TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  1 
   
  BROUGHT TO YOU BY 
   
  Adrian Burns – who took the first idle steps down this Path of Nerd 
   
  Conor Dedek – who took interest in what was just a half-thought-out idea and encouraged it to 
  awaken 
   
  Joe Hiles – who offered an outsider’s perspective and helps steer it rightly to this day 
   
  WITH THANKS TO 
   
  Our fellow players/playtesters/dumb nerds Mike, Levon, Nick, Beth, Matt, and Josie 
   
  Helpful members of the GITP Forums 
   
  The writers of Princess: The Hopeful 
   
  Shotaro Ishinomori, without whom we wouldn’t be here
  
   
  2 
   
  TaBLe OF CONTeNTS 
   
  INTRODUCTION 
   
  CHAPTER 1: ONE WORLD 
  BEING A RIDER 
   
  CHAPTER 2: THE WARRIOR’S AWAKENING 
   
  CHAPTER 3: WHAT MAKES A RIDER 
  BIO 
  MYSTIC 
  TECH 
  PATH OF STARS 
  PATH OF HEAVEN 
  PATH OF DESIRE 
  PATH OF IRON 
  PATH OF FURY 
  PATH OF THORNS 
  PATH OF GLORY 
   
  CHAPTER 4: FIGHT TO SURVIVE 
  FINISHING GAUGE 
  WEAPONS 
   
  CHAPTER 5: YOUR POWER IS AT ITS PEAK 
  NO POWERSET 
  KAZE 
  NENSHOU 
  UMI 
  JIBAN 
  RAIMEI 
  KURAYAMI 
  KAGAYAKI 
  DISCIPLINES 
  SKILLS 
  MERITS 
  XP COSTS 
   
  CHAPTER 6: IN TERROR’S FOOTSTEPS 
   
  CHAPTER 7: UPON THE DRAGON ROAD 
   
   
   
   
   
   
   
   
  
   
  3 
   
  "Even if there is no God or Buddha, there is Kamen Rider." 
   
   
  Our world is not and has never been perfect, and probably never will be. But that hasn't stopped 
  us as a species from trying as hard as we can to make this world livable, has it? But even so, sometimes 
  we see a problem and we walk away. We tell ourselves that it's not our deal, it's not affecting us. We go 
  back to our homes, our dorms, our apartments. Back to our offices, our classrooms, our cozy little lives, 
  where we tell ourselves that those sorts of problems only happen to others, never to us. We try not to 
  care, because that's the only defense we have. 
   
   
  Because inside, we're afraid to do anything about it. We could get hurt, we could make a 
  mistake, we could strand ourselves outside of our precious comfort zones where everything's safe and 
  warm. Maybe once or twice we push ourselves so we can feel good about it later, but do we ever do it 
  consistently, always striving to make something of ourselves? For many of us, the answer is a 
  resounding no. 
   
   
  But what if we had power that just isn't available to the average college sophomore or office 
  worker? What if we didn't have to be so afraid of making a difference? What if we could really, really do 
  something to change the world? 
   
   
  What if we had to? 
   
   
  Could we? Could we really? Can we awaken the heroes within our souls? Can we fight to survive, 
  break the chains that bind us, and ride with the devil? 
   
   
  It's time to find out. 
   
   
  
   
  4 
   
  A GAME OF COURAGE ANd SACRIFICE 
   
  Rider: The Transformation is a game about stepping up and becoming a hero, based on the 
  Kamen Rider franchise. No matter what his or her Beginning is, no matter the Path he or she walks, a 
  Rider is a person who knows now just how much the world needs heroes—and has the power to fill that 
  role. Theirs is a world in dire need of hope, and theirs is the responsibility to be that hope.  
   
  YOUR FEARS CANNOT HOLD YOU BACK 
   
  People are so trapped in their fears of what might go wrong that it's nearly impossible to step 
  outside their comfort zones and strike at the hearts of the problems that plague the world. You, as a 
  Rider, can fight against that fear and make a difference.  Doesn't it sound so wonderful? 
   
  BUT YOU'LL ALWAYS HAVE REASON TO FEAR 
   
  But don't you dare think you're invincible. People are blind to so many of their problems, and 
  the fact that you aren't means you know just how much there is out there that can crush a person to 
  dust. More than anybody else, you will see just how much there is out there to fear. 
   
  BECAUSE YOU'RE NOT INVINCIBLE 
   
  A mugger's knife glances off your armor like a stick off a brick wall. You can punch that thug 
  through a wall before he can draw his gun. But what about when a Kaijin's steel-shredding claws sink 
  into your leg? What about when a Taoreta Rider takes her blaster and pumps five rounds into your 
  chest? Compared to street mooks, you're big time. But you're not the only one with power. 
   
  BUT YOU CAN'T GIVE UP 
   
  But the bad guys aren't the only ones with numbers, see? There are Riders everywhere, because 
  there is evil everywhere. The veterans have an eye out for the new ones, and they'll get you together 
  with others. You'll have friends, and they'll have your back through thick and thin, because everyone 
  knows you can't do this by yourselves. As long as you have hope, Rider, you will never walk alone. 
   
  THEME: COURAGE AND SACRIFICE 
   
  Rider is a game about being a hero. A Rider can destroy the evils that lurk in the shadows, the 
  ones ordinary people only feel the effects of and don't truly see outside of their dreams or their dying 
  gasps.  But doing so is not going to be easy; there are fears to face, and very few normal people will ever 
  know just how much you do for them. Most people are blind to all but the barest hints of Rider activity, 
  and those that get a good look can't tell the difference between the monsters and the heroes. You can 
  be a hero, but don't hope for any acknowledgement from anyone but your fellows. 
   
  MOOD: HEROISM 
   
  The mood in Rider depends on what you’re going for. Do you want the characters to feel a lot of 
  self-doubt, wondering what the hell they are and if they’re even human anymore? Do you want it to be 
  lighter and softer, or do you want a dark, harsh world? Whatever you choose, however, the constant 
  theme throughout all of Rider is heroism. 
  
   
  5 
   
  inspiRaTion 
  SHOWS 
   
  Fourze: Fourze’s protagonist is the direct inspiration for basically everything about the Path of 
  Stars—the philosophy, the nicknames, the name itself, even the powerset being air to sorta fit 
  Fourze’s space theme. The secondary Rider, Meteor, is also one of the inspirations for the Path 
  of Thorns. Both Riders are great examples of Tech Riders. 
   
  Kabuto: The protagonist largely inspires the Path of Heaven, and by extension, the whole 
  convention of calling the chosen splats “Paths”. The Path of Heaven’s solar/fire theme 
  extrapolates from the recurring shot of the sun behind Kabuto when he makes his pose, and the 
  somewhat haughty, grandiose philosophy draws from his personality. 
   
  OOO: OOO was the inspiration of the Path of Desire, and the show’s theme of desire lent the 
  Path its name. 
   
  Gaim: Gaim himself could be said to dabble in several Paths, but his behavior late in the series is 
  one of the best examples of a Rider on the Path of Iron. Baron could be said to provide examples 
  of Glory (regarding his spiel about power/strength/etc) and Fury (his ultimate motivation), and 
  early-mid Ryugen most directly inspired the Path of Thorns. 
   
  Double: Double themselves didn’t inspire a Path (though they are a great example of a Tech 
  Rider), but the secondary Rider, Accel, is the reason there’s a Path of Fury in the first place—he 
  even lent his red color scheme to it, as well as some of his electrical attacks inspiring their 
  Powerset. The movie villain, Eternal, could be said to exemplify a Taoreta Rider. 
   
  Ryuki: Kamen Rider Tiger was the biggest inspiration for the Path of Glory, with his weird and 
  sort of backwards philosophy about heroism. Knight would fit right into Thorns, Ryuki himself 
  makes a good Desire or Iron Rider, and Ouja is Taoreta from the moment he’s onscreen. 
   
  Faiz: The ATP Foundation is very much an homage to the Smart Brain megacorp from this series; 
  Kaixa is the second-biggest inspiration for the Path of Thorns. 
   
  GAMES 
   
  Exalted 2e/2.5e: This ended up inspiring most of Rider’s mechanics. 
   
  Princess: The Hopeful: The very first inspiration we had, back when Rider was just a .txt on 
  Adrian’s computer. There are heavy parallels between the Courts of Princess and Rider’s Paths, 
  especially the Twilight Courts/Heretic Paths. 
   
  MUSIC 
   
  Basically any Kamen Rider soundtrack, as well as Kamen Rider Girls’ Exploded, are obviously 
  here. There’s a great range in there, from the upbeat to the outright silly to the triumphant to 
  the somber, for any DM to play when the scene calls for it. 
  o Specifically, if any song would be called the main theme of this game, it’d be the Kamen 
  Rider Black RX theme’s 21st Century Remix. 
   
  BABYMETAL: Crazy-hard metal plus tiny idol ladies equals fun. 
  
   
  6 
   
   
  JJBA Soundtrack: The JJBA anime’s got a fantastic soundtrack. Turn up ‘Avalon’ during a 
  climactic battle scene, you know you’ll love it. 
   
  Robert Benfer’s music, and his entire being, serve as an off-kilter inspiration for some of the 
  sillier aspects of Taoreta Riders. Or the more terrifying. It’s hard to tell. 
   
   
   
  
   
  7 
   
  WHaT YOU NeeD TO PLaY 
   
  RIDER: THE TRANSFORMATION is designed and developed to be pretty easy to play, even for 
  first-time tabletop RPG players. It is generally best played using the virtual tabletop system Roll20; even 
  if playing in person, Roll20 provides a great map environment and virtual dice roller. 
   TEN-SIDED DICE: Nearly all the dice rolls are done using a group of ten-sided dice, commonly referred 
  to here as d10s. Note that you may see calls for things like “d5”, “d4”, “d3”, etc (mostly for Status 
  Effect rolls); d5 can be approximated with a d10, d3 can be approximated with a d6, and d4s are a 
  thing that exist. You can also use an online dice roller for them. The point is sort of moot if you’re 
  using something like Roll20, since all dice can be rolled there. 
   
   THIS DOCUMENT: Every player should have read this document, and should have it open on their 
  computer. 
   
   CHARACTER SHEETS: Every player should have a character sheet filled out, obviously; it’s a good idea 
  to have every player send a copy of it to their DM. 
   
   A MAP SPACE: Roll20 really comes in handy here, but you can use a physical map as well as long as 
  you have tokens to mark characters and so on. This game is based on a grid system with each square 
  being 5 feet. 
   
   IMAGINATION: Absolutely necessary—without your imagination painting the picture, all you're doing 
  is throwing numbers back and forth.  If it helps set the mood, the DM might play music as relevant to 
  the action at hand. 
   
   
   
  
   
  8 
   
  Role-Playing Games 
   
  When we made this game, we knew we wanted it to be accessible. While it could be great if 
  everybody who might want to play was already knowledgeable both about Kamen Rider and RPGs, we 
  knew that we would most likely get a lot of people who were familiar with one but not the other—or 
  even familiar with neither and interested nonetheless. Getting acquainted with Kamen Rider can be as 
  easy as watching a few videos to get the general idea, but this book will try to offer an introduction to 
  RPGs. 
  Firstly, let us talk about storytelling, a thing people have done forever and will do forever—we 
  hope. From stories told around a campfire to summer blockbusters, people create narratives with 
  characters and plots and action, imaginary worlds that fascinate us. Not everyone just wants to consume 
  the stories made by others, though—many people want to make stories of their own, and that’s a big 
  part of what this game (and all RPGs) is about. This document exists to help you and your friends to 
  build a story together—a tale of heroes, villains, fierce battles, sharp minds, masterful guile. 
  And now, role-playing games. Maybe you remember being a child on the playground, making up 
  adventures for yourself and your friends. You determined that the play-castle was a real castle, the 
  jungle-gym a wizard’s tower, and you were heroes. Or villains. You probably had a blast. Role-playing 
  games are a little like that—people stepping into the shoes of a character, playing out a story together, 
  having fun. Probably the biggest difference between this game and those playground adventures is that 
  role-playing games have rules and numbers, parameters that give a game structure and help guide it in 
  an orderly way. Combat doesn’t devolve into a back and forth of “I hit you!” “Did not!” “Did too!”; 
  instead, you look at your characters’ traits, roll dice accordingly, and thus determine the presence or 
  absence of hitting. 
  We’ve already told you the material things you need to play, but what do you need most of all? 
  Imagination and people. 
   
  THe DM 
   
  Dungeonmaster, Gamemaster, Storyteller—different games call this person different things, but 
  the idea is the same. To play this game, somebody’s got to make the calls, set out the story, help paint 
  the pictures in the players’ minds. You create (with some guidance from this book) the world in which 
  the characters live and breathe, set challenges in front of them. 
   
  Keep in mind that being a DM is not quite like sitting down and writing a story—you’re not 
  controlling everything, directing every character, writing every line of dialogue. You have to make the 
  skeleton of the story, and the skeleton had better be a stable one, but it’s the players who put the flesh 
  on it. If your story is too rigid, players will feel hampered and stifled, perhaps complaining that you are 
  “railroading” them (that is, only giving them one path to take, just as a train is constrained wholly to the 
  tracks). If you give them too little direction, they may feel lost, unsure what is expected of them to move 
  the story forward, or even where “forward” is. 
   
  Another responsibility is description—you have to give your players something that really paints 
  a vivid picture in their heads. When you describe the scene, do more than just lay it out like a 5th-grade 
  
   
  9 
   
  book report. “You walk into a room. There are a lot of books on the bookshelves. There is a dead man 
  laying on the floor.” Sure, your players get the idea, but isn’t it a little boring? What about… “As you 
  open the door, you notice the ground-in smell of old paper and stale coffee, and under it the scent of 
  blood. Flicking the light on, you see the many bookshelves overflowing with musty old volumes, the 
  excess books littering the desk in stacks. Laying facedown in a pool of blood is a man who looks like he fit 
  in with all the academic clutter—before someone killed him.” Now we’re getting somewhere! Be careful, 
  though, not to waffle on or ramble—too much description can leave players lost and annoyed. If you 
  think writing out your descriptions beforehand is a good idea, go for it—it may help you get it right. 
   
  Besides the amount of description, you also need to carefully regulate how much info you give 
  players in another way. You need to tell them enough that they have something to go on, but you don’t 
  want to give everything away too soon. When they squint into the darkness and roll for Perception, 
  don’t say “there’s nothing there.” That tells them that hey, nothing to worry about, it’s fine. Tell them 
  “you don’t see anything there”. The difference is crucial—the former objectively states that there is 
  nothing in the darkness, while the latter just tells them that they do not see anything. Maybe there’s 
  nothing there to see… or (and this works especially well when their roll was just kinda good) they have 
  simply failed to see whatever might be there. This helps players get immersed. If you’re describing a 
  type of enemy they’ve never met, don’t just say they see “four ATP Soldats”. Describe what the 
  characters are looking at. “You see four tall, shaven-headed people, three men and a woman, in black 
  suits that look a little more rugged than something off the rack at Sears. Two of them hold telescoping 
  batons and one holds a heavy-looking revolver. You notice a slightly yellowish tinge to their skin, their 
  lips, the corners of their eyes.” You can offer an opportunity for the players to rack their brains (i.e. make 
  an INT + Lore roll) to see if they remember hearing about this in training, and perhaps someone 
  succeeds and realizes that these people are ATP Soldats. The next time they encounter them, you don’t 
  need to describe them as much, since they already know what these enemies are. 
   
  There’s a lot more to be said, but not enough space to say it in. Just know that your first run as a 
  DM will never be perfect, and you’ll just have to learn. Try, keep what works, fix what doesn’t, improve. 
   
  PLaYeRS 
   
  Obviously there’s got to be somebody to play this, though! That’s where players come in; the 
  DM sets the stage and the scenery, and the players get on that stage and make the action. Playing takes 
  effort and preparation, but the work is well worth it. 
   
  Here, you play a Kamen Rider, a person who has risen up to be something more—a hero. You 
  decide what they say and what they do, what they look like and how they act, their past and what they 
  want for the future. You translate this idea of a character into dots and points and numbers on a 
  character sheet, and sometimes your character will attempt an action for which the DM asks you to 
  make a dice roll. 
   
  Remember that the character sheet is not all there is to your character—it’s a tool that helps 
  you manage your character’s interactions with the mechanics of the game. Think about them as a 
  person first, then figure out how the character sheet represents who they are. 
   
  It’s a good idea for players to be in communication while they make their characters. Players can 
  help figure out how to get a good and varied group of characters that fit the kind of game the DM has in 
  
   
  10 
   
  store for them, preventing the awkward situation of having five characters with the same Beginning, 
  Path, general build, etc. This may mean having to compromise, but don’t be daunted—if you talk it out 
  with your fellow players and your DM, the changes will be a lot smoother than you might think. Figuring 
  out characters together also gives players the chance to (as long as it’s fine with the DM and makes 
  sense) have their characters connected before the game even starts. Perhaps they were close as 
  children and haven’t seen each other for a long time, or perhaps they became friends in training—or 
  perhaps they even have an established rivalry. 
   
   
   
  
   
  11 
   
   
  "I am justice." 
  - Kamen Rider Kabuto 
   
  A World Beset By Worlds / The Heroes’ Legacy 
   
  As far as we can tell, this mess all began in early 1971. Our Earth has always been awash in a sea 
  of Earths, worlds differing from ours in some way. There were always some holes between these worlds, 
  and some of them did connect to our world. But there had never been so many at one time, not like 
  this. 
   
  Those who know of the sea of universes tend to name each world after whatever threat came 
  out—the World of Demons, the World of ATP, and so on. We call ours the World of Riders, but some say 
  that the other worlds have another name for us: the World of Ignorance. The vast majority of people 
  never really noticed when things came crawling through the cracks; the effects on the mundane world 
  were always felt, but almost nobody could really see the root causes.  
   
  But while evil wrapped itself around the weaknesses in people and nations alike, something was 
  born as well: Kamen Riders. Many theories exist as to why, but nobody is entirely sure; some say Riders 
  were born from the influx of unreality released when the Invaders came, but there are many other 
  ideas. 
   
  Riders started to find each other and learn that they weren't the only ones; they started to work 
  together, keeping in touch and watching each other's backs against the myriad tendrils of darkness. 
  They formed a Council to lead and guide them, stood shoulder-to-shoulder, and braced against evil’s 
  hammer. 
   
  Stand Together / Stand Apart 
   
  It didn't take long for Riders to start converging around a few strong, charismatic people with 
  relatable philosophies; after all, it's natural to look up to someone who you think you can trust. Soon, 
  the Rider community was almost universally in one of seven distinct but cooperating groups called 
  Paths: Stars, Heaven, Desire, Iron, Fury, Thorns, and Glory. They didn’t all agree on everything, but they 
  fought and bled and struggled side-by-side and back-to-back, and that made them brothers, sisters, 
  family. 
   
  But not every family stays together forever. The veterans representing Stars, Heaven, Desire, 
  and Iron on the Council looked at the other three Paths and what they saw worried them. At first it was 
  just that those three seemed to have heavier fatalities than the others, but then they really looked at 
  what beliefs they held onto. Fury's pursuit of vengeance; Thorns' obsessive protection (some might say 
  control) of their loved ones; Glory's bizarre, esoteric idealism.  All of these, thought the other leaders, 
  were dangerous to those who followed them. In 1986, wielding their majority in the Council, they made 
  their ultimatum to Fury, Thorns, and Glory: change or leave. And, preferring anything up to and 
  
   
  12 
   
  including death over letting go of their principles, these three Paths were cast out from what became to 
  know the Righteous. The remaining Council hoped these factions would wither and die as their 
  members came back to the light and begged for reconciliation. They wanted to accept with open arms 
  these men and women, the friendships that had been forged in battle and pain and tears. 
   
  Unfortunately, it wasn't so rosy. What they lacked in numbers at the time, the three Heretic 
  Paths more than compensated for with sheer fanatical devotion to their ideals, and they managed to 
  survive and expand to form a power bloc of their own, the former Councilors becoming the first 
  Triumvirate. The Councilors of the Righteous Paths watched in consternation, but figured that was 
  better than, say, all the outcasts dying. The Riders had survived this schism, but there were more trials 
  ahead… 
   
  Falling From Grace / This Is Why You Should Run 
   
  There had always been a few Riders that went bad or "Fell" as the years went by, but the 
  majority of them didn't survive very long—these evil, fallen Taoreta Riders tended to make enemies of 
  everyone else, Rider and Invader alike and were like rabid dogs in their insanity—dangerous, but 
  unlikely to survive long. However, in 1992, the Invader threats launched a host of campaigns to turn up 
  the heat; whether they were cooperating or all trying to outdo each other or both is still not certain. 
  Whatever the case may be, the results were the stuff of nightmares. The loose groups Riders kept were 
  torn apart, isolating those who weren't killed outright. The number of Taoreta Riders skyrocketed. 
   
  The Righteous Council and the veterans realized something they had overlooked for too long: 
  the importance of togetherness, of bonds. They had taken these connections for granted, those who 
  lived through the early decades and the Schism; however, shortly after '86 there had been a remarkable 
  lull in Invader activity (later realized to be the result of the factions' planning and building up resources). 
  There were fewer battles to forge lifelong friendships, and as such, newer Riders weren't as connected 
  with each other. And that made them so much easier to break. 
   
  The Invaders probably weren't planning to create an epidemic of Taoreta Riders, but they 
  certainly benefited from it; with so many at once, these corrupted, insane shells of former heroes 
  managed to stay alive long enough to be taken under the insidious wings of the Demon Armies, the 
  Theta-Wave Empire, The ATP Foundation, and others. One particular Taoreta Rider gathered her fellows 
  around herself and went under the radar for a time, assumed by most to have torn each other apart in 
  the dark places of the world—but they would be back soon enough. 
   
  The Righteous Council started a desperate focus on grouping new Riders under veterans, 
  determined to help these novices form the ties that would hold them steady against the crushing 
  brutality of the Invaders' schemes. The Heretics took a similar path, but the number of theirs who had 
  turned in the Fall Of ’92 had been relatively smaller—some said because of their zealotry, though less-
  charitable whispers implied that potential Taoreta had been culled with ruthless immediacy by the 
  Heretic Triumvirate. 
   
  A New Millennium, A New Legend 
   
  And here we are. The Righteous Paths stand strong, as do the Heretics, and the Invaders are 
  finding things won't be as easy as their little victory in the 90s. The explosion of the Internet was one of 
  
   
  13 
   
  the biggest boons to the Rider cause, as it made the global community much more connected. It's easier 
  than ever to find other Riders in your area to form a Band with, and the increasing interconnection of 
  society just strengthens the bonds shared. It's not all roses, though—after all, there's still many worlds' 
  worth of evil trying to twist our Earth to their wills. Even so, the universal Rider Creed rings stronger 
  than ever: As long as you have hope, you will never walk alone. 
   
  BEINg A RIDER 
  Awakening 
   
  Most Awakenings occur at a turning point in one's life. The earliest point at which this occurs 
  has been in the mid-teens, with the youngest documented Rider starting at the age of 15. Thankfully, 
  though, this is pretty rare; one so young is rarely equipped for the stress of Rider life.  
   
  Usually, a Rider's Awakening will occur between late teenage years and late twenties, and most 
  often accompanies a major shift in one's life. It could be as relatively innocuous as leaving home for 
  college or a breakup, or something more major, like losing a job. Or a loved one. Either way, Riders who 
  are living away from their families have a degree of freedom that helps with the whole "beating the crap 
  out of monsters every night" thing. However, they also have classes and jobs, most often; in fact, it's so 
  common for Riders to have trouble keeping steady employment that the community has programs 
  focusing on helping them find their next source of income. 
   
  There are some cases in which someone in their thirties, forties, or even beyond has an 
  Awakening; these are troublesome for the people who endure them, because they are often more set in 
  their jobs, their relationships, their marriages. They have more to lose, and it's hard for them. 
   
  Transformation 
   
  Once he or she Awakens, a Rider has the ability to Transform. It is a simple mental effort to 
  summon one's Rider Belt and do whatever actions accompany the process; a Rider innately knows how 
  to perform his or her Transformation sequence from the moment of Awakening. Whether biological, 
  magical, or technological, the Armor forms over the Rider's body in a moment. 
   
  The appearance of a Rider's Armor is an expression of his or her true self through the medium of 
  a specific Beginning (biological, magical, or superscientific). Everything about him or her is enhanced; 
  their strength and ability gives greater confidence, and a Rider even thinks more quickly. 
   
  Culture 
   
  Riders are all about togetherness, and it shows. With the internet's influence in the world today, 
  getting and staying connected with one's fellows is easier than ever. There are official sites, but also so 
  many more unofficial ones, where Riders compare notes, share war stories, ask for help, or just talk 
  about normal stuff with someone else who knows how hard normality is to come by. And, being that 
  this is the internet and all, it wouldn't be complete without arguments, most of which revolve around 
  Path politics because ugh of course. 
   
  Of course, beyond giving assholes somewhere to make troll accounts and get banned in two 
  minutes, Rider networks serve an important function in that they make it very easy to know what's 
  
   
  14 
   
  going on where—not only because of what people post, but when people stop posting. After all, if 
  someone goes quiet for uncommonly long without explanation, they may be in need of help. 
   
  Probably the most practical part of Rider networking is its influence offline; they help a new 
  Rider find out where his or her fellows are, where to meet them, and who else is looking for someone to 
  group up with. "Tech looking for Band in Cleveland" and so forth are common postings on Rider sites, 
  and generally, that Tech is going to find herself a few other Riders to work with. 
   
  Internal Authority 
   
  Rider Leadership is discussed later, but each Path has a head. At lower levels, it differs 
  somewhat by bloc. 
   
  In the Righteous Paths, most authority is loose and based on seniority and experience. Because 
  of the existence of the Senate within the Heretic Paths, there is a more official system of authority with 
  Senators and former Senators, but even then, not all Heretic higher-ups have been in the Senate. 
   
  More seriously is the Rider internal-security organization called the 753, whose overall job is 
  preventing Falls. The 753 contains the Office of Stability and the Office of Integrity. The Office of Stability 
  is more or less a psychiatric authority, ruling Riders unfit for active duty if their mental stability is in 
  question and assigning them to psychological aid. The Office of Integrity is essentially Internal Affairs, 
  sometimes muttered about as a “secret police”, and comes down hard on any trace of corruption. 
   
  Band 
   
  "Band" is one of many words for a group, from a gaggle of swishy-haired kids playing garage 
  rock to the proverbial "band of brothers". In Rider parlance, a Band is basically that—a group, just one 
  that consists of Riders, and first and foremost it is a group of friends. And yes, Bands can mix Heretics 
  and Righteous—Riders are still Riders, after all. 
   
  While of course Bands often go on patrol or head into battle together (or, if one is in trouble, 
  the rest will join the fight), they also just plain hang out. The top brass and the veterans all stress the 
  importance of this: the times spent together that allow a Rider to de-stress, the support that 
  reinvigorates his spirit, and the occasional demand that he get himself some decent sleep while the 
  others cover for his duties. When a Rider thinks he sees trouble, the first people he calls are always his 
  Band. 
   
   
  
   
  15 
   
  Dice Rolls: 
  How do they work? 
   
   
  Dice rolls basically work like this. When making an action, you first determine what Stat and 
  Ability (or, sometimes, something else) you are using. Let's say you want to search around, looking for 
  something specific in your line of sight. You would be using your WIT Stat and the Perception ability. 
  You have three dots in WIT and two dots in Perception, so this means you have a dicepool of five ten-
  sided-dice, or 5d10, to roll for this action. You roll your dice, considering each result separately—your 
  default "target numeral", the lowest result on a die that counts as a Success, is 7 (though this can 
  possibly be higher or even lower depending on certain factors).  Let's say your five dice come up as a 5, 
  an 8, a 9, a 4, and another 9. Assuming the target numeral is still 7, you just rolled three Successes! In 
  addition, there is the Rule of 10, which states that any die that comes up 10 counts as two Successes 
  instead of one.  
   
  Any action that requires a dice roll has a Difficulty Rating, which indicates how many Successes 
  are required to complete the action correctly. Let's say your DM determines that this particular task of 
  searching has only a Difficulty Rating of 2—your three Successes mean that you have not just succeeded, 
  but succeeded a bit extra! This would probably get you a bit more info than you would have gotten from 
  just rolling two successes. Generally, the more you exceed the Difficulty Rating, the more spectacular 
  your performance and the better the results of your action.  
   
   Of course, failure is an option. If your number of Successes is not at least equal to the action's 
  Difficulty Rating, you fail to complete the action. The consequences depend on the nature of the task; if 
  you failed your first attempt at looking around and finding something, you can probably try again. If, 
  however, you failed to grab a handhold while being washed away down a flooded canal, you may be in 
  trouble. However, a regular failure usually still gives you another chance; your DM might tell you that 
  you get washed fifty feet down the canal and then get to roll again to grab something. 
   
  However, there are times when your character really screws up, and these are Botches. A Botch 
  occurs when you fail to roll even a single Success and at least one of your dice is a 1. While a failure 
  often just means "I did not get to do the thing I wanted", a Botch means "I tried to do the thing and got 
  an actively negative result". If you botch your action of searching around, you might find something 
  irrelevant that ends up leading you into an ambush later. If you botch your attempt to grab a handhold 
  while being washed down the canal, you don't just fail to grab onto that pipe, but you hurt yourself 
  doing so. 
   
  There are also Penalties and Bonuses, which respectively detriment and benefit your attempts. 
  Penalties might be things like slippery ground messing up your footwork, an injury making it harder to 
  fight, bad visual conditions making it hard to see, etc. Bonuses that do not come from other players' 
  actions (like Powers with buffing effects) are a lot rarer than Penalties.  
   
   A special type of Bonus is called the Stunt, in which the player describes their character's 
  actions in an exciting manner before they roll and can rewarded bonus dice at DM discretion.  
   
  A one-die Stunt would generally just be a nice, illustrative description of an action: "Standing 
  behind the trooper, Kamen Rider Goliath brings his arm around and extends his wrist-blade, 
  
   
  16 
   
  stabbing up into the unprotected space between helmet and neckguard with a spray of yellow 
  ichor." 
   
  A two-die Stunt generally also requires the character to interact with the environment the DM 
  presents, taking advantage of what's described to be there. You can't contradict what's been 
  established, but you may insert details—note that the DM can veto any "editing" like this if they 
  feel it strains belief or is inappropriate in some way (like contradicting a major detail that they 
  haven't yet revealed): "Seeing two ATP Troopers charging from either side, trying to pin him 
  against the steel wall, Kamen Rider Goliath crouches and springs to the wall feet-first just in time. 
  The second he stands horizontal against the wall, he flicks his arms out, wrist-spurs extended, the 
  force of the troopers' momentum allowing the blades to pierce their helmets." 
   
  A three-die Stunt is more or less a player's Crowning Moment of Awesome, the spoken 
  equivalent of epic poetry and five simultaneous guitar solos. They generally follow the same rules 
  as two-die stunts: "As the ATP Magna Trooper barrels toward him, Goliath stands ready. Nimbly 
  sidestepping the juggernaut's charge, he grabs its combat harness with one hand, the foe's 
  momentum helping him leap, swing his legs up, and kick it right in the side of the head. Its helmet 
  dislodged, the hulk stumbles sideways as Goliath's swing brings him around to its front—where 
  he rams his free arm's spur right into its eye." 
  Please note, however, that a Stunt means more than just shoving adjectives into the spaces between 
  subject, verb, and object. The point of a Stunt is to be interesting, exciting, and entertaining—length 
  doesn't make it cool, being cool makes it cool. Skillfully working in a pun may very well count toward 
  your description being Stunt-worthy. Always remember, the DM has the final say here. Upon the 
  successful completion of a Stunt, the player can regain a number of Spirit Points up to double that 
  Stunt's rating. The DM can offer the option to instead restore a point of Justice or Sanity for two- and 
  three-die stunts if they feel it fitting. 
  There are also Resisted Rolls, in which two characters must make appropriate rolls against each 
  other.  Sometimes, instead of having to compete with another roll, you have to compete with a static 
  value, like Armor. 
  Another aspect of dice rolls is the Extended Roll. Let’s say a Rider is trying to scale a very tall 
  wall. The DM might just have them roll one DEX + Athletics, determine a Difficulty Rating, and be done 
  with it—or they could make it an Extended Roll. The DM determines a number of successes the player 
  needs to succeed (the Cumulative Difficulty) and the time that passes in-game between each roll (the 
  Roll Interval). Climbing the wall might have a Cumulative Difficulty of 15 and a Roll Interval of one 
  minute. The player rolls DEX + Athletics once for every minute their Rider spends climbing, and the Rider 
  makes it to the top when they accumulate 15 or more successes. A failure on a roll generally means only 
  that the character has made no progress—however, botching usually subtracts some amount of 
  accumulated successes. In addition, the DM may decide there is an Interval Difficulty—that is, a number 
  of successes that must be achieved each roll. Perhaps the DM in our example rates this wall at an 
  Interval Difficulty of 2, meaning the player only counts successes exceeding 2. 
  But what if you want to try an action and your dicepool is reduced to zero? You can still roll—
  you’re rolling what’s called a Desperation Die. Rolling a single die, you can only get a success if it’s a 10. 
  Anything else counts as a botch. 
  
   
  17 
   
  Dice rolls, by standard, have the 10-doubles quality as stated before—a 10 counts for two 
  successes rather than one. Certain things can give a roll the 9-doubles quality as well, which makes 9s 
  also count twice. Multiple instances of 9-doubles stack to 8-doubles. However, the 10-doubles quality 
  can be lost, and the 1-subtracts quality can be gained, wherein a 1 on the dice roll subtracts from the 
  successes. 1-subtracts cancels out 9-doubles. There is shorthand notation for these modifiers, using 5 as 
  the example dicepool: 
   
  5*: 9doubles 
   
  5**: 8doubles 
   
  5^: loses 10doubles 
   
  5^^: loses 10doubles, gains 1subtracts
   
   
  
   
  18 
   
   
  "I don't want to see people crying anymore. I want everyone to smile! So have a good look at my 
  transformation!" 
  - Kamen Rider Kuuga 
  STEP 0: UNIVERSAL BASICS AND CONCEPT 
   
  Some things are sort of universal and don’t quite fit into Step 1, so they’re Step 0. Firstly, flick 
  your eyes over the other steps and start thinking about what kind of Kamen Rider you want to make. Try 
  to put together a concept in a few words. “Tricky gunslinger” is a good one, or “heartbroken healer out 
  for revenge”. Consider what you want them to be good at and what they might focus on. 
   
  HP: Standard starting HP is 20. (Taking the Path of Iron increases this to 22) 
   
  SANITY: Standard starting SA is 10. 
   
  JUSTICE: Standard starting JS is 10. 
   
  TAMASHI: Standard starting Tamashi is •. You may increase it to •• later by spending 4 of your 
  Merit Points. 
   
  SPIRIT: Standard starting SP is 15. (Taking the Path of Fury increases this to 20). This is before 
  modifiers from Powerset dots. 
   
  STEP 1: BEGINNING AND CORE STATS 
   
  The first step in creating a Rider is to choose his or her Beginning. A Beginning is both the 
  method by which they transform and an indicator of what their combat focus is. Essentially, this is the 
  Rider's class in average RPG terms, broadly defining the kind of role they will play. 
   Bios:   Become Riders through an innate physical transformation, though it can be supernatural, 
  psychic, or purely biological (Shin, Gills, Kiva). These riders have an 
  offensive focus, but their support and social abilities are sub-par and they 
  get slightly fewer Skill Points. Start with STR•••, WIT•, 15 KP. 
  o Their weapons count one weight category less for the purposes of 
  determining Initiative. Their Unarmed attacks also get an 
  automatic +1 damage bonus. They start with a free point in Melee 
  or Labor. 
   Mystics:   Become Riders through magical artifacts (Kuuga, Agito), even 
  though it sometimes has a techy aesthetic (Ryuki). These Riders have a defensive and healing 
  focus, but low offensive abilities. Start with END•••, STR•, 20 KP. 
  o Mystics have a pair of special counterattacking abilities that allow them to use their END 
  instead of their STR stat, called Diving Save and Human Shield. They also are the only 
  ones to use the Heal action. They start with a free point in Defend or Lore. 
  NOTE: 
  Don't pick a Beginning for its 
  aesthetic—pick it for its 
  gameplay. The aesthetic lines 
  are a bit blurry between 
  Beginnings, so don't worry if 
  your desired look doesn't 
  seem to fit. 
  
   
  19 
   
   Techs:   Become Riders through superscientific tech (Faiz, Blade, Fourze, W). These riders have 
  a wit and support focus, but poor defense. Start with WIT•••, END•, 25 KP. 
  o Tech Riders get the most starting Skill Points, and also may select one WIT, INT, or CHA-
  based Ability called their Augment Ability. For that Ability, 9s count as doubles, just like 10s. 
  They start with a free point in Support or Reason. 
   
