= Defense[Incorporeal]. Yoma 3 Wounds. Range is the entire battlefield.2 times/battle
[Devotion] Hachiman's Rain (八幡の雨)5automaticEvery enemy on the battlefield takes 1 Wound + squad Cohesion -2. "Divine arrows rain down."1 time/session

Devotion Requirement: Way of Rites (Loyalty). Hachiman, god of warriors.


#6. Sojobo-no-Hauchiwa (僧正坊の羽團扇) — Tengu King's Fan

Sojobo's great feather-fan on a stand, feather vanes as crisp silhouettes, a hand hovering near the grip

A great fan personally bestowed by Sojobo, king of the tengu. It carries not only wind, but the power of judgment.

  • Tool: great fan (one hand)
  • Blessing [Aptitude]: Judge's Eye — Always sense an enemy's Three Ways and Six Hearts. Attacks against Hegemony/Demon targets +1.
  • Curse [Aptitude]: Trial of Pride — If your own attack is a Fumble, suffer 1 additional Wound to yourself. "Pride is punished."
TechniqueEnergyCheckEffectLimit
[Masterwork] Great Whirlwind (大旋風)4automaticForce-move every enemy in the target zone + 1 Wound. Automatically destroy barricades.1 time/round
[Devotion] Tengu Judgment (天狗審判)5Presence contestThe loser suffers 3 Wounds + 1-step movement on Three Ways and Six Hearts(GM decision).1 time/battle

Devotion Requirement: Way of Mystery (Truth). Tengu justice.


#7. Kamuy-no-Makiri (神威) — Earth God's Knife

A sacred makiri bestowed on the Emishi by Arahabaki. The power of the earth dwells in it.

  • Weapon Type: makiri
  • Blessing [Aptitude]: Pulse of the Earth — In forest/mountain/plain zones, Wounds +1 and Energy +1.
  • Curse [Aptitude]: Rejection of Cities — In castle/city zones, Wounds -1.
TechniqueEnergyEffectLimit
[Masterwork] Kamuy Strike (神威一擊)32d10+Courage+Unarmed Combat+3 >= Defense. 3 Wounds. Against yoma, 4 Wounds.1 time/round
[Devotion] Earth Awakening (大地覺醒)5Transform zone terrain: plain -> add "spirit vein + high ground." Lasts 3 rounds.1 time/battle

Devotion Requirement: Way of Mystery (Truth). Emishi/wildlander kamuy faith.


#8. Takemikazuchi-no-Yari (建御雷の槍) — Thunder God's Spear

Takemikazuchi's spear planted point-down into bare ground (claiming the land), two lightning-line curls at the head

The spear Takemikazuchi, god of the land-yielding, thrust into Ashihara to claim sovereignty. A spear of lightning.

  • Weapon Type: suyari
  • Blessing [Aptitude]: Thunderclap — At battle start, initiative modifier +3.
  • Curse [Aptitude]: Divine Arrogance — Battle cannot be avoided by negotiation. "Strike first, speak later."
TechniqueEnergyEffectLimit
[Masterwork] Land-Yielding (國讓)42d10+Courage+Spearmanship+3 >= Defense. 3 Wounds + immediately convert the target zone's Domination to allied control.1 time/battle
[Devotion] Divine Thunder (神雷)5Every enemy on the battlefield gains fear + next round Energy -3. "The sky roars."1 time/session

Devotion Requirement: Way of Rites (Loyalty/Hegemony). Will to protect the state.


#9. Uzume-no-Suzu (鈿女の鈴) — Ame-no-Uzume's Bell

The bell of Ame-no-Uzume, the dance goddess who drew the sun goddess Amaterasu out of the cave. When it rings, morale rises.

  • Tool: bell (one hand)
  • Blessing [Aptitude]: Kagura(神樂) — At each lull, all allies in the same zone remove fear + Cohesion +1.
  • Curse [Aptitude]: none (pure blessing).
TechniqueEnergyEffectLimit
[Masterwork] Divine Dance (神舞)3All allies in the same zone gain Energy +2 next round + fear immunity.1 time/round
[Devotion] Summon the Sun (天照招喚)6Light fills the battlefield. Immediately remove all darkness/fog/spiritual taint + all allies recover 2 Wounds.1 time/session

Devotion Requirement: Way of Mystery (Truth). Amaterasu's joy.


