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
| Axis | Core Neutral | Heroic |
|---|---|---|
| PC death | medium | very low |
| Fate Intervention | equal to the Fate modifier per combat (at least 1 time) | guaranteed at least 3 times per combat + ally support possible |
| cinematic | none | one-breath limit +3 · attack +5 (1 time) |
| conclusion | free | great victory |
#§ Recommended Situations
- cinematic campaigns · manga tone
- shonen manga ("Naruto", "One Piece") style
- casual PCs · beginner PCs
#§ Not Recommended
- 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."