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4K views97 pages

Breathe and Live PDF

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 97

Breathe and Live 1934

Demon Slayer Tabletop System


Created by Nautilus
Amended by SunlightYellow

1
Table of Contents (Update required*)

Character Creation……………………….3 Breathing Techniques (Module)...............38


Rolling……………………………………4 Ocean Breathing………………….39
Health, AC & Stamina…………………...5 Western Breathing………………..40
Base Stats………………………………..6 Building Breathing Styles………………41
Derived Stats…………………………….7 Demonification……………………..…..42
Flavor Text (Trainer)................................14 Slayer Capabilities……………………...45
Flavor Text (Partner)................................15 Basic Attacks…………………………...46
Kasugai Crow…………………………..16 Nichrin Weapons………………………..47
Abilities……………..…………………..17 Firearms & Projectiles………………….52
Breathing Techniques…………………20 Ranking Up……….…………………….56
Sun Breathing…………………….24 Rank Up Skills……………………57
Moon Breathing…………………..25 Crafting………………………………....60
Flame Breathing…………………26 Medical…………………………….……61
Water Breathing………………….27 Transportation…………………….…….64
Wind Breathing…………………...28 Clothing……………………………..…..66
Thunder Breathing………………..29 Food…………………………….…..…..67
Stone Breathing…………………..30 Death…………………………….….…..69
Flower Breathing………………....31 Building Demons……………………….71
Mist Breathing……………………32 Demon Variants…………………………74
Serpent Breathing………………...33 Demon Ranks…………………...………77
Sound Breathing………………….34 Module Information…………...………..79
Insect Breathing…………………..35 Character Sheets………………………..86
Love Breathing…………………...36
2
Beast Breathing…………………37
Character Creation
Character creation in Breathe and Live simple.

First players must decide their 6 base stats. There are


multiple methods to finding their base stats, though they all
work equally well.

Second, players decide their fighting style. There are two


options from the get go, between using breathing
techniques as a swordsman or eating demon flesh with
demonification. This can be a very tough decision as it does
affect how battles are fought for the rest of the campaign.

Third, players add flavor text to explain their time spent


training. These details are not essential for gameplay but do
very much so help the character writing aspect.

Fourth and finally decide, using a set number of points,


whether the player can decide their extrasensory abilities,
superhuman features or max out learning all of their
breathing technique forms.

After all this is done character creation is complete.


3
Rolling

Rolling in the Breath & Live system is similar to other

popular tabletop roleplaying games. Players use a d20 everytime

and add their skills and abilities to the appropriate rolls. The

only stark difference comes in the form of separating the base

skills and derived skills.

Base skills are the larger of the two sets of numbers, made

up of 6 base stats, which are all given modifiers players use

during rolls that equal the total of the base stat minus one. The

only bonuses supplied to these rolls with base stats are typically

given from extrasensory abilities or superhuman features.

Derived skills are, more simply, used for roleplay scenes

outside of combat. These bonuses to a players d20 rolls come

from the total of their derived skill, adding any bonuses from

clothing, equipment or otherwise noteworthy skills.

4
Determining Health, AC and Reactions

Health Points work fundamentally the same for every character,


every swordsman starts out with a base 20 health. The only time
health permanently increases is during ranking increases or
when acquiring health improvements through training.

Stamina is determined by (20 + Fortitude)


Stamina is used to perform Breathing Forms and use Total
Concentration Breathing. If a Swordsman reaches 0 Stamina they
are forced to recover for a turn and cannot attack, if the player
cannot make a recovery breathing for 2 rounds after hitting 0
they lose consciousness.

Player AC is determined by [10+ Speed]

The starting number of Reaction Points is determined by


(5 + Speed + Smarts). Reactions function as your safeguard to
instant death, using a reaction point to dodge instantly allows
your character to move a full 30ft (6 spaces) in any direction
away from an attacking demon and instantly negates all damage
incoming. Reactions do not recover without rest.

5
Deciding Base Stats
Used as a basis for strength. Anything that requires a strong body can call for a force
check.
Force Examples include; Lifting, Throwing, Carrying, Striking with force, pressing, hitting or even
swinging.

Used as a basis for the bodies ability to be dexterous, agile and light footed.
Finesse Examples include; Long Jump, Gymnastics and feats of being acrobatic. This extends to
sword control and ability to swing properly.

Used as a basis for physical wellbeing and the ability to shrug off damage.
Fortitude Examples include; being poisoned, eating toxic material, adapting to new conditions and
being hit with extreme force.

Used as a basis raw speed and quick thinking. A very small use skill that can really shine in
the right conditions.
Speed Examples include; Dashing, feats of athleticism in quick succession or moving to one target
after another.

Used as a basis for anything that requires a silver tongue.


Social Examples include Charming, lying, interrogating, distinguishing truth from lie or even
convincing fall under this stats guide.

Used as a basis for anything intellectually challenging.


Smarts Examples include; perceiving, understanding, investigating, putting clues together, general
and medical education as well as understanding.

To decide a players base stats, there are two main methods that provide the quickest

and easiest methods for fairly attaining your beginning stats. Rolling; Players roll a

D6 and assign each roll to a base stat. Players who choose to roll can assign the

numbers after rolling 6d6 die or may choose to assign a number each time they roll

their d6 die. Assign Numbers; Assign these numbers to stats (0,1,2,3,3,5)

though players starting at higher ranks may adjust the numbers accordingly. Each

base stat is given a modifier of the each stats total minus one.

6
Derived Stats
While not useful for combat, derived stats provide a

plethora of help to players in non-combative or hostile

situations. Players, after creating their base stats, will then

move to designate their derived stat numbers. Derived stats

given a point pool of their base stats, meaning the more

points players have in a base stat the better their derived

become. Derived stats, though not used for rolls in combat,

do provide some benefit, with basic attacks gaining a

bonuses to damage from derived stats like Raw Power and

Accuracy helping with basic slashes and gunfire.

7
❏ Athletics - Ability
to jump long
distances, run in a
dash, carry heavy
objects, parkour,
etc.
Force ❏ Raw Power -
Inherent strength
of the body from
genetics or
training, your
bodies physique.

8
❏ Dexterity - Ability
to move and act
nimbly.
❏ Balance - Ability to
Finesse maintain stability
both physically and
mentally.
❏ Accuracy - Ability
to aim and be
precise with tools.

9
❏ Mithridatism -
Ability to resist
common and
uncommon
poisons.
❏ Endurance - Ability

Fortitude to remain
steadfast, a
physical stamina.
❏ Tolerance -
Resistance to
non-poison bodily
threats such as
food, alcohol and
drugs.

10
❏ Reaction Time -
Ability to react to
any sudden stimuli.
❏ Agility - To move,
jump or dive with
Speed balance and poise.
❏ Swiftness - Your
sleight of hand,
quick feet.
❏ Cunning -
Sneakiness, stealth
or ability to hide.

11
❏ Deception - Ability
to deceive or trick
through lies, bluffs
or pure guile.
❏ Performance -
Ability to entertain,
act or put on a
scene.

Social ❏ Intimidation -
Ability to instill
fear or intimidation
in others.
❏ Perception -
Spatial and social
awareness.
❏ Intuition - Innate
insightfulness to
places, people or
situations.

12
❏ Medicine - Medical
knowledge of the
human body and
medicines.
❏ Nature - Knowledge
of topography,
biology, geology, et
cetera.
❏ Science - Scientific
nature of

Smarts chemicals, physics,


engineering, et
cetera.
❏ Investigation -
Ability to see
unseen clues or
hints.
❏ Survival - Your
ability to meet basic
human needs,
finding food,
finding water,
shelter, et cetera. 13
Flavor Text (Trainer)
Using 3 new points, decide who
your swordsman studied under
and how you did in training. As
well as what they were left with.

Your Cultivatorʼs background was...


A Regular Swordsman As a Former As a Current Hashira
Hashira

0pts 1pt 2pts

In your training you...


Struggled, taking Had an average Were talented
longer than normal year

0pts 1pt 2pts

Your Cultivator sent you into Final


Selection with...
No identifying garb A subtle piece of An instantly
identifying garb identifiable look

0pts 1pt 2pts

14
Flavor Text (Partner)
Using 3 new points, decide who
your swordsman's companion
kasugai crow and their possible
traits.
How does your kasugai crow feel about
you… ?
Dislikes your Likes your Loves your
swordsman swordsman swordsman

0pts 1pt 2pts

Itʼs about your crow… itʼs…


An older crow. A younger crow Isnʼt even a crow?!

0pts 1pt 2pts

If itʼs not a crow itʼs a… (1d12)


Sparrow Crane Vulture
Red-tailed Hawk Blue Jay Canary
Toucan Barn Owl Kingfisher
Flamingo Albatross Peacock

15
Kasugai Crow
Kasugai crows or whatever birds assigned from the
corps to aid swordsman in their journeys. These few
commands that can be given to crows or other birds
that they can do for players at any time.

Your crow will retrieve a small item of your description


Retrieve Small Item
to the best of their ability from the surrounding area.

Your crow will almost instantaneously deliver a shortly


Deliver Message
worded message or note to a desired nearby location,
(Short)
person or entity.

Your crow, over the course of a single session, will


Deliver Message
transport a message to a desired far off location, person
(Long)
or entity.

Your crow will carry a small item that you produce for a
Carry Item
disclosed amount of time or until set conditions are met.

Your crow will actively search for a requested item of


Search For ______ your desire, bringing it to you if the item is small enough
or guiding you to a location requested.

16
Abilities

Using 15 points in a point buy system, assign your swordsman


supernatural talents, forms and super physical traits!

15 Points

Supernatural Extrasensory
Features Forms Abilities
(each form is 1
point each)

17
Extrasensory Abilities
Each Extrasensory Cost 3 Points to Smell: .
add to your sheet and can only be Level 1: Players gain a +3 to any sense

upgraded by studying. You can study check involving their sense of smell.

these abilities up to 2 times, gaining up Level 2: Players have a +4 to sense checks,


and can detect demons within 30ft.
to 3rd level which grants you an even
Level 3: Players have a +5 to sense checks,
greater ability.
60ft of detection and gain the ability to
Taste:
detect a demon's level by being within
Level 1: Players gain a +3 to any sense
radius of them.
check involving their sense of taste.
Hearing: .
Level 2: Players have a +4 to sense checks
Level 1: Players gain a +3 to any sense
and can detect demons within 30ft.
check involving their sense of hearing.
Level 3: Players have a +5 to sense checks,
Level 2: Players have a +4 to sense checks,
60ft of detection and gain the ability to
and can detect demons within 30ft.
gauge the stats of any demon whose flesh
Level 3: Players have a +5 to sense checks,
you consume or taste.
60ft of detection and gain the ability to
Touch: .
detect specific health points of humans
Level 1: Players gain a +3 to any sense
and demons by being within radius.
check involving their sense of touch.
Sight: .
Level 2: Players have a +4 to sense checks,
Level 1: Players gain a +3 to any sense
and can detect demons within 30ft.
check involving their sense of sight.
Level 3: Players have a +5 to sense checks,
Level 2: Players have a +4 to sense checks,
60ft of detection and gain the ability to tell
and can detect demons within 30ft.
how many stamina, reaction and blood
Level 3: Players have a +5 to sense checks,
demon points a target has simply by
60ft of detection and gain the ability to
touching them.
predict what move 1 demon will take at the
start of the round no matter the level of the
demon so long as they are within radius.