#10. Mizuchi-no-Uroko (蛟の鱗) — Water-Serpent God's Scale Armor

Armor made from the scales of Mizuchi, an underwater dragon god. Invincible in water.

  • Armor: light armor
  • Blessing [Aptitude]: Underwater Breathing — Ignore movement penalties in underwater zones. Ignore firearm restrictions(only for firearms used by the wearer of this armor).
  • Curse [Aptitude]: Dryness Weakening — In desert/flame zones, Defense -2.
TechniqueEnergyEffectLimit
[Masterwork] Dragon-Scale Guard (龍鱗防)reservation 1/improvised 2When hit, Defense +4. Underwater, +6.
[Devotion] Current Command (海流支配)4Force-move all enemies in an underwater/waterside zone + bind(1 round).1 time/battle

Devotion Requirement: Way of Mystery (Truth). Dragon god/sea faith.


#Part 2: Buddhist Divine Treasures (7 types)


#11. Kukai-no-Kongosho (空海の金剛杵) — Kukai's Vajra

The vajra of Kukai(空海), founder of Shingon. A higher existence than the masterwork Dainichi Kongo. If genuine, it would be the greatest holy object of Japanese esoteric Buddhism.

  • Weapon Type: vajra
  • Blessing [Aptitude]: Light of Dainichi — Exorcism checks +3. Barrier strength is 2 times normal.
  • Curse [Aptitude]: Weight of Discipline — Energy -2 (always). "The body bears the weight of the holy object."
TechniqueEnergyCheckEffectLimit
[Masterwork] Great Mantra Seal52d10+Wisdom+Exorcism+5 >= Defense[Incorporeal]. Permanently seal a yoma. Immediate for Veteran or lower. 3 rounds for Elite grade or higher.1 time/battle
[Devotion] Mandala Deployment (曼陀羅展開)6automaticA mandala Barrier covers the entire battlefield. All yoma Defense -4, 2 Wounds on entry. Lasts 3 rounds.1 time/session

Devotion Requirement: Way of Emptiness (Compassion). Shingon compassion.


#12. Amida-no-Myogo (阿彌陀の名號) — Amida's Name

A wooden tablet inscribed with "Namu Amida Butsu." The ultimate holy object of the Pure Land monk. Hold this and chant scripture, and even the dead open their eyes.

  • Tool: wooden tablet (one hand)
  • Blessing [Aptitude]: Light of Paradise — Incapacitated units in the wielder's zone die without pain(enemies included). An honorable end.
  • Curse [Aptitude]: Vow of Nonviolence — The wielder cannot use direct attack techniques. Healing/support/defense only.
TechniqueEnergyEffectLimit
[Masterwork] Rebirth (往生)4Incapacitated ally 1 -> revive at Wounds 3 + remove all status ailments.1 time/battle
[Devotion] Immeasurable Life (無量壽)6Fully recover all allies' Wounds + revive all incapacitated allies(Wounds 1).1 time/session

Devotion Requirement: Way of Emptiness (Compassion). Pure Land mercy. Absolute nonviolence.


#13. Jizo-no-Shakujo (地藏の錫杖) — Ksitigarbha's Staff

A six-ring staff(六環杖) offered to Ksitigarbha Bodhisattva(地藏菩薩). When its six rings sound, mercy reaches those suffering across the six paths of rebirth.

  • Weapon Type: rokushakubo (variant)
  • Blessing [Aptitude]: Jizo's Mercy — Healing techniques used on incapacitated enemies/allies +3.
  • Curse [Aptitude]: Six Sounds — At the start of each round, d10: on 1~2 (20%), the staff rings and exposes your position to enemies(Infiltration removed).
TechniqueEnergyEffectLimit
[Masterwork] Strike of Mercy (慈悲の一擊)32d10+Physique+Unarmed Combat+2 >= Defense. 2 Wounds. If this incapacitates the target, the target does not die(fixed at Wounds 0).1 time/round
[Devotion] Salvation of the Six Paths (六道救濟)5Everyone in the same zone(enemy and ally) recovers 2 Wounds + remove curses/poison/spiritual taint.1 time/battle

Devotion Requirement: Way of Emptiness (Compassion/Void). Jizo's salvation.