   
  You have six Core Stats which can be rated 0-5 (technically 0-10, but we’ll get into that later). 
  Each Core Stat starts at 1. Each Beginning will determine the values of two of your Stats—as a Bio Rider, 
  you will start with STR••• and WIT•, no exceptions. The four unaffected Core Stats all start at 1, and you 
  have 4 points to distribute among them as you wish, with the restriction that no Stat can be rated above 
  ••• at character creation. At creation, your total number of Core Stat Points should be 12.
   
  STEP 2: ABILITIES & DERIVED STATS 
   
  You have eighteen Ability scores, three per Core Stat. These range from 0-5 and start at 0; at 
  character creation, no Ability can be ranked above 3. You have 24 points to distribute among all of them. 
  You do not necessarily have to put one point in every single Ability; if you do not think you will ever use 
  Ranged weapons, then don't put points there. However, you would be wise to have at least a single 
  point in most Abilities otherwise (for example, your Unarmed rating is involved in breaking out of 
  Grapples, so even a weapon-based fighter would do well to have a point or two there). 
   
  Then come your Derived Stats. 
   
  SPEED, your standard move speed (measured in 5-foot squares), is measured as (STR + DEX + [½ 
  Athletics rounded down]). 
   
  INITIATIVE is involved in determining turn order and is measured as WIT + DEX. 
   
  ARMOR is the protective capacity of your armor. Your natural Armor is calculated as half your 
  END rounded down, but there is a Skill that adds to your Armor. 
   
  RIDE is the measure of your skill in vehicles, measured as (WIT + DEX + Deft). 
   
  STEP 3: PATH 
   
  The four Righteous Paths and three Heretic Paths are the core of the Rider community, 
  providing both a philosophy to look to as well as a bonus and a Favored Powerset. A Rider's Path helps 
  determine his or her role in terms of group dynamics; the Favored Powerset is also important because 
  Riders can buy dots in them more easily. The Path’s Creed also is important; acts that clearly follow that 
  Creed may cause a Rider to regenerate a few points of Spirit, or (in extreme circumstances) a point of 
  Justice or Sanity. 
   Stars:    The Path of Stars believes in the supreme importance of bonds, favors the airy Kaze 
  powerset, and gives a +1 Socialize boost.  
   Heaven:    The Path of Heaven believes in the duty to live up to one's destiny, favors the fiery 
  Nenshou powerset, and gives a +1 Resolve boost. 
   Desire:    The Path of Desire believes in the need to protect others' dreams, favors the 
  water/ice Umi powerset, and gives a +1 boost to Survival. 
  
   
  20 
   
   Iron:    The Path of Iron believes that redemption through justice is their obligation, favors the 
  earthy Jiban powerset, and gives a +2 boost to HP. 
   Fury:    The Path of Fury believes in having vengeance regardless of if they hurt others, favors 
  the electric Raimei powerset (which erodes Justice points), and grants +5 to your max Spirit 
  pool. 
   Thorns:   The Path of Thorns believes in the resolve to protect what's yours at any cost to 
  anyone, favors the shadowy Kurayami powerset (which causes self-damage), and grants +1 
  Persuade. 
   Glory:    The Path of Glory believes that a Rider's actions (so long as he or she follows certain 
  rules) are made Just by ideals, favors the radiant Kagayaki powerset (which erodes Sanity), and 
  grants +1 Intimidate. 
   
  STEP 4: FOCUSED & FORSAKEN POWERSETS 
   
  A Rider may pick any Powerset to be their Focused Powerset and mark it on their sheet. The 
  Focused Powerset, like a Path’s Favored Powerset, is easier to buy dots in. If a Rider should select their 
  Path’s Favored Powerset as their Focus, they will be able to access a special and fearsome subset of that 
  Powerset later. 
   
  However, a Rider must also select one Powerset as their Forsaken Powerset; this is the one to 
  which they can never have access, as indicated on their character sheet. 
   
  Your Focused Powerset starts with one dot; all the others start at zero. After the automatic 
  points for your Focused Powerset, you have free 4 points to distribute (for a total of 5 at the end), and 
  cannot increase your rating in any Powerset beyond 3 in character creation. 
   
  STEP 5: POWERS 
   
  You can now choose any Powers that your Rider meets the requirements for. You do not have to 
  write down every Power your Rider qualifies for, nor are you unable to use a Power just for not writing it 
  down. Note that choosing a Power does not cost anything—Powers are not bought, just qualified for. 
   
  STEP 6: SKILLS & MERITS 
   
  If you're a Bio Rider, you get 15 KP. Mystics get 20, and Tech Riders get 25. You can buy Skills 
  now if you want, but you don't have to spend them all right now if you decide otherwise—you can buy a 
  Skill at any time outside of combat or riding scenes as long as you have enough KP. 
   
  You begin with one free Specialty. 
   
  You have 7 Merit Points available at creation; distribute them as you see fit. Remember that you 
  can spend 4 of them to buy a second dot in Tamashi. 
   
  STEP 7: WEAPONS AND FINISHING MOVE 
   
  If you haven't already done so, pick your Rider's weapon or weapons (unless you plan to go 
  bare-knuckled, which is entirely legitimate). Also, determine your Base Form's Finishing Move, deciding 
  
   
  21 
   
  what (if any) elemental component it has and the type of Finisher it is. Also be sure to be clear as to 
  what kind of attack (Unarmed, Melee, Ranged, Thrown) it is. 
   
  STEP 8: FINAL TOUCHES 
   
  You're almost done! Write down something in the Description—human appearance, Rider 
  appearance, personality, history, etc. Let your DM have a look at the sheet, maybe come up with a 
  henshin pose, and you're good to go! 
   
  OPTION: PATHLESS RIDERS 
   
  It is possible to make a Rider who has not chosen to walk a Path. These come in two varieties—
  Riders who intend to pick a Path but have not yet discerned which one is calling them, and Riders who 
  are apart from the main Rider community (whether by choice or by isolation). The latter are sometimes 
  referred to as Ronin. Riders about to pick a Path have normal character generation except they skip the 
  Path step, but Ronin have somewhat changed character generation as they lack the support and training 
  of the main Rider community: 
   
  Ronin start with 20 Ability points (plus their Beginning bonus for a total of 21). 
   
  Ronin only select a Focused Powerset; they do not also have a Path Powerset. This means that 
  Ronin are incapable of using Disciplines. 
   
  With no Path, Ronin do not get any Path bonus. 
   
  Ronin start with 5 Merit Points and cannot have the Reputation (Path) Merit. The Alliance (Path) 
  Merit can be earned during play. 
  A Ronin who later chooses to walk a Path gets the Path Powerset (which means they may be able to 
  learn a Discipline), but does not receive the Path bonus. 
   
  eXamPle 
   
  Step 0: Concept and Basics 
  Mark starts looking over his blank character sheet and wondering what kind of character he 
  wants to make. He thinks he likes the sound of a Rider who’s a bit full of himself, but is charismatic and 
  wily. His DM agrees, seeing the potential for interesting RP. Mark’s sheet already has the base HP, 
  Justice, Sanity, Tamashi, and Spirit on it, so he goes forward and decides his Rider’s real name will be 
  Will Stasch, and his Rider name will be Kamen Rider Bravado. 
   
  Step 1: Beginning and Core Stats 
  Mark figures that though Bravado likes to think of himself as a front-line badass, he’s much 
  more of a tricky type. He decides Bravado is a Tech Rider, and goes ahead marking down his WIT at ••• 
  and keeping his END at •. He sets STR, DEX, INT, and WIT to •• at first, but is considering changing 
  something therein. 
  He thinks he wants to move a dot into CHA, reflecting the charm and bluffing ability that 
  Bravado uses to get by. He decides not to reduce STR (mostly because he wants to keep his Speed up) or 
  
   
  22 
   
  DEX (because less than 2 dots in DEX is just never a good idea) and decides to reduce INT—Bravado’s 
  high WIT represents his wiliness and quick thinking, but his low INT reflects his lack of common sense. 
  He moves the dot from INT to CHA, showing that his character is charming despite being a little 
  birdbrained. 
  He also marks down that he has 25 Skill Points to distribute later, and reminds himself that he 
  needs to pick an Augment Ability, since his Rider is a Tech—and as a Tech, he gets a free point in 
  Support or Reason. He decides to put the free point in Reason, figuring he won’t put anything else in 
  there just yet. 
   
  Step 2: Abilities and Derived Stats 
   
  Mark looks over the Abilities and, at his DM’s suggestion, sees to it that he has a dot in 
  everything to start with. He decides Bravado is probably a gunslinger type, so he takes a dot out of 
  Melee and moves it to Ranged. He gives Bravado 3 dots in Ranged and Perception (reflecting his skill 
  with guns), 2 in Persuade and Socialize (reflecting his charm), 2 in Dodge (he’s got to be good at avoiding 
  getting hurt), 2 in Stealth (for more trickiness) and 2 in Athletics (to help him be quick on his feet). 
  Everything else, so far, is at one dot, except for Melee and Intimidate, which are at 0. He keeps a dot in 
  Unarmed to be safe. He decides his Augment Ability will be Persuade and marks it on his sheet. 
   
  Now he moves on to his Derived Stats: Speed (5), Initiative (5), Armor (0), and Ride (6). 
   
  Step 3: Path 
  Mark looks over the Paths, and his DM reminds him to keep in mind the Path’s philosophy, the 
  Powerset, and the Discipline (which he will only be able to access if he puts his Focus in his Path’s 
  Powerset). After thinking it over, Mark decides that while on the surface Bravado might seem to fit the 
  Path of Heaven, ultimately the Path of Stars is a better fit. He likes its Powerset and its Discipline. 
  Marking down the Path of Stars on his sheet, he notes that it gives him a free point in Socialize and 
  marks down that as well. 
   
  Step 4: Powersets 
  Mark decides he wants to eventually get the Uchuu Discipline, so he decides his Focused 
  Powerset will be the Powerset favored by his path: Kaze. He marks it down on his sheet and puts in the 
  automatic dot. He also decides that the highly aggressive nature of the Raimei Powerset doesn’t gel 
  with Bravado, so that is his Forsaken Powerset. 
  Mark now has four Powerset dots to place wherever he wants—as long as no Powerset is rated 
  more than 3 dots. Two go into Kaze to bring it up to 3 dots, and he decides to put one dot each in 
  Kurayami and Kagayaki—they both have some Powers that he thinks will be good for tricky tactics, and 
  Kagayaki has some nice Ranged Powers. 
   
  Step 5: Powers 
  Mark takes a look through the Powers. From Kaze, he picks Feather Fall, Gotta Go Fast, 
  Backbiter, Bluster Blast, Fogblower, Run Forrest Run, Light On My Feet, Fair-Weather Friend, and Full of 
  
   
  23 
   
  Hot Air. From Kurayami, he picks Blackfire (Ranged), Darkvision, Shadowfield, Unctuous Charm, and 
  Static Image. From Kagayaki, he gets Dawn Treader, Laser Sight, and High Beams. 
   
  Step 6: Skills & Merits 
  Bravado starts with 25 Skill Points to spend and 7 Merit Points. For his Skills, he picks up Grapple 
  Gun for 15 and Flurry Fiend for 10. 
  On Merits, Mark picks up 1 point in Reputation (Stars) and 1 point in Alliance (Glory), each 
  costing 1 Merit Point. He picks Barfly for 2 Merit Points, reflecting Bravado’s charm. He decides to spend 
  3 on Contacts. He remembers that he has a free Specialty, and puts it in Athletics (Running Away) 
  because he’s a little bit of a coward. 
   
  Step 7: Weapon & Finisher 
  Bravado, Mark decides, will wield a Magnum. Calculating the relevant values, he determines 
  that his Accuracy with the gun is 7 and his Damage with the gun is 6, with an Armor Pierce value of 1. He 
  writes this on his sheet, also noting that its weight is Light and its Steady Aim Speed is 4 (currently, at 
  least—if his base Speed increases, so will the Steady Aim speed) and its ammo capacity is 6. 
  He then decides his Finisher will be a Precision type with Wind as the element. A Precision 
  Finisher adds 5 to the Accuracy value, so its Acc is 12. For Damage, it adds half (rounded up) of the 
  user’s Tamashi and then the value rolled on a d5. Half his 1 Tamashi rounded up is still 1, so he writes 
  the Damage down as 7 + (1d5). The Wind element gives it a 1d5 chance to Windburn, which he also 
  writes down. Armor Pierce is still 1. 
   
    
   
  
   
  24 
   
   
   
  Core Stats 
  Every Rider has six Core Stats, rated in dots from • to •x10 (though, at first, your cap is •x5). These are: 
   
  STR: Physical might, concerning things like running, jumping or making an attack. 
   
  END: Physical resilience, concerning things like taking a hit, enduring harsh conditions, or lifting 
  a heavy object 
   
  DEX: Physical finesse, concerning things like dodging, driving, and aiming. 
   
  WIT: Fast thinking, concerning things like stealth, awareness, and teamwork. 
   
  INT: Mental prowess, from problem-solving to mental resistance to knowing important lore. 
   
  CHA: Social grace, concerning things like persuading, befriending, and intimidating people. 
   
  Abilities 
  Abilities are more specific than Stats, and in rolls you may often have to pair an Ability and a Stat. 
   
  STRENGTH 
  Melee: Attacks in combat using a melee weapon. 
  Unarmed: Attacks in combat using no weapon, 
  including grappling. 
  Athletics: Jumping, swinging, rolling, etc. 
   
  ENDURANCE 
  Defend: Blocking attacks. 
  Survival: Enduring harmful environmental factors. 
  Labor: Strenuous physical activity like lifting a car. 
   
  DEXTERITY 
  Dodge: Avoiding harmful things, often attacks. 
  Deft: Skilled hands for lockpicking, throwing 
  weapons, and more. 
  Ranged: Attacks in combat using a ranged 
  weapon. 
  WITs 
  Perception: Noticing and understanding things 
  with your senses, generally sight and sound. 
  Stealth: Avoiding detection. 
  Support: Actions that help friends. 
   
  INTELLIGENCE 
  Reason: Thinking logically and solving problems. 
  Resolve: Mental defense. 
  Lore: Understanding and remembering info. 
   
  CHARISMA 
  Socialize: Cordially interacting with people. 
  Persuade: Getting people to do things by 
  convincing them. 
  Intimidate: Threatening and scaring people.
   
  
   
  25 
   
  Paths 
   
  Every Rider must choose a Path; this indicates the philosophy that 
  character found most appealing, grants them a small stat bonus (all but two give a 
  free dot in one Ability) and allows them to more easily buy dots in that Path’s 
  associated Powerset. It also gives you a Creed; DMs may reward significant 
  upholding of your Creed with giving back a point of Justice or Sanity, or some other 
  small reward. 
   
  Every Path has some form of leadership at its head, and these leaders 
  together make up the Rider Council. They direct, lead, and organize Riders and the 
  non-Riders who work with them; the hierarchy is rather loose, though, and beyond 
  the top leaders is mostly based on merit and experience. Veteran Riders often help 
  novices to form Bands, which became a prime concern of the Council since the 
  problems of the 90s. 
   
  There are four Righteous Paths and three Heretic Paths. 
   
  Justice 
   
  A Rider is a warrior for justice by his or her very nature, and Justice is a 
  very concrete thing for Riders, a shining ideal that may not be perfect, but is damn 
  close. A Rider can feel how well their heart is aligned toward Justice, and this 
  feeling serves as a barometer of their moral integrity. 
   
  Simply put, acting unjustly turns a Rider away from Justice, which is an 
  integral part of his or her very being. However, there exists a problem for Riders—Justice is always 
  calling, and the farther one turns away, the more it eats at one's mind. At low levels of Justice, 
  INT+Resolve rolls to maintain Sanity may become more difficult, and a Rider may periodically have to 
  make spontaneous INT+Res rolls. A Rider who reaches 0 Justice becomes a Fallen Rider. 
   
  Sanity 
   
  A Rider's life is never easy, and on a daily basis he or she often faces things impossible in this 
  world. Such phenomena, especially the eldritch or horrific, can eat away at one's psyche. However, 
  there are things that ease one's mind as well—friends, family, and simply witnessing (or performing) 
  acts that reaffirm one's belief in human goodness. 
   
  The less Sanity a Rider has, the more likely they are to mistakenly commit unjust acts—the DM 
  may spring a surprise Sanity roll on a Rider, with failure resulting in doing something that risks loss of 
  Justice. Likewise, low Justice can result in Sanity loss. Thus, the two go hand in hand, and it works the 
  other way 'round as well—regaining Justice (or, sometimes, seeing someone else regain Justice) helps 
  restore Sanity. As with Justice, reaching 0 Sanity causes a Rider to become a Fallen Rider. 
   
  Tamashi and Spirit 
   
  Tamashi is the measure of a Rider’s inner drive; Tamashi produces Spirit, the energy used to fuel 
  Powers. A Rider starts at Tamashi • with a Spirit Pool of 15; at creation, they may choose to spend 4 of  
  Justice Rolls 
  When a good character is 
  trying, for some reason, to 
  perform an outright evil act 
  (as opposed to just mean-
  spirited or rude), they must 
  roll using their current Justice 
  score as the dicepool. A mid-
  to-high number of successes 
  means the character cannot 
  go through with this action 
  without also making an INT+ 
  Resolve roll against Sanity 
  loss; they have to mentally 
  strain to force themselves. 
  They lose at least one point of 
  Justice whether they lose 
  Sanity or not. A low or null 
  number of successes means 
  the character does not need 
  to roll INT+Res. They just lose 
  Justice. A botch adds +1 to the 
  number of Justice points lost. 
  The lower a Rider’s Justice 
  score is, the lower the stan-
  dards are for Justice rolls; 
  something that would incur a 
  roll at JS10 may not incur it at 
  JS1. 
   
  
   
  26 
   
  their Merit Points to increase their starting Tamashi to ••. Note that your Spirit Pool can 
  be increased in ways other than simply increasing your Tamashi Rating—taking the Path 
  of Fury means you have +3 to your Max Pool, and the 3rd, 4th, and 5th dots in your 
  Focused Powerset give you +3, +4, and +5. 
   
  Your Tamashi Rating does more than just determine how many points you have 
  to burn on Powers. Many Powers incorporate it into their dicepools, for example. From 
  Tamashi • to •••••, your Core Stats, Abilities, and Powersets are capped at 5. Once you 
  hit Tamashi •x6, your Tamashi Rating determines the caps. A Rider with Tamashi •x6 and 
  up is a Legendary Rider; this is an amazing feat and very few have achieved it. 
   
  Tamashi is normally increased with XP. However, when a Rider does something 
  truly great, the fires of heroism may flare up within them, spontaneously increasing their power. In 
  crunch terms, the DM may decide to give the whole group a free +1 Tamashi upon completing 
  significant events (generally a boss battle). This is done on a full-party basis, not an individual basis. 
   
  At Tamashi •••, you get an automatic +5 Max HP and are eligible to learn a Discipline (if you 
  Favored your Path’s Powerset). 
   
  At Tamashi ••••, you get to access an Adamant Ascendancy, a special bonus that builds on your 
  Beginning. Ascendancies are detailed in the Beginning sections. 
   
  Skills and Merits 
   
  Skills are enhancements a Rider can purchase with Skill Points, including such things as 
  enhanced hand-to-hand skill, Specialties, and gadgets. A Rider starts with an allotment of Skill Points, 
  and can buy more at a rate of 1XP=5 Skill Points. Some Skills can only be used by Alpha or Omega Forms. 
   
  Merits, on the other hand, are more like internal qualities of a Rider—like their standing in their 
  Path, what other Paths think of them, etc. Riders do not buy Merits with XP; they are earned through 
  play. 
   
  Powersets and Powers 
   
  There are seven Powersets available to Kamen Riders, each one developed by a Path. A Rider 
  selects from the seven Powersets to determine his or her Focused Powerset, which is easier to buy dots 
  in. The Powerset favored by the Rider’s Path is also easier to buy dots in. Selecting one’s Path Powerset 
  as one’s Focused Powerset means there’s only one cheaper-to-increase Powerset instead of two, but 
  allows access to a special, advanced set of Powers called a Discipline. 
   
  Disciplines are smaller than their parent Powersets, but are very powerful. Learning a Discipline 
  requires Tamashi ••• or more, and at least three dots in the parent Powerset. 
   
  Powers are used by spending Spirit; many have an activation roll. In most cases, the activation 
  roll only requires a single success for the Power to work, and getting many successes usually reaps extra 
  benefits. Zero successes usually means the Rider simply fails to use the Power and does not spend the 
  Spirit points; botching, however, often has a negative effect. 
   
   
  Tamashi 
  Spirit 
  Pool 
  • 
  15 
  •• 
  20 
  ••• 
  25 
  •••• 
  30 
  ••••• 
  35 
  • x 6 
  45 
  • x 7 
  60 
  • x 8 
  80 
  • x 9 
  105 
  • x 10 
  130 
  
   
  27 
   
  Upgrade Forms 
   
  A Rider can use XP to unlock an Upgrade Form. A Rider always has his or her Base Form, which is 
  the regular one. They can gain up to two new forms, an Alpha Form and an Omega Form—in terms of 
  Kamen Rider shows, Alpha Form is the mid-season upgrade and Omega Form is the final form. A Rider 
  can enter their Alpha Form only when their Base Form's Finishing Gauge is full. This is done instead of 
  using a Finisher. In the same way, at the end of the Alpha Form’s timer, they can move up to Omega 
  Form. 
   
  Every time you spend 3 or more XP, you get XP “banked” towards your next Upgrade Form. This 
  means that players do not need to hoard their XP to get their Alpha Form; they can earn it through 
  regularly improving their character. 
   
  Just as every Rider’s Base Form has a Beginning, so too does an Alpha or Omega Form. The 
  Beginning of an Upgrade Form determines what it enhances, and gives that Beginning’s Special Attribute 
  if the Rider did not already have it. 
   
  Purchasing an Upgrade Form lets the player pick one free Upgrade Form Skill for it. 
   
  Example: Mark’s character, Kamen Rider Bravado, is a Tech. He purchases his Alpha Form and 
  decides it will be a Bio Form. When Bravado is in Alpha Form, he gets +2 to STR, +0 to WIT, and +1 to all 
  his other Core Stats. He also gets +1 to Tamashi, and receives the Bio Special Attribute ‘Intrinsic 
  Weapon’, still retaining his Tech Special Attribute ‘Augment Ability’. He decides to take the Fly Upgrade 
  Form Skill. 
   
  Finishing Moves 
   
  Every Rider knows one Finishing Move per Form. A Finishing Move is a powerful attack with a 
  Spirit cost, and cannot be used until the Finishing Gauge is full. Certain things cause the Finishing Gauge 
  to fill more quickly, like taking damage. A Rider can only use one Finisher per battle. A Finisher can have 
  one elemental attribute if wished; Alpha and Omega Finishers get two. 
   
  If you choose to change into your next Form instead of using your Finisher, you will have the 
  option of using a Finisher for that form no later than the last turn of its duration. This creates a choice—
  do you want to use a finisher, or do you want to move up to your next form and possibly use its finisher 
  instead? Perhaps your Alpha Form's Finisher seems a better course of action than waiting til you can use 
  your Omega Finisher? It all depends. 
   
  Weapons 
   
  There are two main kinds of weapons: Melee and Ranged. A special subset of Melee is Thrown 
  Weapons. Every weapon affects the Accuracy and Damage dicepools for attacks made with it, and some 
  affect other things like the dicepools for Parrying with them, etc. 
   
  Melee weapons use DEX + Melee for Accuracy and STR + Melee for Damage. They come in Light 
  and Heavy weights, with weight affecting the penalty the weapon imposes on your Initiative. If you are 
  carrying multiple weapons with different Initiative penalties, go with the highest. If you are dual-
  wielding weapons, increase the penalty by 1 (except for weapons dual-wielded by default, like Claws). 
   
  Four special Melee weapons are also known as Unarmed Weapons: Light and Heavy Claws, 
  Knuckles, and Powerfists. These weapons can be wielded using DEX + Unarmed and STR + Unarmed. 
  
   
  28 
   
  Since they still count as Melee weapons, Melee Powers can be used with them as long as the user has 
  the required Melee rating. 
   
  Thrown weapons use Deft + Perception for Accuracy and DEX + Deft for Damage, with STR + DEX 
  determining their range—trying to hit targets beyond the Range imposes penalties on Acc and Dmg. 
  Thrown weapons have a Capacity value determining how many you may carry of each type.  
   
  Ranged weapons use Ranged + Perception for Accuracy and DEX + Ranged for Damage. Ranged 
  weapons’ weight class affects their Steady Aim rating, which determines how many spaces you may 
  move in a turn without taking Accuracy penalties—the bigger the gun, the less you can run with it 
  without jeopardizing your aim. 
   
  Rider Leadership 
   
  The Righteous Paths are headed by the Fourfold Council, made up of one Rider from each Path. 
  There are few written requirements, but there are obvious unspoken expectations---they must be 
  respected, trustworthy, and experienced in the extreme.  
   
  Kamen Rider Tycho represents the Path of Stars on the Council. A wiry man with salt-and-
  pepper hair and an everpresent smile, he exudes the image of a favorite uncle, the one who 
  always has a good story and would pull quarters from your ears when you were little. He almost 
  always appears laid-back, though that doesn't mean he's not taking things seriously. (Tech) 
   
  Kamen Rider Kaskara represents the Path of Heaven on the Council. Tall and lean, the Kenyan 
  woman is an imposing figure—though her warm, calming presence makes her more 
  approachable than one might think.  (Bio) 
   
  Kamen Rider Tazo represents the Path of Desire on the Council. The youngest and most recent 
  member of the Council, the dark-eyed Tazo is perhaps the most idealistic and the greatest 
  proponent of motions to undo the Great Schism. He is greatly concerned with staying connected 
  to the lowest rungs of the loose Rider hierarchy, and until a few years ago would often go 
  incognito among them, only stopping when everyone got too good at seeing through his 
  disguises. (Mystic) 
   
  Kamen Rider Domov represents the Path of Iron on the Council. Her stern demeanor and strict 
  self-image evoke notions of an old-fashioned schoolteacher. She is the most opposed to the idea 
  of reconnecting with the Heretic Paths and the most concerned with maintaining the veil of 
  ignorance between Riders and normal people. (Bio) 
  The Heretic Paths, on the other hand, have a bit more structure---they are led by the Triumvirate, 
  under whom there are twelve Praetors. The Praetors choose the Triumvirs, usually from their own 
  ranks, and the Triumvirate nominates potential new Praetors when spots need filling.  
   
  Kamen Rider Fer-de-Lance represents the Path of Fury on the Triumvirate. Fairly young and 
  from a wealthy background, she could pass for a demure heiress if the observer didn't notice the 
  simmering furor just beneath the surface. She and Kamen Rider Domov have a well-known 
  rivalry, which is expressed in brutal, icy politeness whenever they meet. (Mystic) 
   
  Kamen Rider Merrimack represents the Path of Thorns on the Triumvirate. The oldest Triumvir, 
  he presents the image of a conman that seems too obvious to really be true. He has a friendly 
  
   
  29 
   
  rivalry with Kamen Rider Tycho and is the most supportive of greater Righteous-Heretic 
  cooperation. (Tech) 
   
  Kamen Rider Lenoni represents the Path of Glory on the Triumvirate. She's pretty young and 
  could be mistaken for a quirky college professor... one who's just a little bit too keen. There's a 
  tension in her smile and in her eyes. She is the most opposed to the idea of the Righteous and 
  Heretic blocs merging again. (Bio) 
   
   
  
   
  30 
   
   
   
  Nicknames: “Gills” (esp. Desire Bios), “Beasts” 
   
  The Riders 
  All Riders feel their Awakening from 
  within, but it is even truer for Bio Riders. 
  Riderhood is literally within their blood and 
  bones—or in some sort of implants within them. 
  Their Justice is something raw and proud like a 
  lion, teeth bared and ready to crush the throat of 
  evil in its grip. This often leads Bio Riders toward 
  the Path of Heaven or Path of Fury, especially as 
  they favor Powersets with an aggressive focus. 
   
  SPeCiaL ATTRiBUTe 
  Bio Riders’ special attribute is Intrinsic 
  Weapon. Since their melee Weapons are literally 
  part of them—either actual biological constructs 
  or psychic manifestations—they wield them more 
  deftly and naturally. A Bio Rider’s Melee 
  Weapons count as one Weight Category less than 
  standard, and thus their Initiative Penalty is one 
  less than standard. Some things, however, are 
  not permitted still—i.e. dual Greatswords still 
  count as Double-Heavy. Since their bodies are 
  themselves weapons, Bio Riders’ Unarmed 
  damage dicepool also gets +1. 
  Because their bodies are tuned to 
  physical action, they get a free dot in Melee or 
  Athletics at character creation. 
  Adamant Bio 
  Ascendancy 
  At Tamashi 4, Bio Riders can access one of 
  their Ascendancies. 
   
  Warrior’s Rage: At half HP or below, the Bio adds 
  half their Tamashi (rounded down) to Speed and 
  to Damage dicepools. 
   
  Undying Tenacity: Once per session, when an 
  attack reduces the Bio to 0HP, they can instead be 
  reduced to 1HP. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  31 
   
   
   
  Nicknames: “Mages”, “Healers”, “_mancers” 
  (i.e. Pyromancer for a Heaven Mystic, Aqua/Cryomancer for a Desire Mystic, etc) 
   
  THe RiDerS 
  A Mystic Rider feels their Awakening as if 
  they have opened their eyes to a magic that has 
  been all around them for ages, waiting to be 
  found. Their Justice is something ancient and 
  arcane, yet living and new, a runic tome of law 
  and truth that calls them to defend the world. 
  Many Mystic Riders are thus attracted to the Path 
  of Desire or Thorns, though by that same logic 
  they might also like Heaven or Glory. 
   
  SPeCiaL ATTRiBUTe 
  Mystic Riders’ special attribute manifests 
  in two ways: Healing and their unique defensive 
  actions. Healing (and Advanced Healing) calls 
  upon the magical power of the Rider to repair the 
  bodies of themselves and others. Diving Save 
  (and Human Shield) use magic to augment the 
  Rider’s heroic desire to protect his or her allies, 
  taking a blow for them and counterattacking the 
  enemy responsible.  
  Because of the protecting and magical 
  nature of their Awakening, Mystic Riders get a 
  free dot in Defend or Lore at creation. 
  Adamant Mystic 
  Ascendancy 
  At Tamashi 4, Mystic Riders can access one of 
  their Ascendancies. 
   
  Healing Burst: The Mystic can choose to split their 
  Healing between a number of targets equal to 
  Tamashi+1. 
   
  Sacrifice’s Reward: When making a Diving Save or 
  Human Shield action, the Mystic may reflexively 
  roll for a Spirit regen. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  32 
   
   
   
  Nicknames: “Cybers”, “Engineers”, “Machinists” 
   
  THe RiDerS 
  A Tech Rider’s Awakening is like seeing 
  two worlds—or, rather, seeing the world overlaid 
  with the blueprint for a better one. Their Justice 
  is a burning light of inspiration, eager to build 
  that better world, which starts with sweeping evil 
  out and making room. This often leads Techs to 
  favor Paths like Stars and Glory, or Heaven. 
   
  SPeCiaL ATTRiBUTe 
  Tech Riders’ special attribute is called 
  their Augment Ability—they pick one of their 
  WIT, INT, or CHA-based Abilities and mark it on 
  their sheet. From then on, any roll with said 
  Ability has the 9-doubles quality, wherein 9s 
  count as two successes like 10s always do (note 
  that different sources of 9-doubles stack to make 
  8-doubles). 
  Because of their inherent ingenuity, Tech 
  Riders get a free point in Support or Reason at 
  creation. 
  Adamant Tech 
  Ascendancy 
  At Tamashi 4, Tech Riders can access one of 
  their Ascendancies. 
   
  Branching Out: The Tech receives a second 
  Augment Ability. They cannot stack it with their 
  first one. 
   
  Augment Mastery: Once per scene, a Tech may 
  buy dice for a dicepool that involves their 
  Augment Ability, 1sp per die, to a limit of dice 
  equal to their Tamashi. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  33 
   
   
  Nicknames: “Astronauts” (esp. Stars Techs), “Gales”, “Blowhards” (derogatory) 
  "Our bonds of friendship will take on the universe!" 
   
  CREED 
  The Path of Stars teaches that the duty of 
  a Rider is to protect the ties between people, 
  both in their own friendships and the bonds 
  among others. 
   
  THE RIDERS 
  Many Riders who choose the Path of 
  Stars have had a history of good friendships, 
  making it easy for them to accept that friendship 
  is the most important thing in the world. Others, 
  conversely, may have not had many friends—
  they join because the idea of a group of people so 
  concerned with bonds is a tantalizing thought, 
  and they’re rarely disappointed if they’re hoping 
  to make friends with their Pathmates.  
   
  BONUS 
  The Path’s philosophy of friendship helps 
  it students get along with people better; they get 
  a free dot in Socialize at creation. 
   
  FAVORED POWERSET: 
   
  The Path of Stars developed a Powerset 
  based around the element of Air; its tricky nature 
  is often appealing to Tech Riders. 
  Within Kaze lies the Discipline of Uchuu; 
  it goes beyond Air to invoke Space. 
   
   
   
   
   
  STEREOTYPES 
  Heaven: It's great that they want to lead their 
  friends, but they can get pretty bossy about it. 
  Lighten up, Hotheads! 
  Desire: You want to support everyone's 
  dreams and hopes? That's great! But shouldn't 
  you get to know those dreams first, by getting to 
  know the people who hold them? 
  Iron: Bleeders can be such downers, and they 
  seem a little scared to make friends… but they 
  really grow on you, and they stick by you forever. 
  Fury: I'd be mad too if someone hurt the 
  people I care about, but that should motivate you 
  to avoid collateral damage—you might end up 
  hurting people important to somebody. 
  Thorns: You guys are trying to be good 
  friends, I get it—but you aren’t helping them by 
  controlling them. You need to learn to let go. 
  Glory: Yes, it’s really great to be a hero. But 
  your crazy rules are just pushing everyone away, 
  and you’ll be left alone at the end. 
  Taoreta: I wish I could have known you 
  before—maybe it wouldn’t have come to this. I’m 
  sorry. 
   
  
   
  34 
   
   
  Nicknames: "Destined", "Angels", "Hotheads" (derisive) 
  "Walking the Path of Heaven, the one who will rule over everything." 
   
  CREED 
  The Path of Heaven teaches that a Rider 
  has the potential to be the apex of humanity and, 
  because they are able to be the best, they must 
  help everyone become as great as them. They 
  focus greatly on a Rider’s destiny.  
   
  THE RIDERS 
  Many who come to the Path of Heaven 
  have always yearned for a way to make a 
  difference in the world. Some of them already 
  have leadership experience, while others find 
  unknown talents therein and rise to the occasion. 
   
  BONUS 
  The Path of Heaven teaches its students 
  to trust in and live up to their destinies; this 
  grants them a free dot in Resolve at creation. 
   
  FAVORED POWERSET: 
   
  The Path of Heaven developed a 
  Powerset based around the element of Fire; its 
  offensive nature fits Bio Riders quite well. 
  Within Nenshou lies the Discipline of 
  Taiyou; it invokes the greatest of all fires, the 
  Sun. 
  STEREOTYPES 
  Stars: They can draw a crowd, but can they 
  direct an army? Lead a nation? That’d be us. 
  Desire: We shouldn't be focusing on 
  everyone's dreams, we should be focusing on 
  helping them grow! Let them reach out and grasp 
  their own dreams! 
  Iron: We absolutely agree that we have to 
  save this world—but I don’t think we’ll ever have 
  to risk not having a place in it. 
  Fury: You should be using your power to 
  protect people and raise them up, not being so 
  blasé about whether your vendettas get innocent 
  people hurt. 
  Thorns: You’re right to fight for the people 
  you care about, but you need to extend that care 
  to everyone in need. 
  Glory: You need to stop using “I’m a hero” as 
  an excuse to take the easy way out, and start 
  using it as the reason to do what’s right. 
  Taoreta: This isn’t what you were supposed 
  to become—you should have been an inspiration, 
  not a tragedy. 
   
   
   
   
  
   
  35 
   
   
  Nicknames: "Dreamers", "Sacrifices", "Glaciers" 
  "If there's a hand reaching for help, and I didn't reach out my hand when I could, the regret would make 
  me wish I were dead... I reach out my hand, because I don't want that." 
   
  CREED 
  The Path of Desire teaches that a Rider is 
  meant to sacrifice of themselves for the sake of 
  other peoples’ hopes and dreams—dreams, they 
  say, make it possible for someone to live and not 
  just exist. 
   