18
Superhuman Features
Hard Body Parts: Players choose a
body party or area of their body that Spirit: Players with real spirit can
grants them +2 AC. This feature also surpass their ruling, allowing them
grants a -8 to damage dealt to this to use 1 final breathing form, even if
specific body part they donʼt have the required stamina,
Point Cost: 2 once per encounter.
Eight Fold Muscles: Players gain a Point Cost: 1
massive boost to muscle giving them Resistant Blood: Poison from low
a +3 in Force in combat scenarios ranking, high ranking and lower
and a plus +6 to Raw Power at all moon disciple rankings has no effect
times. on this player.
Point Cost: 3 Point Cost:
Flexible Body: Players gain an Prodigy: Players who take prodigy
incredible boost to muscle and body study skills at an increased rate,
flexibility granting them a +3 to taking 1 mission off the total. Along
finesse in combat as well as a +6 with this Prodigyʼs unlock the ability
Dexterity at all times. to practice and master Sun Breathing
Point Cost: 3 forms.
High Intellect: Players gain a +3 to Iron Stomach: Allows the player to
smarts checks during combat, as well gain another die of blood demon
as now being able to add +3 to all of points by consuming demon flesh.
their derived stats at all times. Point Cost: 4
Point Cost: 3 Prerequisite: The player taking
Medical Training: Players are able to this skill must be a demonification
automatically heal 1d6+2 without user.
need of a medical check, so long as
they have bandages or other medical [Feat Name]: Description
equipment on hand. Point Cost:
Point Cost: 3
Firearms Training: Players with
firearm training are able to use their
turn to automatically succeed an
attack using guns against a target that
hasnʼt used a reaction point.
19
Point Cost: 3
Breathing Technique Class

20
Breathing Techniques
Breathing Techniques / Forms in Breathe and Live functionally
serve as a swordsman's greatest weapon. Before you choose a
breathing style you have to be aware of how these techniques work.

Using Breathing Forms in Combat

● Breathing Techniques will automatically hit. Unless a demon


uses a reaction point to avoid it. Otherwise there is no need to
make a check against AC, breathing forms will always land.
● Breathing Techniques cost stamina. Breathing forms eat away
at a players stamina and if they arenʼt careful can cause
players to pass out or become incapacitated if they hit 0
Stamina.
● Breathing Techniques, at least in this system-- not in cannon,
actually do produce elemental effects, but this is more so for
flavor and roleplaying.

Using Breathing Forms outside of Combat

● Displacing Debris such as rubble.


● Remove Obstacles such as walls, doors, etc.
● Reach far or high places with the momentum of the move.

21
Learning Breathing Techniques

Breathing Techniques and their forms can be learned at the


start of every character. Each character can site a trainer or
practitioner of their desired breathing technique, these mentors
can even range from book guides, real people and even hashira
NPCs available in game.

Learning a new technique post character creation.

If a player chooses to use a studying slot to learn a new


technique they must find a way to learn it. Whether they find a
guide to a new technique via a book, find a teacher or listen to a
record with an audio guide, it doesnʼt matter. These new
techniques will be learned in full and come with all the new
forms, though it will take awhile to completely master it.

22
Breathing Techniques
(Cannon)

23
Breathing
How to read
Form
breathing form
data sheets
Basic description
of the styles 1 Form Name Form Description

moves and what 2 Form Name Form Description

3
itʼs users are 4
Form Name Form Description

Form Name Form Description


commonly like.

Special Abilities given by


learning all of the forms of the
breathing style.

Style Requirements
Senses required |
Feats required |
Weapons required |

24
Breath of 1 Dance

The Sun 2 Clear Blue Sky

3 Raging Sun
Sun breathing is Burning Bones,
without question, the 4 Summer Sun

most powerful Setting Sun


5 Transformation
breathing technique
created. Users of this 6 Solar Heat Haze

technique perfect
7 Beneficent Radiance
slashes, slices and all
manner of sword skill. 8 Sunflower Thrust
The visage of bright
Dragon Sun Halo
flames, hotter than the 9 Head Dance
sun, created by this
form strike such fear in 10 Fire Wheel

demons it may cause 11 Fake Rainbow


them to fly into a panic.
Users of this technique 12 Flame Dance

often give off an aura of


13 Thirteenth Form
overwhelming intensity
and, oddly enough a
radiating kindness. Special Ability | Chosen

Style Requirements Those whoʼve master Breath of the Sun find


Sense | None stamina costs halved for all forms, as well as
Feats | Prodigy damage tripled damage during marked form.
Along with these abilities, Breath of Sun users
Weapons | Nichirin Katana
no longer choose study skills but instead
learn TCB:Constant at start, Marked form
during their first moon fight, See Through
World and Red Blade when they solo defeat a
moon level demon.

25
Breath of
The Moon
1 Dark Moon, Evening Palace
2 Pearl Flower Moon Gazing
3 Loathsome Moon, Chains
4

Moon breathing, in 5 Moon Spirit Calamitous Eddy


reflection of Sun Perpetual Night, Lonely Moon -
6 Incessant
breathing, is equally
as beautiful and 7
8
Mirror of Misfortune, Moonlit
Dragon Ringtail
devastating. Users 9 Waning Moon Swaths

practice powerful Drilling Slashes, Moon Through


10 Bamboo Leaves
swings that emulate 11
that of a crescent 12

moon. Users are 13


Catastrophe, Tenman Crescent
commonly solo 14 Moon

fighters, though will 15


16 Moonbow, Half Moon
on occasion battle
with others. This is
due to their more
aloof and distant
attitudes. Special Ability | Not Chosen
Users of Moon breathing experience far
greater boosts to their abilities when
fighting alone. When engaged in combat
alone against 1 or more demons, players
gain an extra damage die to all breathing
Style Requirements techniques.
Sense | None
Feats | None
Weapons | Nichirin Katana

26
Breath of The swordsman charges towards their opponent

Flame 1 Unknowing Fire


Rising Scorching
at high speed and decapitates them in one or
multiple slashes.
The swordsman uses an upward moving slash
2 Sun attack.
Flame Breathing is a The swordsman slashes their sword in a

very uniquely 3 Blazing Universe


horizontal stroke which brings them close to the
ground.
powerful breathing The swordsman spins his sword in a circular
motion, deflecting his enemies attacks. Any
technique. Users Blooming Flame damage aimed at you is deflected and passed on
4 Undulation to the target of your choice during the round.
preferring strong A series of sword slashes that take on the form

single strike 5 Flame Tiger


of a tiger. The technique carves a deep
impression in the ground.
techniques that The swordsman brings their blade down from
6 Raging Blaze above their head in a powerful, full body slash.
reflect that of A passive resting stance to gain back stamina

roaring fire. 7 Purifying Flame


equal to how much damage the enemy has dealt
in the past turn.
Swordsman using The Swordsman uses a circular footwork pattern
Flurry of Dancing to evade and deflect multiple enemy attacks
this technique are 8 Flame whilst slashing several times.

usually outspoken
A devastating dashing slash initiated from a high
9 Rengoku stance.

and audacious
people.

Special Ability | Blazing Heart


Style Requirements
Sense | None Players have the ability to once per day,
Feats | Spirit double the damage of all attacks dealt
Weapons | Nichirin Katana during the chosen round of combat.
Players who use multiple attacks with
reaction points may use this boost as long
as it the attacks are made in the same
round it is activated. This ability goes on
cooldown immediately after use.

27
Breath of
Water 1 Water Surface Slash
The swordsman generates enough momentum to
create a powerful single concentrated slash.
The swordsman leaps and spins vertically in the air
2 Water Wheel while releasing a flowing attack in a circular motion.
The swordsman swings their blade at his opponent
Water Breathing is 3
Dance of the Rapid
Current
in a way that mimics the movement of waves on the
surface of water.
one of the most well The swordsman makes multiple consecutive
known techniques, 4 Striking Tide
slashes while twisting their body in a flowing fashion
similar to a harsh tide.
easily being Merciful Rain on a Dry A "sword strike of kindness" that kills the target with

mastered by a
5 Day little to no pain. Used when the enemy surrenders,
The swordsman fiercely twists their upper and lower
variety of students. body, creating a whirlpool that cuts anything caught
in it. Hits every target within an area of effect,
Users of this form 6 Twisting Whirlpool including allies.

prefer gliding 7 Piercing Raindrop


A fast and accurate stab. The fastest Breath of
Water technique.
singular strikes or The swordsman cuts the target vertically with great
8 Waterfall Basin force.
hard hitting Minimizes the landing time and surface needed

multi-strike moves when landing, allowing the user to move without


limits. Ideal when fighting in a place with no solid
that are reminiscent 9 Water Splash foothold.
The Dragon of A continuous attack that increases in power with
of water and its 10 Change each rotation, creating a strong slash.

movement.
Swordsman with this
technique tend to be Special Ability | Deflecting Waves
found aloof or Players gain the ability to use the reaction
standoffish people. Deflect which allows them to move melee
Style Requirements ranged attacks to either side of them or
Sense | None deflect ranged attacks in a target direction
Feats | None equal to the attacks range.
Weapons | Nichirin Katana

28
Breath of
Wind
Dust
Whirlwind
1 Cutter The swordsman dashes forward in a cyclone of slashes.

The swordsman lifts the sword upwards towards the right,


Purifying above their head and does a vertical slash down creating four
Wind Breathing is a 2 Wind Claw blades of wind that slashes down on the enemy like claws.

scary set of forms, Clean The swordsman uses his arm to slash around his body to
most swordsman 3
Storm Wind create a whirlwind around him that slices up everything in its
Tree path. Hits every target within an area of effect, including allies.
straying from the
Rising Dust The swordsman swings his blade downwards from several
powerful style in 4 Storm directions.

fear of its skill level. The swordsman strikes from above while falling, sharpens his

Users of this form 5 Winter Gale focus and in a multitude of arced slashes hits the target.

master a set of Black Wind The swordsman strikes from the side, while rotating their body
Mountain in a position to deliver an uppercut movement, creating a
strong single or 6 Mist slashing tornado.
Gale: The swordsman leaps into the air while swinging their blade
spinning strikes that Sudden which generates gale-force winds to shred their opponent
7 Gust apart.
mimic that of
cyclones and Primary
The swordsman leaps into the air and swings his blade which
generates circular torrents of wind. An attack that can be used
tornadoes. 8 Gale Slash at range.