#14. Fudo-no-Ken (不動の劍) — Fudo Myoo's Sword

The sword of Fudo Myoo's wrath. Kurikara(倶利伽羅) — a flaming sword coiled by a dragon.

  • Weapon Type: uchigatana
  • Blessing [Aptitude]: Fudo's Wrath — Fear immunity. Attacks against yoma +1.
  • Curse [Aptitude]: Flame of Rage — When your Wounds become 2 or lower, your next attack is automatically a Critical Hit(but you cannot choose the target: the nearest enemy).
TechniqueEnergyEffectLimit
[Masterwork] Kurikara (倶利伽羅)42d10+Courage+Swordsmanship+3 >= Defense. 3 Wounds + give the target zone the "flame" gimmick.1 time/round
[Devotion] Immovable Heart (不動心)5For 3 rounds, the wielder is immune to fear, charm, forced movement, and Defenseless. All attacks +2.1 time/battle

Devotion Requirement: Way of Emptiness (Compassion) or Way of Rites (Loyalty). Fudo Myoo's wrath comes from compassion.


#15. Benzaiten-no-Biwa (辯才天の琵琶) — Benzaiten's Biwa

Benzaiten's biwa on folded cloth, four blank pegs and strings as fine lines, a hand near the neck not plucking

The biwa of Benzaiten, goddess of art and wisdom. When played, enemy wills break and allied souls rise.

  • Tool: instrument (two hands)
  • Blessing [Aptitude]: Melody of Wisdom — All Wisdom checks +2.
  • Curse [Aptitude]: Occupies Both Hands — Treat as a two-handed weapon. While holding this biwa, weapons cannot be equipped.
TechniqueEnergyEffectLimit
[Masterwork] Heavenly Song (天上曲)3All allies in the same zone gain next attack +3 + remove fear.1 time/round
[Devotion] Celestial Maiden's Melody (天女の旋律)5Every enemy on the battlefield makes a Presence contest(2d10+Presence+4 vs 2d10+Courage). On failure, cannot act for 2 rounds.1 time/session

Devotion Requirement: Way of Emptiness (Compassion/Void). Benzaiten's wisdom. Ideal for performers/scholars.


#16. Bishamon-no-Yoroi (毘沙門の鎧) — Bishamonten's Armor

Armor bestowed by Bishamonten, guardian god of war. The legend that Uesugi Kenshin called himself an avatar of Bishamonten.

  • Armor: heavy armor
  • Blessing [Aptitude]: War God's Protection — At battle start, all allies' initiative modifier +2 (first breath only).
  • Curse [Aptitude]: Endless War — If a scenario is resolved without battle, Fame -2. "The war god hates peace."
TechniqueEnergyEffectLimit
[Masterwork] Bishamon Bulwarkreservation 1/improvised 2When hit, Defense +5. On success, attacker gains fear.
[Devotion] War God Descent (戰神降臨)6For 3 rounds: Defense +4, attacks +3, Energy +3. "Bishamonten has descended."1 time/session

Devotion Requirement: Way of Rites (Loyalty) or Way of Emptiness (Compassion). Bishamonten's protection.


#17. Enma-no-Kyoten (閻魔の經典) — King Enma's Scripture

A scripture that flowed out of the Spirit Realm. Written in it is a list of "the sins of the dead." Reading it lets you control onryo.

  • Tool: scripture (one hand)
  • Blessing [Aptitude]: Rule over the Dead — Exorcism/Negotiation against onryo/undead-type yoma +3.
  • Curse [Aptitude]: Smell of Death — Living beings feel uneasy around the wielder. NPC Negotiation -2(non-yoma).
TechniqueEnergyEffectLimit
[Masterwork] Summon Dead (死者召喚)4Summon 1 incapacitated enemy as a Minion-grade undead. Wounds 2. Lasts 3 rounds. Can be commanded.1 time/round
[Devotion] Judgment (審判)5Force-shift 1 target's Three Ways and Six Hearts (GM and wielder discuss). Hegemony -> Void, Demon -> Compassion, and so on.1 time/session

Devotion Requirement: Way of Emptiness (Void). "All things are emptiness(空)."


#Part 3: Onmyodo Divine Treasures (5 types)


Seimei's brush and star board, close crop of a brush laid across an unmarked ritual board, blank paper slips nearby, no letters or symbols anywhere.