  THE RIDERS 
  Riders who choose this Path often 
  already have selfless spirits. Sometimes, though, 
  people whose Awakening opened their eyes to 
  their selfishness come to this Path. 
   
  BONUS 
  The Path of Desire’s teachings on 
  sacrifice spur pupils on to find inner resilience; 
  they get a free dot in Survive at creation. 
   
  FAVORED POWERSET: 
   
  The Path of Desire developed a Powerset 
  around the element of Water and Ice; it has 
  defensive and healing capabilities that would 
  benefit a Mystic well. 
  Within Umi lies the Discipline of Oto; 
  from mastery of the waves of water comes 
  mastery of the waves of sound. 
   
   
   
  STEREOTYPES 
  Stars: It's great that you want to be friends, 
  but you need to reach beyond your friends and 
  fight for everyone, even people you don't get 
  along with. 
  Heaven: We're not that special that we need 
  to lift people up to our level. We just need to let 
  them achieve what they dream for. 
  Iron: I don't agree that we're "monsters", but 
  your resolve is something we need more of 
  around here. 
  Fury: You need to stop focusing on your 
  fantasies of revenge and thinking about the 
  hopes you should be protecting. 
  Thorns: You’re never going to foster the 
  dreams of your friends like that—you’ll only stifle 
  them. 
  Glory: Your “real hero” act isn’t selfless, it’s 
  selfish and self-destructive and it’s stopping you 
  from helping people as much as you could. 
  Taoreta: I have to protect people’s dreams—
  and I’m afraid you’re the nightmare, brother. 
  
   
  36 
   
   
  Nicknames: “Stonewalls”, "Bleeders", "Martyrs" (latter two with slight derisive connotations) 
  "Some people think we're monsters, and maybe they're right. But that doesn't mean we can't be 
  heroes—in fact, it means we must be." 
   
  CREED 
  The Path of Iron teaches that the Rider’s 
  duty is to protect the world and accept that it 
  may not be a world they have a place in. They 
  have an obligation to heroism. 
   
  THE RIDERS 
  The Path of Iron attracts some of those 
  Riders who are unsure about their condition, 
  especially those who are unsettled by the way 
  many Riders are connected by their Awakening to 
  the Invaders. Not to say all of them are dour 
  sticks-in-the-mud, but there’s a general tendency 
  toward greater introspection. 
   
  BONUS 
  The Path of Iron gives its students greater 
  introspection into their own natures; they get +2 
  max HP at creation. 
   
  FAVORED POWERSET: 
   
  The Path of Iron developed a Powerset 
  around the element of Earth; it has a balanced 
  nature that can benefit anyone. 
  Within Jiban lies the Discipline of Tetsu, 
  which refines Earth into Metal. 
   
  STEREOTYPES 
  Stars: You guys could be a little more serious 
  at times… or a lot more serious. But in the end, 
  your bonds may be the only thing we have left. 
  Heaven: You think far too highly of us, but at 
  least we agree on the goal. 
  Desire: You have the right idea, more or less, 
  but you need to realize that we may need to 
  stand aside for others' dreams to be realized. 
  Fury: Yes, the people you lost should be 
  avenged—but that doesn’t take priority over 
  everything else!  
  Thorns: Sooner or later, the time will come to 
  let your friends go and step back into the 
  shadows like the rest of us. The more you cling 
  and try to control them, the harder it’ll be to let 
  go. 
  Glory: We can’t be the big shiny heroes 
  forever, and your posturing doesn’t get you 
  anywhere. 
  Taoreta: Meeting you reminds me of 
  everything I must never become, and I thank you 
  for that. Now let me make this quick. 
   
   
   
   
   
   
   
  
   
  37 
   
   
  Nicknames: "Punishers", "Zealots" (derogatory when used by others), Thunderheads" (derogatory)  
  "Don't question me!" 
   
  CREEd 
  The Path of Fury teaches that the world is 
  full of great and terrible injustice; this corruption, 
  this evil must be hunted down and rooted out. 
  Mercy is the luxury of a blessed age; a Rider must 
  have an iron will of justice. 
   
  RIDERS 
  Many Riders come to this path from lives 
  of frustration and loss. Some have experienced 
  personal tragedies (often at the hands of 
  Invaders), while others are simply enraged with 
  the problems they see in the world around them. 
   
  BOnus 
  The Path of Fury encourages a special 
  sort of vigor in its students, stoking the fires of 
  their Spirit—they get +3 to their max Spirit pool 
  at Creation. 
   
  FaVORED POWERSET: 
   
  The Path of Fury developed a Powerset 
  around the element of Electricity; its fierce 
  nature befits an aggressive Bio. However, it walks 
  a knife-edge between justice and cruelty, and 
  thus invokes Justice checks. 
  Within Raimei lies the Discipline of 
  Jinsoku, where electricity gives understanding of 
  kinetic energy itself. 
  STEREOTYPES 
  Stars: Making friends with everyone just 
  means more people to lose in this hellhole. 
  Heaven: Leading people is great, but your 
  high-handed obsession with destiny is holding 
  you back from the justice the world deserves. 
  Desire: People’s dreams won’t last a second 
  until we snuff out evil. Until then, focus less on 
  watering the flowers and more on pulling out the 
  weeds. 
  Iron: Don’t even consider the possibility that 
  we’re monsters—we have this power because we 
  are to be avengers. 
  Thorns: It’s right to protect the people you 
  care about, because this world is dangerous. But 
  you can’t let that get in the way of eradicating 
  evil, or you’ll achieve nothing.  
  Glory:  You guys care too much about your 
  rules and your image, and not enough about 
  what really matters. 
  Taoreta: If you remember anything about 
  being a Rider, you’ll understand why I want you 
  dead. 
   
   
   
   
   
   
   
   
  
   
  38 
   
   
  Nicknames: "Barriers", "Roses", "Concealers" (derogatory) 
  "I will lie, I will betray anything, if it spares them just a little hurt." 
   
  CREED 
  The Path of Thorns teaches that a Rider’s 
  duty is to the people and things he or she loves. 
  Protect your friends, protect your loved ones, 
  protect your community, because you know best. 
   
  THE RIDERS 
  Many who come to this Path have lost 
  someone very close to them, or have seen others 
  lose people. The fear of losing the people they 
  care about often causes people to take up this 
  Path. 
   
  BONUS 
  The Path of Thorns teaches that 
  sometimes, you have to manipulate your friends 
  for their own good; these Riders get a free dot in 
  Persuasion at creation. 
   
  FAVORED POWERSET: 
   
  The Path of Thorns developed a Powerset 
  around the element of Shadow; it befits stealth 
  and trickery, but also can pile on the hurt—
  beware, though, for the darkness of Kurayami 
  scathes the body of its own user. 
  Within Kurayami lies the Discipline of 
  Dokuso, wherein the Thorns are imbued with 
  Venom. 
  STEREOTYPES 
  Stars: If you really loved your friends, you 
  would keep them close and safe and under a 
  careful eye. Go around befriending everyone you 
  meet and you'll never protect them all. 
  Heaven:  Don't try to "lead people into the 
  light"—if you fly too high, you'll crash and burn 
  like Icarus. Be content with protecting your 
  friends, and put every fiber of your being into it. 
  Desire: What even are you protecting? Hopes 
  and dreams? Since when do those make a person 
  safe and happy? People can pursue those when 
  you've taken care of everything else for them. 
  Iron: Don’t tell yourselves you’ll have to step 
  away from the world—if you do that, you’re 
  ensuring you’ll be left with nothing. You need to 
  hold on to the people you care about and never 
  even think of letting go. 
  Fury: We’re never going to be able to wipe 
  out all the evil in the world. I’m sorry for what 
  you lost, but all we can be is bastions of shade in 
  the inferno of our world.  
  Glory: It's not heroism that makes things 
  right, it's the fact that you know what's best for 
  the people you love. Let your rules be defined by 
  keeping them safe. 
  Taoreta: People like to think you and I are 
  somehow similar. I don’t really care—all I care 
  about is protecting my friends from you.
   
  
   
  39 
   
   
  Nicknames: "Golden Boys/Girls" (derisive), "Seraphim", "Bizarros" (derogatory)  
  "If heroes are willing to sacrifice the few for the many, will I be a hero if I sacrifice you?” 
   
  Beliefs 
  The Path of Glory teaches that a Rider’s 
  first duty is to be a Hero, and a Hero has Ideals. 
  Ideals differ greatly, but by following them, you 
  are a Hero, and therefore, you will be doing 
  Good. 
   
  THe RIderS 
  Riders who choose this Path are usually 
  seeking sureness in their strange and frightening 
  new lives. The strictness of Glory’s ideals gives 
  them stability and comfort. Others might be 
  yearning to be Heroes—capital-H, big damn 
  Heroes. 
   
  BONUS 
  The seemingly-backwards teachings of 
  Glory, as well as the furor it encourages, can give 
  Riders an unnerving edge. They get a free dot in 
  Intimidate at creation. 
   
  fAVOred pOWerSeT: 
   
  The Path of Glory developed a Powerset 
  around the element of Radiance; its abilities are 
  varied, but it has some of the best intimidation 
  tactics available. Beware, though, for the blazing 
  light of Kagayaki imperils the sanity of its wielder. 
  Within Kagayaki lies the Discipline of 
  Hoshasen, bringing into play the terrible light of 
  radiation. 
  STereOTypeS 
  Stars: You shouldn’t have to run around 
  making friends all the time—a Hero is the friend 
  of all humanity. Or they have no time for friends 
  because their principles must come first. It’s 
  complex. 
  Heaven:  We don’t need to put any time into 
  lifting up the people we lead. Stick to your ideals 
  and you will be a shining example for people to 
  reach, if they’re worthy. 
  Desire: If people's hopes and dreams aren't 
  focused on you, then they're not dreaming right. 
  You shouldn't have to go out of your way to make 
  others' dreams come true! 
  Iron: True Heroes will never have to step 
  away when they’ve saved the world. If there is no 
  place for them, then the world wasn’t worth 
  saving, was it? 
  Fury: You have the drive, but you lack 
  principles. And without principles, you’re a loose 
  cannon. 
  Thorns: A Hero is willing to sacrifice his 
  closest friends for the greater good. Don’t let 
  them hold you back, just as I will never let you 
  hold me back. 
  Taoreta: I’m not like you, I’m not. You’re 
  crazy and evil. I might be eccentric, but I am a 
  Hero. 
   
   
  
   
  40 
   
   
   
   
  Combat is a necessary part of any Rider game; you're going to be fighting evil, and though not 
  everything is hack-and-slash all the time, there's going to be a good deal of battling going on. 
   
  STEPS OF COMBAT 
  Step 0: Determine Initiative 
   
  At the beginning of combat, the DM calls for everyone to roll for Initiative—a dicepool of DEX + 
  WIT, with penalties from weapons. All combatants roll their Initative dicepools, and turn order is 
  established in order of most successes to fewest successes. In case of a tie, those tied make tiebreaker 
  rolls (though, if in person, rock-paper-scissors might suffice). 
   
  During a battle, something may occur that requires a re-establishment of the turn order. 
   
  Step 1: Declarations 
  Once everyone knows the turn order, combat can begin. On their turn, a player may declare an 
  action, stating their target (if applicable), what they will do to the target, and what Powers going to be 
  used, if any. 
   
  If there is a target, that character's player then declares what, if anything, that character will try 
  to do about it. 
   
  Step 2: Accuracy Roll and Defender's Roll 
   
  The attacker makes an Accuracy Roll according to the type of attack (Unarmed, Melee, Thrown, 
  Ranged, etc), potentially activating Powers, etc. (DEX + Unarmed, DEX + Melee, Perception + Deft, 
  Perception + Ranged). Any attack with a numerical Range (Thrown and certain Powers) will suffer 
  accuracy penalties for attacking past that range (explained in detail later). 
   
  The target makes their Defender’s Roll in turn, which is generally a Parry (END + Defend) or 
  Dodge (DEX + Dodge) roll, potentially activating Powers of their own, etc. 
   
  If the Accuracy Roll beat the Defender’s Roll, the attack moves on to the damage step. If the 
  defender’s successes equaled or exceeded those of the attacker, the attack has failed. Note this as a 
  general rule: in the case of a tie, the defender wins unless stated otherwise. 
   
  Step 3: Damage 
   
  Having succeeded on Accuracy, the attacker rolls the Damage Roll of their attack (STR + 
  Unarmed, STR + Melee, DEX + Deft, DEX + Ranged), with Powers potentially applying here (for example, 
  Burning Strike would cause 9s to count double like 10s for the Damage roll). The successes equal the raw 
  damage value of this attack. If zero successes are rolled on Damage, the raw damage value is 1, but can 
  
   
  41 
   
  be reduced to 0 by Armor. If the Damage is botched, the damage is 0 and the attacker has failed to really 
  hit their target. 
   
  Under normal circumstances, the target’s Armor value is subtracted from the Damage 
  successes, though it cannot reduce the damage below 1. Some weapons have an Armor Pierce (AP) 
  value representing how much Armor they ignore, and some Powers may affect the AP of an attack as 
  well. Some things may also affect whether an attack’s damage can be reduced below 1 by Armor. 
   
   
  MAJOR AND MINOR ACTIONS 
   
  A regular turn for a character is made up of a Major action and a Minor action, usually in 
  whichever order the player desires. Generally speaking, Major actions are 
  things like attacking; a Minor action is something like movement. Powers will 
  say if their use constitutes a Major or Minor action, or if it is an enhancement 
  layered on top of another action (i.e. a Power that enhances an attack). A 
  player may use a Major action to do something they could do in a Minor 
  action, but not vice-versa. 
   
  A Rider also has a free weapon-switching action at the beginning of 
  their turn. 
   
  MOVEMENT AND OBSTRUCTIONS 
   
  Standard movement is pretty simple. Basic movement Speed is 
  calculated as STR+DEX+(½Athletics rounded down)  in five-foot squares. 
  Powers may increase or decrease this, and some additional Armor may also 
  decrease this. A standard movement is a Minor Action. Since Major Actions 
  can be used for Minor Actions as well, a player could choose to use both 
  actions on moving, thus moving double their Speed in that turn. 
   
  Characters are able to freely move through and into spaces occupied 
  by their allies. A character is not allowed to end their turn on the same space 
  as an enemy, and if they wish to move directly through a space an enemy 
  holds they must make a DEX + Athletics  roll to vault over them, roll under 
  them, etc. Similarly, minor obstructions like tables and low walls require the 
  same roll, though generally it’s taken more leniently. Failing the roll may just 
  mean the Rider uses up an extra space or two worth of movement in getting 
  past the obstruction. 
   
  DIFFICULT OR UNUSUAL TERRAIN 
  Riders aren’t always running around on nice even surfaces like roads, floors, etc; they may have 
  to wade through water, clamber over rugged rocks, or balance precariously on uneven rubble. All these 
  things have an impact on movement. 
  Water of waist height halves the movement speed of characters wading through it—it’s just not 
  feasible to run in water that deep. Dodges in waist-deep water lose 10doubles as well. A generally faster 
  RECOVERING 
  SPIRIT 
  Normally, a Rider recovers 1 SP at 
  the end of every scene, or at the 
  end of every hour if the scene takes 
  longer than an hour; if they are not 
  doing 
  any 
  fighting, labor, 
  or 
  investigation, they can regain 2. 
  However, when a Rider is very low 
  on Spirit, or even totally out, they 
  can make a special action called the 
  Focus action to recover a bit of 
  Spirit. This is a process in which the 
  Rider fixates their mind on their 
  determination and will to stoke the 
  waning 
  fires 
  of 
  Spirit 
  within 
  themselves. 
  The dicepool is (½ Justice [round up] 
  + Resolve + ½ Tamashi [round up]); 
  roll, each success regaining 1 SP 
  with automatic successes equaling 
  ½Tamashi 
  rounded 
  up. 
  This  
  requires the Rider to do nothing for 
  a turn. Thus, it is best that a Rider 
  find some place to take cover, 
  and/or their friends should protect 
  them while they Focus. 
   
  
   
  42 
   
  way to navigate water this deep is to swim. Swimming speed is calculated as (STR + Athletics). However, 
  while swimming, Riders’ attack, damage, dodge, and parry dicepools are all halved—it’s generally pretty 
  damn hard to fight underwater. 
  Uneven surfaces like narrow beams, tightropes, or rubble with little horizontal surface area 
  require balance and coordination for a character to avoid falling off. Each round they spend on such a 
  surface, a character must make a DEX roll at a difficulty determined by the DM to stay on. They may be 
  required to make the roll again before attacking, and will always be required to make it again if they 
  take damage. 
   
  ATTACKS OF OPPORTUNITY 
   
  When a character moves on their turn through a space adjacent to a foe, they invite an Attack of 
  Opportunity. This is a melee or unarmed attack; melee attacks do not add the weapon’s damage bonus, 
  and unarmed attacks take -2 to their damage dicepool. Each character may make one attack of 
  opportunity per round. A character is not required to make such an attack when the chance arises. 
  Certain Powers and Skills may interact with this mechanic. 
   
  jUMPINg 
   
  Jumping is divided into three categories: vertical, standing horizontal, and running. All are rolled 
  as STR + Athletics, but the difference is the result calculation. Vertical jumps get one foot per success. 
  Horizontal jumps get two. Running jumps get five feet (one square) per success, plus a base five feet. 
   
  When trying to make a precise landing, the player must also roll DEX + Athletics. 
   
  CHARGE  ATTACK 
   
  A Rider can make a Charge Attack as a Major Action. A Charge Attack is basically a standard 
  movement action with a Melee or Unarmed attack at the end, with +2 Damage but -1 Acc. Also, if the 
  attack misses, the enemy may reflexively counterattack, for which the charging character takes a -2 
  penalty to their Dodge or Parry attempt. 
   
  GREAT ATTACK 
  If a Rider has both hands available to their Melee weapon (whether it is Light or Heavy), they 
  can make a Great Attack. This gets +2 to the Damage roll if it hits, but if it doesn't hit, the target 
  automatically gets a counterattack chance just like for a Charge. A Great Attack cannot be part of a 
  Flurry. 
   
  DUAL-WIELDING 
  A Rider who is holding two light weapons may make a second attack that does not apply the 
  weapon’s damage bonus. This second attack uses part of the Rider’s Minor Action for the round, so they 
  may only use half (rounded up) their movement speed. Thus, if a Rider has exceeded that amount of 
  movement in their turn, they may not choose to use the second attack on that turn. A Rider with no 
  weapons may make a second Unarmed attack as well if they have the Skill Blackbelt, taking -2 to the 
  damage roll therein. 
  
   
  43 
   
  Normally, only light weapons may be dual-wielded. At STR and DEX 5, a Rider may pair a Heavy 
  and Light weapon together. At STR and DEX 7, they may wield a pair of Heavy weapons. Spears, Staves, 
  Lances, Tetsubo, Sniper Rifles, Shotguns, and HMGs may not be dual-wielded. 
   
  AIM 
  The Rider makes a Major Action, carefully taking aim with their Ranged or Thrown Weapon; this 
  must come after their Minor Action or they forfeit the Minor Action altogether. Until their next turn, 
  they cannot Parry or Counterattack, but they can Dodge. On their next turn, they get +3 to their 
  Accuracy Roll, provided they do not move before firing. Aiming cannot be made part of a Flurry. 
   
  COLLABORATIVE ACTIONS 
   
  Riders can collaborate on actions. Each round, every character is considered to have one 
  “support opportunity”. To make a collaborative action, the player should explain the intended action to 
  the DM and the player of the character with whom they intend to collaborate. If the DM approves, they 
  may proceed. 
   
  To begin, both players roll WIT + Support at a difficulty determined by the DM. What follows is a 
  bit open-ended and really depends on the action, but expect at least one player to roll for the action. In 
  some circumstances, both will roll; in other circumstances, one might roll and receive a bonus derived 
  from their ally’s stats. 
   
  STEALTH AND SURPRISE 
   
  A Stealth Attack can only be made if the target does not know the attacker is there. The attacker 
  rolls (WIT + Stealth) or (or (DEX + Stealth) and the defender rolls (WIT + Perception), with penalties and 
  bonuses as necessary. If the attacker wins, the target gets no Defender’s Roll—Accuracy is rolled with a 
  Difficulty of 1, though factors may change this. Making a stealth attack, whether it succeeds or not, ends 
  the state of surprise (unless the stealth attack was able to silently kill or incapacitate its target out of 
  everyone’s notice). 
   
  Reestablishing surprise can be quite hard. The character must be able to actually hide 
  somewhere or they cannot even attempt it. The character attempting to reestablish surprise must roll 
  WIT + Stealth or DEX + Stealth, while everyone else rolls WIT + Perception + 2. Anyone whose perception 
  roll fails to beat the stealth roll is no longer aware of where the hiding character is. They may, as a minor 
  action, roll INT + Perception against the stealth successes in an attempt to find the hiding character. 
   
  If they go unfound, the hiding character may again launch stealth attacks against those who do 
  not know where they are. 
  CONCEALMENT 
   
  Anything that reduces visual Perception is Concealment, from darkness or mist all the way to 
  hiding behind a car. These incur penalties on an attacker's Accuracy roll as well as Perception rolls 
  against the hider’s stealth rolls. 
   
  Minor Concealment: -1. Crouching behind a regular chair or behind thick smoke. 
   
  Moderate Concealment: -2. Hiding behind something, but with upper body exposed. 
   
  Major Concealment: -3. Fully crouching behind a large desk or a car.  
  
   
  44 
   
   
  Total Concealment: Perception rolls visually fail (though auditory evidence can still give the 
  hider away). Shots automatically hit the Cover (see below). 
  However, Concealment also imposes penalties on the Accuracy of the person hiding—generally one less 
  than the penalty for shooting at the person hiding. If both are Concealed, the penalties stack. 
  Example: Bill crouches behind a car, penalizing his enemy's Accuracy rolls against him by 3. He 
  tries to shoot the enemy, but his Accuracy is penalized by 2. The enemy then crouches behind a 
  car of his own, and his Accuracy against Bill is penalized by 5. 
  Combinations of Concealment can stack at DM discretion, or not. 
   
  COVER 
   
  Surprisingly, Riders aren't the only thing that gets hurt when shot. When a Ranged attack hits an 
  item of Cover, that item is being damaged and will eventually be damaged too much to be useful as 
  cover. This is pretty much at DM discretion, with things taking more damage depending on how durable 
  they are—a wooden door won't last as long as a car. 
   
  AUTOMATIC FIRE 
   
  Some weapons are capable of Automatic Fire. These weapons can be fired in Short, Medium, or 
  Long Bursts. While the advantage lies in increasing your ability to deal damage, the downside is that you 
  will burn through your ammunition a lot more quickly. 
   
  Short Burst: 3 shots directed at a single target with +1 to the Damage dicepool. 
   
  Medium Burst: 10 shots directed at one to three targets; +2 to Damage if one target, +1 if two 
  or three. Firing at multiple targets means rolling a separate Accuracy roll for each one, penalized 
  by the number of targets. 
   
  Long Burst: 20 or so shots directed at one to five targets; +3 to Damage if one target, +1 if more. 
  Same multi-target penalties apply. 
   
  GRAPPLING 
  When unarmed, a Rider can grapple with a foe, wrestling with and immobilizing him. To begin a 
  grapple, roll (STR+Unarmed) minus the foe’s DEX. On a success, the characters are grappling (and on an 
  exceptional success, the attacker may immediately pick a Grapple Maneuver). On each grappling-
  combatant’s turn, they roll STR + Unarmed against each other, with the winner picking a Grapple 
  Maneuver to perform (or two on an exceptional success). 
   
  Break Free: The user throws off their opponent, ending the grapple. The user may then take a 
  Minor Action even if it’s not their turn. 
   
  Control Weapon: The user draws a weapon they have holstered or takes control of a weapon 
  held by the enemy. They must wait til their next Grapple Maneuver to do anything with it, 
  though. 
   
  Damage: The user deals damage to the foe equal to the number of successes they had over the 
  foe’s. If the user is currently Controlling a Weapon, add 1 to the damage. 
   
  Disarm: If the user has established Control Weapon on a foe’s weapon, they can remove it from 
  their grip. 
  
   
  45 
   
   
  Hold: The user immobilizes their foe, who cannot make rolls against oncoming attacks. The user 
  can, but may only roll Dodge or Defend (rather than the full rolls) and doing so immediately 
  ends the grapple. 
   
  Restrain: If the user has succeeded in putting a Hold on their foe, they may Restrain them, 
  rendering them immobilized—if the user is doing it just with their body, the foe may still make 
  the usual STR + Unarmed roll, but the only Maneuver they can use is Break Free. If the user 
  Restrained their foe with equipment, the foe must instead roll STR + Athletics to try to break 
  free, with penalties depending on how securely they are tied. 
   
  Slam: If the user has a Hold on their foe, they may violently drive them to the ground, a wall, or 
  something else. This ends the Grapple, deals damage equal to the user’s successes over the 
  foe’s, and dazes them such that they take a -2 to their next roll. 
   
  UNTRAINED WEAPONS 
   
  Rider organizations maintain armories, and a Rider can generally pick up any weapon he or she 
  wants. Whether they’re any good at using it, though, is the real question. A Rider takes a -2 penalty to 
  using any Weapon for which he or she has no points in the relevant Ability (Melee, Thrown, Ranged, or 
  Unarmed in the case of Claws and Knuckles).  
   
  CALLED SHOTS 
   
  Normally, where an attack hits its target is unspecified and doesn’t particularly matter. 
  However, a player may decide they want to aim their attack at some specific part of their target for a 
  specific purpose. This is a Called Shot. The player and DM can work out together what they want the 
  special effect of the called shot to be, though a list of suggestions will be provided below. A Called Shot 
  always imposes at least a -1 to Accuracy, representing the difficulty of hitting something like a hand or 
  head as opposed to general body mass. 
   
  Hand/Arm: Targeting the foe’s hand or arm could cause them to drop their weapon, or briefly 
  penalize their Accuracy rolls. 
   
  Leg/Foot: Targeting the foe’s leg or foot could temporarily impact their Speed, or make them 
  roll to resist falling over. 
   
  Head: Targeting the foe’s head could cause them to be dazed, impose penalties on their 
  Perception, or deal some extra damage if the foe’s head is unarmored. 
   
  THROWING WEAPONS 
   
  Some Melee weapons can do more than just hit up close—they can be thrown with deadly 
  force. Daggers, War Axes, and Spears are efficient at being thrown, and the Chakram is made more for 
  throwing than for melee. All other Light Weapons take -2 to Acc and Dmg, have -1 range, and lose 
  10doubles to all rolls when thrown (except for Light Claws and Knuckles, which cannot be thrown at all). 
  Heavy Weapons take -3, have -3 range, and lose 10doubles and gain 1subtracts to being thrown (except 
  for Heavy Claws, Powerfists, and Tetsubo, which cannot be thrown at all). 
   
  Thrown Weapons use an Accuracy roll of (Perception + Deft) and a Damage roll of (DEX + Deft); 
  their max range is calculated as (STR + DEX + Range Bonus). When making a Thrown attack on a target 
  
   
  46 
   
  farther than a weapon’s max range, every square of distance past the max range is -1 to Accuracy, and 
  every two squares is -1 to Damage. Each Thrown Weapon also has a Capacity; a Rider can only carry a 
  certain number of them at once. Once they are depleted, the Rider must make a Recall Weapons action 
  by rolling DEX + Deft, target #5. 
   
  RANGED WEAPONS: AMMO & RELOADING 
  Ranged weapons have limited ammunition, clip size being determined by template. When the 
  clip is empty, the Rider cannot fire the weapon again until making a Reload action (DEX + Ranged, target 
  #5), which can be made while running and dodging, but cannot be done while attacking, parrying, 
  Healing, etc. 
   
  FLURRY 
   
  Making multiple attacks in one Action is called a Flurry. When Flurrying, the first Acc roll takes a 
  penalty equal to the number of actions in the Flurry (which, obviously, must be determined at the 
  beginning of the Flurry), and each subsequent action increases the penalty by -1. The Damage rolls are 
  unaffected. 
   
  The Flurry Fiend Merit reduces each penalty by 1 for a number of attacks equal to the user’s 
  DEX. So… 
   
  Flurry of 4 attacks, DEX 3, normal Acc 10, no Flurry Fiend Merit: 6 > 5 > 4 > 3 
   
  Flurry of 4 attacks, DEX 3, normal Acc 10, has Flurry Fiend Merit: 7 > 6 > 5 > 3 
   
  PARRyING 
   
  Parrying is the blocking of a foe's attack by rolling END + Def against their Accuracy roll. Upon 
  success, roll Defend again. Depending on the user’s success, they may shove back or even attempt to 
  counterattack the foe! Botches and failures just do nothing. 
   
  Shoving is earned by good successes; the user rolls STR + Def against a flat value of the foe’s 
  END. Success means pushing the foe back a space and possibly dealing a point or two of damage. 
   
  Counterattacking is earned by amazing successes; the user rolls a full attack. Like with Stealth 
  Attacks, the target gets no Defender’s Roll. Parrying has its limitations, however: 
   
  Unarmed parrying of Melee attacks loses 10doubles. This penalty is removed by taking the 
  Blackbelt Merit. 
   
  Unarmed parrying of Thrown attacks loses 10doubles and takes -2. This is lessened by taking the 
  Grandmaster Merit. 
   
  Unarmed parrying of Ranged attacks loses 10doubles and takes -3. This is lessened by taking the 
  Grandmaster Merit. 
   
  Melee parrying of Thrown attacks takes -1. 
   
  Melee parrying of Ranged attacks takes -2. 
   
  DODgiNG 
   
  Dodging is the avoidance of an attack by rolling DEX + Dodge against the attacker’s Accuracy roll. 
  Dodging can also apply to things other than attacks, in which case the DM decides difficulty. Dodging 
  
   
  47 
   
  does not allow the user the chance for shoving or counterattacking like Parrying does, but Dodging does 
  not have inherent penalties against Ranged and Thrown attacks. Exceptional Dodge rolling may allow 
  the user to freely move a space or two. 
   
  GUNS IN MELEE 
   
  Guns are not designed for beating people with. As such, Melee attacks with a Ranged weapon 
  take a -2 penalty to their Acc roll and a -2 penalty to their Damage roll. The skill Pistol Whip reduces this 
  to a -1 and -1. Parrying takes -2 as well; the user can shove but not counterattack. 
   
  STATUS EFFECTS 
   
  Elemental attacks can inflict Status Effects. Anything able to inflict a Status Effect will say so; the 
  most common variety says “1dx Status Effect.” This means that the player rolls one die of whatever type 
  (usually d5) specified; if the roll lands on the die’s highest number, the effect is inflicted. 
   
  Windburn: A Windburned target is staggered and confused. For three rounds, they lose the 10-doubles 
  quality on all rolls, and 1s subtract from successes.  
   
  Burning:  If set on fire, a character will be burning for a number of rounds equal to 2 plus the Nenshou 
  rating of the fire's source (mundane fires have Nenshou •, maybe •• if they're very serious). A burning 
  character takes 1 Dmg (bypassing Armor) per round unless they are extinguished, including by an END + 
  Surv roll. 
   
  Freeze: Some water or ice attacks can induce Freezing in the target. Freezing penalizes the target's Speed 
  and all physical rolls by 2 and remains for 5 rounds unless broken by an END + Labor roll. The Radiator 
  Power reduces the length of Freeze by 1 round per dot of Nenshou, and a hit by a fire attack ends Freeze 
  immediately. 
   
  Abrade: Some earth attacks can cause Abrasion. This effect lasts three rounds. Each time an Abraded 
  character is damaged, add 1 to the damage dealt. Parry rolls lose the 10-doubles quality, gain the 1s-
  subtract quality, and are penalized by 1. 
   
  Paralyze: Some electric attacks have a chance to induce Paralysis. Paralysis requires the target to make a 
  STR + Athl roll each round for 5 rounds. Failure means failing to move and gives -1 to all physical actions. A 
  normal success means moving, with a -1 to any physical rolls and halved Speed. Three successes in a row, 
  or one extraordinary success, ends Paralysis early. A successful Heal action by another Rider immediately 
  ends Paralysis. 
   
  Terrify: Losing at least one point of Sanity can induce Terror; some attacks, including dark-aligned 
  attacks, can also do this.  When in Terror, a character will always try to flee and hide; if cornered, they 
  have a 50/50 chance (1d10; odds for breakdown, evens for frenzy)  to either break down or attack in a 
  frenzy (+1 to damage roll). A character in Terror remains this way for 5 rounds, and after the first round of 
  Terror they can make a INT + Res roll to try to shake off their panic. Another character can make a WIT + 
  Support or CHA + Persuade roll to try to calm their friend down. 
   
  Blind: Certain attacks and effects, like light-aligned attacks, can cause Blindness. A Blinded character 
  takes -2 to visual Perception, all attacks, Defend, and Dodge for one round. The next round, they take a -1 
  to all these. For both rounds, they lose 10doubles and gain 1subtracts. 
   
  : Space-based attacks can increase the gravitational pull of the Earth on a foe for 4 rounds. Each 
  Pressure
  round, the target must make a STR + Labor roll. If they fail, their speed and all physical rolls are penalized 
  by 2 for the round, and any attack with a raw damage exceeding their END automatically knocks them 
  over. If they succeed, they are only penalized 1 and do not get instant knockdown. Two exceptional 
  successes in a row end Pressure early. 
   
  :  Solar attacks do not light the target on fire—instead, they flash-burn them, leaving them scathed 
  Sear
  and tender. The effect lasts 4 rounds. Whenever the victim makes an attack (unless with a Ranged 
  
   
  48 
   
  weapon), uses two Movement actions, Parries, or makes an Athletics action, they must roll END + Surv. If 
  they fail, they will take 1 damage (and if they botch, 2 damage); if they succeed, no damage. If they get 
  two exceptional successes in a row, Sear ends early. The damage from Sear cannot take away a 
  character’s last HP. 
   
  Deafen: Sonic attacks can temporarily cloud a foe’s ears with ringing and muffled silence. The first round, 
  the target cannot hear anything and thus be Stealth Attacked from behind even if the attacker wasn’t 
  hiding. The second round, they take -3 to all auditory Perception. The third round, -2.  Afterward, it ends. 
   
  Magnetize: For 3 rounds, whenever a Ranged or Thrown attack is made on the target, all dice below 3 on 
  the Accuracy roll are rerolled. 
   
  Impact: For 3 rounds, whenever the target is struck by a Melee or Unarmed attack, they are pushed back 
  a number of squares equal to the attacker’s STR; if doing so makes them impact an object, add 1 to the 
  Damage dicepool of the attack. If they Parry, they are only pushed back half (round down) the attacker’s 
  STR. Thrown attacks push back half (round down) the attacker’s STR on a hit and none on a Parry. 
   
  : A character who is Poisoned must make an END + Surv roll each round for 5 rounds. Failure 
  Poison
  means taking 1 damage (disregarding Armor); success means taking no damage; extraordinary success 
  recovers 1HP of poison damage if any poison damage has been taken, and ends the Poison early if no 
  damage from it has been taken. A Heal action will not heal at first, but will end Poison immediately. An 
  Advanced Heal both ends Poison and heals damage. 
   
  Irradiate: Irradiation does not do anything at first. However, 5 turns after it was inflicted, it activates. The 
  victim takes 3 damage and for that round, they are sickened and penalized -2 on all rolls. 
   
  Flicker: Attacks calling upon the power of the void have a frightening effect lasting 2 rounds. At the start 
  of their turn, the affected character must roll a d10. If they get a success, they continue as normal. If they 
  do not, the energies of the void cause them to flicker in and out of reality; they can only make a single 
  Move action and cannot make a Major action. If they botch, they also take 1 damage.  
   
  HEAL 
   
  The Heal action can only be used by Mystic Riders and is a Major Action. The Rider selects a 
  target within 3 spaces (which can be themselves), then rolls (END + Defend + [½ Tamashi rounded down]) 
  with 1 autosuccess if the patient is not the user. The patient is healed for 1HP per success, and the 
  healer pays Spirit equal to half the HP healed, rounded up. 
   
  ADVANCED HEAL 
   
  The Advanced Heal is similar to the standard Heal Action. Before rolling, the healer decides if it 
  will take 1, 2, or 3 rounds; they will be able to reroll dice equal to (#rounds taken – 1). The Rider then 
  rolls (END + Defend + Lore [½ Tamashi rounded up]), adding automatic successes equal to the rounds 
  taken. When taking multiple rounds, the user divides the healing successes equally (or as equally as 
  possible) among them. A multiple-round AdvHeal takes up the user’s Major Action, but not the Minor 
  Action; they and their patient can both move, though they must stay within 3 spaces of each other. The 
  user can Dodge, but not Parry; the patient can perform all actions normally. 
   