Swordsman of this Idaten The swordsman backflips into the air and while upside-down,
9 Typhoon swings his blade to release a circular gust of wind.
style are noted for
being wild or hard to
talk to but Special Ability | Winds of War
determined. Players gain the ability to replenish reaction
Style Requirements
points upon decapitating a demon.
Sense | None
Feats | None
Weapons | Nichirin Katana

29
Breath of
Thunder
Thunderclap and The user dashes forward and slashes at their
1 Flash opponent with incredible speed.
Thunder Breathing
is one of the The swordsman is able to generate five straight
toughest forms attacks around the user in a single movement.
After all of these attacks hit in succession they
taught in the Demon are preceded by a booming shock of 5
2 Lightning Ball individual ligtning strikes at the same time.
Slayer corps. Users
of this style learn a An attack reminiscent of a spinning wave of
set number of iaido Buzzing Mosquito lightning in all directions. Area of effect attack
3 Thunder with a wide reach. Observes friendly fire.
based slashes and
slicing movement The user releases multiple ranged strikes
4 Distant Thunder towards a single target.
techniques that
5 Heat Lightning A single, focused, slashing attack.
mimic lightning
strikes. Swordsman Electric Lightning

of this technique are


6 Shower A series of strong attacks like forked lightning.

noted for their odd


behavior and Special Ability | Lightspeed
immense leg
Players gain the ability to use the reaction
strength. Dash which allows them to move their full
Style Requirements move speed (30ft) in any direction.
Sense | None
Feats | None
Weapons | Nichirin Katana

30
Breath of A move designed to cleave

Stone
through an enemy by using a
spinning technique surrounding
1 Serpentine Bipolar the user.

A two stage move which lands a


Stone Breathing is downward attack, shortly followed
by a sharp upward attack with
one of the more 2 Upper Smash either weapon or self.

outlandish A defensive move that lets the


user deflect enemy attacks with
techniques taught. their weapon, ricocheting the
3 Igneous Reflection attacks back to their source.
Users of this
technique specially A move in which the user spins
their weapon at arms length to
practice with a maul 4 Volcanic Rock strike harshly at far distances.

and axe chained A powerful, charged vertical


together, slamming Stone Wheel of spinning attack that can deal a
5 Justice great amount of damage.
them down with the
force of rockslides
and earthquakes. Special Ability | Maul & Axe
Swordsman or
Chain-users(?) of Players can swap between their maul end
these techniques are and axe end of their weapon.
Maul: Attacks made with maul deal their
noted for their damage and add force + 6 but cannot
immense strength decapitate
and stoic behavior. Axe: Attacks made with the axe deal their
damage and add finesse + 2 and can
Style Requirements decapitate.
Sense | None Switching between these chain ends is
Feats | None considered a bonus action.
Weapons | Nichirin Maul

31
Breath of
Flower The swordsman twirls to create a
wide upwards spiral with their blade.
Hits every target within an area of
1 Bloom effect, including allies.
A defensive techniques that deflects
Flower breathing is attacks using rotating sword
2 Plum Spirit slashes.
one of the most
A single sword slash that curves and
graceful breathing 3 Safflower Robe twists

techniques one can A graceful flurry of nine consecutive


attacks that flow and weave in on
master in the corps. 4 Peony of Futility themselves.

Users of this A technique used after or during


evasion, the user spins around
technique practice moving with their body weight to
deliver an attack. An attack made
and master careful 5 Swirling Peach after a drop or a spin,

strikes and An elegant attack dealt from above.


movements, swaying The user descends onto the enemy
with their blade poised to stab.
and stabbing like 6 Sakura Fall Double rolled damage, plus finesse.

flowing flowers.
Users of flower
Special Ability | Blooming Focus
breathing are noted
for their fantastic
Attacking a single target allows you to
composure and
build a stacking bonus. Whenever
elegant way of
players continuously attack a single
speaking.
target they gain a +2 to damage rolls
Style Requirements and dodge rolls involved with the
Sense | None target.
Feats | None
Weapons | Nichirin Katana

32
Breath of A straightforward thrust attack that

Mist
Hanging Sky, drags a mist trail behind the
1 Distant Mist swordsman.
The swordsman unleashes multiple
Eight Layered slashes one on top of the other in
2 Mist quick succession.
A single circular slash that can inflict
Mist breathing is damage, or knock away attacks. The
swordsman must decided which effect
known for its they wish to use when unleashing this
3 Demisting Blast move.
indescribably A quick slash from the sheathe

beautiful slaying 4
reminiscent of an Iaidō technique.
Advection Slash The move is elegant and disciplined.
forms, most The swordsman charges towards an
Sea of Clouds enemy attack at high speed and
requiring such 5 and Haze unleashes a flurry of slashes.

perfection in form The swordsman leaps high in the air


and sends a series of countless
and speed that they 6 Moonlit Mist ranged slashes downwards.

nearly disappear.
Users of this style
most hone almost all
of their slaying
Special Ability | Dragging Clouds
abilities to actually
master this Whenever a player uses a breathing
technique. Thusly technique they cover all tiles they pass in a
these users are noted misty veil. Mist breathers can in turn hide
in these misty veils for doubled AC bonus.
for their sense of These veils disappear after an encounter
isolation and ends.
reclusivity.
Style Requirements
Sense | None
Feats | None
Weapons | Nichirin Katana

33
Breath of
Serpent
The swordsman rotates and
releases a circular slash in
1 Winding Serpent Slash front of them
The swordsman dashes
behind the opponent and
strikes at the neck.
Venom Fangs Narrow Regenerating stamina equal to
Serpent breathing is 2 Head the damage dealt.

well known for its The swordsman coils their


sword around the neck or
quick and slithery appendage and slices with
3 Coil Choke high accuracy.
movements, one of The swordsman leaps forward

the most notorious and slashes horizontally at the


target whilst flying toward
for decapitating. 4 Twin-Headed Reptile them.
The swordsman, using their
Users practice quick bending sword, curves it right
to left at incredible speeds.
and nimble This technique is capable of
decapitating multiple targets at
movements to most 5 Slithering Serpent once.

easily find the neck,


striking quickly with
snake-like speed. Special Ability | Loose Form
Snake breathers are
most known for Serpent breathers cannot suffer the
their odd behavior, disadvantages from any difficult terrain,
grapples, or restrictions made to slow or
socially outcasting stop them. Any attempt made by a demon to
themselves from impose these disadvantages allows the user
large groups. to freely react with an attack or dodge.
Style Requirements
Sense | None
Feats | None
Weapons | Nichirin Twisted Katana

34
Breath of The swordsman slams both blades together in front of

Sound 1 Roar
Ballad of Broken
themselves causing a massive explosion and dealing
massive damage.
The swordsman slices around them in a circular rotation
2 Bows slicing anything within a 10 foot radius around them.
The slayer slashes quickly and retracts their sword with
Prelude of a their chain in a whip like motion that immediately slices
Sound breathing is, 3 Nightmare the target.

while insanely the slayers blades move in a blur of motion, creating a


symphony of slicing sounds as they unleashes a barrage
difficult to train and Constant
of rapid and relentless slashes. Each strike reverberates
with a deafening intensity, creating shockwaves that
master, one of the Resounding shatter the air around them and leave their opponents
4 Slashes disoriented.
most beautiful forms The Slayer's blades become an extension of their body as

to use. Users they fluidly maneuver. The metal chains connecting the
blades vibrate with a musical rhythm, producing resonant
practice mad swings 5
String
Performance
tones that enhance the Slayer's movements and strikes.
Their attacks are like a symphony of harmonious strikes.
with precisely The Slayer's blades move in a solemn and measured
manner, slicing through everything within 15ft around the
calculated swings, as slayer. Each strike carries a somber tone, producing
mournful echoes that reverberate through the battlefield.
well as the art of The Slayer's movements are graceful yet powerful, as

combat explosives… 6 Requiem


they channel their grief and determination into their
attacks.
Users are noted for
having absolutely
Special Ability | Battle Score
wild personalities
with keen intellect When a player enters combat they roll a
for the arts. 1d4 for every rank of the demon theyʼre
fighting and remove points equal to their
Style Requirements
Intelligence. The final number is converted
Sense | Hearing to rounds and the player has disadvantage
Feats | Flexibility on attack and damage rolls until their
Weapons | numbered rounds are up. After those
Nichirin Dual Chainsword rounds are up they gain advantage on all
attack rolls and damage rolls made.

35
Breath of
Insect The swordsman jumps forwards
towards the opponent, stinging them
multiple times with the blade to inject
1 Butterfly Dance: Caprice poison.
The swordsman dashes at the target
Insect breathing is with incredible speed and delivers a

somewhat 2
Dance of The Bee Sting: single thrust strengthened by the
True Flutter momentum to inject the poison.
controversial for its A six-strike-based attack where the
user attacks the target in six different
unorthodox slaying areas of the body in order to inject
lethal poison in each area, increasing
methods and thusly Dance of The Dragonfly: the chances of them succumbing to the
3 Compound Eye Hexagon poison.
has very The swordsman runs at full speed in a
uncommonly weak zigzag pattern to generate enough
momentum, creating a powerful single
swings. Though this thrust that simultaneously injects
poison into the intended victim. The
is true the stabs of blinding speed and erratic pattern also
serve to throw the opponent into
insect users are Dance of The Centipede: confusion and create an appropriate

insanely powerful as
4 Hundred-Legged Zigzag opening.

they practice thrusts


and jabs extensively. Special Ability | Squash Underfoot
Users of insect
breathing are Attacks made against poisoned targets has
advantage to hit as well as on damage.
considered some of Checks to dodge made against targets who
the most cold and are poisoned are also doubled.
calculating of all the
corps swordsman.