#18. Abe-no-Seimei-no-Fude (安倍晴明の筆) — Seimei's Brush

The legendary brush used by Abe no Seimei. Draw a talisman with this brush, and the paper becomes a living shikigami.

  • Tool: brush (one hand)
  • Blessing [Aptitude]: Genius Brushwork — Shikigami technique Energy -1 (minimum 1).
  • Curse [Aptitude]: Seimei's Legacy — Cannot use Sorcery schools other than Abe-ryu.
TechniqueEnergyEffectLimit
[Masterwork] Great Shikigami (大式神)4Summon 3 shikigami simultaneously. Each has Wounds 2, Defense 13. Acts independently.1 time/battle
[Devotion] Five-Direction Array (五方陣)6A 5-point Barrier. Create a yoma-entry-forbidden zone at battlefield center. Lasts 5 rounds.1 time/session

Devotion Requirement: Way of Mystery (Truth) or Way of Emptiness (Compassion). Onmyodo protection.


#19. Tsuchimikado-no-Seiban (土御門の星盤) — Tsuchimikado Star Chart

An astronomical observation tool used for generations by the Tsuchimikado family. It reads the movement of the stars and predicts the future.

  • Tool: star chart (two hands)
  • Blessing [Aptitude]: Astronomical Reading — At the start of each battle, the GM reveals the first-round action of 1 enemy.
  • Curse [Aptitude]: Star Binding — Cannot use Fate Intervention. "The stars decide fate."
TechniqueEnergyEffectLimit
[Masterwork] Ominous Star (凶星)3Target 1 creature suffers all checks -4 next round. "An ill star shines."1 time/round
[Devotion] Alter Heavenly Mandate (天命改變)6The GM rerolls all dice in this round (both sides). "Change fate."1 time/session

Devotion Requirement: Way of Mystery (Truth/Demon). The secret of astronomy.


#20. Spirit Talismans (靈符) — Bundle of Spirit Talismans

100 talismans are bound into one bundle. Each talisman bears a different spell. The onmyoji's all-purpose tool.

  • Tool: talisman bundle (one hand)
  • Blessing [Aptitude]: Ten Thousand Talismans (萬符) — Choose one of Sorcery/Barrier/Exorcism and gain check +2 (choose each battle).
  • Curse [Aptitude]: Consumable — Consume 10 talismans per battle. Vanishes after 10 battles (recharge: gold 30 + 1 season).
TechniqueEnergyEffectLimit
[Masterwork] Burst Talisman (爆裂符)3Everyone in the target zone checks 2d10+Wisdom+Sorcery+2 >= Defense. Each takes 2 Wounds.2 times/battle
[Devotion] Great Barrier (大結界)5A Barrier covers the entire battlefield. Yoma take 3 Wounds on entry. Lasts 5 rounds.1 time/session

Devotion Requirement: Way of Mystery (Truth) or Way of Emptiness (Compassion). Onmyodo.


#21. Shikigami Kyuubi (式神 九尾) — Nine-Tailed Fox Shikigami

A shikigami made by sealing one of Tamamo-no-Mae's tails. Dangerous, but it lets the user wield the power of a nine-tailed fox.

  • Tool: paper doll (fox shape)
  • Blessing [Aptitude]: Nine-Tail Charm — Negotiation checks +3.
  • Curse [Aptitude]: Fox Corrosion — After each battle, d100: on 01~05, Tamamo-no-Mae appears in the wielder's dreams and tempts them.
TechniqueEnergyEffectLimit
[Masterwork] Summon Nine-Tail (九尾召喚)5Summon a nine-tailed fox avatar(Veteran, Wounds 3, Defense 14). Can use Great Charm. Lasts 2 rounds.1 time/battle
[Devotion] Foxfire Storm (狐火嵐)6Every enemy on the battlefield takes 2 Wounds + all defense techniques are nullified(1 round).1 time/session

Devotion Requirement: Demon or No Heart. The power of the nine-tailed fox comes from darkness.


#22. Feng Shui Compass (風水盤) — Spirit-Vein Detector

A spirit-vein detection tool completed by a feng shui master over a lifetime. It can read and manipulate the flow of spirit veins.