  DIVING SAVE 
   
  This action can only be used by Mystics. When an enemy’s Accuracy roll succeeds against one of 
  the Rider’s allies, they can tackle their ally out of the way, simultaneously attacking the enemy in 
  question. Divide the enemy’s attack damage in half, applying half to the Mystic and half to the enemy in 
  question; in the case of an odd number, the larger portion is dealt by the Mystic. Also, count the 
  Mystic’s Armor as one higher than its usual rating. Certain environmental factors may inhibit this 
  
   
  49 
   
  (though they can cover pretty severe distances with the dive). It may only be used (END-2) times per 
  scene. 
  HUMAN SHIELD 
  This action works similarly. However, the Mystic steps in front of the attack and takes the full 
  damage, adding the highest of the defendant’s stats to their END for the purpose of calculating Armor. 
  They then make an attack that cannot miss (barring anomalies), rolling (END + Defend +[½ Tamashi 
  rounded up]) as their damage roll (before the addition of weapon damage bonuses). If this would be 
  lower than a normal damage roll, they add Armor to that instead. Usable (END-2) per scene. 
   
  THE FINISHING GAUGE 
   
  The Finishing Gauge represents a Rider’s valorous energy as it builds up throughout a battle. The 
  Finishing Gauge is 7 by standard for every Rider (though some things may cause it to be lower). At the 
  conclusion of every round, the Finishing Gauge reduces by 1—though some things may cause it to 
  deplete more quickly. When the Rider’s Gauge hits 0, they have a Finishing Charge that can be used 
  either to use a Finishing Move or to use a Form Change (if available). 
   
  Finishing Moves 
   
  Each Form has its own Finishing Move; a Rider can, at maximum, have three different Finishers 
  available to them. A Finishing Move uses a Finishing Charge as well as half the user's max Spirit—though 
  if the user does not have enough, it simply uses all their remaining Spirit. Finishers come in four types. 
   
  Barrage: Your Finisher allows you to make three attacks in one Major Action without any of the 
  usual penalties. +2 Acc, +(1/2 Tamashi rounded up) Damage. Alpha Finishers get four attacks, 
  Omega Finishers get five. 
   
  Overpower: Your attack is so powerful that it cannot be fully evaded or parried. +1 Acc, +(1d10 
  + 2 + [1/2 Tamashi rounded up]) Damage if it hits normally. If the enemy dodges or parries 
  successfully, roll half (rounded up) of a normal attack’s dicepool, dealing that instead. 
   
  Precision: Your attack is deadly accurate. +5 Acc, +(1d5 +[1/2 Tamashi rounded up]) Damage, 
  +2 Range (for Thrown), all Accuracy penalties do not apply. 
   
  Mega Impact: Your attack is monstrously powerful. +2 Acc, +(2d10 +2 + [1/2 Tamashi rounded 
  up]) Damage. 
  A Base Form Finisher can have one elemental component corresponding to a Rider's Focused 
  Powerset, though if desired it can have no elemental component. Alpha Finishers can have two, with 
  one being from the Rider’s Focus; Omega Finishers can have two from any. Base Finishers’ elements get 
  1d5 to inflict their status effects, Alpha Finishers 1d4, Omega 1d3. 
   
  ROLLING A FINISHING ATTACK 
  To roll a Finishing Attack, the player declares the finisher and the target(s). They then make their 
  Accuracy roll. The defender's roll, on the other hand, is penalized by having its Target Number moved up 
  from 7 to 8! Upon completion of the attack, the Finishing Charge is used up and the Spirit cost is 
  
   
  50 
   
  deducted. A botched Finisher cannot be retried and uses up the Charge but no Spirit. Once a Finisher is 
  used, no Finisher or Form Change can be used by that Rider for the rest of the scene. 
  Thrown and Ranged Finishers can be performed even when the user’s Ammo count is 0. In 
  addition, upon completing the Finisher, their Ammo is automatically refilled. 
   
  Form Changes 
  If the Rider decides to make a Form Change instead, he makes the Form Change action. The 
  Rider can move but not attack during this action, and cannot be attacked. Forms have a time limit; an 
  Alpha Form lasts 5 rounds while an Omega Form lasts 4. Certain actions may cause the Form Timer to 
  deplete more quickly. On the last turn before the Form expires, a Rider automatically gets a Finishing 
  Charge, with which they can use that Form's Finishing Attack or move up from Alpha Form to Omega 
  Form. Every Form Change fully restores the Rider’s Spirit Pool (which, because Tamashi is increased in 
  each Upgrade Form, is a bigger pool than that of the preceding form). 
   
  Each Form has a Beginning that determines how it boosts a Rider's stats. 
   
  BIO: A Bio Form boosts the previous Form's Stats in this way: +2 STR (max 7 for Alpha, max 8 for 
  Omega), +1 DEX/CHA/INT/END (max 5 for Alpha, max 6 for Omega), +0 WIT 
   
  MYSTIC: A Mystic Form boosts the previous Form's Stats in this way: +2 END (max 7 for Alpha, 
  max 8 for Omega), +1 DEX/INT/WIT/CHA (max 5 for Alpha, max 6 for Omega), +0 STR  
   
  TECH: A Tech Form boosts the previous Form's Stats in this way: +2 WIT (max 7 for Alpha, max 8 
  for Omega), +1 DEX/INT/CHA/STR (max 5 for Alpha, max 6 for Omega), +0 END 
  In addition, every Form adds • to the Rider’s Tamashi Rating, with all appropriate effects—for 
  example, a Tamashi • Rider’s Alpha Form has Tamashi ••, with a base Spirit Pool of 20. Forms stack, so if 
  your Alpha Form boosts your STR to 6 but your Omega Form has no STR boost, you'll still have that 6 STR 
  in your Omega Form. 
   
   
  
   
  51 
   
  WeAPONS 
  LIGHT MELEE WEAPONS 
  TEMP 
  DESCRIPTION 
  ACC 
  INI 
  DMG 
  PRY 
  AP 
  Dagger 
  A light dagger; though its damage is lower than that of a sword, it is no less 
  accurate and is lighter. 
  +2 
  0 
  +1 
  0 
  0 
  Sword 
  A light, one-handed sword, single- or double-edged, curved or straight. 
  +2 
  -1 
  +2 
  0 
  0 
  Rv. 
  Sword 
  A one-handed light sword designed to be wielded in reverse grip, i.e. "upside 
  down". It is thus harder to hit with, but no less damaging and better at parrying. 
  +1 
  -1 
  +2 
  1 
  0 
  Lt. Claws 
  Claws or khatars are a little less accurate than a sword, but no less damaging. The 
  Rider's hands are left free even while wielding these and they are dual-wielded by 
  default. Parrying while wielding them still counts as Unarmed. 
  +1 
  -1 
  +2 
  0 
  0 
  War Axe 
  A light, one-handed axe. It does less damage than a sword, but ignores one point of 
  target Armor. 
  +2 
  -1 
  +1 
  0 
  1 
  Staff 
  (2H) 
  A staff wielded in two hands; it isn’t as damaging as a sword but grants +1 Parry. 
  +2 
  -1 
  +1 
  1 
  0 
  Spear 
  (2H) 
  A spear wielded in two hands, it can be used to make very accurate strikes but 
  doesn’t do as much damage as a sword. 
  +3 
  -1 
  +1 
  0 
  0 
  Shield 
  A light shield that, while obviously not made for hitting things, can still kind of hit 
  things. +2 to Parry rolls, Dmg lacks 10doubles. 
  0 
  -1 
  +1^ 
  2 
  0 
  Whip 
  The whip can be used to attack enemies 2 spaces away instead of just one space, 
  but is not very accurate and hopeless at parrying.  
  0 
  -1 
  +1 
  -1^ 
  0 
  Knuckles 
  Brass knuckles, dual-wielded by default. Like claws, they are dual-wielded by 
  default, can use Unarmed instead of Melee, and parrying while wielding them still 
  counts as Unarmed. They are less damaging but have Armor Pierce. 
  +1 
  -1 
  +1 
  0 
  1 
  Chakram 
  The Chakram, a sharp-edged metal ring, is made primarily for throwing. It can, 
  however, be used as a somewhat clumsy melee weapon. It does not get 10doubles 
  on Accuracy rolls. 
  -1^ 
  0 
  +1 
  -1 
  0 
   
  HEAVY MELEE WEAPONS 
  TEMP 
  DESCRIPTION 
  ACC 
  INI 
  DMG 
  PRY 
  AP 
  Greatsword 
  (2H) 
  A heavy, powerful two-handed sword. 
  +2 
  -2 
  +3 
  0 
  0 
  Battleaxe 
  (2H) 
  A heavy, powerful two-handed axe. Less damaging than a greatsword, but it 
  ignores one point of target Armor. 
  +2 
  -2 
  +2 
  0 
  1 
  Hv. Claws 
  (2H) 
  The Rider's hands are left semi-free—they can use their hands to do stuff, but 
  take a -1 penalty to any action that requires the use of their hands, like holding 
  things or grappling. Dual-wielded by default.  
  +1 
  -2 
  +3 
  0 
  0 
  Lance (2H) 
  A heavy lance wielded in 2 hands; while not as damaging as a greatsword, it is 
  more precise. 
  +3 
  -2 
  +2 
  0 
  0 
  Powerfist 
  A heavy gauntlet-like weapon. Less damaging or accurate than a greatsword, but 
  ignores 1 point of the enemy's Armor rating. Can use your Unarmed rating 
  instead of your Melee rating. -1 to use of hands such as in grapples. 
  +1 
  -2 
  +2 
  0 
  1 
  Tetsubo 
  (2H) 
  A monstrous two-handed greatclub. While even stronger than a greatsword, it is 
  less accurate and way heavier, requiring at least STR 3 to wield. It also reduces 
  your Speed by 1 while carrying it. 
  +1 
  -3 
  +4 
  0 
  0 
   
   
  
   
  52 
   
  THROWN WEAPONS 
  TEMP 
  DESCRIPTION 
  ACC 
  INI 
  DMG 
  RNG 
  PRY 
  CAP 
  AP 
  Dagger 
  The dagger is the lightest thrown weapon and the very precise, but 
  has the shortest range and least damage.  
  +2 
  0 
  +1 
  +1 
  0 
  6 
  0 
  War 
  Axe 
  A light, one-handed axe. It has better range the dagger and has the 
  benefit of being armor-piercing, but is less precise and fewer can 
  be carried. 
  +1 
  -1 
  +1 
  +3 
  0 
  2 
  1 
  Spear 
  The Spear is the most powerful thrown weapon; indeed, it is 
  stronger when thrown than it is when used in melee. It also has 
  the greatest range. 
  +1 
  -1 
  +2 
  +5 
  0 
  1 
  0 
  Chakram 
  The Chakram is made for throwing first and foremost. It has a 
  dagger’s accuracy and an axe’s range, with the former’s damage 
  and a capacity between the two. However, it is poor when used as 
  a melee weapon, whereas the others are more versatile. 
  +2 
  0 
  +1 
  +3 
  -1 
  4 
  0 
   
  LIGHT RANGED WEAPONS 
  TEMP 
  DESCRIPTION 
  ACC 
  STDY 
  DMG 
  AP 
  CAP 
  Pistol 
  A simple one-handed semiautomatic pistol. 
  +1 
  B-1 
  +1 
  0 
  10 
  Auto-pistol 
  A one-handed pistol, less accurate than a standard semiauto, capable of 
  automatic fire. 
  0 
  B-1 
  +1 
  0 
  18 
  Scoped 
  Pistol 
  A one-handed pistol mounted with a scope; it is more accurate than a normal 
  pistol, but has a smaller clip. 
  +2 
  B-1 
  +1 
  0 
  8 
  Magnum 
  A heavy pistol, it trades clip size for armor-penetrating shots. 
  +1 
  B-1 
  +1 
  1 
  6 
  Lt. Bowgun 
  The largest and strongest light ranged weapon, the Bowgun is normally 2-
  handed, but can be wielded 1-handed for -1 to Accuracy. It has a low clip size. 
  +1/
  0 
  B-2 
  +2 
  0 
  5 
   
  HEAVY RANGED WEAPONS 
  TEMP 
  DESCRIPTION 
  ACC 
  STDY 
  DMG 
  AP 
  CAP 
  Shotgun 
  A shotgun gets the 9doubles quality on Accuracy rolls within 5 spaces. Cannot 
  Flurry. 
  +1*
  /1 
  B-2 
  +2 
  0 
  4 
  SMG 
  This automatic weapon is meant to be fired with two hands; firing it with one 
  hand imposes -1 to Accuracy. Autofire capable, cannot fire single shots. 
  0/-1 
  B-2 
  +1 
  0 
  30 
  Scoped 
  Rifle 
  A scoped, powerful rifle with a small clip but high Acc bonus; it also gets 
  9doubles on Accuracy. When looking through the scope, you get +1 to your 
  WIT + Perception rolls to see things, but -1 to notice things out of your scope's 
  view. Cannot Flurry. 
  +3* 
  B-3 
  +2 
  0 
  5 
  Hv. 
  Bowgun  
  This gun has a very small clip and is very heavy, but its shots are the most 
  damaging of any heavy weapon. 
  +1 
  B-3 
  +3 
  0 
  3 
  Heavy 
  Machine 
  Gun 
  This very heavy weapon has a huge clip and heavy armor-slagging bullets, but 
  is not very accurate and greatly reduces the user’s mobility. Autofire capable, 
  cannot fire single shots, user’s total move speed reduced by 2 when wielding. 
  0 
  B-4 
  +1 
  1 
  50 
   
   
   
  
   
  53 
   
   
   
   
  Powers are the ways that the world bends its rules for those with fire in their hearts. Every 
  Power has requirements, a cost, a duration, and a type. Some, but not all, have dicepools.  
   
  Requirements: The ratings in a certain Powerset, a certain Ability, and Tamashi that are 
  required to know the Power. Powers do not have to be bought or learned—simply by meeting 
  the requirements, a Rider is eligible to use the Power. Some Powers require the Rider be 
  Focused in the relevant Powerset or have it as their Path Powerset, and denote this with a 
  “+Foc/Path” after the Powerset dots. 
   
  Cost: The number of Spirit points (or other) paid to use the Power. Kurayami Powers that cost 
  HP will list the HP cost in bright red. 
   
  Duration: How long a Power is in effect. Some are instant, some go on for a number of rounds, 
  some last a scene, etc. 
   
  Dicepool: Not every Power, but many, requires an activation roll. In most cases, only a single 
  success is needed on the roll to activate the Power. Some Powers may instead be rolled against 
  flat values (the target’s Tamashi, for example) or even opposing rolls. 
   
  Type: What type of Action the Power counts as—Major, Minor, Reflexive, Free, etc. Some 
  Powers are Enhancements, which mean they are applied on top of an existing Action. 
   
  Results: Powers with Dicepools will have a list of results based on whether the roll was a botch, 
  failure, success, or automatic success. 
   
  A Power that represents the climax of a series of several Powers (such as Laser Sight  Chaser 
  Pulse  Argon Lance) is usually called a Kata, but this is just a naming convention. 
  Enemy characters may be able to use Rider Powers. Each Invader Faction also has its own 
  Powers, detailed in the Advanced Power Book. Fallen Riders have their own Powerset detailed in the 
  Taoreta book. 
  
   
  54 
   
   
  Unlike normal Powers, these ones are not specific to a Powerset. Rather, they can be used with 
  any Powerset for which the user has sufficient dots.  
   
  Elemental Wave 
  (Powerset ••••+Foc/Path, Melee ••••, Tamashi ••) Cost: 8sp. Duration: Instant. Dicepool: Normal Acc dicepool, 
  Damage normal + Powerset autosuccesses. Type: Major 
  The Rider fires a blast of elemental energy from their weapon; the Accuracy is normal for that weapon, while 
  Damage gets automatic successes equal to points in that Powerset. Range is (STR + Melee).  1d3 to induce the 
  relevant effect. This attack is counted as a Ranged attack for the purposes of Parry penalties, etc. 
   
  Elemental Bolt I 
  (Powerset ••, Lore ••, Tamashi ••) Cost: 4sp. Duration: Instant. Dicepool: (Lore + Perception) Acc, (Lore + 
  Powerset) Dmg. Type: Major 
  The Rider fires a bolt of whichever Powerset element they choose (and have the required rating in); in terms of 
  flavor, it can be described more or less however the player wishes. The bolt has a Range limit of INT+Lore. The 
  Kurayami version rolls 1d5 for 1 self-damage. 1d5 to inflict the associated elemental effect. This attack is counted 
  as a Ranged attack for the purposes of Parry penalties, etc. 
   
  Elemental Bolt II 
  (Powerset •••, Lore ••••, Tamashi •••) Cost: 7sp. Duration: Instant. Dicepool: (Lore + Perception) Acc, (Lore + 
  Powerset + ½Tamashi) Dmg. Type: Major 
  A more powerful elemental bolt. The Kurayami version rolls 1d4 for 2 self-damage. 1d4 to inflict the associated 
  elemental effect. This attack is counted as a Ranged attack for the purposes of Parry penalties, etc. 
   
  Elemental Trance 
  (Powerset ••••+Foc/Path, Lore ••••, Tamashi •••) Cost: 5sp. Duration: 1 Scene. Dicepool: Powerset + Lore + 
  Tamashi Type: Extended 
  A Rider may enter a trance in which they focus wholly on a single element; they may be surrounded by an aura 
  appropriate to it. 
  Botch: The Rider fails; they lose 2 dice from the dicepools of all Powers of the attempted Powerset for 2 rounds. 
  Failure: The Power does not activate. 
  Success: The Rider enters the trance. All the Rider’s Unarmed and Melee attacks have 1d8 to inflict the relevant 
  Status Effect. They gain (½Tamashi rounded up) in bonus dice to any rolls for Powers of the element and may reroll 
  any status effect chances; they are immune to the status effect of that element. However, they may not use 
  Powers of any other element. The Rider may choose to end this state early; otherwise, it lasts for the scene. 
  Exceptional Success: Striking the Rider with a Melee or Unarmed attack has the 1d8 element chance; the Rider’s 
  own attacks have 1d6 instead. In addition, Powers of the selected Element cost 1 less, to a minimum of 0. 
   
   
  
   
  55 
   
  Galestrike  
  (Kaze •, Melee ••, Tamashi •) Cost: 2sp. Duration: 1rnd. Dicepool: Kaze + Melee + Tamashi. Type: Enhancement 
  A Rider may use the wind to hamper a foe or aid a friend. This Power enhances a Melee attack. 
  Botch: The Rider gets -1 to DEX til their next turn. 
  Fail: The Power does not activate. 
  Success: The Rider envelops their attack in a swirling wind; if they hit, they may choose one foe within (Kaze+2)sq 
  to give a -1 DEX penalty, or one ally to grant +1 Speed and 9doubles on DEX, until the user’s next turn. 
  Exceptional Success: Increase the range by 2. 
   
  Striclone 
  (Kaze ••, Melee •••, Tamashi •) Cost: 4sp. Duration: 1rnd. Dicepool: Kaze + Melee + Tamashi. Type: Enhancement 
  An upgrade to Galestrike, this Power allows the user to buff or debuff two subjects at once. 
  Botch: The Rider gets -2 to DEX til their next turn. 
  Fail: The Power does not activate. 
  Success: The Rider envelops their attack in a swirling wind; if they hit, they may choose two foes within (Kaze+2)sq 
  to give a -1 DEX penalty, or two allies to grant +1 Speed and 9doubles on DEX, until the user’s next turn. They may 
  not buff an ally and debuff a foe. In addition, the original attack has 1d5 Windburn. 
  Exceptional Success: Increase the range by 2; the Rider may choose to buff one ally and debuff one foe. 
   
  Hurticane Kata 
  (Kaze •••+Foc/Path, Melee ••••, Tamashi ••) Cost: 6sp. Duration: 2rnd. Dicepool: Kaze + Melee + Tamashi. Type: 
  Enhancement 
  An upgrade to Striclone, this Power allows the user to buff or debuff two subjects at once. 
  Botch: The Rider gets -2 to DEX til their next turn. 
  Fail: The Power does not activate. 
  Success: The Rider envelops their attack in a swirling wind; if they hit, they may choose two foes within (Kaze+2)sq 
  to give a -2 DEX penalty without 10doubles, or two allies to grant +2 Speed and 9doubles and no botches on DEX, 
  for two rounds. They may buff an ally and debuff a foe. In addition, the original attack has 1d4 Windburn. 
  Exceptional Success: Increase the duration by 1 round. 
   
  Sleight of Hand-To-Hand 
  (Kaze ••, Unarmed •••, Tamashi •) Cost: 4sp. Duration: Instant. Dicepool: Kaze + Unarmed + Tamashi. Type: 
  Major 
  With quick reflexes, a Rider can grab for weapons (theirs or their foe’s) even in the middle of a grapple. This Power 
  requires the Rider to be grappling an enemy. 
  Botch: The Rider’s clumsy attempt backfires, letting their foe escape their grapple unscathed. 
  Fail: The Rider maintains the grapple, but cannot activate the Power. 
  Success: If the Rider has an undrawn weapon, they may immediately pull it out and attack their grapple-victim 
  with it; the target takes -2 to their Defender’s Roll. They may also grab a foe’s weapon and either use it, stow it 
  away, or toss it out of the foe’s reach. This ends the grapple. 
  Exceptional Success: Same as above, but afterward, the Rider may immediately make an attempt to reestablish 
  the Grapple. 
  
   
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  Typhoon Strike 
  (Kaze •••, Unarmed ••••, Tamashi ••) Cost: 4sp+1/add. Duration: Instant. Dicepool: Kaze + Unarmed + Tamashi 
  Type: Major 
  A Rider who knows the winds may emulate them, moving like a cyclone in a swirling pattern where any movement 
  can be smoothly turned into a deadly strike. 
  Botch: The Rider screws up; they make a normal attack with -3 Acc. 
  Failure: The Rider does not get to use the maneuver, but can attack normally. 
  Success: The Rider makes a swirling chaos of movements, each one with the potential to become a deadly blow, 
  and strikes. Make 3 Acc rolls for this attack and pick the highest. If at least one is a successful hit, make 2 Damage 
  rolls and pick the highest. Each time the Rider uses it in a scene, the cost increases by one. 
  Exceptional Success: Get 1 automatic success on Acc or Dmg, and the cost is not more the next time it is used. 
   
  Feather Fall 
  (Kaze •, Athletics ••, Tamashi •) Cost: 1sp. Duration: Instant. Dicepool: Kaze + Athletics + Tamashi Type: 
  Enhancement 
  A Rider may adjust the air around them, ensuring a nimble landing as they fall. This Power is used before making 
  an Athletics roll to land safely. 
  Botch: The Rider flubs their attempt; their Athletics roll loses 10doubles and gains 1-subtracts. 
  Failure: The Rider cannot activate the power, but makes their Athletics roll as normal. 
  Success: The Rider gets automatic successes equal to Tamashi. 
  Exceptional Success: The Rider also gets 9doubles on their Athletics roll. 
   
  GOTTAGOFAST 
  (Kaze ••, Athletics ••, Tamashi •) Cost: 4sp/rnd. Duration: By Round. Type: Enhancement 
  A Rider may use this Power to add (Kaze + ½Tamashi) to their Speed, but taking (Kaze – 1) penalties to Dodge, 
  Accuracy, and Parry on that round and the round immediately afterward. Attacks of Opportunity have their Acc 
  rolls penalized by half the Speed the Rider is moving at. 
   
  Bubblejet 
  (Kaze ••, Athletics ••, Tamashi ••) Cost: 1sp/rnd. Duration: By Round Type: Enhancement 
  When in water of at least chest height, a Rider may pay 1sp/rnd to get +1 to movement by using a jet of air to 
  propel themselves. 
   
  Walkin’ On Air Kata 
  (Kaze •••, Athletics •••, Tamashi ••) Cost: 3sp + 2sp/d. Duration: Instant Type: Reflexive/Reroll 
  (Kaze-2) times per scene, a Rider may can re-roll a failed Athletics check, adding up to 2 bonus dice to the roll by 
  expending more Spirit. 
   
  Blowhard 
  (Kaze ••••, Defend •••, Tamashi ••) Cost: 2sp. Duration: Instant. Dicepool: Tamashi Type: Reflexive 
  When making a successful Parry, whether they shove, disarm, or counterattack, a Rider may also send the enemy 
  reeling back with a blast of wind a distance equal to 1+ the activation successes. 
   
  
   
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  Deep Breaths 
  (Kaze •, Survival ••, Tamashi •) Cost: 1sp/rnd. Duration: By Round. Dicepool: Kaze + Surv + Tamashi Type: Major 
  A Rider can create a dome of air that keeps away harmful gases. 
  Botch: The Rider fails to use the Power and cannot use the power for the scene. 
  Fail: The Rider fails to create the dome of air. 
  Success: The Rider creates a dome of air with a diameter in squares equal to their Kaze, centered on themselves. 
  Up to 2 other Riders can huddle into the same square here. Each round costs 1sp. 
  Exceptional Success: The dome has a diameter of (Kaze + 1). 
   
  Bond Boost 
  (Kaze ••••, Labor •••, Tamashi ••) Cost: 2sp+1/d. Duration: Instant. Dicepool: Kaze + Labor + Tamashi Type: 
  Enhancement 
  Drawing on bonds, a Rider may be invigorated by the presence of their allies, gaining bonus dice on a Labor roll. 
  Botch: The Rider’s Labor roll loses 10doubles and gains 1-subtracts. 
  Fail: The Rider fails to use the power. 
  Success: The Rider gains bonus dice equal to their present allies. 
  Exceptional Success: The bonus dice are automatic successes. 
   
  Backbiter 
  (Kaze •, Dodge ••, Tamashi •) Cost: 2sp. Duration: Instant. Dicepool: Kaze + Dodge + Tamashi Type: Major 
  A Rider’s skill in dodging is good for more than just avoiding hits—their nimble feet can help them move into 
  position to strike a foe. This Power is not a Dodge enhancer—it is a full attack. 
  Botch: The Rider severely fumbles their attempt to be nimble and wastes their Major Action; they get -1 to their 
  next Dodge roll. 
  Fail: The Power does not activate, but the Rider may decide to make a normal Major Action instead. 
  Success: The Rider moves into position to strike a foe behind or from the side, then makes an attack with the 
  successes on the activation roll +2. The foe may only roll Defend or Dodge, not the full rolls, and does not count 
  10s as doubles. However, when applying the damage, divide the final damage by half (minimum total of 1). The 
  foe’s next roll will take a penalty equal to the Rider’s Kaze. 
  The initial movement does not invite Attacks of Opportunity. 
  Exceptional Success: As above, but the foe’s Defender’s Roll takes an additional penalty of gaining 1subtracts. 
   
  I’m Outie 
  (Kaze •••, Dodge •••, Tamashi ••) Cost: 9sp. Duration: Instant. Dicepool: DEX + Dodge vs (Unrm, Melee, Deft, 
  Ranged) Type: Reflexive 
  Paying a high Spirit cost, a Rider may flawlessly dodge a vicious blow. This may be rolled even after a failed normal 
  dodge. The Rider rolls their Dodge against the attacking Ability as a flat value—so if the foe has 3 dots in Melee and 
  is making a Melee attack, the Rider’s dodge roll must beat that 3. 
  If the Rider fails, they only pay 4sp. 
   
  Dodge/Duck/Dip/Dive Kata 
  (Kaze ••••+Foc/Path, Dodge •••, Tamashi ••) Cost: 4sp+1/rnd. Duration: rnd x (activation roll sux). Dicepool: 
  Kaze + Dodge + Tamashi Type: Enhancement 
  On a successful Dodge, a Rider may roll this Power. For a number of rounds equal to the successes, they get half 
  
   
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  (round up) their Kaze in automatic Dodge successes. They may not get more rounds of this than they can pay for, 
  and they can choose to get as few rounds as they like. 
   
  Backsies 
  (Kaze ••, Deft ••, Tamashi •) Cost: 1sp+. Duration: Instant. Dicepool: Kaze + Tamashi Type: Enhancement  
  A Rider can tug at their own Thrown weapons with a gust of air, hoping to pull them back to their hands. The first 
  use in a scene only needs 1 activation success; after each successful use, the success requirement increases by 1. If 
  the weapon is farther away than a flat value of (Kaze + Deft + Tamashi), the power costs an extra 1sp to use. 
  If using this Power on a Flurry, the activation need only be made once, but each weapon retrieval is its own 
  separate cost. 
  Botch: The Rider’s next Thrown attack loses 10doubles and gains 1subtracts on Accuracy. 
  Fail: The power does not activate. 
  Success: The Rider’s thrown weapon returns to them after making its strike; they do not subtract from their Ammo 
  count. 
  Exceptional Success: The Rider may choose either to reduce the cost of the Power by 1 (minimum 0) or to prevent 
  the normal “next use requires 1 more success” condition. 
   
  Minor Adjustment 
  (Kaze •••, Deft ••, Tamashi ••) Cost: 3sp. Duration: Instant. Type: Reflexive/Reroll 
  A Rider may spend 3sp to reroll (Kaze-1) dice of their thrown Acc roll. They cannot use it twice on the same attack, 
  and they can only use it (Kaze) times a scene. 
   
  Windscreen 
  (Kaze ••••+Foc/Path, Deft •••, Tamashi ••) Cost: 4sp(5sp for other). Duration: Instant. Dicepool: Kaze (+1) Type: 
  Reflexive 
  With a buffeting blast of air, a Rider can play havoc with a foe’s thrown projectiles. The Rider rolls (Kaze) and adds 
  one to it, subtracting that many Acc successes from a foe’s thrown attack—thus, even if they fail the roll, they get 
  1 subtraction. 
  If the Rider is within (Tamashi, max 4) sq of the path of the weapon, they may use this Power for a greater cost to 
  deflect Thrown attacks directed at others. 
   
  Like Chasing Mist 
  (Kaze ••, Deft ••, Tamashi •) Cost: 3sp. Duration: Instant. Dicepool: Kaze + Ride. Type: Reflexive (Ride) 
  Foes’ attacks are just another chance for a Rider to get ahead. This Power is used in a Chase scene when under 
  attack. It must be activated and paid for against each attack separately, should the Rider be attacked multiple 
  times in the same Interval. 
  Botch: The Rider’s Dodge loses 10doubles and gains 1subtracts. 
  Fail: The Power does not activate. 
  Success: If the Rider successfully dodges the attack, the successes their roll had over the Accuracy roll are added to 
  their Ride check on the next Interval as bonus dice.  
  Exceptional Success: The Dodge gains 9doubles and the Rider may convert bonus dice into automatic successes at 
  a rate of 2 dice per success. 
   
  Up We Go! 
  (Kaze •••, Deft •••, Tamashi ••) Cost: 5sp. Duration: Instant. Dicepool: Kaze + Ride. Type: Reflexive (Ride) 
  Nothing stands in the way of a Rider at the wheel, not even a lack of ground to drive on. It can be used both in and 
  out of Chases. 
  
   
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  Botch: The Rider’s Ride check loses 10doubles and gains 1subtracts. 
  Fail: The Power does not activate. 
  Success: Out of a Chase, the Rider may use this Power to reflexively make a jump action with their Vehicle. The 
  distance of the jump is calculated as their Ride rating times the stunt rating of the action (with not-a-stunt being 
  x½ instead of x0). 
  In a Chase, a Rider may use this Power on a Ride action, granting automatic successes equal to the stunt rating of 
  their jump. If they are in a Leg with environmental Hazard, the Interval imposes 1 less Hazard on them than normal 
  (minimum 0). 
  Exceptional Success: Out of a Chase, add the activation successes to the jump distance. In a Chase, add half the 
  activation successes to the Ride check dicepool as bonus dice. 
   
  Bluster Blast 
  (Kaze •, Ranged ••, Tamashi •) Cost: 2sp. Duration: Instant. Dicepool: Kaze + Ranged + Tamashi Type: 
  Enhancement 
  A Rider may envelop their ranged shot in a swirl of wind, sacrificing raw power for the tricky energies of the air. 
  Botch: The shot does half damage. 
  Fail: The Power does not activate. 
  Success: The shot causes a blast of air on impact or a near miss; it does half damage (divide dicepool before rolling; 
  half of 1 is still 1 but can be negated by Armor), but the target must roll Tamashi against the Rider’s Kaze+2 or be 
  Windburnt. 
  Exceptional Success: The foe’s Tamashi roll loses 10doubles. 
   
  Airburst 
  (Kaze •••, Ranged •••, Tamashi ••) Cost: 1sp/atk. Duration: 1 scene. Dicepool: Kaze + Ranged + Tamashi Type: 
  Enhancement 
  Who even needs bullets? Arguably not Riders, given the frightening things air can do to the body. 
  Botch: The Rider jams their gun. 
  Fail: The Power does not activate. 
  Success: For the rest of the scene, the Rider may pay 1sp to make a shot without using any ammunition. Instead, 
  they fire near-silent blasts of air, which work almost exactly like regular attacks. However, they lack 10doubles on 
  Damage, but they have 1d6 Windburn. 
  A Rider may use their empty hand just as well as a gun. They point it and bullet holes appear in people. Doing this 
  uses the “imaginary gun” which has +0 to Acc and Dmg. 
  Exceptional Success: The airbullets cost no Spirit unless they’re done with an empty hand. 
   
  Fogblower 
  (Kaze ••, Perception ••, Tamashi •) Cost: 2sp. Duration: Instant. Dicepool: Kaze + Perception + Tamashi Type: 
  Minor 
  When vision is obscured by fog/smoke/etc, a Rider may blow it away. 
  Botch: The Power cannot be used for the scene. 
  Fail: The Power does not activate. 
  Success: The fog or smoke is blown away from an area centered on the Rider with a radius of Kaze + 1. Depending 
  on the nature of the fog, it may come back in time (such as if it is being continuously produced). 
  Exceptional Success: Add 1 to range. 
   
  
   
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  Run Forrest Run 
  (Kaze •, Support •, Tamashi •) Cost: 2sp. Duration: (Kaze + 1)rnd. Dicepool: Kaze + Support + Tamashi Type: Minor 
  Imparting an ally with wind, a Rider may give them a temporary speed boost. 
  Botch: The Rider severely messes up; at DM discretion, they either boost a foe’s speed or penalize their own by ½ 
  their Tamashi (rounded up, minimum 1). 
  Fail: The Rider fails to impart a boost to an ally. 
  Success: The Rider selects one ally, giving them a boost to their Speed equal to ½ the user’s Tamashi (rounded up, 
  minimum 1). 
  Exceptional Success: The Rider may choose to add 1 to the Speed Boost or the duration. 
   
  Crop Duster 
  (Kaze •••, Support •••, Tamashi ••) Cost: 3sp. Duration: Up to (Kaze + Support)rnds. Dicepool: Kaze + Tamashi 
  Type: Major 
  A Rider may use a blast of air to stir up dust and debris to hamper foes’ vision. 
  Botch: The Rider instead hampers their own vision, taking -1 to all Perception rolls for rounds equal to their (Kaze). 
  Fail: The Rider’s blast of air sends dust and chaff spiraling across the ground uselessly. 
  Success: The Rider fills the air with tiny debris in an area of radius (Kaze + 3) that lasts (Kaze) rounds. Enemies take 
  -1 to visual Perception when in it, or when trying to perceive objects in it. 
  Exceptional Success: Add 1 to the radius or duration. 
   
  Skill Stealing Kata 
  (Kaze ••••+Foc/Path, Support •••, Tamashi ••) Cost: 5sp+1sp/rnd. Duration: (Kaze-1)rnds. Dicepool: CHA + Kaze 
  vs INT + Res Type: Major 
  A Rider can briefly steal skill itself from a foe, passing it to an ally. After hitting a foe, roll CHA+ Kaze against their 
  INT + Res. 
  Botch: Perform the same results as with success—but the foe is boosted and the user is drained. 
  Fail: The Power does not activate. 
  Success: Select one of the foe’s Stats. For up to (Kaze-1) rounds, this Stat is lowered by 1 (note that you cannot 
  lower a Stat that is already just one dot). Select an ally; for the duration of the power, they may count any one of 
  their Stats as being one dot higher, so long as this does not violate their Stat cap. 
  Exceptional Success: Add 1 to the duration.  
   