Style Requirements
Sense | None
Feats | None
Weapons | Nichirin Needlepoint

36
Breath of
Love The swordsman dashes forward with a series of
1 Shivers of First Love slashes.
The swordsman sends out an extended
2 Love Pangs whipping slash.
Those who witness The swordsman leaps and unleashes a series of
love breathing may 3 Catlove Shower ranged arced attacks in quick succession.
The swordsman spins their whip sword in a
not be surprise to Broken Heart circular motion, deflecting all incoming attacks
4 Reclusion and dealing area of effect to all targets.
feel their heart skip The swordsman somersaults backward through
a beat. The swings of Swaying Love -
the air, creating a long whiplike string of attacks,
before coiling her sword around her opponent's
their whip blade 5 Wildclaw neck.
The swordsman twirls upside-down and creates
carry an Cat-Legged Winds a helical slash with their sword, deflecting
6 of Love incoming attacks.
astronomical The user uses their long sword whip to grapple
amount of force as or take hold of something at the swords
maximum distance, from here they can choose
well as love, to either hold or pull backward or decapitate their
7 Long Distance Love target.
effortlessly
careening through
the air like metal
Special Ability | Lovely Swings
ribbons. Users are
noted for a godly All attacks made to against targets activate a
amount of strength cleaving sphere around the player for their
as well as warmth. attack range surrounding them. This does
not affect allies, meaning Breath of Love
Style Requirements users are not capable of accidental friendly
Sense | None fire with their weapons.
Feats | 8 Fold Muscles,
Flexible Body
Weapons | Nichirin Whip
Blade

37
Breath of
Beast 1 First Fang: Pierce
The user stabs the target's neck with both
blades.
Second Fang: Rip A double slash with the users two blades in both
2 and Tear diagonals (like an X)

Beast breathing is a 3 Third Fang: Devour


Simultaneous horizontal slashes towards the
target's throat.
wild, crass and Fourth Fang: Slice A multiple diagonal double slashes with both
4 'n' Dice swords.
incredibly Fifth Fang: Crazy A technique which slices everything in all

dangerous form to 5 Cutting directions.


Sixth Fang: Palisade A simultaneous decapitation with the users two
not only will but 6 Bite swords from both directions.
Seventh Form: The user can identify the position of enemies by
simply witness. 7 Spatial Awareness feeling small disturbances in the air.

Users practice Eighth Fang:


The user charges towards their opponent while
dual wielding, then they swings their blades to
intense swings, 8 Explosive Rush decapitate the target.
Ninth Fang:
careless jabs and Extending Bendy Inosuke dislocates the joints of his arm to
9 Slash increase the range of his attack.
treacherous cleaves. Tenth Fang: Whirling The user spins their swords in a circular motion,
Users of this style 10 Fangs deflecting enemy attacks.

are noted for being


insane.
Special Ability | Dislocation
Style Requirements
Sense | Touch If a demon attempts to react away from an
Feats | Flexible Body attack, the player can choose to dislocate an
Weapons | arm to ensure their attack does hit. This
Nichirin Serrated Blades does require them to push it back into place
the following turn as their action.

38
Breathing Techniques
(Module)

39
Breath of
The Ocean Ocean 1 Sea of Swords

Ocean 2 Sorrowful Carp Leap

Ocean breathing is a Ocean 3 Breach


somewhat new form
of slaying, invented Ocean 4 Windborne Manta, Graceful flock

recently. Users of
this form find they Ocean 5 Tearful Skerry Blockade

are at their best not


Ocean 6 Surfacing Ama Diver
on land but in fact,
in the water. The
Ocean 7 Crash of the Umibozu
users practice odd
sword movements
that seem to swim
Special Ability | Sea Legs
through the air.
Users or… The While on land, players find their breathing
user… Is odd, forms deal halved damage. However when
carefree and engaged in combat while also in water
players find their damage dealing 1.5x the
unchained by any normal damage rate.
responsibility.

Style Requirements
Sense | None
Feats | Flexible Body
Weapons | Nichirin Katana

40
Breath of
The West West
West
1
2
Quick Draw of the fleet footed
Mercurial Dust Devil
West 3 Trailblazing Ox Tracks
.Western Breathing is West 4 Riverside Gold Panning
West 5 Night Flying' Blue Whistler
still yet unknown,
West 6 Horn clipper of the Charging Bull
itʼs masterʼs too
West 7 Greeting the Bone Orchard
unique in their
West 8 Vermillion Crowbait
practices to decipher West 9 Steel Rot Thunderation
what is perfection of West 10 Lambasting the Faithless
its forms and what is West 11 Gravel Chewin Choir, Last Call
unique to the two West 12 Standing Death
slayers. Users of this West 13 House of the Rising Sun.
form carry
themselves surely
Special Ability | Six-Shooter
and act only in
perfect confidence. Everytime players make an attack
The users practice with a breathing form they may
perfect single strike also fire a pistol as a bonus attack.
attacks followed by These shots, like breathing forms
quick gun are a guaranteed hit unless dodged.
movement unique to
each individual.
Style Requirements
Sense | None
Feats | Strong Body
Weapons | Nichirin Katana,
Pistol sidearm

41
Building Your Own Stamina to Distance Ratio Slayers with
ranged
Breathing Forms 5ft / Melee -3 Nichirin
weapons that
As basic nichirin swords 10ft already have
1 range such as
deal a base 1d6 at melee
range, breathing forms the Maul,
15ft 2
should go beyond that as a Whip or
baseline. Building forms Chain Blade,
should take into account the 20ft 3 do not use
damage, the distance and stamina up to
any underlying affects such 25ft
as if itʼs unavoidable or if its
4 their weapons
base range.
a straight through attack.
Some effects may be 30ft 5
changed or reversed in
some cases, in which cost
varies.
Stamina to Effect Ratio
Stamina to Damage Ratio Often Limited to 1 effect per form.
1d6 Straight
-1 *Must move in 1 direction -3
1d8 0 Charge Time
*Requires 1 round to charge -5
**Being attacked interrupts charge
1d10 1
Ranged
1d12 2 *Can be used from Melee range to 3
allowed distance
2d8 3 Regenerator
*Regenerates Stamina 3
3d6 5 Deflector / Negator
*Removes incoming damage 4
1d20 6
Affliction
*Causes Status Affect 3
3d8 9
Chaser
4d8 12 *Cannot be reacted or dodged away 3
Cleave
2d20 13 *Hits any enemies within range 2
3d20 16 42
Demonification Class

43
Demonification
Demonification is only for those who can stomach the taste of demon flesh.
Starting with a required Constitution bonus, players are able to practice Repeated
Action as a means of boosting their strength to help battle. A change in
equipment offers a completely new style of gameplay.

Main Features of the Demonification Playstyle


❖ Demonification users start with both
➢ Trench Gun (2d8+Finesse)
➢ Wakizashi (1d4+Force)
❖ Demonification users now use “Repeated Action” as their scaling battle
mechanic, building strength with each and every melee attack made.
❖ Demonifications gain usage of “Demon Blood Points” in order to acquire
abnormal strength and speed.
❖ Demonification users must constantly be aware of their Demon to Human
blood ratio in order to not be overcome by demonic power and turn
inhuman.

Repeated Action is an attack roll that is used over and over that Increases with
sequential attacks. Every round Repeated Action Is used increases the base
damage by +1, this bonus also stacks with the user's Force.

Replacing Stamina increases is natural for demonification users when they rank
up, rather than receiving more stamina every rank demonification users alter
between gaining another bonus +1 to repeated action and gaining +2 to every
piece of demon flesh consumed.

Mizunoe Kanoto Kanoe Tsuchinoto Tsuchinoe Hinoto Hinoe Kinoto Kinoe

R.E R.E R.E R.E


BDP +2 BDP +4 BDP +4 BDP +6 BDP +8
+2 +3 +4 +5
44
Demonification Medicine

Demonization slowly turns the user


There is Medicine purchasable only at Estates
into a full on demon and reaching the
accessible that helps with this problem.
limit you transform fully and lose
Demonization Medicine works in two specific ways
control of your character.
Actively Reduces
Demonization Active Demonization accumulation
The Demonization limit for any
Medicine by ½ during battle, ending
swordsman can be calculated by:
10+(BASE FORTITUDE) after combat ends.

Demonization points are reset after a Reduces Current


Demonization Repair
long rest, you may also -2 from your Demonization by half.
current amount every hour. Medicine

Demonification: Demon Healing


After a demon's flesh is parted from its body the user may eat a
piece of flesh and gain Demon Points that depend on the demonʼs
ranking. To roll healing with Demon Healing the user uses the
relevant rank of the highest demon last consumed.

Demon Blood Points per Rank Demon Healing by Ranks

Low Rank - 1d4 BDP Low Rank - 1d10 Health

High Ranking - 2d4 BDP High Ranking - 2d10 Health

Lower Moon Disciple - 1d10 BDP Lower Moon Disciple - 1d20 Health

Lower Moon - 2d6 BDP Lower Moon - 1d20 Health

Upper Moon Disciple - 3d6 BDP Upper Moon Disciple - 1d100 Health
Upper Moon - 1d20 BDP
Upper Moon - 1d100 Health
45
Demonification Points
Using Demonification Points in Combat

Demoni-
MOVE NAME MOVE DESCRIPTION COST zation

Demon Strength Gain Force equal to the demon being fought. 3 1

Demon Speed Gain Speed equal to the demon being fought. 3 1

Demon Healing Heal equal to the rank of the demon. 4 2

Limb
Recover one limb lost during battle. 6 2
Regeneration

Blood Demon Art


Use a small scale version of the Demons BDA. 6 3
-Small

Blood Demon Art


Use target demons full scale BDA. 10 4
-Large

Moves learned from Special Slayer Corp Training.

Constant Limb 1 per


A slow constant regeneration of lost limbs. 0
Reg. round

Stores a demon art previously used for


Store Demon Art 10 5
another use in a different battle.

Remove all demonization points, set health to -Max


Expel 0
half current value. Value
Basic Slayer Capabilities
Recovery Breathing is an action that can be taken during a
round that allows a player to recover (depending on rank)
1d8 per rank of Stamina. You cannot do it while using Total
Concentration Breathing.

Basic Attacks - A simple, no stamina cost attack that uses your


nichirin weapons base damage. These attacks use a base (1d20 +
Finesse) roll against an enemies AC to hit.

Total Concentration Breathing - It costs 1 stamina per round to


keep active and allows you to use technique forms. This stamina
cost must be removed at the start of every round.
Players can ignore this cost once they learn Total Concentration
Breathing Constant.

Dodging - When being targeted for an attack, a player can


forego using a reaction point and risk losing their turn for a
finesse based dodge. If the dodge succeeds the player can
move anywhere within 3 spaces and take no damage from
the attack. if they fail they must receive all damage
attempted to dodge.

Reaction Points - usage allows the player to ignore all damage


from an incoming attack and move their full walking distance in
that instant, removing a reaction point from their counter. At first
level players can use [Dodge] reaction but may learn more later
on.
Reaction Points cannot be refilled until a resting
Short Rest (4 hours): Regain ½ Reaction Points
Long Rest (8 hours): Regain All Reaction Points

Other abilities gained later may allow you to use a reaction point
to
● Attack out of Turn
● Cover an ally for damage
● Recover Stamina

Players can choose to either use 1 point, per type of react action
they have. These may alter how the react works.