  • Tool: compass (one hand)
  • Blessing [Aptitude]: Spirit-Vein Resonance — Always know the location of spirit-vein zones. In spirit-vein zones, checks +2.
  • Curse [Aptitude]: Spirit-Vein Dependence — In zones without a spirit vein, Sorcery/Barrier checks -2.
TechniqueEnergyEffectLimit
[Masterwork] Spirit-Vein Manipulation (靈脈操作)4Activate the spirit vein in 1 zone(Wounds+1 during lull) or taint it(Wounds-1 during lull).1 time/round
[Devotion] Great Earth Vein Deployment (大地脈展開)6Activate spirit veins across the battlefield. At each lull, all allies recover 1 Wound. 3 rounds.1 time/session

Devotion Requirement: Way of Mystery (Truth). The law of the earth.


#Part 4: Way of Rites(Confucianism/Bushido) Divine Treasures (3 types)


#23. Ieyasu-no-Jinbaori (家康の陣羽織) — Ieyasu's Campaign Coat [Spirit-Realm Wandering Treasure]

[Spirit-Realm Wandering Treasure] The jinbaori of the ruler under heaven(天下人). But Tokugawa Ieyasu in this era is not yet the ruler under heaven — he is still only a daimyo, and the road to unifying the realm is not yet complete during his lifetime. This jinbaori was worn by his future self, after Ieyasu unified the realm. When the Gate of the Spirit Realm opened, that future will flowed backward through time. Wearing it maximizes a commander's charisma. Squads obey by themselves.

Some who see this coat ask: "What happens if Ieyasu himself learns of this?" The answer is — unknown. If he sees it, the shock of seeing his future self might kill him. Or he may move faster toward that future.

  • Armor: coat (worn over armor) [Spirit-Realm Wandering Treasure]
  • Blessing [Aptitude]: Dignity of the Realm — Squad order Energy -1 (minimum 0). Squad Cohesion +2.
  • Curse [Aptitude]: Lonely Summit — 1:1 Negotiation with party members -3. "The ruler under heaven is lonely." Also, if Ieyasu himself or one of his retainers sees this coat, a very dangerous incident may occur (GM decision).
TechniqueEnergyEffectLimit
[Masterwork] Supreme Command (總指揮)3Command all squads(up to 3) simultaneously. Each may take a different action.1 time/round
[Devotion] Tenka Fubu (天下布武)5All allies + all squads gain +4 to attacks next round. "Spread arms across the realm."1 time/session

Devotion Requirement: Way of Rites (Loyalty/Hegemony). Will to unify the realm.


#24. Musashi-no-Nito (武藏の二刀) — Miyamoto Musashi's Two Swords [Spirit-Realm Wandering Treasure]

Musashi's katana+wakizashi crossed on one stand, one slightly drawn, a sparse spirit-mist line between them

[Spirit-Realm Wandering Treasure] The actual katana+wakizashi two-sword set used by Miyamoto Musashi. But Musashi in this era is — still a child, or not yet born. These two swords were used by his future self, who wandered Sengoku for a 60-year lifetime and never lost across 60 duels. When the Gate of the Spirit Realm opened, the killing intent and will of those 60 duels flowed backward through time, carved into the blades. Musashi's soul dwells in them — even if he himself has not yet made that soul.

The one who holds these swords often sees visions. Duels with nameless swordsmen, matches in nameless dojos, a single duel on a nameless island(Ganryujima — Sasaki Kojiro). All of them are scenes of a future that has not yet happened. But the swords — already know it.

  • Weapon Type: uchigatana + kodachi (set) [Spirit-Realm Wandering Treasure]
  • Blessing [Aptitude]: Invincible Sword — When equipped for nito-ryu, the wielder may use both-hand techniques simultaneously in one breath (combined Energy must stay within the one-breath limit).
  • Curse [Aptitude]: Loneliness of Self-Teaching — Cannot use any school maneuvers. "Musashi belonged to no school." If the wielder meets young Musashi himself, the shock of seeing the future may change that youth's fate (GM decision, scenario hook).
TechniqueEnergyEffectLimit
[Masterwork] Ganryu (巖流)4Simultaneous two-hand strike. 2d10+Courage+Swordsmanship+4 >= Defense. 4 Wounds. On Critical Hit, 5 Wounds.1 time/battle
[Devotion] Five Rings (五輪)65-hit combo. Each hit is 2d10+Courage+Swordsmanship+2. If all 5 hits land, 10 Wounds.1 time/session

Devotion Requirement: No Heart (one inclined to no Way). Musashi's realm.