  Light On My Feet 
  (Kaze ••, Stealth •, Tamashi •) Cost: 2sp/rnd. Duration: By Round. Dicepool: Kaze + Stealth + Tamashi Type: Free 
  A Rider can manipulate air to muffle their footsteps, creeping as silently as a feather on a breeze. The activation 
  roll need only be made at the beginning of use. The Power is activated before making a normal Stealth roll. Note 
  that this Power only affects the Rider’s sound and not their appearance—foes can see them just fine, they just 
  have trouble hearing them. 
  Botch: The Rider fails to activate the Power, but thinks they succeeded. 
  Fail: The Rider fails to activate the power. 
  Success: The Rider’s footfalls are muffled; anyone rolling against the Rider’s WIT + Stealth roll to hear them 
  subtracts (Kaze-1) from the successes. In addition, if the Rider botches their Stealth roll, this Power bumps it up to 
  a normal Failure. 
  Exceptional Success: As above, but the Rider receives automatic successes on their Stealth roll equal to Tamashi, 
  and thus cannot botch. 
   
  
   
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  Actual Airbending 
  (Kaze •••, Stealth •••, Tamashi ••) Cost: 3sp/rnd. Duration: By Round. Dicepool: Kaze + Stealth + Tamashi Type: 
  Free 
  Having mastered the ability to manipulate the air to silence their passage, a Rider can learn the art of using air 
  currents to obscure themselves visually as well. 
  Botch: The Rider fails to activate the Power, but thinks they succeeded. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider cloaks themselves in air currents that muffle their footfalls and warp their very appearance to a 
  hazy blur. Anyone rolling against the Rider’s Stealth roll to hear or see them subtracts (Kaze) from their own 
  successes. Even if they see the Rider, they do not immediately know what they are seeing (unless they are familiar 
  with the Power). Botches on the Stealth roll become failures. 
  Exceptional Success: As above, but the Rider receives automatic successes on their Stealth roll equal to Tamashi, 
  and thus cannot botch. 
   
  The More You Know 
  (Kaze ••, Lore ••, Tamashi •) Cost: 1sp/d. Duration: Instant. Type: Enhancement 
  Your friends teach you something new once in a while. When making a Lore roll, a Rider can get a bonus die for 
  each ally present, depending on them and the roll’s content. Any Rider gives a bonus to Rider History, but they also 
  give more specific bonuses based on Path, Beginning, backstory, etc. 
   
  Pressure Front 
  (Kaze ••••+Foc/Path, Lore •••, Tamashi ••) Cost: 6sp. Duration: Effects last 2 rnd. Dicepool: Kaze + Lore + 
  Tamashi Type: Major 
  With great mastery of the air, a Rider can create a blast of air pressure that disorients foes. 
  Botch: The user charges for a moment… and is knocked on their ass by their mismanaged wind. 
  Fail: The Power does not activate. 
  Success: The Rider begins to draw in air to themselves; they are unable to attack, but can move, dodge, parry, etc. 
  On their next turn, they release the air in a massive pressure wave with a radius equal to Kaze + Tamashi. Foes 
  with a lower END than the activation successes are knocked to the ground; they must make DEX + END checks for 
  the next 2 rounds, or stagger in dizzied confusion. All foes must roll END + Surv against the user’s Tamashi or be 
  Windburned.  
  Exceptional Success: Increase the radius by 1, and count the user’s Tamashi as one dot higher for the purposes of 
  foes rolling against it.  
   
  Fair-Weather Friend 
  (Kaze ••, Socialize •, Tamashi •) Cost: (#rerolls – 1)sp. Duration: Instant. Type: Reflexive/Reroll 
  Once a scene, a Rider may reroll up to Kaze dice on a CHA + Socialize roll. The Spirit cost is one less than the 
  number of dice rerolled; rerolling only one die is free. They can't use some of these rerollable dice on one roll and 
  some on another, but they can spend rerolls on the same die multiple times (i.e. if they have 5 available rerolls and 
  only use 4, they can re-reroll one of the dice). 
   
  Talk Like The Wind 
  (Kaze •••, Socialize •••, Tamashi ••) Cost: 2sp. Duration: 1 Scene. Dicepool: Kaze + Tamashi. Type: Enhancement 
  A Rider may ignore penalties to social rolls with quick wit and a modulation of the air. 
  Botch: The Rider loses 10doubles and gains 1subtracts on all Socialize rolls for the scene. 
  Fail: The Power does not activate. 
  
   
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  Success: The Rider ignores social penalties equal to the successes on the activation roll for one scene. This does 
  not grant bonuses, just cancels out penalties. 
  Exceptional Success: As above, but the next social roll the Rider makes has the 9-doubles quality. 
   
  Full of Hot Air 
  (Kaze ••, Persuade ••, Tamashi •) Cost: 2sp. Duration: Instant. Dicepool: Kaze + Persuade + Tamashi. Type: 
  Enhancement/Reflexive 
  A Rider can subtly modulate the way the air carries their words or the words of another. To activate it on another 
  character’s turn and impart the benefits to them, the Rider must get two successes on the activation roll, not just 
  one. 
  Botch: The Rider’s next social roll has a -1 penalty and does not receive doubles for 10s. The Rider also does not 
  know they failed to activate the Power. 
  Fail: The power does not activate. 
  Success: The Rider or their selected ally get automatic successes equal to ½ the user’s Tamashi (rounded up, 
  minimum 1) on their social roll, making it impossible to botch. 
  Exceptional Success: As above, but the Rider or selected ally also get the 9-doubles quality on the social roll. 
   
  A Little Help From My Friends 
  (Kaze ••••, Intimidate •••, Tamashi ••) Cost: 2sp+1/add. Duration: 1 scene. Dicepool: Kaze + Intimidate + 
  Tamashi. Type: Enhancement 
  The Path of Stars teaches the importance of friends; as such, a Rider can call on the presence of their friends to 
  increase their appearance of formidability. 
  Botch: The Rider does not activate the power, does not get 10-doubles on Intimidate rolls for the scene, and is 
  unaware of their failure. 
  Fail: The power does not activate, but the Rider may be able to try again. 
  Success: For one scene, whenever they make an Intimidation roll, the Rider may pay 1sp to add dice to the roll 
  equal to their present allies (limit 5). 
  Exceptional Success: As above, but botches are bumped up to failures. 
   
  In My Element [Upgrade Form Only] 
  (Kaze ••••, Fly •••, Tamashi ••) Cost: 4sp/rnd. Duration: By Round. Dicepool: Kaze + Fly + Tamashi. Type: 
  Enhancement 
  A Rider whose Upgrade Forms can fly may be able to navigate the air, but a true master of the sky can do so much 
  more, wrapping themselves in a cloak of wind. This is only usable in an Upgrade Form with Fly enabled, and while 
  Flying. 
  Botch: The Rider is forced to stop flying immediately. 
  Fail: The power does not activate, but the Rider may be able to try again. 
  Success: The Rider forms the air around them into a shell of swirling wind. Their flight speed is increased by 2, all 
  attacks against them lose 10-doubles and gain 1-subtracts on the Acc roll, and contact deals a Damage dicepool of 
  Kaze with 1d5 to Windburn. 
  Exceptional Success: Add 1 to the Speed boost; the first two rounds only cost 3sp.  
  (35) 
   
   
   
  
   
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  Burning Strike 
  (Nenshou ••, Melee/Unarmed ••, Tamashi •) Cost: 2sp. Duration: Instant. Type: Enhancement 
  The Rider's weapon (or foot or fist) bursts into flame upon striking, making 9s count as double-successes like 10s 
  do for the Damage roll. This must be activated before rolling the Accuracy roll. 
   
  Flare Dash 
  (Nenshou •••, Melee •••, Tamashi •) Cost: 4sp. Duration: Instant. Dicepool: Nenshou + Melee + Tamashi. Type: 
  Major 
  A Rider may blaze forward in a swift strike that can hit multiple foes. 
  Botch: The Rider trips and falls on their face. 
  Fail: The Power does not activate. 
  Success: The Rider makes a dash in a straight line, the length being equal to (6 – the Initiative penalty applied to 
  the Rider by their weapons) spaces. Any enemy touched by this straight line must roll their Tamashi against the 
  Rider’s Nenshou; if they fail, they take damage equal to the Rider's Nenshou rating. 1d5 to Burn. 
  Exceptional Success: Add 1 to the distance or damage. 
   
  Vulcan Hammer Strike 
  (Nenshou •••, Melee ••••, Tamashi ••) Cost: 4sp. Duration: Instant. Dicepool: Nenshou + Melee + Tamashi. 
  Type: Enhancement 
  A Rider making a Great Attack may strengthen their mighty blow with fiery force.  
  Botch: The Rider takes 1 damage as they burn themselves, losing 1 Accuracy on any attack they make this turn. 
  Fail: The Power does not activate. 
  Success: On the Damage roll of their Great Attack, the Rider rerolls all non-success dice once. 1d5 to Burn. 
  Exceptional Success: Burn is automatic. 
   
  Combustion Strike Kata 
  (Nenshou •••••+Foc/Path, Melee ••••, Tamashi •••) Cost: 5sp. Duration: Instant. Dicepool: Nenshou + Melee + 
  Tamashi. Type: Enhancement 
  Charging their weapon with thermal energy, a Rider may release it all in a single explosive blow. 
  Botch: The Rider’s strike hits, but the explosion misfires; the damage dicepool is halved and they are knocked back 
  3 spaces. 
  Fail: The Power does not activate. 
  Success: The Rider strikes with explosive force, adding Nenshou to their damage dicepool and taking 9doubles on 
  it. The explosion knocks the target back 3 spaces; they must roll END + Res against the user’s Tamashi or be 
  stunned for one round (without 10doubles and with 1subtracts on all rolls). All foes on adjacent spaces to the 
  target must roll END + Surv or be knocked back one space. If the Acc roll fails (not botch, just fail), the secondary 
  knockback effect still occurs. 
  Exceptional Success: The foe ‘s roll against stunning loses 10doubles. 
   
  Too Hot To Handle 
  (Nenshou •, Unarmed ••, Tamashi •) Cost: 2sp. Duration: Instant. Dicepool: Nenshou + Unarmed + Tamashi. 
  Type: Reflexive 
  A Rider can make their armor briefly blaze with heat. 
  
   
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  Botch: The Rider’s armor blazes with heat… but only internally. The Rider takes 1 damage. 
  Failure: The Rider’s armor fails to heat up significantly, though it may become tangibly warmer. 
  Success: The Rider’s armor flashes with heat. If they are making an Unarmed attack, they get 1 automatic success 
  on their Damage roll. If the foe parries this attack bare-handed, they still take 1 point of contact damage. Anyone 
  in a Grapple with the Rider when this is activated takes 1 point of contact damage. 
  Exceptional Success: The contact damage is increased to 2; in addition, any enemy who has the Rider in a Hold or 
  Restraint Grapple Maneuver loses their control, ending the Maneuver. 
   
  Body of Agni Kata 
  (Nenshou •••+Foc/Path, Unarmed •••, Tamashi ••) Cost: 2sp+1sp/rnd. Duration: (Nenshou)rnd. Dicepool: ½ 
  Unarmed +Tamashi + Nenshou  Type: Minor 
  A Rider can wreathe themselves in flames, turning their entire bodies into fiery weapons. 
  Botch: The Rider fails to activate the power and cannot use it again for the scene. 
  Fail: The Rider calls up a few flickers of flame and a wash of hot air, but nothing effective. 
  Success: The Rider is wreathed in flames for up to (Nenshou) rounds; any grappling inflicts 2 damage per turn to 
  the foe. Unarmed attacks that strike or are Unarmed-parried by the user result in the attacker taking 1 contact 
  damage. All Unarmed attacks by the user have (Nenshou) added to the damage pool and have 1d5 chance to Burn. 
  Water/Ice attacks have 1d10 chance to put out the fire, but have -1 to the final damage (which means the damage 
  can be reduced to 0) and do not get a chance to Freeze. 
  Exceptional Success: Increase the duration by 1; Unarmed attacks by the user also have the 9-doubles quality. 
   
  Fire Walk 
  (Nenshou •••, Athletics •••, Tamashi ••) Cost: 2sp. Duration: 1 rnd. Dicepool: Nenshou + Athletics + Tamashi. 
  Type: Enhancement 
  Enhancing themselves with sureness of purpose, a Rider may cover running distances with an unhurried stride. 
  Botch: The Rider thinks they have activated the Power and casually ambles rather than running; they take -2 to 
  Speed. 
  Fail: The Power does not activate. 
  Success: The Rider adds the higher of Athletics or Resolve to their Speed for the round; they move at a confident 
  and measured pace, but somehow cover distances as if sprinting. They also may add +1 to a number of Dodge and 
  Parry rolls equal to their Tamashi for the round. Attacks of Opportunity against them have halved Accuracy. 
  Exceptional Success: The Rider adds 1 to the number of bonus dice to Dodges and Parries. 
   
  Blazing Ire 
  (Nenshou •••, Defend ••••, Tamashi •••) Cost: 6sp. Duration: Instant. Dicepool: Nenshou Type: Reflexive 
  Upon failing to parry an attack, a Rider may strike back like a leaping flame so long as the foe is within range to be 
  hit (i.e. a Rider cannot use this Power if they are wielding a sword and the enemy shot at them from several 
  squares away). This may be attempted (Tamashi-2) times a scene. 
  Botch/Fail: The Rider’s attack does not connect. 
  Success: Each success is dealt to the foe as damage. 
  Exceptional Success: As above, with the damage successes having 9doubles. 
   
  Radiator 
  (Nenshou ••, Survive ••, Tamashi •) Cost: 1sp/rnd. Duration: By Round. Dicepool: Nenshou + Survive + Tamashi 
  Type: Minor 
  A Rider can call up an aura of hot air to rebuff even the most baleful chill. 
  Botch: The Rider fails to use the Power, and cannot use it for the rest of the scene. 
  
   
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  Fail: The Rider fails to summon up enough heat and can try again next turn. 
  Success: The Rider summons up a (Nenshou)sq-radius area of hot air. The effects of extreme cold do not penetrate 
  into this area; any attack that would have a chance to Freeze loses that quality and takes -1 to damage. All ice in 
  the area is sped up in its melting by one round per dot of Nenshou. 
  Exceptional Success: Add 1 to the radius, penalty to ice attacks is -2. 
   
  Heat Sink 
  (Nenshou •••, Survive ••, Tamashi ••) Cost: 3sp. Duration: Varies. Dicepool: Nenshou + Survive + Tamashi Type: 
  Minor 
  A Rider with a mastery of flame can render fire harmless, drawing it into their hand and scattering it as waves of 
  harmless heat. Penalties may apply to the activation roll based on fire magnitude, though they can be mitigated by 
  taking more time. 
  This Power can be used in place of dodging or parrying an attack composed wholly of fire (so a flaming sword 
  doesn’t count, but a fireball does). 
  Botch: The Rider doesn’t absorb the heat of the fire—they increase it further, causing it to grow in intensity and 
  size. 
  Fail: The Rider fails to gain control over the flames. 
  Success: The Rider sucks the heat of the flames into their hand and scatters it harmlessly, causing the flames to die 
  down to nothing. A Rider may decide to take more time to do this, adding +1 to the dicepool. 
  Exceptional Success: The Rider converts the thermal energy to Spirit within themselves; successes on the 
  activation roll are Spirit points regained (including the cost of using the Power in the first place). Alternatively, they 
  may decide to expel the flames as a Fire-based Elemental Bolt I for no additional cost. 
   
  Smith’s Touch 
  (Nenshou •••, Labor ••, Tamashi ••) Cost: 1sp. Duration: Instant. Type: Enhancement 
  A Rider may add their Nenshou rating to any Labor roll that involves bending or breaking metal; they heat the 
  metal to make it more pliable. 
   
  Heat Haze 
  (Nenshou ••, Dodge ••, Tamashi •) Cost: 1sp. Duration: Instant. Dicepool: Nenshou + Dodge + Tamashi Type: 
  Reflexive 
  A Rider can call up a wash of hot air, the brief thermal haze confusing an attacking foe. 
  Botch: The Rider fails to activate the power and cannot use it for the scene. Also, they feel a little chilly. 
  Fail: The Rider fails to create enough heat to make a difference. 
  Success: The Rider creates a swirl of hot air between themselves and the attacker, subtracting 1 from the Accuracy 
  roll. Distant foes get -2. 
  Exceptional Success: As above, but the Rider’s Dodge roll gets 9doubles. 
   
  Comet Strike 
  (Nenshou •••, Deft •••, Tamashi ••) Cost: 4sp. Duration: Instant. Type: Enhancement 
  A Rider can infuse their thrown weapons with flames; upon striking any object, the weapon spreads burning 
  embers to adjacent squares, dealing damage with a dicepool of Nenshou and a flat Accuracy of 2. The ember effect 
  automatically hits a foe who was struck by the weapon. 
   
  Ember Exhaust 
  (Nenshou ••, Deft ••, Tamashi •) Cost: 3sp. Duration: 1 Interval. Dicepool: Nenshou + Ride Type: Ride 
  A Rider may surround their Vehicle with a nimbus of fire for a short while, imperiling those too close. 
  
   
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  Botch: The Rider’s Ride check takes -1. 
  Fail: The Power does not activate. 
  Success: The Rider surrounds their vehicle with a cloud of flames. At the end of the Interval, all foes whose 
  successes are not more than 3 different from the Rider’s (in either direction) take an extra point of Hazard. 
  Exceptional Success: The effect-spread changes from 3 to 4. 
   
  Tracer Round 
  (Nenshou ••, Ranged ••, Tamashi •) Cost: 1sp. Duration: Instant. Dicepool: Nenshou + Ranged + Tamashi Type: 
  Enhancement 
  A Rider can imbue their gun’s shots with fire. 
  Botch: The Rider’s shot is warped by the heat, subtracting 1 from the Acc successes. 
  Fail: The Rider’s shot may be somewhat hotter than normal, but not enough to matter. 
  Success: The shot is imbued with fire, getting 9doubles to the Damage roll. 
  Exceptional Success: As above, with 1d10 to Burn. 
   
  Heat Seeker 
  (Nenshou •••, Ranged •••, Tamashi ••) Cost: 1sp/d. Duration: Instant. Dicepool: Nenshou + Ranged + Tamashi 
  Type: Enhancement 
  A Rider may use heat in the air to correct their projectile’s path. 
  Botch: The Rider’s shot is warped by the heat, subtracting 1 from the Acc successes. 
  Fail: The Rider fails to activate the Power but can shoot as normal. 
  Success: The Rider may reroll up to Nenshou dice of their Accuracy roll, 1sp per reroll. 
  Exceptional Success: As above, with 1d10 to Burn and 9doubles on Accuracy. 
   
  Molten Demolition Bullet 
  (Nenshou ••••, Ranged •••, Tamashi ••) Cost: 3sp. Duration: Instant. Dicepool: Nenshou + Ranged + Tamashi 
  Type: Enhancement 
  Superheating their shots, a gunslinging Rider barely has to worry about cover. 
  Botch: The Rider’s shot loses 2 dice on Acc and Dmg. 
  Fail: The Rider fails to activate the Power but can shoot as normal. 
  Success: The Rider’s shot ignores up to (Tamashi) worth of Acc penalties from cover. If the cover is flammable, it is 
  set on fire. 
  At Tamashi 3+, the Rider may pay an extra 1sp to make their bullets punch through solid walls. This has the same 
  cover-ignoring effect, but if the Rider cannot see the target because of the wall, they take -1 and lose 10doubles on 
  Acc. They may, however, activate Perception-enhancing Powers like Thermal Vision to allow them to tell where the 
  enemy is. 
  Exceptional Success: The Rider may immediately activate Thermal Vision with no roll, just paying for it, before 
  making the attack. 
   
  Firelight 
  (Nenshou •, Perception •, Tamashi •) Cost: 1sp. Duration: (Nenshou +4) rnd. Dicepool: Nenshou + Perception + 
  Tamashi Type: Minor 
  A Rider may conjure a small orb of flame to provide light in darkness; the orb can either be made to follow the 
  Rider or remain in one spot. A Rider may send the orb to any square within (Nenshou + 2) squares of their location. 
  Botch: The Rider creates the orb… which blows up in their face. 1d5 Blind. 
  Fail: The Rider fails to conjure the orb of flame. 
  
   
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  Success: An orb of flame forms above the Rider, who then chooses if it will follow them or remain in one spot. 
  When that is decided, the orb either stays put or moves to the spot designated and begins to cast light reaching 
  (Nenshou) squares away from its location. It lasts Nenshou + 4 rounds, but can be extinguished early. 
  Exceptional Success: Add 1 to the light radius or the duration. 
   
  Thermal Vision 
  (Nenshou •••, Perception •••, Tamashi ••) Cost: 2sp/rnd. Duration: By Round. Dicepool: Nenshou + Perception + 
  Tamashi Type: Minor 
  A Rider may overlay a sort of thermal perception over their normal vision, seeing objects by their heat signature. 
  Botch: The Rider messes up their vision; for 2 rounds, all visual Perception rolls lose 10-doubles and gain 1-
  subtracts. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider’s vision is overlaid with thermal vision effective to a distance of (4 + [2 x Nenshou])sq. This 
  allows them to see through darkness, fog, dust, smoke, and some solid materials. Identifying a body-shaped heat 
  source (i.e. by Invader faction, etc) will require an INT + Lore roll—otherwise, all the Rider knows is that there is a 
  body there. 
  Exceptional Success: The Rider gets 2 automatic successes on a roll to identify a heat source. 
   
  Drop It! 
  (Nenshou ••, Support •••, Tamashi ••) Cost: 5sp. Duration: Instant. Dicepool: Nenshou + Support + Tamashi 
  Type: Reflexive 
  In the moment a foe strikes at a Rider’s ally, they may cause a brief flare of heat in the enemy’s weapon, throwing 
  them off balance. This Power must be used before the foe rolls Damage, and only on a foe the Rider knows about 
  and who is within 8sq. It cannot be used multiple times in a round, and can only be used Nenshou times a scene. 
  Botch: The Rider fails and cannot use the Power for the scene. They heat their own weapon and drop it. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider causes a flare of heat in the foe’s weapon’s handle or on their body, forcing them to reroll their 
  Acc roll without 10-doubles and with 1-subtracts. They take the lower result. 
  Exceptional Success: As above, but the foe also gets a -1 penalty. 
   
  Ignis Rune 
  (Nenshou ••••, Stealth •••, Tamashi ••) Cost: 6sp. Duration: Instant. Dicepool: Stealth + Tamashi Type: Major 
  A Rider may create a hidden rune and imbue it with fiery Spirit, waiting for an enemy to disturb it and incur its 
  wrath. It lasts for a day if untouched, but can be deactivated by the Rider. If the Rider takes a full round, they get 
  +1 to the roll. 
  Botch: The Rider’s rune blows up in their face loudly and deals 1 damage to them. 
  Fail: The Rider has not gotten the rune imbued yet, but can try again. 
  Success: The Rider marks one space, or one object, with a fire-imbued rune. The Rune can be noticed by a 
  sufficient Perception check. An enemy who touches it must get at least 4 successes on a DEX + Deft roll or activate 
  it. Upon activation, it bursts into flame, dealing (Nenshou) fire damage, 1d5 to Burn. 
  Exceptional Success: Add 1 to the successes needed to avoid activating it, the difficulty of noticing it, or the 
  damage. 
   
  Burning Legend 
  (Nenshou •••, Lore ••, Tamashi ••) Cost: 2sp. Duration: Instant. Type: Reroll 
  Once per scene, a Rider may spend 2 Spirit to reroll all 1s on an INT + Lore roll. 
   
  
   
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  Dragon of the West 
  (Nenshou ••••+Foc/Pathus, Lore •••, Tamashi •••) Cost: 6sp. Duration: Instant. Dicepool: Nenshou + Lore + 
  Tamashi Type: Major 
  With mastery of fire, a Rider may emulate the dragons of legend, spewing a gout of flame. Some use their hands or 
  weapons as the focal point, but a torrent of flames issuing from the mouth-area of one’s helmet is considered the 
  classic approach. 
  Botch: The Rider’s efforts blow up in their face, dealing them 1 damage. They cannot use the Power again for the 
  scene. 
  Fail: The Rider fails to work up the fire within; flames may flicker and they may even call up a wash of hot air, but 
  no dragon-fire is present. 
  Success: The Rider spews forth a jet of white-hot fire with a range of Nenshou, Acc Tamashi+Lore w/ 2 
  autosuccesses, and Damage Nenshou + Lore with 3 autosuccesses. Any enemy standing in the space directly in 
  front of the Rider is knocked back 3 spaces and automatically Burned. For others hit, 1d3 Burn. 
  Exceptional Success: Add 1 to the range, and to either the Acc or Dmg autosuccesses. 
   
  Be Not Afraid 
  (Nenshou •••, Socialize •••, Tamashi ••) Cost: 3sp. Duration: 1 scene. Dicepool: Nenshou + Socialize + Tamashi 
  Type: Minor 
  The fires of a Rider’s power scorch and terrify the foe, but their warmth alleviates the shivers of fear within friend 
  and innocent alike. 
  Botch: The Rider not only fails to activate the Power, they become afraid themselves, taking -1 to all Resolve rolls 
  that scene. 
  Fail: The Rider fails to activate the Power. 
  Success: Within the Rider’s presence, allies and innocents feel more confident. On all rolls to resist intimidation 
  and fear, they get 9doubles. Successful Terrify effect rolls targeting allies or innocents must be rerolled, and rolls 
  to shake off Terror get 9doubles. 
  Exceptional Success: All present regain 1 point of Sanity. 
   
  Affirm Authority 
  (Nenshou ••, Persaude ••, Tamashi ••) Cost: 1sp/d. Duration: Instant. Dicepool: Nenshou + Persuade + Tamashi 
  Type: Reflexive/Reroll 
  The Path of Heaven grooms its students for leadership, and a good leader can regain face even after a setback—in 
  this case, rerolling dice on a Persuade roll. May be used (Nenshou – 1) per scene. 
  Botch: The Rider’s attempt has the opposite effect; the Persuade roll becomes a Botch. (If it was already a Botch, it 
  doesn’t get any worse), 
  Fail: The Rider fails to activate the Power and must accept the results of their Persuade roll as they stand. 
  Success: The Rider may reroll up to (Tamashi + 1) dice on the Persuade roll, each rerolled die costing 1sp. 
  Exceptional Success: The Rider gets one free reroll as well. 
   
  Commanding Presence 
  (Nenshou •••, Persaude •••, Tamashi ••) Cost: 2sp/d. Duration: Instant. Dicepool: Nenshou + Persuade + 
  Tamashi Type: Reflexive 
  By showing their support for an ally, a Rider may augment that ally’s persuasive ability, adding up to (Nenshou – 1) 
  bonus dice to their roll. 
  Botch: The Rider not only fails, but for the rest of the scene they cannot use the Power; all their Persuade rolls lose 
  10-doubles and gain 1-subtracts. 
  
   
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  Fail: The Rider fails to activate the Power and contributes no bonus dice to their ally’s roll. 
  Success: The Rider may grant bonus dice to their ally’s roll, each costing 2sp. 
  Exceptional Success: The cost is 1sp/d instead. 
   
  Show of Force 
  (Nenshou ••, Intimidate ••, Tamashi ••) Cost: 4sp. Duration: Instant. Dicepool: CHA + Intimidate + (Nenshou – 1) 
  vs INT + Res Type: Minor 
  A Rider may make a display of valor that turns the craven hearts of their foes to unsureness. 
  Botch: The Rider not only fails, but for the rest of the scene they cannot use the Power; all their Intimidate rolls 
  lose 10-doubles and gain 1-subtracts. 
  Fail: The Rider fails to activate the Power. 
  Success: Enemies who fail their Resolve rolls take a -1 penalty to their next roll. 
  Exceptional Success: Make it a -2 penalty.  
  (26) 
   
  
   
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  Backsplash 
  (Umi ••, Melee/Ranged ••, Tamashi •) Cost: 2sp. Duration: Instant. Dicepool: Umi + Melee/Ranged + Tamashi 
  Type: Enhancement 
  A Rider may imbue their own strike or shot with water that absorbs the life-energy released when a foe is injured; 
  this water then can pass that energy to someone of the Rider’s choice. 
  Botch: Reduce the damage of the Rider’s attack by 1. The Power fails. 
  Fail: The Rider can attack just fine, but the Power does not imbue the strike. 
  Success: The Rider counts up the raw damage (pre-Armor) of their attack and rolls that as a dicepool with 1 
  automatic success, each success being 1HP healed to an ally of the Rider’s choice. All the healing must be done to 
  one ally per use of the Power. 
  Exceptional Success: Make that 2 automatic successes.  
   
  Greater Backsplash 
  (Umi •••, Melee/Ranged •••, Tamashi ••) Cost: 4sp. Duration: Instant. Dicepool: Umi + Melee/Ranged + Tamashi 
  Type: Enhancement 
  Backsplash can be refined and intensified, increasing its effectiveness. 
  Botch: Reduce the damage of the Rider’s attack by 1. The Power fails. 
  Fail: The Rider can attack just fine, but the Power does not imbue the strike. 
  Success: The Rider counts up the raw damage (pre-Armor) of their attack, adds their Tamashi to it, and rolls that as 
  a dicepool with 1 automatic success, each success being 1HP healed to an ally of the Rider’s choice. Alternatively, 
  they may roll half (rounded up) this dicepool to heal themselves. All the healing must be done to one person per 
  use of the Power. 
  Exceptional Success: Make that 2 automatic successes, and 9doubles. 
   
  Monsoon Strike Kata 
  (Umi •••••+Foc/Path, Melee •••••, Tamashi •••) Cost: 6sp. Duration: Instant. Dicepool: Umi + Melee + Tamashi 
  Type: Full Round 
  Charging their weapon with the essence of water, a Rider can strike a powerful blow that also pushes back 
  surrounding enemies with frigid water. 
  Botch: Reduce the damage of the Rider’s attack by 4. The Power fails. 
  Fail: The Rider can attack just fine, but the Power does not imbue the strike. 
  Success: The Rider adds Tamashi (max 5) autosuccesses to their raw damage and rerolls all 1s until no 1s remain. In 
  addition, regardless of the original attack hitting, there is a blast of water as a secondary effect. In a 3-space radius 
  centered on the Rider, enemies must make an END + Survive roll; if they succeed a bit they are only pushed back, if 
  they succeed a lot they hold firm, but failure means being knocked to the ground for 1 damage. If the target of the 
  attack was hit, they are knocked back a number of spaces equal to the pre-Armor damage by a torrent of water. All 
  foes knocked back by the water face 1d4 Freeze. 
  Exceptional Success: Increase the water shockwave radius and (if applicable) the central backblast distance by 1. 
   
  Moving Like Water 
  (Umi ••, Unarmed ••, Tamashi •) Cost: 2sp. Duration: Instant. Dicepool: Umi + Unarmed + Tamashi Type: 
  Reflexive 
  With flowing movements, a Rider can reestablish a Grapple immediately when a foe breaks free. Usable once per 
  scene. 
  
   
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  Botch: If the foe’s success was a regular one, upgrade it to exceptional. The Rider very much fails to reestablish the 
  Grapple. 
  Fail: The Rider cannot reestablish the Grapple. 
  Success: The Rider reestablishes the grapple if the foe broke out with a normal success. If the foe’s success was 
  exceptional, downgrade it to normal. 
  Exceptional Success: Even an exceptional breakout success can be beaten by this. 
   
  Winter’s Grip 
  (Umi •••, Unarmed •••, Tamashi ••) Cost: 3sp. Duration: 3rnd. Dicepool: Umi + Unarmed + Tamashi Type: Minor 
  A Rider may form icy protrusions on their armor, augmenting the force of their unarmed strikes. 
  Botch: The Rider fails and cannot use the power for the scene. 
  Fail: The Rider cannot form the ice spikes—they might create some ice, but not in a way that matters. 
  Success: The Rider forms icy spikes on their armor that last 3 rounds, adding 2 to their Damage dicepool for 
  Unarmed attacks. On the first round, 1d5 Freeze. Striking an intensely hot object (such as a character using Too 
  Hot To Handle) decreases the duration by one round. 
  Exceptional Success: The ice spikes get 4 rounds and cannot be melted early. 
   
  Flash Freeze Kata 
  (Umi •••••+Foc/Path, Unarmed ••••, Tamashi •••) Cost: 6sp. Duration: Instant. Dicepool: Umi + Unarmed 
  +Tamashi Type: Major 
  With great skill, a Rider may pull back the brute force of their strike in favor of freezing a foe. The Rider rolls their 
  Unarmed Accuracy as normal and rolls this Power in place of a standard Damage Roll. 
  Botch: The Rider fails wholly, doing little more than prodding the foe with a cold hand. 
  Fail: The Rider fails to freeze anything, but may still roll 2 dice to deal damage, though without 10-doubles and 
  with 1-subtracts. 
  Success: The Rider deals 2 damage and immediately induces Freezing. 
  Exceptional Success: The damage is 3. 
   
  Hydrodynamic 
  (Umi •, Athletics •, Tamashi •) Cost: 1sp/rnd. Duration: By round. Type: Enhancement 
  In water between knee and chest height, the Rider may pay 1sp a round to move without any penalties and get 
  9doubles on Dodge rolls. 
   
  Waterslide 
  (Umi ••, Athletics ••, Tamashi •) Cost: 2sp/rnd. Duration: By round. Dicepool: Umi + Athletics + Tamashi Type: 
  Enhancement 
  A Rider may create a layer of water under their feet, which sacrifices some finesse for a boost of speed. 
  Botch: The Rider creates water, but slips and falls. It’s embarrassing. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider creates water under their feet, boosting their speed by Umi but taking -1 penalties to Dodge, 
  Acc, and Parry rolls. 
  Exceptional Success: The Rider may choose one of the penaltied categories to not get penalties in. 
   
  Basilisk Walk 
  (Umi •••, Athletics •••, Tamashi ••) Cost: 3sp. Duration: 1 Scene. Dicepool: Umi + Athletics + Tamashi Type: 
  
   
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  Enhancement 
  A Rider with control over water can learn to manipulate surface tension; lakes and pools can be as solid as 
  concrete to them. The Rider cannot use this underwater; if they have their head and arms above water, they can 
  activate it, with the “solid water” leaving a hole around them so they may climb out (Minor Action). A Rider may 
  dispel this Power at any time, but must pay the cost again to reactivate it. 
  At Tamashi 4 and up, the Rider may also pay 4sp to bestow this Power to other characters for a scene. They can 
  also deactivate and reactivate it for themselves at no cost. 
  Botch: The Rider thinks they succeeded, but they have not. They are going to look very silly in a moment. 
  Fail: The Rider fails to activate the Power and knows it. 
  Success: The Rider is able to walk freely on the surface of water and most liquids for the duration of one scene. 
  However, the motion of the water’s surface translates to motion on the “solid surface” the Rider stands on---a 
  current will propel a Rider along like a moving sidewalk, a wave may knock them over, etc. 
  Exceptional Success: The cost is 2sp. 
   
  Body of Oceanus Kata 
  (Umi •••+Foc/Path, Athletics •••, Tamashi •••) Cost: 3sp + 1/rnd. Duration: By round. Dicepool: Umi + Athletics + 
  Tamashi Type: Minor 
  A Rider with mastery of water may become one with the sea itself, moving freely and with the power of the waves. 
  This Power may only be used in water of at least waist-height. 
  Botch: The Rider thinks they succeeded, but they have not. They splash around and look very silly. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider becomes one with the water; they take no penalties to motion in water and get +(Tamashi – 2) 
  to Speed and +2 on Dodge and Stealth rolls. All fire damage is reduced by 2 and has no chance to Burn, but electric 
  damage is increased by 1. All melee or unarmed attacks have 1d5 Freeze. 
  Exceptional Success: The first round is free; the Rider’s attacks have 1d4 Freeze. 
   
  Cold Shower 
  (Umi •, Defend •, Tamashi •) Cost: 1sp. Duration: Instant +(Umi). Dicepool: Umi + Defend + Tamashi Type: 
  Reflexive 
  When set alight, a Rider can quickly summon water to extinguish themselves and cancel the Burning effect. 
  Botch: The Rider fails and cannot use the Power for the scene. 
  Fail: The Rider fails to activate the Power. 
  Success: A burst of water falls over the Rider; the Burning effect is immediately canceled. Afterward, roll Umi; the 
  number of successes is the length of the Soaked effect. A Soaked Rider cannot be Burned and takes -1 fire damage, 
  but takes +1 damage from electricity and any chance for Paralysis is rolled twice. The same applies to fire or 
  electric damage dealt by the Soaked character. 
  Exceptional Success: 1 autosuccess on the roll for Soaking. 
   
  Cryoplate 
  (Umi •••, Defend ••, Tamashi ••) Cost: 5sp. Duration: Umi + 2rnd. Dicepool: Umi + Defend + Tamashi Type: Minor 
  A Rider may coat their armor in a layer of hard ice, increasing defense at the cost of mobility. 
  Botch: The Rider fails and cannot use the power for the scene. 1d5 Freeze on the user. 
  Fail: The Rider fails to activate the Power. 
  Success: Ice forms over the Rider’s body, granting +1 Armor, +2 to all Defend rolls, but a -2 Speed penalty. Any 
  Unarmed attack in the first round of Cryoplate has 1d5 Freeze. 
  Exceptional Success: +2 Armor, and the Freeze is 1d4. 
   