47
React Point Usages
*Players start with Dodge React

Dodge React Attack React Quick Draw React

1 Using 1 Point(s) will 1 Using 1 Point(s) will 1 Using 1 Point(s) will


automatically dodge any allow an attack even out allow a player to switch
1 incoming attack. of turn, whenever used. weapons without taking
an action.
2 Using 2 Points will allow 2 Using 2 Points will
you to pull any one (1) guarantee a hit, even if 2 Using 2 Points will allow
target along with you. the enemy uses a dodge you to attack with said
point. weapon and swap back
to your previous weapon.

Medical React Heal React

1 Using 1 Point(s) 1 Using 1 Point(s)


automatically succeeds a automatically roll to heal
medicine check or equal to the highest rank
activates a healing item of demon blood
upon a target consumed

2 Using 2 Points will allow 2 Using 2 Points will heal


players to heal the similarly to one point
maximum amount from usage, though it wonʼt be
a healing item OR rolled as the healing will
automatically succeed a be the maximum
medicine check. amount allowed by the
die.

*Demonification Only

48
Human Capabilities

49
Basic Attacks
Blades
Unarmed
Nichirin Blade - Standard | 1d6 |
Unarmed | 1d4+Force |
*Range 5ft
*Range for any unarmed attack is 5ft
Nichirin Blade - Twisted | 1d8 |
*Range 5ft
Nichirin Blade - Wakizashi | 1d4 | Basic attacks unlike breathing
*Range 5ft forms do not automatically hit and
Nichirin Blade - Needlepoint | 1d4 | must roll to hit using a d20 and land
*Range 5ft *Automatically coats itself with on or higher than their targets AC.
poison each time the blade is sheathed.
These d20 rolls are accompanied by a
Nichirin Blade - Serrated | 2d6 |
force or finesse bonus. Players gain
*Range 5ft
bonus damage equal to their Raw
Nichirin Blade - Maul | 1d12 |
Power derived stat. Basic attacks do
*Range 30ft
not cost any stamina.
Nichirin Blade - Whip | 1d10 |
*Range 30ft Be advised, though the damage

Nichirin Dual Chainsword | 2d10 | of a basic attack seems rather weak in

*Range 10ft comparison to breathing techniques,


basic attacks can instantly kill a fully

Firearms grown human.


Firearms require a finesse check
Pistol | (1d8) |
against a targets AC, though when
*Range 150ft
targeting objects it uses accuracy
Rifle | (1d12) |
*Range 300ft instead. During combat firearms add

Trench | (3d6) | their accuracy into their damage.

*Range 50ft 50
Leveling Up

51
Ranking up happens anytime the corps believes you have attained a
new level of skill worthy of a title change. This can be set to happen
after x amount of missions or whenever a truly challenging enemy
has been felled.

STARTER RANK
|1| Mizunoto All starter abilities and stats.

+1 to a Base
|2| Mizunoe Stat
+3 Health +1 Slot to Study +5 Stamina

+3 Damage
+1 to a Base
|3| Kanoto Stat
+3 Health with Nichirin +5 Stamina
Sword

+1 to a Base
|4| Kanoe Stat
+3 Health +1 Slot to Study +5 Stamina

+1 to a Base Nichirin blades


|5| Tsuchinoto Stat
+3 Health
do 2d6
+5 Stamina

+1 to a Base
|6| Tsuchinoe Stat
+3 Health +1 Slot to Study +5 Stamina

+1 to a Base Nichirin blades


|7| Hinoto Stat
+3 Health
do 3d6
+5 Stamina

+1 to a Base +1 Slot to Study


|8| Hinoe Stat
+3 Health +5 Stamina

+1 to a Base Nichirin blades


|9| Kinoto Stat
+3 Health
do 4d6
+5 Stamina

+1 to a Base
|10| Kinoe Stat
+3 Health +1 Slot to Study +5 Stamina

All forms get +1 52


|11| Hashira +10 Reactions +3 Health
to damage die
+15 Stamina
Rank Up Skills
When a player ranks up, you may notice they gain a +1 to

their “study slots” a noticeable part of the second page of the

character sheet. These “study slots” are actually abilities or

actions players can choose to study and add to their arsenal.

When a player gains a study slot they may run over to whatever

list of studiable skills and take their pick. Each skill will be tied to

a certain amount of missions numbered by difficulty level, level

being how long it will take for a player to practice, in missions,

until players are able to actually utilize their abilities.

Superior Skills
Along with these fantastic abilities, skills and additions are

notable abilities of, long ingrained in demon slaying. These

“superior” skills act more as a milestone for the players masteries

of breathing techniques and total concentration breathing. These

abilities appear on a players sheet after meeting the prerequisite

skill requirements. Players are encouraged to explain or roleplay

their training sessions for these skills and elaborate on the

struggles and trials faced during training. These also allow

players to add new features to their character to show growth.

53
Rank Up Skills
(Other Methods to Gaining Rank Up Skills)

Players gain rank up skills upon Moon Slaying

leveling up, though it isnʼt the only Another great method to gain

method to gaining rank up skills or free study slots is challenging and

learning new abilities. defeating demons of incredible

Hashira Training power. If players are able to slay moon

There will, on occasion during level demons without the help of

sessions and missions, situations others, the player then gains a free

where players not only meet but undetermined study slot. This is true

interact with Hashira or Pillars for Lower Moon Disciple, Lower

depending on which term you prefer. Moon, Upper Moon Disciple and

Hashira have the ability to impart Upper Moon ranked demons. This

knowledge onto the younger slayers study slot can freely be chosen

and even help train them. When a afterward.

Hashira offers a slayer training, it is

essentially a free ability to learn and

add your arsenal, though you do not

get to pick the skill itself.

54
Rank Up Skills List

Difficulty Level: 1 Drivers License:


Effect: When driving, players no
Health Increase:
longer require checks while driving, unless
Effect: Increase Base Health by +10.
facing hazards.
This skill can only be taken one time.
Poison Practitioner:
Stamina Training:
Effect: Players can create basic poison
Effect: Increase Base Stamina by +15.
and poison cures without needing a check.
This skill can only be taken one time.
Both Poison Cultivation Kit and Demon
Form Damage Increase:
Poison Remedy Kit still required.
Effect: All breathing style forms
Supersensory Level Up: [ 2nd Level | 3rd
known gain a damage die.
Level ]
This skill can only be taken one time.
Effect: Level up Superhuman Sense to
Start a Secondary Breathing Style:
the next level.
Effect: Begin training a new style of
demon slaying. Add 1 new form after every
completed mission until the style is fully
mastered.
Dual Wielding:
Effect: Gain the ability to dual wield
weapons when fighting without causing any
disadvantages.
Cardio Training:
Effects: Gain an extra 15 ft of
movement speed during rounds in combat.

55
Rank Up Skills List

Difficulty Level: 2 Difficulty Level: 3


Attack Training: Flexibility Training:
Effect: Gain the ability to Attack with reaction Effect: Refer to Superhuman Feats
points. Base Stat Increase:
Quick Draw Training: Effect: Increase base stats with a
Effect: Gain the ability to switch weapons pool of 2 new points
with reaction points.
Medical Training:
Effect: Gain the ability to apply medical Demonification Only:
equipment with reaction points.
Perfect Handling:
Demon Cultured Palate: Difficulty Level: 3
Effect: Basic attacks with your melee weapon
Effect: Demonification users gain a
automatically succeed.
die more of Blood Demon Points per piece
Hand to Hand Combat Training:
of demon flesh eaten.
Effect: Unarmed attacks deal 1d6+Force base
Healing Training: Difficulty Level: 1
damage instead of 1d4+force.
Effect: Demonification users learn to
Sniper Training:
use their healing skill using reaction points
Effect: Rifles with scopes gain advantage to
damage rolls.
Firearm Training:
Effect: Attacks with firearms automatically
succeed.

56
Total Concentration
Breathing: Constant
Total Concentration Breathing is a breathing technique which involves
expanding one's lungs to intake as much air as possible, accelerating one's
blood flow and heartbeat while increasing their inner body temperature. The
training of which for this is rigorous, painful and requires incredible
diligence.

Prerequisite: Reached Rank Kanoto OR 1 Lower Moon / LM:Disciple Slayed


After reaching one of these prerequisites players can practice and add this
skill to their list of abilities.

Effects of Mastering Total Concentration Breathing: Constant


● Concentration Breathing no longer cost stamina to maintain
● Swordsman now add their base numbers to damage rolls, instead of
adding modifiers.
● Players gain +8 stamina per rank up instead of +5.
● Players automatically stop bleeding when they use Recovery Breathing.

Training Flavor text


During training for Constant

Your swordsman…
Struggled… Performed Well… Excelled…

0pts 1pt 2pts

They perfected…
Running for Miles… Breathing in Sleep… Exploding Jugs…

0pts 1pt 2pts

And after training they gained…


A more fit body… A new feature… New clothing…

0pts 1pt 2pts


57
Marked Form
The “mark” in “marked form” refers commonly to the marking that
appears on the face or another visible location of the body of Demon Slayers.
Each Demon Slayer possesses a unique pattern to their Mark which appear to
be based on the Breathing Style they utilize, usually signaling a great shift in
power for all to see. Entering this state of being is akin to entering an
adrenaline spike state.

Prerequisite: Reach Tsuchinoe

Effects of entering Marked Form


● All damage dealt 1.5x damage rolled
● Recovery Breathing recovers 2x the normal amount of stamina

Training Flavor text


When manifesting your mark

Your mark appears…


On your body On your arms On your face

0pts 1pt 2pts

Your mark is…


Small Medium Large

0pts 1pt 2pts

And after training they gained…


A more fit body… A new feature… New clothing…

0pts 1pt 2pts

58
See-Through World
Summary

Prerequisite: Reaching Hinoe

Effects of seeing the See-Through World


● All non-breathing techniques are instant criticals if they succeed
● Breathing checks now make rolls, breathing forms that succeed in
meeting or beating the demons AC causes 1.5x damage with their
damage die.

Training Flavor text


When activating the see-through world

Your eyes…
Grow wider Sharpen Change color

0pts 1pt 2pts

The world around you…


Becomes quiet Slows down Freezes

0pts 1pt 2pts

Your mind
Clears of all thoughts Reaches a zenith Feels the weight of
the world

0pts 1pt 2pts


59
Red Blade
Summary

Prerequisite: Kinoe

Effects of gaining a Red Blade


● Demons are incapable of healing for any turn struck with a red blade

Training Flavor text


W

0pts 1pt 2pts

0pts 1pt 2pts

0pts 1pt 2pts

60
Tools and Item Use

61
Nichirin Weapons
Nichirin Blade - Standard | 1d6 | The
standard Nichirin Blade is a long sword with
a sharp, curved blade that can be used to
deliver devastating slashes and cuts to
demons. The blade is made of a special metal
that absorbs heavy amounts of sunlight
during its formation, allowing the blade to
damage a demon's body and even kill them.
The hilt of the blade is wrapped in a
comfortable grip, with a circular guard at the
base to protect the user's hand. This is the
standard weapon used by the demon slayers.