Note: 10 Wounds if all 5 hits land is a theoretical maximum that can sweep away even a Lord-grade yoma in one blow. In practice, the chance that all 5 hits land is very low.


#25. Naoe-no-Shikumi (直江の仕組) — Naoe Kanetsugu's Formation Book [Spirit-Realm Wandering Treasure]

[Spirit-Realm Wandering Treasure] A tactics manual left by Naoe Kanetsugu, the warrior of "righteousness(義)." But Kanetsugu in this era has — not yet written this book. All the tactics and thoughts of righteousness(義) that he gathered across his life as the Uesugi clan's famed minister were compiled into a book in the future, and that book's soul flowed into the Spirit Realm. When the Gate of the Spirit Realm opened, it flowed backward through time. Reading it reveals the battlefield — every battlefield Kanetsugu saw in the future.

The owner of this book may meet Kanetsugu, by chance, near a Gate of the Spirit Realm. At that time, the owner can show Kanetsugu the book he himself will write in the future. Whether that makes Kanetsugu more righteous, or plunges him into despair from knowing his own fate — no one knows.

  • Tool: book (one hand) [Spirit-Realm Wandering Treasure]
  • Blessing [Aptitude]: Strategy of Righteousness(義) — Always know the next action of enemy squads (squads only; excludes Lord/Elite grade).
  • Curse [Aptitude]: Bound by Righteousness(義) — Cannot use cowardly tactics(ambush, poison, traps).
TechniqueEnergyEffectLimit
[Masterwork] Divine Calculation (神算)31 ally gains +5 to their next check. "I read this move."1 time/round
[Devotion] Formation of Righteousness (義の布陣)5Battlefield redeployment. Immediately move all allies to desired zones (no Energy cost).1 time/session

Devotion Requirement: Way of Rites (Loyalty). The spirit of righteousness(義).


#Part 5: Exotic Sacred Objects (異國神物) — Split into a Separate Catalog

Kirishitan Divine Treasures (Holy Grail, Holy Cross, etc.) and all non-Japanese exotic sacred objects have been split into Exotic Sacred Objects (04-exotic-artifacts.md). That file contains:

- Kirishitan line (3 types): Holy Grail, Holy Cross, rosary. Use the existing devotion system.

- Ming Taoism (4 types): Seven-Star Sword, jade plaque, Taoist talisman, fire-dragon mirror.

- Joseon (3 types): hwando, turtle ship scale, Dongui Bogam.

- Ryukyu (3 types): royal sai, tonfa, mountain-spirit song talisman.

- Tenjiku (India) (4 types): trishula, om mantra, Kali necklace, Ganesha tusk.

- Persia and Arabia (3 types): scimitar, constellation astrolabe, Alhambra lamp.

- Europe beyond Nanban (4 types): rapier, full-plate breastplate, telescope, alchemist's flask.

- Northern Lands (Manchuria/Goryeo) (3 types): bear-claw talisman, muga bell, hawk feather.

Fully foreign lines (other than Buddhism and Kirishitan) require a separate [Understanding] mechanic to use devotion techniques. The gaijin class has an automatic Understanding bonus.


#Part 6: Yoma-Origin Divine Treasures (3 types)


#26. Shuten-no-Sakazuki (酒呑の盃) — Shuten-doji's Sake Cup

The sake cup Shuten-doji used to drink human blood. Pour sake into it, and the drinker temporarily gains oni power.

  • Tool: sake cup (one hand)
  • Blessing [Aptitude]: Oni Power — If the wielder drinks sake during battle(consumable 1), Courage+2, Physique+1 (3 rounds).
  • Curse [Aptitude]: Oni Transformation — If the wielder becomes incapacitated while drunk, d100: on 01~20, mutate into a ko-oni (turn enemy).
TechniqueEnergyEffectLimit
[Masterwork] Blood Toast (血の乾杯)3After dealing Wound damage to 1 enemy, recover your own Wounds by the same amount.1 time/round
[Devotion] Oni King Awakening (鬼王覺醒)5Become oni for 3 rounds. Wounds +3, Defense +3, Courage+3. Cannot distinguish friend from foe(allies may be attacked).1 time/battle

Devotion Requirement: Demon. One who entrusts the body to oni blood.