  
   
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  Frozen Fortress Kata 
  (Umi ••••+Foc/Path, Defend •••, Tamashi •••) Cost: 10sp(8sp). Duration: Umi + 2rnd. Dicepool: Umi + Defend + 
  Tamashi Type: Full-Round 
  A Rider may summon up a great deal of water and form it into a ring-shaped wall of ice to protect themselves and 
  their friends. It costs a little less if there is sufficient water already present. 
  Botch: The Rider fails and cannot use the power for the scene. 1d5 Freeze on the user. 
  Fail: The Rider fails to activate the Power. 
  Success: A 3-square radius around the Rider is enclosed in a thick ring-shaped wall of ice. The Rider may choose to 
  have one or two squares left open, or may choose to open one or two squares after the wall has formed. The wall 
  has Umi+4 HP and 2 Armor. 
  Exceptional Success: Add 1 to the duration, HP, or Armor of the wall. 
   
  Morning Mist 
  (Umi •, Survive ••, Tamashi •) Cost: 1sp/r. Duration: Til 1rnd after last payment. Dicepool: Umi + Survive + 
  Tamashi Type: Minor 
  A Rider may spread a mist of water vapor around themselves to mitigate the dangers of heat and fire, and 
  obscuring themselves within the fog. 
  Botch: The Rider fails and cannot use the power for the scene. 
  Fail: The Rider fails to activate the Power. 
  Success: A fog spreads out from the Rider, radiating (Tamashi) sq out from their position. Friends find it cool and 
  calming, while enemies find it clammy and eerie. Fire damage does not get 10doubles in this fog, and Burn does 
  not occur. Enemies, whether they stand in or out of the fog, take -1 to Perception on targets who are in the fog. 
  Each round of the fog costs 1sp, and the fog remains one round after the Rider stops paying for it. After that, it 
  dissipates. 
  Exceptional Success: The fog will remain for 2 rounds after payment ends, and water-based attacks get 9doubles. 
   
  Tidal Surge 
  (Umi •••, Labor •••, Tamashi ••) Cost: 2sp. Duration: Instant. Dicepool: Umi + Labor + Tamashi Type: 
  Enhancement 
  The Path of Desire teaches about protecting others’ dreams; when performing a Labor action whose direct goal is 
  to save or protect somebody (pulling debris off them, moving something to shield them, etc), a Rider may call on 
  the powerful sea within and rise up like a great wave. This Power is rolled before the Labor roll. 
  Botch: The Rider fails, incurring a -1 to their Labor roll, and cannot use the power for the scene. 
  Fail: The Rider fails to activate the Power, but can go ahead with their Labor roll as normal. 
  Success: The Rider is invigorated and feels a surge of strength; they receive bonus dice equal to their Umi on the 
  Labor roll. 
  Exceptional Success: As above, but those bonus dice are instead automatic successes. 
   
  Flowing Step 
  (Umi •••, Dodge •••, Tamashi ••) Cost: 6sp +1 each time. Duration: Instant. Dicepool: Umi + Dodge vs Tamashi of 
  attacker. Type: Reflexive/Reroll 
  With the graceful movement of water, a Rider may save a fumbled attempt to sidestep a blow. This Power is only 
  used after a failed or botched Dodge roll, and is rolled against a static value of the Tamashi of the attacker. 
  Botch: If the original roll was a failure, it becomes a botch. If it was a botch, it’s still a botch and the Rider’s next 
  Dodge roll gets -1. 
  Fail: The Rider is stuck with whatever the result of their original Dodge roll was. 
  
   
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  Success: The Rider’s failed attempt at dodging is smoothed into a successful one. The next time this Power is used 
  in the same scene, it costs 1 more. 
  Exceptional Success: The dodge is an exceptional success, and the Power does not cost more the next time it is 
  used. 
   
  Frostknife 
  (Umi •••, Deft ••, Tamashi ••) Cost: 3sp. Duration: Instant. Dicepool: Umi + Deft + Tamashi – (½ blades, round up) 
  Type: Minor 
  A Rider skilled in knife-throwing and the mastery of ice is rarely without weapons—they can summon daggers of 
  ice in an instant. The dicepool takes a penalty equal to half (rounded up) of the number of iceblades being created. 
  A Rider may summon up to 6 iceblades (or, if their cap for daggers is higher, whatever that number is). They last 
  for a scene. They have Acc+1, Rng+0, and Dmg+0, but ignore one attack’s worth of Flurry penalties. That is, two 
  can be thrown in the same turn without penalty, and Flurry penalties act as if the number thrown is one less than 
  the actual count. 
  Botch: The Rider ends up with a painful burst of ice shards, taking 1 damage. 
  Fail: The Rider fails to summon any iceblades. 
  Success: The Rider summons the intended number of iceblades. 
  Exceptional Success: The Rider may add 1 to any one of these: Acc, Rng, Dmg, number of iceblades (unless that 
  would put them over the limit), or giving the blades 1d6 to Freeze. 
   
  Hydroplane 
  (Umi •••+Foc/Path, Deft •••, Tamashi ••) Cost: 4sp. Duration: 1 Scene. Dicepool: Umi + Tamashi Type: 
  Enhancement 
  This Power works identically to Basilisk Walk, but for vehicles. 
   
  Slow Glacier Style 
  (Umi •••, Ranged ••, Tamashi ••) Cost: 4sp base, 1sp/attack. Duration: 1 Scene. Dicepool: Umi + Ranged + 
  Tamashi Type: Enhancement 
  A cool-headed Rider lets foes rush on ahead while they themselves wait and respond with precisely-placed shots. 
  This Power is usually rolled alongside a Rider’s Initiative roll. 
  Botch: The Rider loses 2 Accuracy on their next attack. 
  Fail: The Power does not activate. 
  Success: For the duration of the scene, when the Rider fires on a foe who acted before them in the turn order, they 
  may pay 1sp to add 2 dice to their Ranged Accuracy roll. 
  Exceptional Success: The first four uses are free. 
   
  Scrying Dish 
  (Umi ••••+Foc/Path, Perception ••••, Tamashi •••) Cost: 5sp. Duration: 1 Scene. Dicepool: Umi + Perception + 
  Tamashi, Umi + Stealth to go unnoticed. Type: Major 
  The power of scrying, using magic as a way of observing distant locations, is famous in legend. A Rider can make 
  scrying-by-water a reality as long as they have a relatively still water surface at hand, looking out from the surface 
  of water within a certain radius. When using this Power, a Rider must also make a roll to determine whether their 
  reflection can be seen at the other end. Note that only the user sees anything; others who look at the scrying-
  water will not see what the user does. 
  Botch: The Rider cannot see out the other end, but must still roll to determine if their reflection is seen. They also 
  cannot try this power again for the scene. 
  Fail: The Rider fails to scry, but can try again later. 
  
   
  75 
   
  Success: The Rider looks into the water, using it to look out from any other water surface within 30 squares. The 
  DM must point out all such surfaces to the player. The motion of the water on the other end affects the “picture 
  quality”, so to speak; sufficiently turbulent water gives too muddled a picture to be useful at all. The Rider must 
  roll to determine if their reflection at the other end is noticed; if the water at the other end is moving, they may 
  have an easier stealth roll since their reflection is muddled. 
  Exceptional Success: The Rider gets exceptional picture quality and even a bit of sound. They need not make a 
  stealth roll either. 
   
  Douse 
  (Umi ••, Support ••, Tamashi •) Cost: 2sp. Duration: Instant +(Umi). Dicepool: Umi + Support + Tamashi Type: 
  Reflexive 
  This Power is like Cold Shower, but applied to others rather than the user. 
   
  Verglas 
  (Umi •••, Support ••, Tamashi ••) Cost: 6sp. Duration: Umi. Dicepool: Umi + Support + Tamashi Type: Minor 
  A Rider with mastery over ice may summon up a frozen layer over the floor or ground in an area with (Umi) radius 
  that lasts for (Umi) rounds. 
  Botch: The Rider fails and cannot use the Power for the scene. They form a tiny patch of ice right under their feet 
  and fall on their ass. 
  Fail: The Rider fails to activate the Power. 
  Success: The ice forms over the ground, spreading rapidly out from the Rider. On it, the user and any other 
  character with Verglas count their Speed as one higher (including if they go from ground to ice, ice to ground, or 
  just pass over the ice). Meanwhile, foes (unless they have Verglas) must roll DEX + Athletics to avoid slipping unless 
  they move at half their max Speed. Allies who do not have Verglas are wholly unaffected. 
  Exceptional Success: +1 to the duration and radius. 
   
  Spike Strip 
  (Umi •••, Stealth ••, Tamashi ••) Cost: 5sp+1sp/rune. Duration: 1 Scene. Dicepool: Umi + Stealth + Tamashi Type: 
  Major 
  A Rider with mastery over ice may infuse the ground with latent frost runes which, when disturbed, burst into ice 
  spikes. By taking a whole round, they may get bonus dice. 
  Botch: The Rider blows the runes and takes 1 damage. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider marks a strip of up to (Umi) squares with ice runes; the squares must be in a straight line. When 
  an enemy steps on one, they must make a DEX + Deft roll or activate it, taking 1 damage with 1d4 Freeze. The 
  runes can be noticed with sufficient Perception successes. 
  Exceptional Success: +1 to the number or damage. 
   
  Glacial Calm 
  (Umi ••, Reason ••, Tamashi •) Cost: 2sp. Duration: Instant. Dicepool: Umi + Reason + Tamashi Type: 
  Reflexive/Reroll 
  By emulating the crystal tranquility of ice, a Rider may refine their analytical senses and reroll dice on a Reason roll. 
  Botch: The Rider fails, instead getting a -1 on said roll. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider may reroll a number of dice on their Reason roll equal to their Umi. 
  Exceptional Success: +1 to the number of rerollable dice. 
  
   
  76 
   
   
  Phase Change 
  (Umi •, Lore •, Tamashi •) Cost: 1sp(±). Duration: Instant. Dicepool: Umi + Lore + Tamashi Type: Minor 
  A Rider may, with ease, bid water change from liquid to solid at their beck and call. Water temperature and 
  volume may grant bonuses or penalties, and the Spirit cost may increase based on difficulty (or even go down to 0 
  if the DM decides such is warranted) 
  Botch: The Rider gets the opposite effect—the water they wished to freeze gets warmer, or the ice they wished to 
  thaw gets more set. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider causes the desired phase change in the water, freezing or thawing. 
  Exceptional Success: The change is exceptionally impressive or gains some side benefit. 
   
  Winter’s Breath 
  (Umi •••, Lore •••, Tamashi ••) Cost: 4sp. Duration: Instant. Dicepool: Umi + Lore + Tamashi Type: Major 
  Knowing the ways of ice, a Rider may send out a freezing cloud of vapor that does no direct harm but freezes its 
  targets on the spot. The cloud takes the form of a cone Umi+1 sq long and 3sp wide at its end. 
  Botch: The Rider’s own attempt backfires; they must roll END + Surv against their own flat Umi + ½Lore to avoid 
  Freezing. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider sends out the cloud; enemies must roll roll END + Surv against the user’s flat Umi + ½Lore to 
  avoid Freezing. 
  Exceptional Success: +1 to the range. 
   
  Polar Vortex Kata 
  (Umi ••••+Foc/Path, Lore ••••, Tamashi •••) Cost: 4sp+1/rnd. Duration: Rounds paid for + 2. Dicepool: Umi + 
  Lore + Tamashi Type: Major 
  With mastery over ice and water, a Rider may turn the moisture in the air into a swirling storm of razor-sharp ice, 
  creating a safe haven for themselves and their allies as well as a barrier to foes. It lasts 2 rounds after the last time 
  it is paid for. 
  Botch: The Rider fails to activate the power and cannot use it for the scene. 1d5 Freeze on user. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider creates an ice torm with radius (Umi – 1) centered on themselves. Enemies outside take -2 to 
  see into/through the storm. Enemies caught in the storm take -3 to seeing, must roll END + Surv every round to 
  stave off Freezing, and take 1 (armor-soakable) damage from ice shards per round. Friends are unharmed, but take 
  -1 to seeing into/out of/through the storm. Any character wishing to use fire-based attacks in or into the storm 
  must beat the storm’s creator’s Tamashi with their activation roll for the fire-based Power; this applies to friends 
  and even the storm’s creator. 
  Exceptional Success: +1 to the range and first round free. 
   
  Still the Waters 
  (Umi ••, Socialize •, Tamashi •) Cost: 1sp. Duration: Instant. Type: Enhancement 
  A Rider can exude the calm stillness of a quiet pool, calming down an agitated person. When dealing with someone 
  angry or agitated, the Rider may pay 1sp to make a CHA + Socialize roll with the option to reroll Umi of the dice; 
  successes decrease the target’s agitation. 
   
  Sea of Tranquility 
  (Umi ••••, Socialize •••, Tamashi ••) Cost: 3sp. Duration: Instant. Dicepool: CHA + Socialize + Tamashi vs INT + 
  
   
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  Res + ½Tamashi Type: Major 
  A Rider can let out a calming wave of energy, calming down an angry crowd. This may only be used (Umi – 3) times 
  a scene. 
  Botch: The Rider’s attempt backfires, worsening the anger of the crowd. 
  Fail: The Rider does not activate the Power. 
  Success: Within a certain distance (variable, but “mid-sized room” is a good estimate), people are calmed. If they 
  wish to resist, they roll INT + Res + ½Tamashi against the Power’s activation successes. 
  Exceptional Success: The range is increased and the Power costs 2sp. 
   
  Tidal Push 
  (Umi ••, Persuade •••, Tamashi ••) Cost: 3sp. Duration: Instant. Type: Reflexive/Reroll 
  Spending 3sp, the Rider can reroll their Persuade roll without any penalties. Usable Umi per scene. 
   
  Sudden Storm 
  (Umi ••••, Intimidate •••, Tamashi ••) Cost: 4sp. Duration: Instant. Type: Reflexive/Reroll 
  Just as the sea can quickly shift from calm to rough, a Rider can go from cajoling to threatening in the blink of an 
  eye. Spending 4sp after failing a Persuade roll, the Rider immediately rolls for Intimidate. However, if this roll fails, 
  it counts as a botch. 
  (31) 
   
  
   
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  Sharp Edges 
  (Jiban •, Melee ••, Tamashi •) Cost: 1sp. Duration: Instant. Dicepool: Jiban + Melee + Tamashi Type: Enhancement 
  When struck and chipped, a stone may form razorlike facets; so too may a Rider become more dangerous when 
  injured. This can only be used when the Rider’s HP is at least 2 less than max, and is used to enhance a Melee 
  attack. 
  Botch: The Rider’s attack loses 10doubles and gains 1subtracts. 
  Fail: The Rider’s attack will not be enhanced. 
  Success: The Rider’s attack gains 2 Dmg autosuccesses. 1d5 Abrade. 
  Exceptional Success: The Rider’s attack gains 9doubles to Damage also. 
   
  Obsidian Shards 
  (Jiban ••, Melee •••, Tamashi ••) Cost: 1sp/d. Duration: Instant. Dicepool: Jiban + Melee + Tamashi Type: 
  Enhancement 
  This Power is a more advanced cousin to Sharp Edges; the Rider must have lost at least 2HP still. 
  Botch: The Rider’s attack fails. 
  Fail: The Rider’s attack will not be enhanced. 
  Success: The Rider may buy bonus dice to the Dmg roll of their attack equal to half (round up) of the HP they are 
  missing. Each bonus die costs 1sp. 1d5 Abrade. 
  Exceptional Success: They get one free die on top of the limit. 
   
  Razor Crystal Facets 
  (Jiban ••••, Melee •••, Tamashi ••) Cost: 1sp base, 1sp/reduction. Duration: Instant. Dicepool: Jiban + Melee + 
  Tamashi Type: Enhancement 
  Some minerals are so incredibly sharp that they cut with barely a touch. This Power allows a Rider’s attack to do 
  more damage with less effort. This may only be used a number of times a scene equal to Tamashi. 
  Botch: The Rider’s attack fails. 
  Fail: The Rider’s attack will not be enhanced. 
  Success: For every 1sp paid, the Rider reduces the target numeral for the Damage roll of their attack. That is, 
  instead of having to get 7 and up on a die for a success, they might only have to get 6 and up, or less. They can only 
  reduce the target numeral down to 4 and cannot be stacked with other damage-enhancer Powers. 
  Exceptional Success: It can be stacked with other damage-enhancer Powers. 
   
  Like A Rock 
  (Jiban ••, Unarmed •, Tamashi •) Cost: 1sp/penalty. Duration: Instant. Dicepool: Jiban + Unarmed + Tamashi 
  Type: Reflexive 
  When grappling, a Rider may become as immovable as a boulder. This Power allows the Rider to penalize a foe’s 
  roll when Grappling. 
  Botch: The Rider’s foe gets +1 to their roll. 
  Fail: The Power does not activate. 
  Success: The Rider may pay Spirit to penalize their foe’s grappling STR + Unarmed roll, 1sp/penalty, up to the 
  Rider’s Jiban (max 5). In addition, the Rider’s grappling roll  counts a botch as a simple failure. 
  Exceptional Success: The Rider’s STR + Unarmed roll gets 1 automatic success. 
   
  
   
  79 
   
  Hammerblow 
  (Jiban ••, Unarmed ••, Tamashi ••) Cost: 3sp. Duration: Instant. Dicepool: Jiban + Unarmed + Tamashi Type: 
  Enhancement 
  A Rider may enhance the force of their strike like a boulder careening down a hillside, causing their foe to tumble 
  back. This Power is activated after a Melee attack succeeds its Acc roll. 
  Botch: The Rider’s damage loses 10doubles and gains 1subtracts. 
  Fail: The Power does not activate. 
  Success: The target is knocked back a number of spaces equal to the pre-Armor Dmg successes or the Power 
  activation roll successes, whichever is higher. 1d5 Abrade. 
  Exceptional Success: In addition, the Dmg roll gets 9doubles. 
   
  Avalanche Fist Kata 
  (Jiban ••••+Foc/Path, Unarmed ••••, Tamashi •••) Cost: 5sp. Duration: Instant. Dicepool: Jiban + Unarmed + 
  Tamashi Type: Enhancement 
  With a punishing downward strike, a Rider may smash their foe into the ground. 
  Botch: The Rider’s Acc and Dmg for the attack are halved. 
  Fail: The Power does not activate. 
  Success: The Rider rerolls all 1s on the Dmg roll and adds 2 automatic successes. In addition, their target must roll 
  END + Labor or be stunned (lose 10doubles and gain 1subtracts on any rolls) and immobile for 1 round. 
  Exceptional Success: In addition, the Dmg roll gets 9doubles. If the foe was flying at the time of being hit, they are 
  immediately grounded. 
   
  Earth Aid 
  (Jiban •, Athletics ••, Tamashi •) Cost: 1sp. Duration: Instant. Type: Enhancement 
  The earth itself can come to a Rider’s assistance when it comes time to leap—or to land. This only works when the 
  Rider is on the ground or a sufficiently stonelike surface. Paying 1sp, the Rider gains 9doubles on their Athletics 
  roll. 
   
  Springboard 
  (Jiban •••, Athletics ••, Tamashi ••) Cost: 2sp. Duration: Instant. Dicepool: Jiban + Athletics + Tamashi Type: 
  Enhancement 
  The Rider can call upon the earth’s aid even more potently, so long as their Athletics roll starts and/or ends with 
  them on the ground. 
  Botch: The Rider’s Athletics roll loses 10doubles and gains 1subtracts. 
  Fail: The Power does not activate. 
  Success: The Rider’s Athletics roll gets Jiban in bonus dice and botches become failures. 
  Exceptional Success: Add 1 automatic success. 
   
  Momentum Stomp Kata 
  (Jiban •••, Athletics •••, Tamashi •••) Cost: 5sp. Duration: Instant. Dicepool: Jiban + Athletics + Tamashi Type: 
  Full Round 
  Having run at least 4 squares, the Rider can leap and smash the ground with amazing force. 
  Botch: The Rider stumbles and falls. 
  Fail: The Power does not activate. 
  
   
  80 
   
  Success: Within a radius of 2 squares, all foes must roll END + Surv against a flat value of (Jiban + ½Athletics) or be 
  knocked down and dealt damage equal to the activation successes of the Power. Running at least 10 squares 
  increases the shockwave distance to 3sq. 
  Exceptional Success: Apply 9doubles to the activation roll for the purposes of shockwave damage. 
   
  Stone Wall 
  (Jiban •••, Defend •••, Tamashi ••) Cost: 3sp. Duration: Instant. Dicepool: Jiban + Defend + Tamashi Type: Major 
  Calling upon the earth, a Rider may create a wall of stone. 
  Botch: The Rider fails and cannot use the power for the scene. 
  Fail: The Power does not activate. 
  Success: The Rider calls up a wall of stone Jiban sq wide and 1 sq thick. It has an Armor rating of 1 and durability 
  equivalent to Jiban + 4 HP. 
  Exceptional Success: Add 1 to the wall’s length, Armor, or HP. 
   
  Granite Titan Body 
  (Jiban •••••+Foc/Path, Defend ••••, Tamashi •••) Cost: 7sp. Duration: 1 Scene max. Dicepool: Jiban + Defend + 
  Tamashi Type: Full Round 
  A Rider may clothe themselves in the armor of the earth. 
  Botch: The Rider fails and cannot use the power for the scene. 
  Fail: The Power does not activate. 
  Success: The Rider forms stone plates over their body. The stone has its own HP of Tamashi+2 (max 10) and 2 
  Armor, grants 9doubles on Defend rolls, but has a -4 Speed penalty and loses 10doubles on Dodge rolls. When hit 
  with an attack with no Armor Pierce value, the stone takes the damage rather than the user. When it goes below 
  half its HP, the stone’s Armor value and Speed penalty are halved. When its HP is depleted, the stone armor suit is 
  destroyed. It is destroyed automatically at the end of the scene unless the DM decides otherwise. Usable once per 
  scene. 
  Exceptional Success: Add 2 to the plates’ HP. 
   
  Impervious 
  (Jiban •••, Survive •••, Tamashi •••) Cost: 3sp. Duration: Instant. Dicepool: Jiban + Survive Type: Reflexive 
  Winds may blow at a rock, fire may scorch its surface, ice may encase it. Electricity may spark and crackle at it, 
  darkness may enfold it, light may blaze against it. The rock cares not. A Rider may use this Power when an enemy 
  succeeds in applying a status effect via a “1dX” roll, unless the effect is Abrade, forcing a reroll. 
  Botch: The Rider takes 1 damage. 
  Fail: The Power does not activate. 
  Success: The die that inflicted the status effect must be rerolled, unless the effect is Abrade. 
  Exceptional Success: The Rider may pay 1sp to regain 1HP, even if the status effect reroll succeeds. 
   
  Stony Strength 
  (Jiban ••, Labor •, Tamashi •) Cost: 1sp. Duration: Instant. Dicepool: Jiban + Labor Type: Enhancement 
  A Rider may draw strength from the earth. When in contact with the ground, a Rider may gain bonus dice to a 
  Labor roll. 
  Botch: The Rider’s Labor roll loses 10doubles and gains 1subtracts. 
  Fail: The Power does not activate. 
  Success: The Rider’s Labor roll gains bonus dice equal to this Power’s activation successes. 
  Exceptional Success: The Power costs nothing. 
  
   
  81 
   
   
  Rolling Stone  
  (Jiban ••, Dodge •••, Tamashi ••) Cost: 1sp. Duration: Instant. Dicepool: Jiban + Dodge + Tamashi Type: 
  Enhancement 
  After a failed attack, a Rider may roll this Power to tack on a small movement onto the end of their Attack action. 
  Botch: The Rider fumbles; their next defender’s roll loses 10doubles and gains 1subtracts. 
  Fail: The Power does not activate. 
  Success: The Rider may move 2 spaces as part of the end of their Attack action. 
  Exceptional Success: 3 spaces. 
   
  Sinkhole 
  (Jiban •••, Dodge ••, Tamashi ••) Cost: 4sp. Duration: Instant. Dicepool: Jiban + Dodge vs enemy Tamashi. Type: 
  Reflexive 
  Dropping and rolling, the Rider may attempt a flawless dodge, rolling this Power’s activation dicepool against the 
  attacker’s Tamashi or equivalent. Usable (Jiban – 1) per scene. 
  Botch: The enemy’s attack gets +1 Damage. 
  Fail: The Power does not activate. 
  Success: The Rider dodges flawlessly. If there is a foe in an adjacent square (whether they are the attacker or not) 
  the Rider may choose to roll at them, forcing them to make a Dodge roll or be knocked off their feet. 
  Exceptional Success: The Rider may target enemies 2 squares away with their rolling. 
   
  Earthgrazer 
  (Jiban ••, Deft ••, Tamashi ••) Cost: 3sp. Duration: Instant. Type: Enhancement 
  When a Rider’s thrown weapon strikes the ground without hitting a foe, they may pay 3sp to make it bounce up 
  off the ground 3sp in the same direction, rerolling the Acc and Dmg with -2 penalties. 
   
  Traction 
  (Jiban ••, Deft ••, Tamashi ••) Cost: 3sp. Duration: 1 Interval.  Dicepool: Jiban + Ride Type: Reflexive (Ride) 
  A Rider may cause the earth beneath their vehicle’s wheels to work for them. 
  Botch: The Rider’s next Ride check takes -1. 
  Fail: The Power does not activate. 
  Success: The Rider’s Ride checks get 9doubles for the interval, and botches become failures. 
  Exceptional Success: Make that 8doubles. 
   
  Stone Chariot Style 
  (Jiban ••, Deft ••, Tamashi ••) Cost: 3sp. Duration: 1 Interval.  Dicepool: Jiban + Ride Type: Reflexive (Ride) 
  The strength of the earth can be briefly drawn up into a Rider’s Vehicle, enhancing durability at the cost of 
  handling. This can only be activated before the Rider makes their Ride check. 
  Botch: The Rider loses 1 Maneuverability for the Interval. 
  Fail: The Power does not activate. 
  Success: For the duration of the Interval, the Rider’s Vehicle gets +2 Armor, but -1 Maneuverability. 
  Exceptional Success: Damage against the vehicle does not get 10doubles. 
   
  
   
  82 
   
  Quakeshot 
  (Jiban •, Ranged ••, Tamashi •) Cost: 1sp. Duration: Instant.  Dicepool: Jiban + Ranged + Tamashi Type: 
  Enhancement 
  A Rider may give their shot the force of a micro-earthquake, letting it erupt on impact. 
  Botch: The damage takes -1. 
  Fail: The Power does not activate. 
  Success: On a hit, the target must roll END + Survive against a flat (Jiban + Ranged) or take knockback. If knockback 
  happens, the difference between the target’s Survive successes and the flat value is added to the Damage 
  dicepool. 
  Exceptional Success: END roll loses 10doubles and gains 1subtracts. 
   
  Ruptolith 
  (Jiban •••, Ranged ••, Tamashi ••) Cost: 3sp. Duration: Instant.  Dicepool: Jiban + Ranged + Tamashi Type: 
  Enhancement 
  A Rider may coat their shot in stone; on impact, it bursts into shrapnel. If it misses, it still explodes within 1sq of 
  the target. 
  Botch: The damage takes -1. 
  Fail: The Power does not activate. 
  Success: Any enemy within 1sq of the explosion point takes Jiban damage from shrapnel. 1d5 Abrade. 
  Exceptional Success: +1 to shrapnel range. 
   
  Flint Hailstorm Kata 
  (Jiban •••••+Foc/Path, Ranged ••••, Tamashi •••) Cost: 4sp. Duration: Instant.  Dicepool: Jiban + Ranged + 
  Tamashi Type: Enhancement 
  A Rider may fire a sort of stone canister shell into the air, raining down shards like flint arrowheads in a radius. 
  Botch: The stone shell shatters in the Rider’s face, dealing 1 damage. 
  Fail: The Power does not activate. 
  Success: The Rider fires a stone canister shell, picking a space within (Jiban + Ranged) squares. In a radius of 
  (Tamashi) spaces around that central space, the Rider rolls attacks with Acc (Ranged) and Dmg (Tamashi) on all 
  foes present, to a minimum of (Tamashi+2) attacks—if there are fewer targets than that, the left-over attacks can 
  be applied to targets who have been already attacked. 1d5 Abrade. 
  Exceptional Success: +1 to shrapnel radius. 
   
  Tremorsense 
  (Jiban ••, Perception ••, Tamashi ••) Cost: 3sp/rnd. Duration: By round.  Dicepool: Jiban + Perception + Tamashi 
  Type: Enhancement 
  Feeling the vibrations through the ground, a Rider’s perception is not limited to their vision. The position of 
  anything in contact with the ground within the Power’s radius is known to the Rider. 
  Botch: The Rider cannot use the power for the scene. 
  Fail: The Power does not activate. 
  Success: Anything within (Jiban + 2)sq that is touching the ground is perceived by the Rider. 
  Exceptional Success: +1 to range. 
   
  Statue Stance 
  (Jiban •••, Stealth •••, Tamashi •••) Cost: 2sp/rnd. Duration: By round. Type: Major 
  
   
  83 
   
  A Rider may press themselves to a wall or floor, maintaining a flat Stealth factor of (Stealth + Tamashi) as long as 
  they remain still and pay the Spirit costs. This also works if they can reasonably take the place of an actual statue. 
   
  Sturdy Mind 
  (Jiban ••, Resolve ••, Tamashi ••) Cost: 2sp. Duration: Instant. Type: Enhancement 
  A Rider may add Jiban as bonus dice to their INT + Res roll. Usable (Jiban – 1) per scene. 
   
  Sword is the Stone 
  (Jiban ••••, Lore •••, Tamashi •••) Cost: 6sp. Duration: 3 hits. Dicepool: Jiban + Lore + Tamashi Type: Minor 
  A Rider may pull a stony melee weapon of their choice from the ground to strike down their foes. 
  Botch: The Rider takes 1 damage. 
  Fail: The Rider does not activate the Power. 
  Success: The Rider pulls a stone melee weapon of their choice from the ground, and can substitute their Lore 
  rating for Melee to wield it. It lasts for 3 hits before shattering. It deals damage as normal for its weapon type, but 
  with an additional +1 Armor Pierce and 1d3 Abrade. The final hit automatically Abrades. 
  Exceptional Success: +1 to Dmg, Armor Pierce, or duration. 
   
  Solid Stoicism 
  (Jiban •••, Socialize ••, Tamashi •••) Cost: 3sp. Duration: Instant. Type: Reflexive 
  A Rider understands the value of silence. Having botched a Socialize roll, the Rider may simply retroactively deny it 
  happened in the first place. 
   
  Avalanche of Presence 
  (Jiban •••, Persuade ••, Tamashi ••) Cost: 3sp. Duration: Instant. Dicepool: Jiban + Persuade + ½Tamashi Type: 
  Enhancement 
  A Rider can come down on a person like a rockslide, even in social situations. It can be used twice a scene. 
  Botch: The Persuade roll fails. 
  Fail: The Power doesn’t activate. 
  Success: The Rider gains 2 automatic successes to their Persuade roll. 
  Exceptional Success: Make that 3. 
   
  Grit and Growl 
  (Jiban •••, Intimidate •••, Tamashi ••) Cost: 3sp. Duration: Instant. Dicepool: Jiban + Intimidate + ½Tamashi 
  Type: Enhancement 
  A Rider can loom over their foe like an impending avalanche, making them question their resolve. This is rolled 
  after a foe’s Resolve roll succeeds. Usable twice per scene. 
  Botch: The Resolve roll is upgraded to exceptional success. 
  Fail: The Power doesn’t activate. 
  Success: The foe must reroll their Resolve roll; if they had any bonuses the first time, they get none this time. 
  Exceptional Success: Their Resolve roll loses 10doubles and gains 1subtracts. 
  (28) 
   
  
   
  84 
   
  Berserk Force 
  (Raimei •, Melee/Unarmed ••, Tamashi •) Cost: 2sp. Duration: Instant. Type: Enhancement 
  A Rider making a reckless charge may increase the force of their rush at the cost of finesse. This Power 
  supplements a Charge Action, changing the modifiers to -2Acc, +3Dmg. 
   
  Plasma Strike 
  (Raimei •••, Melee •••, Tamashi ••) Cost: 4sp. Duration: Instant. Dicepool: Raimei + Melee + Tamashi Type: 
  Enhancement 
  A Rider may charge their weapon with electricity as they strike, sending crackling arcs of energy out even if they 
  fail to connect the blow. 
  Botch: The Rider’s attack takes -1 to Dmg. 
  Fail: The Power does not activate. 
  Success: The weapon is charged with electricity. Foes within 1sq of the target roll their Tamashi against that of the 
  Rider to avoid taking 1 point of electricity damage—even if the blow does not connect. If the target is hit, they 
  automatically take the 1 damage, the attack’s Dmg roll gets +1, and 1d5 Paralyze. 
  At Tamashi 4+, the electricity range is 2sq. 
  Exceptional Success: Count the user’s Tamashi as one higher for the purposes of the electric spread effect. 
   
  Crack The Sky Kata 
  (Raimei •••••+Foc/Path, Melee •••••, Tamashi •••) Cost: 8sp. Duration: Instant. Dicepool: Raimei + Melee + 
  Tamashi Type: Enhancement 
  A Rider may pour all their rage into a two-strike combo that emulates the way lightning travels first from the 
  ground up, then surges back down. This Power enhances a Melee attack and may only be used once per scene. 
  Botch: The Rider’s attack fails immediately. 
  Fail: The Power does not activate, but the Rider may still attack normally. 
  Success: The Rider’s attack gets +3 to the Dmg roll, which also takes 9doubles. Provided their first attack hit, they 
  may roll a second attack; the Acc roll loses 10doubles and gains 1subtracts, but is rolled against Difficulty 1 rather 
  than allowing the target a Defender’s roll. The second attack’s damage roll is normal. 
  Exceptional Success: The second attack gets the same bonuses as the first attack. 
   
  Break the Circuit  
  (Raimei •, Unarmed •, Tamashi •) Cost: 1sp. Duration: Instant. Dicepool: Raimei + Unarmed + Tamashi vs target 
  Tamashi Type: Reflexive 
  A foe who pulls free from a Rider’s grapple isn’t out of danger yet. This Power can be used when a foe successfully 
  breaks out of a Grapple with the user. 
  Botch: The Rider shocks themselves and takes 1 damage. 
  Fail: The Power does not activate. 
  Success: The foe takes damage equal to half the user’s Raimei rounded up. 
  Exceptional Success: Add 1 to the damage. 
   
  Thunderclap Smash Kata  
  (Raimei ••••+Foc/Path, Unarmed ••••, Tamashi •••) Cost: 5sp. Duration: Instant. Dicepool: Raimei + Unarmed + 
  Tamashi Type: Enhance 
  
   
  85 
   
  There’s something to be said for sheer brutal power. Charging their blow with immense force, a Rider may hit so 
  hard that even those not struck will feel the blow. This Power enhances an Unarmed attack. 
  Botch: The Rider’s Power backfires; should their foe be struck, the damage dicepool is halved, and the Rider is 
  knocked back by their poorly-controlled shockwave. 
  Fail: The Power does not activate, but the Rider may still make a normal attack. 
  Success: Upon striking the foe, there is an explosion of power. The damage dicepool is ([normal dicepool x 2] – 
  target END) and the target is sent flying back a number of spaces equal to the Rider’s STR. In an area of Tamashi 
  radius, foes must roll END + Res, difficulty 2, or be knocked to the ground. 
  Exceptional Success: Add 1 to the shockwave radius or the difficulty of the shockwave-resist roll. 
   
  Dynamo 
  (Raimei •, Athletics ••, Tamashi •) Cost: 1sp/r. Duration: By Round. Dicepool: Raimei + Athletics + Tamashi Type: 
  Enhancement 
  A Rider may charge themselves with energy, increasing their speed—and potentially harming those they rush by. 
  Botch: The Rider shocks themselves and takes 1 damage. 
  Fail: The Power does not activate. 
  Success: The Rider’s Speed is increased by their Raimei. The first time they pass over a square adjacent to a foe, 
  the foe must roll Tamashi against the user’s Raimei or take 1 damage. The foe’s Acc rolls for Attacks of 
  Opportunity are penalized by losing 10doubles; if they take the Raimei damage, they gain 1subtracts as well. 
  At Tamashi 3, this extends to two foes. At Tamashi 5, three foes, etc. 
  Exceptional Success: Add 1 to the damage or speed. 
   