Nichirin Blade - Wakizashi | 1d4 | The wakizashi


is a shorter version of the standard Nichirin
Blade, with a blade length of about half that of
the standard blade. It is designed for use in close
quarters combat or as a secondary weapon. The
blade is still made of the same special metal that
reacts to demon blood, and is sharp enough to
deliver lethal cuts to demons. The hilt of the
wakizashi is also wrapped in a comfortable grip,
and it comes with a circular guard at the base to
protect the user's hand.

62
Nichirin Weapons (2)
Restricted to: Users of Insect Breathing
Nichirin Blade - Needlepoint | 1d4 | The Needlepoint
Nichirin Blade is a weapon of deadly precision. Its
thin blade, lavender-blue in color, features a
needle-like tip that can deliver a lethal strike. The
scabbard of the blade is specially designed to store
poison, which can be administered through the
needlepoint to deliver a potent venom to demons
during combat. It requires skill and precision to
wield this blade effectively, making it a powerful
weapon in the hands of a skilled demon slayer.
Needlepoint scabbards also contain a large amount of
the slayers chosen poison, automatically coating the
blade everytime it is sheathed.

Restricted to: Users of Stone Breathing


Nichirin Blade - Maul | 1d12 | The Maul
Nichirin Blade is a fearsome weapon,
consisting of a spiked flail and a battle
axe connected by a long chain. Its dull
gray color belies the immense power that
it holds. The maul and axe are incredibly
heavy, requiring a great deal of strength
to wield effectively. With its devastating
impact and crushing power, the Maul
Nichirin Blade is a formidable weapon in
the hands of a skilled demon slayer,
capable of dealing devastating blows to
demons in battle.
63
Nichirin Weapons (3)
Restricted to: Users of Beast Breathing
Nichirin Blade - Serrated | 2d6 | The Serrated
Nichirin Blades are a formidable pair of weapons,
each consisting of a standard-sized Nichirin katanas
with a unique twist. The blades are chipped with
numerous gashes along the edge, giving them a
serrated appearance that is both menacing and
deadly. The indigo-gray color of the blades lets
others know this slayer isnʼt to be trifled with.
Notably, these blades lack a handguard, allowing for
quick and agile movements in combat, but also
requiring exceptional skill and precision to wield
effectively. In the hands of a skilled demon slayer,
the Serrated Nichirin Blades can carve through
demons with brutal efficiency.

Restricted to: Users of Love Breathing


Nichirin Blade - Whip | 1d10| The Nichirin Whip
Blade is a unique and versatile weapon in the
game, resembling a long, flexible whip-like sword.
Its distinctive pink color is eye-catching and adds a
touch of elegance to its deadly form. However,
unlike traditional swords, the Nichirin Whip Blade
must be wrapped in its sheath rather than
sheathed normally, due to its flexible nature. This
allows for swift and fluid movements, making it a
formidable weapon in the hands of a skilled
demon slayer.

64
Nichirin Weapons (4)
Restricted to: Users of Sound Breathing
Nichirin Blade - Dual Chainsword | 2d10 | The
Nichirin Dual Chainswords are a unique pair of
hulking metal. These amber colored blades of
nichirin are both several feet in length and
require immense strength not only to swing but
to spin and throw. Unlike traditional swords, the
Nichirin Dual Blades must be wrapped in cloth
rather than sheathed normally, due to its massive
stature. This allows for swift drawing of them.
These blades have extended range up to a full 5ft
from their base swings.

Restricted to: Users of Serpent Breathing


Nichirin Blade - Twisted Blade
| 1d8 | The Twisted Blade is a mesmerizing
katana with a distinctive curvy, winding
Nichirin sword, bathed in a captivating
lavender hue. Its blade swerves and strikes
with a snake-like vigor, reflecting the courage
and determination of its wielder. The sheath,
equally unconventional, mimics the fluidity of
the blade, creating a harmonious and
eye-catching set. With this remarkable blade
in hand, serpent breathers find slaying far
easier.

65
Firearms
Firing: Firearm - Pistol | A standard-issue

Buying Firearms: sidearm for military and police use, this

Reloading Firearms: pistol fires a 9mm cartridge and is a

Customizing Firearms: reliable choice for those looking for a

balance of accuracy and stopping power.

Range: 60 ft (1d8+Accuracy)

Mauser C96 A semi-automatic

pistol that fires 7.63x25mm Mauser

rounds, featuring a distinctive

broomhandle grip and detachable

magazine. (10 rounds)

Nambu Type 14 - A Japanese

semi-automatic pistol that fires 8mm

Nambu rounds, known for its smooth

action and simple design. (8 rounds)

Colt M1911 - An American

semi-automatic pistol that fires .45 ACP

rounds, widely regarded for its reliability

and stopping power. (7 rounds)

66
Firearm Modifications Firearm - Rifle | A bolt-action rifle

Silencer: chambered in .30-06, this weapon is ideal

Extended Magazine: for long-range engagements where

precision and accuracy are key.


Scope:
Range: 120 ft (1d12+Accuracy)
Bayonet:
Type 38 Arisaka - This bolt-action
Stock:
rifle is the standard issue firearm for

demon slayers in the Taisho era, featuring

a 6.5mm caliber, a five-round internal

magazine, and a bayonet lug for melee

combat. It's known for its reliability,

accuracy, and durability. (5 rounds)

Winchester Model 1895 - This

lever-action rifle, chambered in .30-06

Springfield, is a favorite among demon

slayers for its rapid-fire capability,

ruggedness, and versatility. (4 rounds)

Mauser Karabiner 98k - This

bolt-action rifle, chambered in 7.92x57mm

Mauser, is a powerful and accurate

weapon known for its long-range

capabilities and reliability. (5 rounds) 67


Ammunition
Ammunition
Standard - Pistol Ammunition: This is a basic
lead bullet that is commonly used for pistols,
it offers good accuracy and decent
penetration. (Standard Pistol Damage)

Hollow Point - Pistol Ammunition: This


ammunition has a hollowed-out tip that
expands upon impact, causing severe damage
to soft tissue and organs.
(Adds +3 Damage to Pistols)

Standard - Trench Gun Ammunition: This is a


basic shotgun shell with small pellets, it is
useful for medium-range engagements and
offers decent spread.
(Standard Trench Gun damage)

Dragons Breath - Trench Gun Ammunition:


This shotgun shell has a magnesium-based
compound that ignites on impact and creates
a flash of fire, making it ideal for taking down
groups of enemies.
(Adds a stunning effect to Trench Gun damage)

Standard - Rifle Ammunition: This is a basic


lead bullet that is commonly used for rifles, it
offers good accuracy and decent penetration.
(Standard Rifle Damage)
68
Non-Conventional Weapons
Grenades
Type-97 Grenades: 20 Damage
US MK2 Grenades: 25
Molotov Cocktail: 1d8 per round (15 foot
radius)

Artillery

After-Effect Projectiles
Throwing Bombs: These small, handheld
explosives are a common tool for the demon
slayer corps. These bombs can be thrown as
a bonus action before a strike and require a
finesse check to actually ignite.
(1d4 to 10d4)
*Whenever bombs are used roll a 1d10 and
add your base finesse to determine the
amount of 1d4 damage rolls

Wisteria Kunai: A specialized weapon used


by demon slayers, this kunai is infused with
wisteria poison that can prove deadly to
demons. Its sharp point and balanced weight
make it a versatile tool for both
close-quarters combat and throwing.
(1d6
*Inflicts Weakening Poison on a target causing
69
-1 to FORCE and FINESSE.)
Simple Projectiles &
Applying Poisoning
Projectiles Using Simple Projectiles
Crossbow: A compact and deadly weapon To use these weapons as well as affect
favored by hunters and assassins, the projectiles in combat, players can use
crossbow fires bolts with significant force, Finesse to throw them or launch them,
offering a swift and lethal attack against adding their accuracy in the damage roll.
targets. Range: 60 ft [1d12 + Accuracy]

Bow: A classic weapon used by skilled


archers, the bow is a versatile tool that
Applying Poison
launches arrows with accuracy and power,
allowing the wielder to strike foes from a Poisoning is a common practice of

distance. Range: 40 ft [1d8 + Accuracy] members of the corps. The act includes
coating a weapon of any kind in corps issue

Kunai: A versatile tool for both combat and liquid wisteria poison. Applying poison

utility purposes, the kunai is a dagger-like requires an action to do and can be done to

weapon that can be thrown with accuracy almost any weapon that has a blade or tip.

or used in hand-to-hand combat for Poisons come in one of two forms at the

slashing and stabbing attacks. basic level.

Range: 5ft x Force [1d6 + Accuracy] Weakening Poison: Removes an entire level
off of every base stat of the poisoned target

Shuriken: A nimble and stealthy weapon, demon.

the shuriken are small, star-shaped Damaging Poison: Deals a d10 of damage

projectiles that can be thrown or used in every round of combat the target demon is

close combat to deliver quick and precise poisoned.

strikes. Range: 30 ft [1d4 + Accuracy]

70
Poison and Cultivation
Corps Issued Wisteria Poison Cultivation
Corps issued Wisteria Poison | Weakening - Poison Cultivation Kit | This kit includes all the
This poison is derived from the wisteria plant necessary materials for creating various poisons,
and mixed with other natural ingredients to such as vials of different chemicals, a set of scales,
create a potent toxin. When applied to a blade, and a mortar and pestle. It also comes with a detailed
it causes a mild burning sensation on contact manual on how to properly mix and handle the
with demon flesh and enters their bloodstream, substances safely.
weakening them over time Requires science check.
Poison Effect:. -1 to a demon's Force and Finesse
every round a demon has been infected.
Demon Poison Remedy Kit | This kit is designed to
Corps Issued Wisteria Poison | Damaging help cure those affected by demon poisons. It
Poison - This potent poison is created using the includes various antidotes and medicinal herbs, as
same natural ingredients as the weak strength well as a set of needles and thread for closing
variant, but with a higher concentration of wounds. It also comes with a small manual with
wisteria extract. When applied to a blade, it detailed instructions on how to use each item in the
quickly spreads through the demon's kit to cure specific types of demon poison.
bloodstream, causing intense pain and Requires medicine check.
debilitating their movements as they take
damage each turn.
Poison Effect: -10% health every round to any
demon infected with the poison.
**Does not affect moon level demons

Stacking Poison
Poisoning a demon for some slayers is only the beginning. Poisons of all kinds can
stack on a demon until theyʼre cleansed, dealing stacking amounts of damage or
negative effects every single round the demon is hit with another dose. 71
Crafting
Crafting is a unique ability where, if the right
components are found, a new item can be
created. Using these items and the abilities
these items are given are completely up to
the discretion of the DM.
# of Components. Difficulty.
For Ex. A player creates a molotov cocktail 1 4
out of a (Sake Bottle) and (Cloth) using a
2 6
smarts check with a check of 6 due to two
components. The DM advises that the 3 8
molotovs are capable of being thrown with a
4 10
distance equal to force and explode dealing
3d8 damage and setting things ablaze.
5 12

6 14
When doing a crafting check, a specific
amount of components are required before
the crafting can take place. The difficulty of
the craft is completely based on the number
of components, the larger the amount of
components the harder the check will be.