#27. Tamamo-no-Ke (玉藻の毛) — Nine-Tailed Fox Hair

A single strand of golden hair shed from Tamamo-no-Mae's tail. The one who holds it becomes a master of disguise.

  • Accessory: talisman (kept inside clothing)
  • Blessing [Aptitude]: Nine-Tail Disguise — Disguise/camouflage checks automatically succeed. Cannot be seen through unless Perception>=18.
  • Curse [Aptitude]: Fox Dream — At each rest, Tamamo-no-Mae appears in a dream and tempts the wielder. On failure at Presence >= 15, leak 1 secret piece of information(GM discretion).
TechniqueEnergyEffectLimit
[Masterwork] Perfect Transformation (完璧變身)3Perfectly transform into the target NPC. Appearance, voice, and even techniques. Lasts 1 round.1 time/battle
[Devotion] Fox's Bargain (狐の取引)0Noncombat. Ask Tamamo-no-Mae for information/help. Price: the GM collects later. "A bargain with a fox always has a price."1 time/scenario

Devotion Requirement: Demon or No Heart. One who accepts the shadow of the nine-tailed fox.


#28. Key of the Spirit Realm (靈界の鍵) — Izanami's Relic

Izanami's Key on folded cloth, bow and ward as clean silhouette, a hairline crack of darkness behind it

A key sent by Izanami from Yomi to the living world. It can open the Gate of the Spirit Realm, but once opened, the gate is hard to close. This key is the source of the Spirit-Realm Wandering Treasures. Where this key opens once, famous swords and masterworks that transcend eras flow out. This single key opens the Gate of the Spirit Realm wider than anything else.

  • Tool: key (one hand)
  • Blessing [Aptitude]: Spirit-Realm Resonance — Always sense the locations of Spirit Realm interfaces/rifts. Spirit Realm-related checks +3. Automatic Spirit-Realm Wandering Treasure Identification — The wielder of this key immediately knows which masterwork/Divine Treasure is a Spirit-Realm Wandering Treasure.
  • Curse [Aptitude]: Call of Death — At the end of each battle, the wielder suffers Wounds -1. "The key pulls its holder toward the Spirit Realm." Also, if this key is used to open the Gate of the Spirit Realm, new Spirit-Realm Wandering Treasures may flow out (GM decision).
TechniqueEnergyEffectLimit
[Masterwork] Open Rift (龜裂開放)4Create a Spirit Realm rift in 1 zone. 1~3 Konryu fragments appear. Apply a Spirit Realm interface gimmick.1 time/battle
[Devotion] Open Yomi (黃泉開門)6Open the Gate of the Spirit Realm and summon a seed of Izanami(Elite grade). It obeys the summoner, but closing the gate requires Exorcism>=18. On failure, the gate remains open.1 time/session

Devotion Requirement: Demon or Void. One who resonates with the will of Yomi.

Campaign Crisis: If the Key of the Spirit Realm is used to open the gate and it cannot be closed, that becomes the start of the "Gate of the Spirit Realm" campaign.


#Divine Treasure Acquisition Scenario Hooks

Divine TreasureAcquisition RouteScenario
Ame-no-MurakumoFrom inside an Orochi-line yoma after defeating itLarge yoma subjugation in Ou/Kii
Yasakani-no-MagatamaReward from the defense of Ise ShrineProtecting a Kinai shrine
Kukai-no-KongoshoReleasing a seal on Mount KoyaKii Shugendo quest
Amida-no-MyogoReward from pilgrimage to an Ikko-ikki holy siteKanto religious quest
Abe-no-Seimei-no-FudeExploring Abe clan ruinsKinai onmyoji quest
Shuten-no-SakazukiAfter defeating/negotiating with Shuten-dojiOu/Kanto oni quest
Key of the Spirit RealmFrom the remains after a failed Spirit Realm rift sealSpirit Realm border scenario
Musashi-no-NitoDiscovery of Miyamoto Musashi's hermitageOmi/Kanto exploration
Naoe-no-ShikumiUesugi clan ruinsKanto history quest

One who carries a Divine Treasure borrows the power of a god. But divine power always comes with — divine will.