  Lightning Charge 
  (Raimei ••, Athletics ••, Tamashi •) Cost: 4sp. Duration: Instant. Dicepool: Raimei + Athletics + Tamashi Type: 
  Enhancement 
  A Rider hurling themselves into the fray may hone their charge. 
  Botch: The Rider’s Charge Acc loses 10doubles and gains 1subtracts. 
  Fail: The Power does not activate. 
  Success: The Rider’s Charge Action gets +2 to distance and +1 to Acc, and Attacks of Opportunity have halved Acc 
  rolls. 
  Exceptional Success: Damage takes 9doubles. 
   
  Explosive Leap 
  (Raimei •••, Athletics ••, Tamashi ••) Cost: 2sp. Duration: Instant. Dicepool: Raimei + Athletics + Tamashi (+STR 
  Autosuccesses) Type: Major 
  Building up energy, a Rider leaps a great distance. 
  Botch: The Rider cannot use the power for the scene. 1d5 Paralyze. 
  Fail: The Power does not activate. 
  Success: The Rider leaps a great distance, and their landing is automatically a safe one. They may roll DEX + 
  Tamashi to attempt to land on a person, causing STR + Athletic damage. 
  Exceptional Success: Jump-strike damage takes 9doubles. 
   
  Thunder Sprinter Kata 
  (Raimei ••••, Athletics •••, Tamashi •••) Cost: 6sp. Duration: Raimei rnd. Dicepool: Raimei + Athletics + Tamashi 
  Type: Major 
  Invigorating themselves with electrical energy, a Rider may increase their athletic prowess for a time. 
  
   
  86 
   
  Botch: The Rider cannot use the power for the scene. 1d5 Paralyze. 
  Fail: The Power does not activate. 
  Success: The Rider crackles with internal lightning. They get 9doubles on all Athletics rolls and count botches 
  therein as flat failures; they get +1 Speed; they pay 2 less Spirit to use Berserk Force and Lightning Charge and do 
  not have to make an activation roll for the latter; they are immune to Paralyze. Attacks of Opportunity are 
  penalized to Acc by half the Rider’s Speed. 
  Exceptional Success: Add 1 to the duration. 
   
  Contact Arc 
  (Raimei ••, Defend ••, Tamashi ••) Cost: 4sp. Duration: Instant. Dicepool: Raimei + Defend + Tamashi Type: 
  Reflexive 
  Even if they do not parry a blow well enough to allow for a shove or counterattack, a Rider can still exact 
  punishment on foes who presume to strike at them with crackling arcs of lightning. This Power can be rolled after 
  making a successful Parry, regardless of any additional results. 
  Botch: The Rider takes 1 damage. 
  Fail: The Power does not activate. 
  Success: Successes on the activation roll (with a max of Raimei+Tamashi) are inflicted as damage on the foe. If 
  damage exceeds the target’s END, roll 1d5 Paralyze. 
  Exceptional Success: You may roll the Paralyze again if it failed the first time. 
   
  Live Wire  
  (Raimei ••, Survival ••, Tamashi ••) Cost: 1sp + 1sp/HP healed. Duration: 1 Round. Dicepool: Raimei + Survive + 
  Tamashi Type: Full Round 
  A Rider who knows electricity well can use it to rejuvenate their body—if they can get enough. The Rider must 
  have access to a high-capacity electrical source—a power outlet wouldn’t work, but a main power line or a heavy 
  generator would. This Power can only be used once a scene. 
  Botch: The Rider takes 1 damage and loses 4 Spirit. 
  Fail: The Power does not activate. 
  Success: Successes on the activation roll translate to HP healed. HP cannot be pushed past its upper limit. 
  Exceptional Success: HP can be pushed past its upper limit—if the Rider’s successes give them HP exceeding their 
  max, they can gain temporary extra HP equal to their Tamashi. These extra HP dissipate at the end of the scene. 
   
  Reinvigorate  
  (Raimei ••••, Survival •••, Tamashi •••) Cost: 4sp. Duration: 1 Round. Dicepool: Raimei + Survive + Tamashi vs 
  Tamashi of source. Type: Full Round 
  The debilitating effects of electrical paralysis are a problem for any Rider. This Power allows a Rider to cancel the 
  Paralysis effect early, whether for themselves or for another. 
  Botch: The target takes 1 damage and their Paralysis is extended by 1 round. 
  Fail: The Power does not activate. 
  Success: The Paralysis is ended immediately. 
  Exceptional Success: The target is not only free of Paralysis, but all further Paralysis rolls against them in the scene 
  must be rerolled on success. 
   
  Hotwire  
  (Raimei •••, Labor ••, Tamashi ••) Cost: 3sp. Duration: 1 Round. Dicepool: Raimei + Labor + Tamashi Type: Full 
  Round 
  
   
  87 
   
  With proper use of electricity, one can jumpstart a machine (provided it uses electricity)—besides literally 
  hotwiring a motor vehicle, they could activate a gate mechanism, etc. The nature of the target machine may 
  impose greater success requirements. 
  Botch: The Rider overloads the system, potentially damaging it, and cannot try again. 
  Fail: The Power does not activate. 
  Success: The machine is activated and operates for a short time. 
  Exceptional Success: The machine can stay active for the whole scene. 
   
  Stormcloud Approach  
  (Raimei •, Dodge ••, Tamashi •) Cost: 0sp. Duration: Instant. Dicepool: Raimei + Dodge + Tamashi Type: 
  Enhancement 
  Cowardly foes who hang back and pick away at Riders with their guns and thrown projectiles aren’t so safe. With 
  this power, a Rider may freely insert a small movement into their Dodge action against a ranged or thrown attack 
  so long as that movement brings them closer to the attacker. This must be activated before the Dodge is rolled. 
  Botch: The Rider loses 10doubles and gains 1subtracts on the Dodge. 
  Fail: The Power does not activate. 
  Success: If the dodge succeeded, the Rider may move (1 + [½Tamashi rounded up]) squares toward the foe as a 
  free addition to their dodge action. 
  Exceptional Success: The dodge roll also gets 9doubles. 
   
  Nerve Impulse  
  (Raimei ••, Dodge ••, Tamashi ••) Cost: 2sp. Duration: Instant. Dicepool: Raimei + Dodge + Tamashi Type: 
  Enhancement 
  Nerve activity is just electricity—and a skilled Rider may augment theirs briefly, increasing their reflexes. This 
  Power is rolled before a Dodge roll. 
  Botch: The Rider loses 10doubles and gains 1subtracts on the Dodge. 
  Fail: The Power does not activate. 
  Success: The Rider adds half their Raimei or Athletics, whichever’s higher, to their Dodge dicepool. 
  Exceptional Success: The dodge roll also gets 9doubles. 
   
  Spark Step  
  (Raimei ••, Dodge •••, Tamashi ••) Cost: 1sp. Duration: Instant. Dicepool: Raimei + Dodge + Tamashi Type: 
  Enhancement 
  After a successful attack, a Rider may roll this Power to tack on a small movement onto the end of their Attack 
  action. 
  Botch: The Rider fumbles; their next defender’s roll loses 10doubles and gains 1subtracts. 
  Fail: The Power does not activate. 
  Success: The Rider may move 2 spaces as part of the end of their Attack action. 
  Exceptional Success: 3 spaces. 
   
  Thunder Javelin  
  (Raimei •••, Deft •••, Tamashi ••) Cost: 4sp. Duration: Instant. Dicepool: Raimei + Deft + Tamashi Type: 
  Enhancement 
  A Rider may charge their Thrown weapon with great energy—though this also guarantees it will embed itself 
  where it lands. This raises the next Recall Weapon roll’s target numeral from 5 to 6. 
  Botch: The Rider loses 10doubles and gains 1subtracts on the attack’s Acc and Dmg. 
  
   
  88 
   
  Fail: The Power does not activate. 
  Success: The Rider adds their Raimei to the attack’s Dmg dicepool and adds 1 to the Range. However, the weapon 
  automatically embeds in the space where it lands. 
  Exceptional Success: Add 2 to the Range. 
   
  Road Rage Technique  
  (Raimei •••, Deft •••, Tamashi ••) Cost: 5sp. Duration: Instant. Dicepool: Raimei + Ride Type: Ride 
  When it’s time to clear out the competition, a Rider need not be subtle. 
  Botch: The Rider takes 2 Hazard. 
  Fail: The Power does not activate. 
  Success: The Rider makes a single Ramming Attack against all opponents with successes within 3 of the Rider’s 
  own; one Acc and one Dmg roll are applied separately to each target. The Damage roll gets 9doubles. 
  Exceptional Success: The cost is 2sp. 
   
  Ion Trail  
  (Raimei ••, Ranged •••, Tamashi •) Cost: 4sp. Duration: Instant. Dicepool: Raimei + Ranged + Tamashi Type: 
  Enhancement 
  A Rider may imbue their shot with electricity, causing it to trail energy in its wake that lets loose small arcs of force. 
  Botch: The Rider loses 10doubles and gains 1subtracts on the attack’s Dmg. 
  Fail: The Power does not activate. 
  Success: The Rider’s shot trails energy in its wake; any foe adjacent to the path the shot took must roll Tamashi 
  against the Rider’s Raimei or take damage equal to the Rider’s Tamashi. These arcs have 1d7 Paralyze; a direct hit 
  from the shot itself has 1d4 Paralyze. 
  Exceptional Success: The shot’s base damage gets 9doubles. 
   
  Lightning Trigger Finger  
  (Raimei •••, Ranged ••••, Tamashi ••) Cost: 2sp base, 1sp/atk. Duration: Instant. Dicepool: Raimei + Ranged + 
  Tamashi Type: Major 
  Squeezing off shots with the speed of a flickering spark, a Rider may unleash a hail of bullets. This is a special 
  Flurry. 
  Botch: The Rider loses 10doubles and gains 1subtracts on their next attack’s Acc. 
  Fail: The Power does not activate. 
  Success: The Rider makes a special Ranged Flurry starting with their full Acc dicepool and moving down 1 for each 
  subsequent attack. They may make up to (DEX + 1) attacks in this flurry, but each attack loses 10doubles to Acc. 
  Exceptional Success: Each shot has 1d5 Paralyze. 
   
  Shark Senses  
  (Raimei •••, Perception •••, Tamashi ••) Cost: 2sp/r. Duration: By Round. Dicepool: Raimei + Perception + 
  Tamashi Type: Enhancement 
  Sharks have a sense that tracks other animals’ electrical impulses. A Rider who knows electricity well can emulate 
  this. 
  Botch: The Rider’s next Perception roll loses 10doubles and gains 1subtracts. 
  Fail: The Power does not activate. 
  Success: In a radius if (Raimei + 1) spaces, the Rider can sense the electrical nerve pulses of living beings; stealth 
  rolls against their perception get no bonuses for cover or concealment. 
  
   
  89 
   
  Exceptional Success: Increase the range by 1. 
   
  Fuse Rupture  
  (Raimei •••, Stealth •••, Tamashi •••) Cost: 2sp. Duration: Instant. Dicepool: Raimei + Tamashi Type: Major 
  Precise control of electricity and access to an outlet or wire in an electrical system allows a Rider to attempt to 
  interfere with the system. The Rider must have physical, direct access to an outlet, wire, fusebox, etc. Taking a full 
  round instead of just one action can earn a bonus die or two. 
  Botch: The Rider takes 1 damage and is noisily blown back. 
  Fail: The Power does not activate. 
  Success: The electrical systems malfunction for a time depending on successes rolled and the size and complexity 
  of the system. The Rider themselves isn’t quite sure how long it’ll last. 
  Exceptional Success: The Rider knows pretty well how long it’ll last. 
   
  SHUT. UP. 
  (Raimei ••, Resolve •••, Tamashi •) Cost: --. Duration: Instant. Type: Reflexive 
  A Rider versed in the ways of Fury may snuff out the sly words of tempters and schemers with the clouds of anger. 
  This Power is activated when the Rider fails against a social attack. The social attack is wholly negated. Instead, the 
  Rider rolls INT + Resolve without 10doubles to resist their own anger—if they fail, they are consumed with rage for 
  the rest of the scene, losing 10doubles on all Socialize, Persuade, Reason, and Lore rolls. The Power can only be 
  used once per scene. At Tamashi 5, twice; at Tamashi 7, thrice. 
  The Power can also be used when the Rider botches against a social attack; the Rider must pay 1sp and bumps 
  their botch up to a regular failure. 
   
  Current Events  
  (Raimei ••, Lore ••, Tamashi •) Cost: 1sp. Duration: Instant. Dicepool: INT + Lore + 1 Type: Reflexive 
  When an ally botches their Lore roll, a Rider may reflexively roll their own Lore roll, plus one, to stop them 
  spouting nonsense. 
  Botch: The user fully believes the nonsense their ally is spouting for at least one scene. 
  Fail: The Rider cannot veto the Lore botch. 
  Success: The Rider stops their ally from getting wrong information in their head. 
  Exceptional Success: The Rider interrupts with correct info. 
   
  Heat Lightning  
  (Raimei •••, Lore •••, Tamashi ••) Cost: 3sp + 1sp/target. Duration: Instant. Dicepool: Raimei + Lore + Tamashi 
  Acc, Raimei Dmg, 1d5 Paralyze Type: Full Round 
  A Rider may build up electricity and release it skyward to strike down at unlucky foes. The Rider picks a square at 
  most (Raimei + 1) squares away; this square is the center of a Raimei radius wherein all foes can be targeted at a 
  cost of 1sp per target. This cannot be used on subsequent turns. 
   
  Supercell  
  (Raimei ••••+Foc/Path, Lore ••••, Tamashi •••) Cost: 5sp + 1sp/target. Duration: Extended. Type: Extended 
  A Rider may build up an even greater electrical charge and chain it through multiple people. They first spend a 
  Major Action building up electricity. The next turn, they may make a DEX + Unarmed Accuracy roll, substituting 
  Lore for Unarmed if it is higher. If it hits the enemy, the damage dicepool is (Raimei + ½Lore). The electrical 
  discharge can jump to a second target within Raimei squares, then another, and so forth. On every jump, the 
  damage dicepool is rolled again with a -1 penalty. On every second jump, the Acc successes (which are used as a 
  flat value) are reduced by one. 1d3 Paralyze. 
  
   
  90 
   
   
  Electrifying Presence  
  (Raimei •••, Socialize •••, Tamashi •••) Cost: 3sp + 1sp/reroll. Duration: 1 scene. Dicepool: Raimei + Tamashi 
  Type: Minor 
  A Rider can enhance their presence with a spine-tingling aura of mild bioelectricity. 
  Botch: The Rider loses 10doubles and gains 1subtracts on all social rolls for the scene. 
  Fail: The Power does not activate. 
  Success: for the remainder of the scene, the Rider may reroll dice on Socialize rolls equal to half their Raimei or 
  Intimidate, rounded up, whichever is higher. Each reroll costs 1sp. 
  Exceptional Success: The first reroll is free. 
   
  Shock and Terror  
  (Raimei ••, Intimidate •••, Tamashi ••) Cost: 3sp. Duration: Instant. Dicepool: Raimei + Intimidate + Tamashi 
  Type: Minor 
  A Rider can cause small, harmless, but eerie arcs of electricity to crackle over their armor like a frightening Tesla 
  coil. 
  Botch: The Rider takes 1 damage. 
  Fail: The Power does not activate. 
  Success: The Rider’s armor crackles with electricity in a frightening nimbus. Within (2 + Raimei) squares of the 
  Rider, foes must roll INT + Res, without 10doubles and with 1subtracts, against the Rider’s Tamashi. Failures count 
  as botches against an Intimidate roll. 
  Exceptional Success: Count Tamashi as 1 higher for the purpose of enemies’ rolls. 
   
  St. Elmo’s Fire  
  (Raimei ••••+Foc/Path, Intimidate ••••, Tamashi •••) Cost: 4sp. Duration: Instant. Dicepool: Raimei + Intimidate 
  + Tamashi Type: Minor 
  This Power functions in the same way as Shock & Terror, but with an additional benefit. Within (Raimei – 2) 
  squares, the Power launches electrical arcs as an attack with Raimei Acc and Dmg. Anyone touching the Rider at 
  the time is automatically hit. 
  (27) 
   
   
  
   
  91 
   
  Blackfire 
  (Kurayami •, Melee/Ranged ••, Tamashi •) Cost: (1sp + 1HP)/die. Duration: Instant. Type: Enhancement 
  A Rider may sacrifice their own health to call darkness to their aid. This Power enhances a Melee or Ranged attack; 
  the Rider may buy extra dice to the Accuracy or Damage roll of the attack at a cost of 1sp and 1HP per die. They 
  cannot buy dice for both at once—until Tamashi 4, at which point they can. 
   
  Spiteful Blade 
  (Kurayami ••, Melee •••, Tamashi •) Cost: 3sp. Duration: Instant. Dicepool: Kurayami + Melee + Tamashi. Type: 
  Enhancement. 
  Those who strike at a Rider and draw blood shall know this small success is outweighed by the anguish to come. If 
  a foe successfully damaged the Rider in the last (Kura) rounds, the Rider may apply this Power to an attack against 
  them. 
  At Tamashi 3, they may use this for a foe who has damaged the Rider’s ally. 
  Botch: The Rider does not take the damage, but their attack on the foe loses 10doubles. 
  Fail: The Power does not activate. 
  Success: The Rider may either reroll Kura dice on their Acc or add Kura dice to their Dmg. This must be chosen 
  before the Acc roll is made. 
  Exceptional Success: Add 1 to the number of dice rerolled/added. 
   
  Shadowthorn 
  (Kurayami •, Unarmed ••, Tamashi •) Cost: (1sp + 1HP)/1AP. Duration: Instant. Type: Enhancement. 
  A heavily-armored foe versus a bare-knuckled Rider is not as safe as they think. Spending 1 Spirit and 1 HP, a Rider 
  may augment their unarmed strike with a shard of piercing darkness that adds 1 Armor Pierce to the damage of 
  the attack. The Rider may buy a number of Armor Pierce points to a single attack equal to their stat cap (so from 
  Tamashi 1 to 5, it’s 5; afterward, it’s equal to Tamashi). 
   
  Armorbane 
  (Kurayami •••, Unarmed •••, Tamashi •) Cost: 3sp + 2HP. Duration: Instant. Dicepool: Kurayami + Unarmed + 
  Tamashi. Type: Enhancement. 
  Not content with simply penetrating armor, a Rider may temporarily invalidate it. 
  Botch: The Rider does not take the damage, but their attack on the foe loses 10doubles and any Armor Pierce it 
  normally had. 
  Fail: The Power does not activate. 
  Success: The attack is infused with a tendril of shadow. Immediately after the attack’s damage is rolled, the foe’s 
  Armor is counted as 2 less than its true value. This goes on for Kura rounds. 
  Exceptional Success: The Rider’s initial attack gets 9doubles to the Damage roll. 
   
  Reverse Iron Maiden Kata 
  (Kurayami ••••+Foc/Path, Unarmed •••, Tamashi ••) Cost: 4sp + 2HP. Duration: Max(Kura+Unr)turns. Dicepool: 
  Kurayami + Unarmed + Tamashi. Type: Enhancement. 
  A skilled martial artist with darkness at their side can turn foes into walking time bombs. This Power enhances an 
  unarmed strike to plant a time-delayed shadow effect. 
  Botch: The Rider does not take the damage, but their attack on the foe fails. 
  Fail: The Power does not activate. 
  
   
  92 
   
  Success: The Rider plants a seed of seeping darkness on the enemy. Within (Kura + Unarmed) turns, the Rider can 
  reflexively activate the seed (which activates automatically at the end of this time). The implanted foe receives 
  damage of (Kura + Unarmed) with Tamashi autosuccesses and infinite Armor Pierce. Foes within 2 squares are 
  lashed at by tendrils of shadow with a flat Accuracy of Unarmed and a flat Damage of Tamashi, with 0 Armor 
  Pierce. 
  If the Rider decides to make their initial strike a harmless touch attack, they may reduce the Spirit or HP cost by 1, 
  or add 1 to the activation roll. 
  Exceptional Success: The Rider may add 1 to the seed’s damage dicepool, the Acc or Dmg of the tendrils, or the 
  duration. 
   
  Burn Life 
  (Kurayami •••, Athletics ••, Tamashi ••) Cost: 2sp + 1HP. Duration: Varies. Type: Enhancement. 
  A Rider may sacrifice bodily integrity to boost physical activity, spending 2 Spirit and 1 HP to either boost their 
  speed by  2 for 2 rounds or add 2 automatic successes to an Athletics check. 
   
  Penumbra Step 
  (Kurayami •••••+Foc/Path, Athletics ••••, Tamashi •••) Cost: 5sp. Duration: Instant. Dicepool: Kurayami + 
  Tamashi. Type: Enhancement. 
  With mastery over shadows, a Rider may travel through them. 
  Botch: The Rider tries to walk through a shadow and smacks into the wall. 
  Fail: The Rider does not activate the power. 
  Success: The Rider may travel from one shadow to another shadow within (5 + Kura) spaces via a move action. 
  Walking through the shadow counts as one space’s worth of movement. 
  Exceptional Success: The Rider pays 1sp less. 
   
  Recoil 
  (Kurayami •, Defend ••, Tamashi •) Cost: 2sp. Duration: Instant. Dicepool: Kurayami + Defend + Tamashi. Type: 
  Reflexive. 
  When struck, a Rider may retaliate viciously. This Power is rolled before the damage roll of an attack that 
  successfully hits the Rider, so long as the attacker is within 2sq. At Tamashi 3+, the Rider may use this Power even 
  when the attacker is not within 2sq, as long as there is any enemy at all within 2sq for the Recoil damage to go to. 
  Botch: The Rider may not use the power for the scene. 
  Fail: The Rider does not activate the power. 
  Success: The Rider forfeits any Armor they have for the purposes of resolving damage. If the attack does any 
  damage, the attacker is dealt (Kura) damage, minimum 1. This cannot be used if the foe is not within 2sq. 
  Exceptional Success: The Rider pays 1sp less. 
   
  Grand Recoil 
  (Kurayami ••, Defend •••, Tamashi •) Cost: 4sp. Duration: Instant. Dicepool: Kurayami + Defend + Tamashi. Type: 
  Reflexive. 
  A more advanced cousin to Recoil, this upgrade functions similarly. Damage is rolled as Kura + Defend with 
  minimum 1 as the Rider retaliates, so long as the attacker is within 4 squares. If not, all foes within 2 squares take 
  Kura damage, minimum 1, unless their Tamashi exceeds the Rider’s (in which case they roll Tamashi against the 
  Rider’s Kura to avoid). 
   
  Leech Shield Kata 
  (Kurayami ••••+Foc/Path, Defend •••, Tamashi ••) Cost: 6sp. Duration: Instant. Dicepool: Kurayami + Defend + 
  
   
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  Tamashi. Type: Reflexive. 
  Those prepared to sacrifice their bodies deserve concessions, don’t you think? The Path of Thorns agrees, and thus 
  comes this Power, which may be rolled on a successful Parry. 
  Botch: The Rider may not use the power for the scene. 
  Fail: The Rider does not activate the power. 
  Success: The Rider absorbs HP from their attacker equal to their STR (or DEX for thrown or ranged attacks). This 
  cannot drain a foe to HP lower than their Tamashi; the Rider still regains all the HP they are owed, though. 
  Exceptional Success: The Rider adds 2 to the HP absorbed. 
   
  Purge 
  (Kurayami •••, Survival •••, Tamashi ••) Cost: 3sp + 1HP. Duration: Instant. Type: Minor. 
  When under a Status Effect, a Rider may spend 3 Spirit and 1 HP to immediately cancel the effect. Usable once per 
  scene. 
   
  Puppeteer’s Grace 
  (Kurayami •••, Dodge •••, Tamashi ••) Cost: 5sp + 2HP. Duration: Instant. Type: Reflexive. 
  The Path of Thorns teaches that sometimes, one must manipulate one’s friends for their own good—and what 
  better application than assisting a friend who fails to avoid a deadly blow? 
  When an ally has failed their defender’s roll, the Rider may activate this Power as long as they can see the ally and 
  know they are under attack. Spending 5 Spirit and 2 HP, the user rolls their Dodge, disregarding any penalties their 
  ally had been taking, and the result is applied to the ally. 
   
  Agony Antenna 
  (Kurayami ••, Deft ••, Tamashi •) Cost: 3sp + 1sp/transfer or 1HP/transfer. Duration: Kura rounds. Dicepool: 
  Kurayami + Deft + Tamashi. Type: Enhancement. 
  When a Rider’s thrown weapon strikes a foe, that is not the end of their target’s misery. This Power may be 
  activated on a successful Thrown attack. 
  Botch: The Rider may not use the power for the scene. 
  Fail: The Rider does not activate the power. 
  Success: The weapon leaves its shadow embedded in the target after striking; for the next Kura rounds, every time 
  the Rider takes damage, they may pay 1sp to transfer 1 point of Armor-ignoring damage to the marked foe. They 
  may also voluntarily burn 1HP to deal this damage. A Rider may only have one enemy marked thus at a time, but 
  one person can be marked by multiple Riders. 
  Exceptional Success: Add 1 to the duration. 
   
  Motorized Murder 
  (Kurayami •••, Deft ••, Tamashi ••) Cost: 1sp, +1haz/2 Acc dice. Duration: Instant. Type: Enhance (Ride) 
  Riders with the powers of shadow are willing to sacrifice their own health for their goals; they will just as willingly 
  take on risks while on the road. This Power enhances an attack made in a Chase scene; the Rider takes on 
  additional points of Hazard to add to the attack’s Accuracy, one point of Hazard per 2 dice of Accuracy. 
   
  Safety in Suffering 
  (Kurayami •••, Deft •••, Tamashi ••) Cost: 2sp+2HP per -1 haz. Duration: Instant. Type: Enhance (Ride) 
  Pain is purifying—and in this case, that applies to driving. In a Chase, a Rider may pay Spirit and HP to purge points 
  of Hazard, 2 Spirit and 2 HP per point of Hazard lost. They may not lose more Hazard per Interval than their 
  Tamashi. This Power cannot be used on the same Interval as Motorized Murder. 
   
  
   
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  Steel and Shadow Wrath 
  (Kurayami ••••, Ranged •••, Tamashi ••) Cost: 2sp+1HP/atk. Duration: Instant. Dicepool: Kurayami + Ranged + 
  Tamashi. Type: Enhancement. 
  The bullets of a darkness-wielding Rider become avenging bolts of victory, tearing through foes’ defenses like they 
  were wet tissue paper. This is rolled before the Acc roll of the attack. 
  Botch: The Rider may not use the power for the scene and halves their Accuracy. 
  Fail: The Rider does not activate the power. 
  Success: The target’s Defender’s Roll has its dicepool halved, round up. 
  Exceptional Success: The Rider may freely reload before firing, and the Defender’s Roll is halved rounded down. 
   
  Darkvision 
  (Kurayami •, Perception ••, Tamashi •) Cost: 2sp/round Duration: By Rounds. Dicepool: Kurayami + Perception + 
  Tamashi. Type: Enhancement. 
  When in darkness, a Rider need not worry about having trouble seeing; they can use a radial sense that cuts 
  through both mundane and supernatural darkness. 
  Botch: The Rider loses 10doubles and gains 1subtracts to all Perception for one round. 
  Fail: The Rider does not activate the power. 
  Success: The Rider takes no penalties to perception in a radius of (2 + Kura)sq; foes take a stealth penalty equal to 
  the user’s Tamashi. The effects of Shadowfield and Shadowswim are bypassed by this Power. When the activation 
  roll is made, the user must also roll END + Surv or take 1 damage. 
  Exceptional Success: The Rider’s Perception rolls get 9doubles. 
   
  Share the Pain 
  (Kurayami ••, Support ••, Tamashi ••) Cost: 1sp per 1HP. Duration: Instant. Type: Reflexive. 
  When an ally within (4 + Kura)sq takes damage, a Rider may choose to take up to Kura points of that damage 
  instead, paying 1sp per point of damage. 
   
  Shadowfield 
  (Kurayami •, Stealth ••, Tamashi •) Cost: 2sp/round Duration: By Rounds. Dicepool: Kurayami + Stealth + 
  Tamashi. Type: Enhancement. 
  A Rider may cloak themselves in obscuring shadows, reducing visual and auditory perception of themselves. 
  Botch: The Rider thinks they activated the power, but they didn’t. 
  Fail: The Rider does not activate the power. 
  Success: The rider gains 9doubles to Stealth Rolls, and Perception rolls against their Stealth take -1. The first time 
  they activate this, they must roll END + Surv or take 1 damage. They must make this roll every 5th round as well. In 
  addition, the user takes +1 Light damage. Other people using Shadowfield, Shadowswim, Shadowheart, or Night 
  Vision can see the users clearly. 
  Exceptional Success: The Rider gains 8doubles instead. 
   
  Shadowswim 
  (Kurayami ••, Stealth •••, Tamashi •) Cost: 3sp/round Duration: By Rounds. Dicepool: Kurayami + Stealth + 
  Tamashi. Type: Enhancement. 
  More advanced than Shadowfield, this Power causes the user to sink into a realm of shadows. This requires that 
  there be sufficient darkness nearby. 
  Botch: The Rider thinks they activated the power, but they didn’t. 
  
   
  95 
   
  Fail: The Rider does not activate the power. 
  Success: The Rider gains 9doubles to Stealth Rolls and one automatic success, and Perception rolls against their 
  Stealth take -2 and loses 10doubles. The user must make an END + Surv roll at the beginning and every third round 
  or take 1 damage. The user takes 1 extra damage from Light-oriented attacks. Other people using Shadowfield, 
  Shadowswim, Shadowheart, or Night Vision can see the users clearly. 
  Exceptional Success: The Rider gains 8doubles instead. 
   
  Shadowheart Kata 
  (Kurayami •••••+Foc/Path, Stealth ••••, Tamashi •••) Cost: 4sp/rnd, 1HP to activate Duration: By Rounds. 
  Dicepool: Kurayami + Stealth + Tamashi. Type: Enhancement. 
  More advanced even than Shadowswim, this Power causes the user to become one with darkness itself. This 
  requires that there be sufficient darkness nearby. 
  Botch: The Rider thinks they activated the power, but they didn’t. 
  Fail: The Rider does not activate the power. 
  Success: The Rider becomes functionally invisible; they roll their Stealth roll against their opponents’ Tamashi. The 
  user must make an END + Surv roll at the beginning and every third round or take 1 damage. The user also takes 2 
  extra damage from Light-oriented attacks. Other people using Shadowfield or Shadowswim or Darkvision can see 
  the users clearly. 
  Exceptional Success: The Rider gets the first round at half Spirit cost. 
   
  Abyss Stared Back 
  (Kurayami ••, Lore •••, Tamashi ••) Cost: --. Duration: Permanent. Type: Permanent. 
  The user gains a free Specialty of Lore: Taoreta Riders. 
   
  Unholy Recitation 
  (Kurayami ••••+Foc/Path, Lore ••••, Tamashi •••) Cost: 5sp+4HP. Duration: 1rnd. Dicepool: Kurayami + Lore + 
  Tamashi. Type: Full Round. 
  Sacrificing Spirit and Health, a Rider can pull a simulacrum of the Tome of Shadowed Jade from seemingly 
  nowhere—an eldritch book of secretive and arcane origin—and speaks a random passage to devastating effect. 
  Usable once per scene. This Power can be blocked if a target also has this Power; they may reflexively roll it as 
  their defense. 
  Botch: The Rider cannot use the power for the scene. They must roll Resolve with a difficulty of 1 or lose 1 Sanity. 
  Fail: The Rider does not activate the power. 
  Success: The Rider speaks a dread passage from the tome. All foes who hear it must make a Resolve roll and a 
  Survive roll against the Rider’s Kura, both rolls losing 10doubles and gaining 1subtracts. Failing the Resolve roll 
  results in immediate infliction of Terrify; failing the Survive roll incurs Armor-bypassing damage equal to the 
  Rider’s Tamashi. If the foe has a lower Tamashi than the Rider, they will be taking 1 damage no matter what. 
  Exceptional Success: The Rider subtracts 1 from the Spirit or HP cost. 
   
  Unctuous Charm 
  (Kurayami •, Socialize ••, Tamashi •) Cost: 1sp. Duration: Instant. Type: Enhancement 
  A Rider may bypass some of the misgivings a person may have about them. Paying 1sp, they ignore penalties equal 
  to their Kurayami on their Socialize roll and upgrades a botch to a flat failure. They may use this Power a number 
  of times per scene equal to the higher of their Kura or Socialize. 
  At Tamashi 3+, this also gives the Rider 9doubles if they pay an extra 1sp. 
   
  Befuddle 
  (Kurayami ••, Persuade •••, Tamashi •) Cost: 4sp. Duration: Kura rnd. Dicepool: Kurayami + Persuade + Tamashi. 
  
   
  96 
   
  Type: Enhancement. 
  Lacing their words with shrouding darkness, a Rider may cloud another’s mind long enough to sway them. This 
  Power enhances a Persuade roll. 
  Botch: The Rider takes -1 to their Persuade roll. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider makes their Persuade roll with 9doubles and botches become flat failures, while their foe’s 
  Resolve roll loses 10doubles and take 1subtracts unless their Tamashi exceeds the Rider’s. However, the success of 
  the Persuade roll only lasts rounds equal to the user’s Kura. 
  Exceptional Success: Add 1 to the duration. 
   
  Static Image 
  (Kurayami •, Persuade ••, Tamashi ••) Cost: 2sp/rnd. Duration: By Round. Dicepool: Kurayami + Persuade + 
  Tamashi. Type: Major. 
  A Rider may create an illusory image of themselves, though it is wholly still and silent. 
  Botch: The Rider cannot use the power for the scene. 
  Fail: The Rider does not activate the power. 
  Success: The Rider creates an illusory image of themselves up to 4 squares away in a place they have line-of-sight 
  to. Foes can try to discern the reality of the image with a second Perception roll. 
  Exceptional Success: The first round costs half. 
   
  Moving Illusion 
  (Kurayami •••, Persuade •••, Tamashi •••) Cost: 3sp/rnd. Duration: By Round. Dicepool: Kurayami + Persuade + 
  Tamashi. Type: Major. 
  A Rider may now create a moving illusion that is silent. 
  Botch: The Rider cannot use the power for the scene. 
  Fail: The Rider does not activate the power. 
  Success: The Rider creates a mobile illusory image of themselves up to 4 squares away in a place they have line-of-
  sight to. Foes can try to discern the reality of the image with a second Perception roll. 
  Exceptional Success: The first round costs one less. 
   
  Paramount Deception Kata 
  (Kurayami ••••+Foc/Path, Persuade ••••, Tamashi •••) Cost: 4sp/rnd. Duration: By Round. Dicepool: Kurayami + 
  Persuade + Tamashi. Type: Major. 
  A Rider may now create a smoothly-moving illusion that produces some sound. 
  Botch: The Rider cannot use the power for the scene. 
  Fail: The Rider does not activate the power. 
  Success: The Rider creates a fantastic illusory simulacrum of themselves up to 4 squares away in a place they have 
  line-of-sight to. Foes can try to discern the reality of the image with a second Perception roll. 
  Exceptional Success: The first round costs one less. 
   
  NOT MY FRIENDS. 
  (Kurayami •••, Intimidate ••, Tamashi ••) Cost: 2sp. Duration: By Round. Dicepool: Kurayami + Intimidate + 
  Tamashi. Type: Enhancement. 
  To strike a Rider’s ally is to stoke their ire and feed the black flames of the fear to come. This Power enhances an 
  Inimidate roll against a foe who has attacked, threatened, or even made social attacks on any of the Rider’s allies, 
  present or not, that the Rider is aware of. 
  
   
  97 
   
  Botch: The Rider cannot use the power for the scene. 
  Fail: The Rider does not activate the power. 
  Success: The Rider gains Kura bonus dice to their Intimidate roll, botches are bumped up to failures. 
  Exceptional Success: The foe’s Resolve roll loses 10doubles. 
  (29) 
   
   
   
  
   
  98 
   
  Flashbang 
  (Kagayaki •, Melee ••, Tamashi •) Cost: 1sp. Duration: Instant. Dicepool: Kagayaki + Melee + Tamashi. Type: 
  Enhancement 
  A Hero’s greatness is such that foes falter in rebuffing them. A Rider may flicker with dazzling light as they strike, 
  hampering their target’s ability to accurately block the coming blow. 
  Botch: The Rider’s Acc loses 10doubles and gains 1subtracts. 
  Fail: The power does not activate. 
  Success: The Rider flashes brightly as they strike; the foe’s Parry loses 10doubles and gains 1subtracts. If the foe 
  Dodges, they only lose 10doubles. 
  Exceptional Success: 9doubles on Acc, 1d5 Blind. 
   
