English edition v1.5

#Heroic-Tone Variants

Contents

module-toggle: additive strengthen the core neutral tone into heroic (cinematic · shonen manga)

#Identity

Strengthen the core's neutral tone into a heroic tone. The PC is a true protagonist — exemption from death · reinforced destiny.

#§ Variant — Heroic Reinforcement

#1. Fate-Intervention Reinforcement

  • In the core, Fate Intervention equals the Fate (運) modifier per combat (at least 1 time) — after 2d10, shift one d10 by ±1.
  • In the heroic tone, each PC is guaranteed a minimum of 3 Fate Interventions per combat (even if the Fate modifier is below +3, add +2 more).
  • Expand the effect range of Fate Intervention: not only one's own roll ±1 but also an ally's roll 1 time may be ±1.
  • The count resets at the start of each combat (same as the core).

#2. Exemption From Death

  • 30-02 Variant C (Soul Points) recommended. Soul Points are a trigger resource that exempts or retriggers the life-or-death roll when Wounds reach 0 (incapacitated).
  • Start with 5 Soul Points. When you reach 0 Wounds, spending 1 Soul Point lets you recover after combat without a life-or-death roll (2d10+Physique/Fate ≥11).
  • A PC's death happens only once all Soul Points are spent and the PC + player agree.
  • On a "protagonist-grade decision," recover Soul Points.

#3. Cinematic Moment

  • 1 time per 1 campaign, 1 PC gets a "Cinematic Moment" — for 1 combat, one-breath (round) limit +3 (special exception) · attack roll +5.
  • Energy still resets to its maximum (10+Finesse) at the start of each round as in the core; the Cinematic Moment raises the one-breath limit by up to +3 within a single round. The pool and overload rules still apply.
  • After use, Energy maximum -3 each round for the next 1 session (fatigue). Heroic devotion.

#4. Fateful Encounter

  • The GM frequently places fateful NPC encounters with the PC during the campaign.
  • That NPC is the PC's core companion · rival · lover, etc.
  • Friendship · rivalry relationships are permanent — they remain in the PC's soul even after death.

#5. Absolute Heroic Conclusion

  • The campaign's conclusion prioritizes the PC's "great victory."
  • The GM actively avoids a conclusion where the PC loses everything.

#§ Core vs Heroic Comparison

AxisCore NeutralHeroic
PC deathmediumvery low
Fate Interventionequal to the Fate modifier per combat (at least 1 time)guaranteed at least 3 times per combat + ally support possible
cinematicnoneone-breath limit +3 · attack +5 (1 time)
conclusionfreegreat victory
  • cinematic campaigns · manga tone
  • shonen manga ("Naruto", "One Piece") style
  • casual PCs · beginner PCs
  • grimdark campaigns (the exact opposite)
  • simulation · tactics (heroic effects weaken tactics)
  • horror · survival (heroic effects weaken the threat)

#§ Transition Guide

  • Core → Heroic: agree at Session 0 + guarantee the Fate-Intervention count · introduce Soul Points.
  • Heroic → Core: immediate return. Fate Intervention reverts to the Fate-modifier basis; Soul Points are removed.

"A hero does not die. But that is a lie — they merely choose the moment of death themselves."