#Barrier System
Contents
New rule. A long-term Barrier management system unique to this supplement and absent from the core book. It is a time bomb built from the core economy and the onmyoji's spent life.
Core References
- Required: Dice System · Onmyoji Barrier Techniques
- Reference: Non-Combat Checks · Spirit Realm
- In this supplement: Core Economy · Onmyoji NPC · Morale and Fear
[New Rule] Barrier HP System
The core Onmyoji Barrier Techniques define only improvised Barriers in combat(maintained round by round). This rule quantifies the long-term, week-scale Barrier covering the entire domain. Both systems coexist and do not conflict. When an onmyoji raises an improvised Barrier in combat, use the core rules as written; for the domain Barrier, use this rule.
#Scent — The Grain Of The Barrier
The Barrier cannot be seen. There are many ways to know what is invisible.
Stand at the domain boundary at noon on a clear day. The landscape on the other side is reversed very slightly, very thinly. Light reaches you after bending once. Stand near the Barrier on a rainy day. The moment a raindrop touches it, the drop pauses for one beat, then quietly slides sideways and vanishes. Listen at night. Sounds from outside the Barrier do not arrive. Not yoma screams, not the boiling of a lake of blood. Inside the domain, you hear only what belongs inside the domain.
The Barrier is one life. It is the breath of the onmyoji Hoshino Gensho, the low pulse of cores stacked in the domain storehouse, and the prayers of residents who draw purifying water from the well every morning.
When the Barrier shakes, the domain shakes. When the Barrier breaks — everything breaks.
#Law — Barrier Values
#Basic Values
| Item | Value |
|---|---|
| Maximum Barrier HP | 100 |
| Starting Barrier HP | 75 (immediately after the drift, in the emergency state built by the onmyoji) |
| Natural loss | -3 / week (the Spirit Realm's baseline pressure) |
| Danger line | 30 or lower — GM may force-trigger events |
| Boundary limit | 15 or lower — forced event "Night Of The Barrier Crisis" |
| Collapse | 0 — domain falls, campaign ends |
#Causes Of Barrier HP Loss
| Cause | Loss | Frequency |
|---|---|---|
| Natural pressure (the Spirit Realm's baseline action) | -3 | every week(morning of Monday, week 1) |
| Lord-grade yoma attempt to invade the Barrier | -10 ~ -15 | main arc event |
| Elite-grade yoma breakthrough attempt | -5 ~ -8 | side or open-world event |
| Spirit Realm tide at high tide | -5 | Spirit Realm Tides event |
| Loss along the Barrier edge | -2 ~ -5 | Boundary Events |
| When the onmyoji is unconscious | -5 | see the onmyoji state file |
| Internal domain destruction (rebellion, fire, and the like) | -3 ~ -10 | resident morale chain |
#Causes Of Barrier HP Recovery
| Cause | Recovery | Condition |
|---|---|---|
| Unstable core injection | +10 | Core Economy |
| Stable core injection | +30 | as above |
| High-purity core injection | +60 | as above, rare |
| Onmyoji ritual strengthening(permanently spend maximum Wounds -1) | +5 | onmyoji life consumption — use carefully |
| Shrine upgrade(Barrier reinforcement) | maximum +5 | Upgrades |
#Barrier State Stages
How the domain feels, and what events become possible, by Barrier HP range.
| Range | State | Resident Perception | GM Event |
|---|---|---|---|
| 80~100 | Stable | Peaceful daily life. The Barrier is invisible | open-world and romance free |
| 60~79 | Normal | The Barrier is faintly visible at night | main and side content free |
| 40~59 | Alert | Faint cracks in the Barrier, resident unease rises | weekly event influence ↑, morale -1 risk |
| 25~39 | Danger | Barrier vibrates blue, residents speak less | GM may force-trigger events at discretion |
| 15~24 | Emergency | Barrier trembles irregularly, onmyoji weakening accelerates | all expeditions must return within 7 days |
| 1~14 | Limit | residents prepare to evacuate, lord falls silent | forced event Night Of The Barrier Crisis triggers |
| 0 | Collapse | Spirit Realm floods into the domain | campaign ends — domain-fall ending |
#Barrier Maintenance Check
Every Sunday night, the onmyoji makes a Barrier maintenance check. The players do not roll it, but the result is public.
#Basic Check
Barrier maintenance check:
2d10 + Hoshino Gensho's Sorcery(+8) + Barrier HP bonus >= Target Number
Barrier HP bonus:
Barrier HP 80 or higher: +4
Barrier HP 50~79: +2
Barrier HP 25~49: ±0
Barrier HP 10~24: -3
Barrier HP 1~9: -6
Target number:
Basic: 11
Week with a Lord-grade yoma invasion attempt: 14
Week with a Spirit Realm tide at high tide: 13
- Success: Apply only that week's natural loss(-3).
- Failure: Natural loss + additional loss -5 (total -8).