72
Medical Attention
This small guide is how to determine the wound threshold of certain
attacks, the higher the damage the worse the wound.

Physical Wound Types


Smaller Wound - 1-7 Damage
Smaller cuts, scrapes or bruises
Laceration - 8-12 Damage
Large deep cuts, internal bleeding
Grievous Wounds - 13-20 Damage
Shattered or broken bones.
Near-Fatal Wounds - 20+ Damage
Lost limbs or Pierced organs

Starting at Grevious wounds, players stop being able to healing up to full

health. Receiving a Grievous or Near-Fatal wound removes 10% of a

players total health until they receive the medical aid of a surgeon or

doctor. There are several types of medical aid supplies available at

multiple different locations and shops, including general stores and

doctors offices. Players who receive Grievous wounds or Near-Fatal

wounds need to find a location with a doctor where they can receive

medical treatment. Once at aforementioned locations players can speak

to kakushi or regular doctors who will perform healing treatments and

even perform surgeries. When close enough to these locations players

may also reach these doctors over the radio to summon them, though

they may take time to travel to the desired location and will be without

most tools theyʼd need for more intensive care. 73


Medical Equipment
First Aid

Bandage [1d4 + Medicine]: A roll of sterile bandage used


to wrap around minor cuts and scrapes to prevent
further bleeding. Heals 1d4 points of damage.

Wrapping [1d8 + Medicine]: A thick cloth bandage used


to wrap around larger wounds and cuts to promote
healing. Heals 1d8 points of damage.

Splint [Stabilizes Broken Bones]: A rigid support used to


keep broken bones stabilized until they can be properly
treated. Does not heal any damage, but prevents further
damage from being inflicted.

First Aid Kit [1d20 + Medicine]: A comprehensive kit


containing various medical supplies and equipment for
treating a range of injuries and ailments. Heals 1d20
points of damage.

Surgical Equipment [Full Heal]: A specialized set of


medical equipment used to perform surgery and other
advanced medical procedures. Can heal all damage and
restore a character to full health. Requires an incredibly
high medicine check, critically failing this check can kill
instantly.

Medical equipment in any capacity requires a full action, unless


players have unlocked the [Medical Training] reaction.

74
Medical Equipment
Experimental Aid

Experimental Aid Secondary Aid

Demon Blood Syringe | A syringe filled with Painkillers | A small white tablets that
cured demon blood that can be used to provide a temporary relief from pain and
instantly heal broken bones, lacerations and grant a small boost of health to the user
other grievous wounds. However, it comes when consumed, making them an essential
with side effects and can only be used 3 times tool for any demon slayer who needs a quick
before causing hysterical damage like heart and effective way to heal themselves during
attacks or seizures. It requires a medicine check battle. These small secondary aids provide an
to use and takes a full turn to administer. extra 1/4th of total health, the effects of
[Full Heal] which wear off after an hour and if a player
has not received aid since, the damage dealt
Demon Blood Jet Injector | The Demon remains and the temporary health
Blood Jet Injector is a sleek and futuristic disappears.
device with a metallic finish and glowing red
accents, capable of administering a powerful
healing dose of cured demon blood instantly
with a press of a button. This device is
designed to quickly and efficiently administer
cured demon blood to instantly heal broken
bones, lacerations and other grievous
wounds. It can be used instantly without
requiring a medicine check, but like the
syringe, it can only be used 3 times before
causing hysterical damage. The jet injector is *Jet Injector being used
more expensive than the syringe, but it
allows for faster healing and requires less
75
skill to use. [Full Heal]
Transportation
Calling for Assistance:
Driving in game
Players who do not own a car or prefer not
Driving can be an exciting and convenient
way to travel in the game world. Players to drive can call a Kakushi for
can choose to call a Kakushi for transportation. They can use a radio or a
transportation or save up their earnings crow to contact a Kakushi, who will come
from missions to purchase a car from a to their location and provide
dealership. Once they have a car, they can transportation services.
use it for casual driving or to navigate
through dangerous situations.
Purchasing a Car:
Casual Driving:
Players can save up their earnings from
When driving in normal conditions
missions to purchase a car from a
without any immediate dangers, players
can make a Finesse check to determine dealership. The cost of the car will depend
how well they handle the vehicle. The DC on the make and model, as well as the
of the check may vary depending on condition of the vehicle. Players should
factors such as the condition of the road, work with the Game Master (GM) to
weather, and visibility. If the Finesse check determine the cost of the car and any
is successful, the player's character will additional features or bonuses it may have.
navigate the vehicle safely to their Model T Ford ¥600
intended destination. Datsun Type 10 ¥1,200
Mitsubishi Model A ¥3,000 yen
Dangers on the Road:

However, there may be times when Remember to consult with your GM for
unexpected dangers arise while driving, any specific rules or guidelines on driving
such as animals or humans jumping into in your game world, and always prioritize
the road, obstacles in the way, or sudden safety and caution while operating a
changes in traffic. In such situations, vehicle. Happy driving!
players may need to make a Reaction Time
check to react quickly and avoid the
danger. The DC of the Reaction Time check
will depend on the severity and
suddenness of the danger.

76
Transportation
Model T Ford
Description: A classic American car known for its durability
and affordability. It has a black exterior with wooden spokes
on the wheels and a spacious interior.
Bonus: +1 to Dexterity checks due to its reliable engineering.
Cost: Approximately 600 yen, which is equivalent to around
20,000 yen in 1934.

Datsun Type 10
Description: A small Japanese car produced by the Datsun
Motor Company, known for its sleek design and smooth
handling. It has a dark blue exterior with a streamlined shape.
Bonus: +2 to Dexterity checks due to its nimble
maneuverability.
Cost: Approximately 1,200 yen, which is equivalent to around
40,000 yen in 1934.

Mitsubishi Model A
Description: A luxury car produced by the Mitsubishi Motors
Corporation, known for its elegant appearance and advanced
features. It has a black and silver exterior with leather seats
and polished wood trim.
Bonus: +1 to all Vehicle checks due to its advanced
engineering and comfort.
Cost: Approximately 3,000 yen, which is equivalent to around
100,000 yen in 1934.
77
Clothe provide instant camouflage for appropriate situations. Players can only be caught if NPCʼs make a
successful insight check, or outed.

Clothes
Clothes [Civilian] Clothes [Unique]

Civilian Clothing: Simple and practical Demon Slayer Uniform: A specialized


clothing worn by common people for uniform worn by members of the Demon
everyday use, designed for comfort and
Slayer Corps, made from a special material
durability.
that can withstand the acidic blood of
demons. Provides +1 to AC
Elegant Clothing: Luxurious and refined
clothing made from high-quality
Police Uniform: A standard uniform worn by
materials, suitable for formal events and
members of law enforcement, designed for
special occasions.
durability and utility. Provides a bonus +1 to

Flashy Clothing: Bold and eye-catching intimidation to interrogate suspects, and


clothing designed to make a statement, grants access to police resources and
often adorned with bright colors, information.
intricate patterns, and decorative
accessories. Guard Uniform: A uniform worn by guards
and security personnel, designed for
Sleepwear Clothing: Comfortable and protection and defense. Provides access to
cozy clothing worn for sleeping or
fortified locations and secure facilities.
lounging around the house, designed for
maximum comfort and relaxation.
Performers Uniform: A flashy and elaborate
uniform worn by performers and
Farming Clothing: Durable and
entertainers, designed to captivate and
functional clothing designed for working
entertain an audience. Grants access to
on a farm, featuring sturdy fabrics and
reinforced stitching to withstand the backstage areas and exclusive events.

rigors of manual labor.

78
Food
These meals can be purchased at restaurants or +5 Bonus Stamina
food carts throughout the game world, and Sushi: A dish consisting of vinegared rice and
may be preferred by certain NPCs or various toppings such as raw fish or vegetables.
characters. Eating the right meal at the right Nigiri Sushi: Traditional sushi consisting
time could provide a small bonus to stamina, of a small ball of rice topped with a slice
which could be crucial during intense battles of raw fish or other seafood.
or other challenging situations. Maki Sushi: Rolled sushi, often with a
seaweed wrap, filled with rice, vegetables,

Example Dishes and/or raw fish or other seafood.

+10 Bonus Stamina Temaki Sushi: A type of hand-rolled sushi

Ramen: A popular Japanese noodle soup that is cone-shaped and filled with rice,

dish, often served with meat or vegetables. vegetables, and/or raw fish or other

Tonkotsu Ramen: A rich and seafood.

creamy pork-based broth, often


served with thin noodles and Bento Box: A boxed lunch typically containing
toppings such as sliced pork, green rice, meat or fish, and vegetables, which can
onions, and soft-boiled eggs. provide a small boost to stamina. This is the only
Miso Ramen: A hearty and savory meal option that can be carried and eaten later,
broth made with fermented soybean as it is designed to be portable.
paste, often served with thicker
noodles and toppings such as Curry Rice: A dish consisting of Japanese rice
ground pork, bean sprouts, and and curry sauce, often served with meat or
corn. vegetables.
Tsukemen: A type of ramen in
which the noodles are served Yakitori: Grilled chicken skewers, often
separate from the broth, which is seasoned with soy sauce or other seasonings.
thick and often served cold. The
noodles are dipped into the broth Donburi: A Japanese rice bowl dish, often
before eating, and toppings can topped with meat, seafood, or vegetables.
include sliced pork, green onions,
and seaweed.
79
Snacks
Onigiri: A popular Japanese snack made
These snacks can be consumed for no benefit, from white rice formed into a triangular
or given to NPCs to improve their mood or or oval shape, often filled with pickled
further relationships with them. Some NPCs plum, salmon, or other ingredients.
Tuna Onigiri: A classic Japanese
may have particular preferences or favorites
snack, made with sushi rice and
among these snacks, and offering them the
stuffed with seasoned tuna.
right snack at the right time could earn the
player additional favor or rewards. Umeboshi Onigiri: A sour and salty
onigiri filled with pickled plum that
is commonly eaten as a snack or
on-the-go meal in Japan.