- Critical failure(1-1): Natural loss + -15 (total -18). Check whether the onmyoji faints.
- Critical success(10-10): Natural loss 0. The onmyoji says, "The Spirit Realm was quiet tonight."
#Check Timing
- Every Sunday night, just before the session ends(even if the real-world session is not on Sunday, use in-game time)
- Publicly revealed together with the weekly event d100
- PCs cannot directly participate in the check, but domain residents and facility upgrades can provide indirect modifiers
#Onmyoji Life Consumption — Emergency Maintenance
When Barrier HP falls to 15 or lower and there are no cores, the onmyoji can burn his own life for emergency maintenance.
#Life Consumption Check
Hoshino Gensho's emergency maintenance:
Barrier HP +5 recovery (immediate)
onmyoji weakening +2 (permanent)
next weekly Barrier maintenance check -2
Use conditions:
- Barrier HP 15 or lower
- onmyoji is conscious
- consent from the onmyoji or the lord
Cumulative effect: If weakening reaches 10, the onmyoji dies. See Onmyoji NPC.
#Intervention By The Lord Or PCs
When emergency maintenance is attempted, the lord or a PC who knows Barrier techniques may propose to consume themselves instead. (For example, a PC with the onmyoji skill permanently loses part of their own Wounds in exchange for restoring Barrier HP.)
- If someone consumes themselves instead, PC maximum Wounds permanently -1(per time)
- Barrier HP recovery +3(lower efficiency — their mastery is lower than the onmyoji's)
- Three Ways and Six Hearts
慈+1
#Barrier Crisis Events (By Barrier HP Condition)
#Barrier HP 30 Or Lower — "First Crack"
- Faint cracks begin to form in the Barrier
- resident morale -1 automatically
- the onmyoji says for the first time, "I do not think it will hold for long"
- the lord's silence lengthens during the morning meeting
#Barrier HP 20 Or Lower — "Vibration Of The Crack"
- The Barrier trembles faintly every night
- Babies and elders cannot sleep with their backs turned to the Barrier
- 1 Elite-grade yoma always waits outside the Barrier(visual fear)
- open-world event d100 rolls gain a +10 modifier(negative events become more common)
#Barrier HP 15 Or Lower — Forced "Night Of Crisis" Trigger
- automatically enter the side quest Night Of The Barrier Crisis
- outside missions are forbidden until this scenario concludes
- onmyoji weakening +1(as a story event)
- on failure, Barrier HP reaches 0 -> ending
#Barrier HP 5 Or Lower — "Final Night"
- forced event: the lord presents choices(retreat vs hold the domain vs onmyoji sacrifice)
- at this point, an attempt to escape the domain is possible — player-led
- if Barrier HP reaches 0 as-is, lock in the domain-fall ending
#Sheet Format — For GM Tracking
[Barrier State Sheet]
Current week: week ___
Barrier HP: ___/100
Stage: Stable / Normal / Alert / Danger / Emergency / Limit / Collapse
This week's changes:
- Natural loss: -3
- Yoma invasion: -__ (cause: ___)
- Core injection: +__ (__rank ___ cores)
- Other: __
- Maintenance check: success/failure/critical failure/critical success
Onmyoji weakening: ___/10
Domain morale: ___/10
Stored cores: Minion__/Veteran__/Elite__/Lord__
Next week forecast:
- Natural loss: -3
- Scheduled event: ___
For the dedicated sheet, see 80-02-barrier-tracker.md.
#Design Advice — For The GM
#The Core That Keeps This System Alive
- Barrier HP is public: players need the number to feel tension. "It feels dangerous" does not create tension by itself.
- Announce an official result every week: routine creates tension. The Sunday-night end-of-session Barrier maintenance check should become a "weekly ritual."
- Use onmyoji consumption sparingly: use it too often, and PCs forget how to value it. Across the entire campaign, 3~5 uses of onmyoji life consumption is about right.
- Actually allow Barrier HP to reach 0: tension works because the ending is always possible.
- Create core shortages: if cores are too plentiful, the system disappears. A core-shortage crisis about 1 week in 5 is recommended.
#Easy Mistakes
- Giving Barrier HP too often: if rewards are not tight, tension vanishes. An unstable core's +10 is worth only 1 small victory.
- Making every check succeed: allow failure, and players will want Barrier reinforcement(such as a shrine upgrade).
- Weakening the onmyoji too quickly: serious weakening before Chapter 3 breaks the pace.
#Connected New Rules
- Core Economy — the only stable means of Barrier HP recovery
- Onmyoji NPC — details for weakening and emergency maintenance
- Morale and Fear — chains when Barrier HP falls
- Upgrade Facilities — Barrier reinforcement and improved recovery efficiency
- Barrier Boundary Events — exception events
"The Barrier is one breath. A breath that vanishes when exhaled, yet is drawn again every round." — Hoshino Gensho