Dango: A type of Japanese sweet dumpling


Karaage Onigiri: A savory onigiri
made from mochi (glutinous rice flour)
with fried chicken inside, seasoned
and typically served on skewers in groups with soy sauce, ginger and garlic.
of three or four.
Taiyaki: A fish-shaped cake traditionally
Manju: A traditional Japanese filled with sweet red bean paste, but also
available with other fillings such as
confectionery made from sweet bean
chocolate or custard.
paste wrapped in a flour dough.

Okonomiyaki: A savory pancake made


Senbei: A type of Japanese rice cracker, with flour, eggs, and shredded cabbage,
typically flavored with soy sauce or other topped with meat or seafood, sauce, and
seasonings. mayonnaise.

Takoyaki: Small balls of batter filled with


octopus, green onion, and pickled ginger,
typically served with a savory sauce and
mayonnaise. 80
Death
In no uncertain terms, death is unfair.
As has been stated before, this system
revels in amplifying the core tenets the
Kimetsu no Yaiba series, a series where
these heroes are no stranger to loss.
Dying in this system is easy, easier than
living that is, and can happen suddenly.
Losing all of your HP means you have
lost enough blood, enough air, enough
will, that your body cannot contain the
soul inside it. When you reach 0 HP, you
may save, immortalize or shred your
sheet, because you are dead. Certain
abilities, medicines and items can stop
you from going below 1 health for a
time, but without any immediate care,
you are dead. Of course this can change
if your DM finds the heart to allow it!

81
Demons
(Playable Race)

82
Build your Demonic Body

Using 3 new points, decide what


your new demon blood does to
your body.

How does your demon body look? (HP)


Mostly Human Animal-like Monstrous

(20 Starting HP) (40 Starting HP) (60 Starting HP)

0pts 1pt 2pts

How do you get around? (Move)


Two Legs 4 Legs You decide

(30ft per turn) (45ft per turn) (60ft per turn)

0pts 1pt 2pts

How dangerous are you? (Basic Attack)


Moderately Abnormally Incredibly

1d4 Base damage 1d6 Base Damage 1d8 Base Damage

0pts 1pt 2pts

83
Creating Demon Stat Blocks
Creating a demons base stats, players must start with
the basic setup of regular character creation.
(0,1,2,3,3,5)

Force Finesse Fortitude Speed Social Smarts

5 4 4 2 1 0
After creating your basic lay out, players take choose
another set of numbers to add onto their previous based
on the rank they intend to create.

Lower Rank (4,3,2,1,1,1)

Higher Rank (4,4,3,3,2,1)

Lower Moon Disciple (5,5,4,3,3,2)

Lower Moon (6,6,5,5,4,4)

Upper Moon Disciple (9,7,6,6,6,5)

Upper Moon (10,10,10,9,9,8)

Lower Rank Adjusted Stats

Force Finesse Fortitude Speed Social Smarts

9 5 6 3 2 1

84
Demon Actions
Depending on the demonʼs bloodline, demons Demons have, depending on
Blood Art have access to a few commonly shared blood
demon arts, as well as their own.
their level, the ability to
Demons, depending on their rank, can heal a
Heal significant amount of health using one of their perform more than one
2 BDP actions to do so during their turn.
action per turn. Identifying
Using an action demons can elect to, depending
Regrow on the strength of their rank, regrow body parts
how to use those actions in
4 BDP that have been removed from them with
varying speeds.
integral for their survival,
Using an action demons can cleanse 1 stack of
Cleanse poison per their rank. whether to prioritize

Demons of Lower Moon status or higher are healing, attacking or even


able to infect human beings, granting them the
Infect ability to turn into demons 4 ranks lower than activating their demon blood
their gifter.

Demons of a certain branch may call out to


art. Just like humans, they
nearby demons of the same bloodline. Demons
S.O.S of different bloodlines have no connection to may move every round as
each other and cannot call out for help to each
other. well, though depending on
If a Demon is of the rank Upper Moon Disciple
or Upper Moon, the demon gains the ability to
the demons abilities and
Execute execute a human being with 5hp or less.
Executions cannot be dodged, but can be body shape, the movement
reacted to.
may heavily differ.
Using an action or reaction point, demons can
Attack attack using previously laid out attacks common
to all demons.

As a reaction to an attack or as an action


Block preemptively, demons can prepare for an attack
and attempt to block it.

Using a common reaction or reaction point,


Dodge demons can avoid any attacks coming at them.
85
Demon Ranks
Demon ranks follow an odd power structure in this era as moons
themselves exist, though on a different scale than during the
reign of Muzan Kibutsuji. “Upper” or “Lower” moons as a rank no
longer exist in name the 12 strongest demons in existence all
carry the moniker of “Moon” along with their very own given title
beside it, this is due to the tight gap in power they all share.
Instead the rankings below are merely areas to scale their power
in reference to an older model of ranking.

Low Ranking
High Ranking
Lower Moon Disciple
Lower Moon
Upper Moon Disciple
Upper Moon

86
Demon NPCs
Health AC Low Ranking Demon
20 14 Halved Damage Addition

Power Finesse Fortitude Speed Intelligence When adding Power & Finesse
to attacks, demons add half of
4 6 5 4 6 total instead of the -1 from base

Attacks Reaction points


Differing Reaction points
Bite: 1d4+2 7
Reaction points are calculated
Claw: 3 normally, though halved after.

Health AC High Ranking Demon


50 16
Power Finesse Fortitude Speed Intelligence

6 8 7 6 8
Attacks Reaction points

Bite: 1d4+3 9
Claw: 4
BDA:

Health AC LM: Disciple Demon


80 18
Power Finesse Fortitude Speed Intelligence

8 10 9 8 10
Attacks Reaction points

Bite: 1d4+4 11
Claw: 5
BDA: 1d6+4 87
Breathe and Live 1934
Module Information

88
The State of the Demon Slayer Corp
Demon Slayer SPOILERS beyond this text, please be aware.

The time is 1934 and some time has passed beyond the

death of Muzan Kibutsuji. With this, the Demon Slayer

estate has taken a careful rest during this time of peace.

Though not less than 10 years after his death demons have

begun to pop up here and again for some reason. Not as

rich or influential as before, the Ubayashiki family has

once again taken up the mantle of protectors of Japan.

They called upon as many slayers as they could to return

fire against the demons and their new leader but it has

been a fruitless fight, demons hiding even more cleverly

than before. That is until your players arrive. The now

leader of the Corps Kaisho Ubayashiki, a 17 year old

prodigy, commands the frontlines. 10 Hashira stand as the

last line of defense against the hell brought on by the new

wave of demons.

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Swordsman and Kakushi

Since the defeat of Muzan Kibutsuji, the With new inventions and scientific

Demon Slayers have continued their valiant discoveries, the Demon Slayer Corps has

fight against demons, carrying on their adapted and integrated modern

legacy of protecting humanity from the techniques and tools into their ancient
dark forces that lurk in the shadows. With
practices. However, the threat of demons
access to radios and the latest
is still ever-present, and Demon Slayers
technological advancements of the 20s and
and Kakushi alike must constantly hone
30s, Slayers now have enhanced
their skills, utilize their resources, and
communication and tools at their disposal
work together to protect humanity from
to aid them in their mission. As the world

evolves, so do the roles of the Kakushi. No the darkness that seeks to consume it. The

longer limited to just reconnaissance and fight against demons continues, and the

information gathering, Kakushi now take Demon Slayer Corps stands strong in their

on additional responsibilities. They serve unwavering dedication to safeguarding


as drivers, maneuvering cars, planes, and
humanity from the demonic menace.
ships to transport Demon Slayers to

different locations swiftly. They also

practice advanced medical techniques,

tending to the injured and conducting

research to develop new technologies that

can aid in the fight against demons. 90


The Current Hashira

The Sound The Thunder


Pillar Pillar
Haruka Kasumi
Minami Satsuka

The Beast The Ocean


Pillar Pillar
Okubo Yosuke Wokuo

The Flame
The Water
Pillar
Pillar
Hakka-Gu
Aki Takumi
Shintan

The Mist Pillar The Love Pillar


Michi Katashi
Toshinobu Noboru

The Wind
Pillar
???
Yoshiko
Asagao

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The Master
Kaisho Ubayashiki

|| REDACTED ||

Pictured: Demon Slayer Corps Leader


Ubayashiki, Kaisho (Age 17)

92
New Demon Era
Demons have long since plagued humanity and after the destruction

of Muzan Kibutsuji it was finally thought to be over. However through some

hellish means, evil prevailed. Now again demons have begun popping up to

rend hope from the arms of the living, taking a drastically different

approach than before. The leader of the demon armies is unknown to the

Demon Slayer Corps, though her 12 commanders make a great effort to

show themselves whenever Hashira decide to take on missions. These 12

commanders do reclaim the mantals of “moons” though not in any ordered

power structure. No, not this time around,instead they take prefixes with

their most identifiable feature, assumedly named by their master. These

names have traveled through ears of demons and humans alike and all 12

have been at least comfortably identified.

All of the demon commanders make up what the Corps now calls

“The Tree of Evil” with all their sects compiling the trees “roots” or

“branches”. The new mission of this generations Demon Slayer Corps is to

uproot this tree for good.

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Demon Variants
The 12 Beautiful Moons
Demons of the new era have
The Moons Prefix Identifying Features
learned a new terrifying trick that
Golden Moon Disciples of the golden moon are could possibly spell out the end of
only signified by gold attire.
humanity. Demons of the modern
Burning Moon Flames, scorch marks, burn scars, age can now replicate on their own.
ashes.
The issue being, if they are too
Rabid Moon Fur, sharp fangs, animal eyes. weak, once they die so will their
replications. To ensure the safety of
Clockwork Gears, clocks, cogs, mechanical her throne the demon queen has
Moon pieces or metal armoring. created a squad of 12, upper moon

Ancient Moon Bones level demons. These 12 rarely show


themselves and act as leaders for

Mirror Moon Mirrors or reflective surfaces smaller armies. Though due to their
sheer power, all of the subordinates

Shadowed No known identifiable features. now take on attributes of their


Moon leader. Finding these lackies may
lead players back to their leaders,
Grieving Moon Formalwear, partial gore, tear
streaks. taking them out would reduce the
entire population by a solid 1/12th,
Garden Moon Flowers, plants, flora, fruits or
Vegetables. which would in turn be a massive
win for humanity.
Artisan Moon Artisan moon disciples are
identified by artistry tools carried.

Diving Moon Marine life, crustaceans, sea life


and fishing tools.
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Patchwork Cloth, specifically canvas or other
Moon patches of nondescript fabric
NPC Annix

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