  Photon Sheath 
  (Kagayaki ••, Melee •••, Tamashi •) Cost: 3sp. Duration: Instant. Dicepool: Kagayaki + Melee + Tamashi. Type: 
  Enhancement 
  A Hero’s strength blesses their armaments. A Rider may coat their weapon in fragile light, honing its deadly power. 
  Botch: The Rider’s Dmg loses 10doubles and gains 1subtracts. 
  Fail: The power does not activate. 
  Success: The Rider’s weapon is coated in a sheath of violet-white radiance. On a successful hit, it adds 2 to the 
  Dmg dicepool. On a hit or a Parry, the light shatters in glimmering motes, with 1d5 Blind. 
  Exceptional Success: The 2 bonus dice are instead autosuccesses. 
   
  Luminous Extension Kata 
  (Kagayaki •••••+Foc/Path, Melee •••••, Tamashi •••) Cost: 6sp. Duration: Instant. Dicepool: Kagayaki + 
  Tamashi. Type: Enhancement 
  Not only may a weapon be coated in light, but a Rider may build a construct of light on their weapon that increases 
  its reach for a single strike. 
  Botch: The Rider’s Dmg loses 10doubles and gains 1subtracts. 
  Fail: The power does not activate. 
  Success: The Rider’s weapon is coated in a sheath of violet-white radiance that increases its length. All 1s on Dmg 
  are rerolled until they are gone, and Dmg gets 2 extra dice. The Rider may strike a foe two spaces away instead of 
  just one space away, and may make their attack target three consecutive spaces perpendicular to them as their 
  huge radiance-weapon makes its wide swing. For this, Acc and Dmg are only rolled once and applied to each foe in 
  the targeted spaces. 
  Exceptional Success: The 2 bonus dice are instead autosuccesses. 
   
  Radiant Stance 
  (Kagayaki •••, Unarmed ••, Tamashi ••) Cost: 3sp. Duration: Instant. Dicepool: Kagayaki + Unarmed + Tamashi. 
  Type: Enhancement 
  A Hero’s thoughts are crystal-clear, but their enemies are left in confusion. Just before attacking, a Rider may strike 
  a pose that focuses their mind and baffles their foe. 
  Botch: The Rider’s attack automatically fails. 
  Fail: The power does not activate. 
  
   
  99 
   
  Success: If the Rider’s Tamashi exceeds that of their target, they gain bonuses to their Acc equal to their CHA. If 
  their opponent has equal or greater Tamashi, the Rider must roll CHA and take bonus dice equal to successes. 
  Exceptional Success: The foe’s defense roll loses 10doubles. 
   
  Paragon’s Grace 
  (Kagayaki •••, Athletics •••, Tamashi •••) Cost: 1sp/rnd. Duration: By Round. Dicepool: Kagayaki + Athletics + 
  Tamashi. Type: Enhancement 
  A Hero is not bound to this earth. A Rider may cause themselves to hover off the ground by a few inches. 
  Botch: The Rider takes -1 to their next Dodge within 3 rounds. 
  Fail: The power does not activate. 
  Success: Hovering slightly off the ground, the Rider gets +1 to Speed and 9doubles on Dodge rolls—however, Parry 
  rolls lose 10doubles. They also subtract 2 dice from the Acc of Attacks of Opportunity and increase their Steady 
  Aim values by 1. 
  Exceptional Success: The first round is free. 
   
  Lightscreen 
  (Kagayaki ••, Defend ••, Tamashi •) Cost: 4sp. Duration: Instant. Dicepool: Kagayaki + Defend + Tamashi. Type: 
  Enhancement 
  A Hero is rarely scored by the weapons of the foe. A Rider may briefly form a shield of light to augment their Parry 
  roll. 
  Botch: The Rider’s Parry loses 10doubles and gains 1subtracts. 
  Fail: The power does not activate. 
  Success: The Rider momentarily forms a shield of light at the moment of impact, adding their Tamashi in bonus 
  dice to the Parry roll and gaining 9doubles. 
  Exceptional Success: A botch on the Parry roll becomes a flat failure. 
   
  Mirrorwall 
  (Kagayaki •••, Defend •••, Tamashi ••) Cost: 5sp. Duration: Instant. Dicepool: Kagayaki + Defend + Tamashi. 
  Type: Enhancement 
  Even when the foe’s schemes score a hit, a Hero does not let them go unscathed. A Rider may form a barrier of 
  reflective light that bursts into shrapnel if broken. 
  Botch: The Rider’s Parry loses 10doubles and gains 1subtracts. 
  Fail: The power does not activate. 
  Success: The Rider forms a shield of reflective light; they add Tamashi to their Parry dicepool and reroll all 1s. If 
  they still fail, the shield bursts into shrapnel, dealing 1 damage to any foes directly or diagonally in front of them by 
  1sp. 
  Exceptional Success: A botch on the Parry roll becomes a flat failure and the Rider may voluntarily explode the 
  shield even if they succeeded. 
   
  Spotless Shine 
  (Kagayaki •••, Survival •••, Tamashi •••) Cost: 4sp +1/add. Duration: Instant. Type: Reflexive 
  A Hero doesn’t worry about things like burns, paralysis, or whatever—that’s for other people. When a Status Effect 
  roll succeeds on the Rider (provided it is a side-effect of an attack, rather than the main purpose), they may force 
  that die to be rerolled—with the target being another character within 5 squares. If the Rider’s Tamashi exceeds 
  that of the new target, or the target is a foe with equal Tamashi, there is no opposition. Friends of equal Tamashi 
  incur the two rolling Tamashi against each other to determine success. Friends of higher Tamashi cannot be forced, 
  
   
  100 
   
  but can voluntarily allow the status effect roll to pass to them. Each time the Power is used in a scene, it costs 1 
  more. 
   
  I’m Above This 
  (Kagayaki ••••, Labor ••, Tamashi ••) Cost: 3sp. Duration: Instant. Dicepool: Kagayaki + Labor + Tamashi. Type: 
  Enhancement 
  A Hero can always call on their friends for aid. A Rider may attempt to use an ally’s dicepool for a Labor roll. 
  Botch: The Rider fails to activate the power and thier Labor roll loses 10doubles and gains 1subtracts. 
  Fail: The power does not activate. 
  Success: The Rider may use the dicepool of an ally of their choice instead of their own for a Labor roll. 
  Exceptional Success: The Labor roll gets 9doubles. 
   
  Dawn Treader 
  (Kagayaki •, Dodge ••, Tamashi •) Cost: 1sp/penalty. Duration: Instant. Dicepool: Kagayaki + Dodge + Tamashi. 
  Type: Enhancement 
  A Hero’s greatness makes foes falter in their clumsy attempts to strike a blow. A Rider may flash brightly as they 
  dodge, hampering their foe’s Accuracy. 
  Botch: The Rider fails to activate the power and their Dodge roll loses 10doubles and gains 1subtracts. 
  Fail: The power does not activate. 
  Success: One success is subtracted from the foe’s Accuracy and a botch on the Dodge roll is bumped up to a flat 
  failure. May be stacked equal to user’s DEX. 
  Exceptional Success: Stack limit increased by 1. 
   
  Flash Step 
  (Kagayaki •••, Dodge •••, Tamashi •) Cost: 4sp. Duration: Instant. Dicepool: Kagayaki + Dodge + Tamashi. Type: 
  Enhancement 
  A Hero is quick as the glimmer of light on water. A Rider may not only distract foes with a flash of light, but when 
  the daze clears, they are not anywhere near where the foe was aiming. 
  Botch: The Rider fails to activate the power and their Dodge roll loses 10doubles and gains 1subtracts. 
  Fail: The power does not activate. 
  Success: The Rider gains +2 to the Dodge and subtracts 1 from the foe’s successes. They may freely move a 
  number of spaces up to their Kagayaki, and are immune to Attacks of Opportunity for this movement. 
  Exceptional Success: Dodge gains 9doubles. 
   
  Refractive Decoy 
  (Kagayaki •, Deft ••, Tamashi •) Cost: 2sp. Duration: Instant. Dicepool: Kagayaki + Deft + Tamashi. Type: 
  Enhancement 
  A Rider may refract the light around their thrown weapon as it flies, making it difficult to tell where it is. 
  Botch: The Rider fails to activate the power and their Acc roll loses 10doubles and gains 1subtracts. 
  Fail: The power does not activate. 
  Success: The foe’s defender’s roll loses 10doubles and gains 1subtracts. 
  Exceptional Success: 1d5 Blind. 
   
  Mirror Shard 
  (Kagayaki •••, Deft •••, Tamashi ••) Cost: 6sp. Duration: Instant. Dicepool: Kagayaki + Deft + Tamashi. Type: 
  
   
  101 
   
  Enhancement 
  A Rider need not obey the laws of physics; they may use mirrors as vectors for their retribution. The Rider must be 
  throwing the weapon at a mirror-like surface and the exit surface must be visible to them. 
  Botch: The Rider cannot use the power for the scene and throws their weapon uselessly at the mirrored surface. 
  Fail: The power does not activate. 
  Success: The Rider throws the weapon through the reflective surface; its Acc and Dmg are unaffected when it 
  comes out the other side, but the weapon’s Range when exiting the mirror can be no higher than Kagayaki. 
  Circumstances may make this attack count as a Stealth Attack (i.e. coming out of a mirror behind the enemy). 
  Exceptional Success: Instead of throwing the weapon itself, the Rider throws its reflection, which dissipates as 
  soon as it is finished damaging the enemy. The Rider thus does not subtract the attack from their Ammo. 
   
  Reflection Spider Kata 
  (Kagayaki ••••+Foc/Path, Deft ••••, Tamashi •••) Cost: 4sp(7sp). Duration: Instant. Dicepool: Kagayaki + Deft + 
  Tamashi. Type: Major 
  A Rider who knows how to throw weapons through mirrors can do more than just that—they may make the trip 
  with their bodies. 
  Botch: The Rider cannot use the power for the scene and fruitlessly tries to penetrate the mirror. 
  Fail: The power does not activate. 
  Success: The Rider may move through the mirror. If they only put part of themselves through and come back, it is 
  4sp; if they transport their entire body, it is 7sp. 
  A Rider may make a Grapple through a mirror to pull a foe through it. 
  Exceptional Success: The Rider may walk through the mirror for only 4sp, or they may reach through to make an 
  attack and pull back out for 7sp. 
   
  Rule The Road 
  (Kagayaki •••, Deft ••, Tamashi ••) Cost: 3sp. Duration: 1 Interval. Dicepool: Kagayaki + Ride. Type: Reflexive 
  (Ride) 
  A Hero’s Vehicle is not hindered by poor conditions on the road. 
  Botch: The Ride check loses 10doubles and gains 1subtracts. 
  Fail: The power does not activate. 
  Success: The Rider ignores penalties and difficulty increases caused by road conditions or strong weather. 
  Hurricanes won’t blow them off the pavement, and the slickest black ice is no harder to drive on than a pristine 
  highway. 
  Exceptional Success: The cost is 1sp. 
   
  Laser Sight 
  (Kagayaki •, Ranged ••, Tamashi •) Cost: 1sp. Duration: Instant. Dicepool: Kagayaki + Ranged + Tamashi. Type: 
  Enhancement 
  A Rider may enhance their accuracy by manipulating light. 
  Botch: The Rider’s Acc roll loses 10doubles. 
  Fail: The power does not activate. 
  Success: The Rider rerolls all 1s on their Acc roll until none remain. 
  Exceptional Success: The Rider gets 1 automatic success. 
   
  Chaser Pulse 
  (Kagayaki ••, Ranged •••, Tamashi •) Cost: 3sp. Duration: Instant. Dicepool: Kagayaki + Ranged + Tamashi. Type: 
  
   
  102 
   
  Reflexive 
  Having struck a foe, a Rider may follow up the shot with a quick laser pulse. 
  Botch: The Rider cannot use the Power for the scene. 
  Fail: The power does not activate. 
  Success: The Rider counts up the unsuccessful dice of their Dmg roll, to a max of their Kagayaki, and rerolls them 
  for damage. 1d5 Blind. 
  Exceptional Success: The pulse damage gets 9doubles. 
   
  Argon Lance Kata 
  (Kagayaki ••••+Foc/Path, Ranged ••••, Tamashi •••) Cost: 5sp. Duration: Instant. Dicepool: Kagayaki + Ranged + 
  Tamashi. Type: Reflexive 
  An improvement of Chaser Pulse, this Power follows the Rider’s shot with a vicious blast of light. 
  Botch: The Rider cannot use the Power for the scene. 
  Fail: The power does not activate. 
  Success: The Rider rerolls their attack’s Dmg. 1d3 Blind. 
  Exceptional Success: The beam damage gets 9doubles. 
   
  High Beams 
  (Kagayaki •, Perception •, Tamashi •) Cost: 1sp. Duration: 1 Turn. Type: Free 
  A Rider may briefly project a bright beam of light from their helmet, cutting through darkness and fog in a straight 
  line (4 + Kagayaki) squares long. Anyone within 1sq facing the beam directly must roll Tamashi or face 1d5 Blind. 
   
  Heroic Assistance 
  (Kagayaki •••, Support •••, Tamashi ••) Cost: 3sp. Duration: Instant. Type: Enhancement 
  A Rider may add their CHA to their dicepool for a Support roll, but a failure becomes a botch. 
   
  Dancing Lights 
  (Kagayaki •••, Stealth •••, Tamashi ••) Cost: 1sp. Duration: Instant. Dicepool: Kagayaki + Stealth + Tamashi. 
  Type: Enhancement 
  A Rider may call forth a flickering ball of light to distract foes. 
  Botch: The light flickers directly around the Rider, drawing attention. 
  Fail: The Power does not activate. 
  Success: Within (Kagayaki + 5) spaces, the Rider creates a briefly flickering ball of light about the size of a tennis 
  ball. Foes’ attention will be drawn to it. 
  Exceptional Success: The Power costs nothing. 
   
  Crazy Daylight 
  (Kagayaki •, Reason ••, Tamashi •) Cost: 2sp. Duration: Instant. Type: Enhancement 
  A Rider may spend 2 Spirit to ignore the penalties of making a Reason roll in combat. 
   
  Fanatically Sane 
  (Kagayaki •••, Resolve ••, Tamashi •••) Cost: ---. Duration: Permanent. Type: Permanent 
  A Rider who knows the… destabilizing effects of Kagayaki is inoculated, so to speak. On external Sanity checks, 
  unless the DM says otherwise, they get 9doubles on their Resolve roll. 
  
   
  103 
   
   
  Hard Light 
  (Kagayaki ••••+Foc/Path, Lore •••, Tamashi •••) Cost: 4sp/5sp + 1/r. Duration: Varies. Dicepool: Kagayaki + Lore 
  + Tamashi. Type: Minor 
  A Rider can create a melee weapon of solid light; it costs 4sp for a light weapon or 5sp for a Heavy one. 
  Botch: The Rider’s creation shatters and deals 1 damage to them. 
  Fail: The power does not activate. 
  Success: The Rider creates a melee weapon out of light; when wielding it, the Rider may substitute their Lore 
  rating in place of their Melee rating if that would be higher. Every round of maintaining it past the first costs 1 
  Spirit. Every time it is used to strike a foe, it has an increasing chance of breaking—1/10 the first, 2/10 the second, 
  etc. The weapon deals damage as normal for a weapon of that template, with 1d5 Blind. 
  Exceptional Success: The first strike rerolls all 1s for Damage. 
   
  I Actually Said 
  (Kagayaki •••, Socialize ••, Tamashi ••) Cost: 5sp. Duration: Instant. Type: Reroll 
  A Rider may pay 5sp to reroll a botched Socialize roll once per scene. 
   
  Shine On 
  (Kagayaki •••, Persuade ••, Tamashi •) Cost: 3sp +1/r. Duration: Varies. Dicepool: Kagayaki + Persuade + 
  Tamashi. Type: Enhancement 
  A Rider may roll this Power to, for a number of rounds up to the successes rolled, reroll dice on Persuade rolls 
  equal to Kagayaki. 
   
  Enlighten 
  (Kagayaki ••••+Foc/Path, Persuade ••••, Tamashi •••) Cost: 6sp. Duration: Kagayaki + 1 rnd. Dicepool: Kagayaki 
  + Persuade + Tamashi vs Tamashi + Res Type: Enhancement 
  With an overbearing aura of charisma, a Rider may twist a foe’s mind. 
  Botch: The Power fails and the would-be target is impervious to all social attacks by the Rider for the scene. 
  Fail: The Power does not activate. 
  Success: The Rider twists the mind of the foe, who must roll INT + Res each round without 10doubles and with 
  1subtracts. On a failure, that foe will attack another foe or otherwise act out. An exceptional success cures them 
  immediately. 
  Exceptional Success: The Rider may influence the foe with commands. 
   
  Terrible Beauty 
  (Kagayaki •, Intimidate •, Tamashi •) Cost: 1sp. Duration: 1 Scene. Dicepool: Kagayaki + Intimidate + Tamashi 
  Type: Enhancement 
  The artful way a Rider moves and speaks only makes them more terrifying. 
  Botch: The Power fails and the Rider’s next Intimidate roll takes -1. 
  Fail: The Power does not activate. 
  Success: The Rider adds the higher of their Socialize or Persuade to their dicepool for Intimidation for the scene, 
  with a max of (stat cap -3)—that is, from Tamashi 1 to 5, the max is 2. Tamashi 6, the max is 3, etc. 
  Exceptional Success: The Rider has a free reroll they may use that scene. 
   
  
   
  104 
   
  As The Dawn 
  (Kagayaki •••, Intimidate •••, Tamashi ••) Cost: 2sp. Duration: Instant. Dicepool: Kagayaki + Intimidate + 
  Tamashi Type: Reroll 
  Blazing with an inner light, the mere mistakes of humanity are smoothed over by a Rider’s sheer aura of greatness. 
  Botch: The Power fails and the Rider’s next Intimidate roll takes -1. 
  Fail: The Power does not activate. 
  Success: The Rider may reroll up to Kagayaki dice on an Intimidate roll and clear that entire roll of any external 
  penalties. 
  Exceptional Success: The rerolled dice take 9doubles. 
   
  Love Me and Despair Kata 
  (Kagayaki •••••+Foc/Path, Intimidate ••••, Tamashi •••) Cost: 7sp +1/d. Duration: Instant. Dicepool: Kagayaki + 
  Intimidate + Tamashi Type: Enhance 
  A Rider is Glory, inheritor of true heroism, and all must bend to their righteous will. This Power is rolled before an 
  Intimidate roll. 
  Botch: The Power cannot be used for the scene and the Intimidate roll fails. 
  Fail: The Power does not activate. 
  Success: The Rider ignores all penalties to their Intimidate roll and rerolls any 1s until no 1s are present. They may 
  buy bonus dice for 1sp/d to a max equal to their CHA. Any foe that fails their Resolve roll and has equal or lesser 
  Tamashi is overcome with awe and fear. 
  Exceptional Success: For rounds equal to Kagayaki, foes must make Resolve checks or lose 10doubles on Acc 
  against the Rider.  
  (29)  
   
  
   
  105 
   
  Disciplines 
  Disciplines are special sets of Powers derived from a high level of mastery and contemplation of 
  a Powerset. Learning a Discipline has the following requirements: 
   
  Three or more dots in Tamashi 
   
  Three or more dots in the parent Powerset 
   
  Focused Powerset is Path Powerset 
  The Disciplines have more Powers than are listed here; the rest are listed in the Advanced Power 
  Book. 
   
  
   
  106 
   
  Uchuu is the Discipline of space, derived from Kaze. It has fairly tricky Powers. 
   
  What’s Mined is Yours 
  (Kaze ••••+F/P, Stealth •••, Tamashi •••) Cost: 2sp/mine. Duration: 1 Scene. Dicepool: Stealth + Tamashi. Type: 
  Major 
  Fire-wielders can plonk down a single flame trap, and water-users can put down a strip of runes waiting to burst 
  into ice spikes, but the masters of space can create terrifying minefields. 
  Botch: The Rider cannot use the power for the scene. 
  Fail: The Rider fails the activate the power. 
  Success: The Rider creates up to Kaze bubbles of vacuum. The bubbles are approximately basketball-sized and 
  hover soundlessly in the air. Only very good Perception successes can detect them. The Rider can place them 
  anywhere in a 4-square radius of themselves. Touching one of the bubbles deals Kaze damage to a foe and 1d4 
  Windburn. 
  Exceptional Success: Add 1 to the number of mines. 
   
  To Boldly Go 
  (Kaze •••+F/P, Athletics •••, Tamashi •••) Cost: 2sp. Duration: 1 Round. Type: Enhancement 
  Whether space is the final frontier is… debatable, but it’s a dangerous place to go. Masters of space understand 
  and welcome the risks of going into dangerous territory. When going ahead of their allies into what the DM deems 
  “unknown territory” (including but not limited to areas covered by fog-of-war on the roll20 map system), a Rider 
  can pay Spirit to incur bonuses. For one round, they get +2 to Speed and receive 9doubles automatically on all 
  Athletics and Dodge rolls; they are immune to Attacks of Opportunity. 
   
  One Giant Leap 
  (Kaze ••••+F/P, Athletics ••••, Tamashi •••) Cost: 3sp. Duration: Instant. Dicepool: Kaze + Athletics + Tamashi 
  Type: Enhancement 
  Toying with gravity and mass, a Rider need not allow physical laws to dictate their jumps. When making a 
  horizontal jump, they may increase their jump distance. 
  Botch: The Power fails and cannot be used for the scene. 
  Fail: The Power fails. 
  Success: The Rider doubles their jump distance. 
  Exceptional Success: And applies 9doubles. 
   
   
   
  
   
  107 
   
  Taiyou is the Discipline of the sun, derived from Nenshou. Its Powers combine offense and intimidation 
  as their users blaze with solar glory. 
   
  Pyroclastic Fervor 
  (Nenshou ••••+F/P, Melee ••••, Tamashi •••) Cost: 6sp. Duration: Nenshou. Dicepool: Nenshou + Tamashi 
  With mastery of the sun’s fire, Rider can enter a state of solar battle-trance, striking true and fast. 
  Botch: The Rider fails to activate the Power and cannot use it for the scene. 
  Fail: The Rider fails to activate the Power. 
  Success: A pulse of fiery light goes out from the Rider in a 4sq radius. For every enemy within said radius, the Rider 
  receives a bonus die to all Melee Accuracy rolls for (Nenshou) rounds. All attacks have 1d6 Sear. 
  Exceptional Success: The pulse of fiery light can deal damage; its Acc is Tamashi and its damage is a flat 2. In 
  addition, add 1 to the Duration. 
   
  Incinerating Angel 
  (Nenshou •••+F/P, Intimidate •••, Tamashi •••) Cost: 5sp. Duration: Effects last Nenshou rounds. Dicepool: CHA 
  + Intimidate + Nenshou vs INT + Res 
  Like the fierce light of the Sun, a Rider may burn at the cowardly hearts of their foes and put them to flight. 
  Botch: The Rider not only fails, but for the rest of the scene they cannot use the Power; all their Intimidate rolls 
  lose 10-doubles and gain 1-subtracts. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider’s roll gets 9-doubles; enemies who fail their Resolve rolls are made to flee for Nenshou rounds, 
  though if they have 3 or more in Tamashi (or equivalent) they may make a Resolve roll each round. Enemies who 
  succeed in resisting still take a -2 to their next action. 
  Exceptional Success: The duration of fleeing increases by 1; each subsequent roll to try to stop fleeing incurs a -1 
  penalty. 
   
  Jetforce [Upgrade Form Only] 
  (Nenshou ••••+F/P, Fly •••, Tamashi •••) Cost: 2sp/rnd. Duration: By Round. Dicepool: Tamashi + Nenshou 
  In flight, a sun-mastering Rider may propel themselves with jets of solar plasma—turning a flying kick into a strike 
  like a comet. This may only be used by Upgrade Forms with Fly enabled and while flying. 
  Botch: The Rider fails and is forced to the ground. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider creates jets of solar plasma from their feet and/or hands (or whatever seems appropriate); their 
  flight Speed increases by 3, and Unarmed attacks get 9-doubles on damage and 1d6 Sear. 
  Exceptional Success: The first two rounds only cost 1sp/rnd; the Sear is 1d4. 
   
   
   
  
   
  108 
   
  Oto is the Discipline of sound, derived from Umi. 
   
  Echolocate 
  (Umi •••+F/P, Perception •••, Tamashi •••) Cost: 1sp/r. Duration: By Round. Dicepool: Umi + Perception + 
  Tamashi Type: Enhancement 
  Mastering sound, a Rider can emulate bats and eschew sight for a sound-based perception of the world. 
  Botch: The Rider gets a head full of feedback, losing 10doubles and gains 1subtracts on their next Perception roll. 
  Fail: The Power fails. 
  Success: The Rider releases a series of sonar pulses that allow them to ignore Perception penalties in front of them 
  up to (Umi + Perception) spaces away. 
  Exceptional Success: Add 1 to the distance.  
   
  Harmonic Touch 
  (Umi •••+F/P, Lore •••, Tamashi •••) Cost: 2sp. Duration: Instant. Dicepool: Umi + Lore + Tamashi Type: Major 
  Finding an object’s harmonic frequency, a Rider can use it to shatter that object. 
  Botch: The Rider gets a head full of feedback and takes 1 damage. 
  Fail: The Power fails. 
  Success: Touching an inanimate object, the Rider finds its harmonic frequency and causes the object to shatter. 
  Penalties may be imposed on the activation roll based on target object size. 
  Exceptional Success: It only takes a Minor Action.  
   
  Discordant Shriek 
  (Umi ••••+F/P, Lore •••, Tamashi •••) Cost: 4sp. Duration: Instant. Dicepool: Umi + Lore + Tamashi Type: Major 
  With a terrible burst of noise, a Rider can disorient and deafen a foe. 
  Botch: The Rider gets a head full of feedback and takes 1 damage. 
  Fail: The Power fails. 
  Success: The Rider emits a focused sonic shriek in a line Tamashi (max 5) spaces long. Foes must roll END + Surv 
  against the user’s Tamashi (max 5) or be Deafened. Foes standing in the space directly in front of the rider take 1 
  damage. 
  Exceptional Success: Add 1 to the distance.  
   
  Angelic Choir Judgment Kata 
  (Umi •••••+F/P, Lore ••••, Tamashi ••••) Cost: 7sp. Duration: Instant. Dicepool: Umi + Lore + Tamashi Type: Full 
  Round 
  Charging up with a sound like glass harmonicas, a Rider can focus sonic energy into a devastating beam of force. 
  Botch: The Rider gets a head full of feedback and takes 1 damage. 
  Fail: The Power fails. 
  Success: The Rider sends forth a blazing beam of sonic energy with a range of Umi+2, Acc Tamashi + Lore w/ 2 
  autosuccesses, and Damage Umi + Lore with 4 autosuccesses. 1d3 Deafen. All these have 9doubles. 
  Exceptional Success: Add 1 to the range, and to either the Acc or Dmg autosuccesses.
  
   
  109 
   
  Tetsu is the Discipline of metal, derived from Jiban. Its Powers are mainly defensive, making their user 
  into an unshakeable wall. 
   
  Galvanized Surface 
  (Jiban ••••+F/P, Survive ••••, Tamashi •••) Cost: 5sp. Duration: 1 Scene. Dicepool: Jiban + Survive 
  This Power is derived from Impervious; instead of a per-roll basis, it lasts for the scene. 
  Botch: The Rider takes 1 damage. 
  Fail: The Power does not activate. 
  Success: The effects of Impervious constantly apply to the user for the whole scene. 
  Exceptional Success: The Rider may pay 1sp to regain 1HP, even if the status effect reroll succeeds. 
   
  Scrapmetal Bulwark 
  (Jiban ••••+F/P, Defend ••••, Tamashi •••) Cost: 5sp. Duration: 1 Scene. Dicepool: Jiban + Defend 
  Spare bits of metal are pulled to the Rider, forming a protective shell. At Tamashi 4+, the Rider may decide at any 
  time (including when the metal armor breaks) to disperse their gathered metal in a cloud of razor shrapnel with 
  1sq radius, Jiban flat Acc, and Tamashi flat Damage. 
  Botch: The Rider takes 1 damage as the metal hits them and does nothing. 
  Fail: The Power does not activate. 
  Success: For the rest of the scene, the Rider has an extra point of Armor that can absorb up to (Jiban + Defend + 
  ½Tamashi) points of damage. 
  Exceptional Success: The Rider may pay 1sp to regain 1HP, even if the status effect reroll succeeds. 
   
  Immovable Object 
  (Jiban •••+F/P, Unarmed ••••, Tamashi •••) Cost: 2sp. Duration: Instant. Dicepool: Jiban + Unarmed 
  Grappling a master of Tetsu is like trying to wrestle with a tanker truck. When Grappling, a Rider may pay 2sp to 
  roll this Power’s dicepool as their grappling roll if their grappling roll fails. 
   
  Quicksilver Blade Kata 
  (Jiban ••••+F/P, Unarmed ••••, Tamashi •••) Cost: 2sp. Duration: Instant. 
  Forming blades of liquid metal, a Rider can make unarmed blows hit like sword strikes. The Rider applies this 
  before they make their attack, gaining the +2 Acc and +2 Dmg bonuses granted by a Light Sword. It can also be 
  applied to an unarmed Parry, which ignores the usual penalty for unarmed parrying. 
  At Tamashi 4+, the Rider may pay 4sp to make their metal blade emulate a Greatsword (+3 Dmg instead of +2). 
   
   
   
   
  
   
  110 
   
  Jinsoku is the Discipline of kinetic energy, derived from Raimei. Its powers focus on thrown weaponry 
  and speed. 
   
  Resourceful Assassin 
  (Raimei •••+F/P, Deft •••, Tamashi •••) Cost: 1sp/obj. Duration: Instant. Type: Enhancement 
  Small, everyday objects can become deadly in the hands of a Rider. Charging a reasonably-sized object with a point 
  of Spirit, the Rider may use it as a Thrown weapon with Acc, Dmg, and Range bonuses of 0. It also does not receive 
  10doubles on its rolls. Examples of valid objects include coins, nails, silverware, cards, CDs, bottlecaps, small 
  stones, rifle bullet casings, etc. 
   
  Equal and Opposite Reaction Kata 
  (Raimei ••••+F/P, Deft  •••, Tamashi •••) Cost: 4sp. Duration: Instant. Dicepool: Raimei + Deft + Tamashi as 
  Defender’s Roll Type: Reflexive 
  Thrown or ranged attacks against a master of kinetic energy? One may as well hand the Rider a briefcase full of 
  knives and paint a target on one’s own chest! A Rider can attempt to steal the kinetic energy of a projectile attack 
  and channel it back in a reflexive Thrown counterattack. This is rolled in place of a Dodge or Parry and can be used 
  a number of times in a scene equal to (Tamashi-1). 
  Botch: The Rider cannot use the power for the scene. 
  Fail: The Power does not activate. 
  Success: The Rider steals the energy of the projectile and retaliates by reflexively rolling a full Thrown attack. The 
  Rider may, if the attack was Thrown, choose to graciously return the foe’s weapon (right into their face) instead of 
  using any of their own. Throwing back the enemy’s weapon is the only way the Rider can counterattack if they do 
  not have any other Thrown weapons at hand; for a Ranged attack, if the projectile is a physical one, the Rider may 
  use Resourceful Assassin to throw it. 
  Exceptional Success: There is not even any need for an Accuracy roll for the counterattack. 
   
  Speed of Pain Kata 
  (Raimei •••+F/P, Athletics •••, Tamashi •••) Cost: 3sp/r. Duration: By Round. Dicepool: Raimei + Athletics + 
  Tamashi Type: Enhancement 
  The Dynamo Power is child’s play. Jinsoku refines it and makes it simply amazing—enhancing speed , agility, and 
  power. 
  Botch: The Rider cannot use the power for the scene. 
  Fail: The Power does not activate. 
  Success: The Rider adds Raimei to their Speed. Whenever they make a Dodge roll, do not count their successes as 
  less than their Raimei. All Charge attacks have +4 Dmg. The Rider is immune to Attacks of Opportunity; instead, 
  once per round, when another character would normally be able to make an Attack of Opportunity on them, they 
  instead make their own Attack of Opportunity. 
  Exceptional Success: Damage takes 9doubles as well and the first round is free. 
  
   
  111 
   
  Dokuso is the Discipline of Venom, derived from Kurayami. Its powers contribute well to a strategy of 
  wearing an enemy down with deadly poison. 
   
  Citrine Pox Mist 
  (Kurayami •••+F/P, Lore •••, Tamashi •••) Cost: 4sp. Duration: Instant. Dicepool: Kurayami + Lore + Tamashi 
  Type: Major 
  Riders who know water and ice can breathe out freezing clouds—but a master of venom can exhale a lurid green 
  mist of deadly poison. The cloud takes the form of a cone Kura+1 sq long and 3sp wide at its end. 
  Botch: The Rider’s own attempt backfires; they must roll END + Surv against their own flat Kura +Lore to avoid 
  Poison. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider sends out the cloud; enemies must roll roll END + Surv against the user’s flat Kura +Lore to 
  avoid Poison. 
  Exceptional Success: +1 to the range. 
   
  Antivenin 
  (Kurayami •••+F/P, Support •••, Tamashi •••) Cost: 5sp. Duration: Instant. Dicepool: Kurayami + Support + 
  Tamashi Type: Minor 
  Knowing poisons means knowing how they work, and thus how to stop them. A Rider may use this Power to try to 
  cancel any Status Effect on an ally, but not themselves. They get +2 to the roll if the Status Effect is Poison. 
  Botch: The Rider makes things worse; the ally takes 1 damage. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider cancels out the Status Effect afflicting their ally, though it does not heal any damage done. 
  Exceptional Success: The ally is immune to that Status Effect for 5 rounds thereafter. 
   
  Avenging Blood 
  (Kurayami ••••+F/P, Defend ••••, Tamashi •••) Cost: 6sp. Duration: 1 Scene. Type: Major 
  With a Major Action, a Rider may imbue their very armor with poison. For the rest of the scene, every time an 
  enemy does damage to the Rider at melee range, a 1d6 Poison chance is rolled. In addition, the same chance 
  applies to all Unarmed attacks by the user. 
   
  Toxify the Blade 
  (Kurayami •••+F/P, Melee ••••, Tamashi •••) Cost: 2sp. Duration: Varies. Type: Minor 
  Applying venom to one Melee weapon, a Rider causes all attacks with it to have 1d5 Poison. However, once the 
  Poison is successfully inflicted, the weapon is no longer under the effect. A Rider may only have one of their 
  weapons under this effect at a time. 
   
   
   
   
  
   
  112 
   
  Hoshasen is the Discipline of Radiation, derived from Kagayaki. Its Powers blend terror and destruction 
  in one glorious, eerily glowing package. 
   
  Atomic Exhalation 
  (Kagayaki ••••+F/P, Lore ••••, Tamashi •••) Cost: 6sp. Duration: Instant. Dicepool: Kagayaki + Lore + Tamashi 
  Masters of flame may emulate the dragons with their fiery blasts—but those who learn Hoshasen can take that to 
  the next level, spewing nuclear death like a radioactive monster from the deeps. 
  Botch: The Rider’s efforts blow up in their face, dealing them 1 damage. They cannot use the Power again for the 
  scene. 
  Fail: The Rider fails to work up their energy; Geiger counters may twitch, but nothing happens. 
  Success: The Rider spews forth a jet of blue atomic fire with a range of Kagayaki, Acc Tamashi+Lore w/ 3 
  autosuccesses, and Damage Kagayaki + Lore with 4 autosuccesses. 1d6 Burn, 1d5 Irradiate. All these have 
  9doubles. 
  Exceptional Success: Add 1 to the range, and to either the Acc or Dmg autosuccesses. 
   
  Victim Shadow Kata 
  (Kagayaki ••••+F/P, Dodge ••••, Tamashi •••) Cost: 5sp. Duration: Instant. Dicepool: Kagayaki + Dodge + 
  Tamashi. Type: Enhancement 
  This Power is the Kata to Kagayaki’s two Dodge powers. When the Rider releases their flash, it is not just light, but 
  deadly radiation. 
  Botch: The Rider fails to activate the power and their Dodge roll loses 10doubles and gains 1subtracts. 
  Fail: The power does not activate. 
  Success: The Rider gains +2 to the Dodge and subtracts 2 from the foe’s successes. If the foe is in melee range and 
  fails the attack, 1d5 Irradiate. 
  Exceptional Success: Dodge gains 9doubles. 
   
  I Am Become Death 
  (Kagayaki •••••+F/P, Intimidate ••••, Tamashi ••••) Cost: 9sp. Duration: 1 Scene. Dicepool: Kagayaki + 
  Intimidate + Tamashi 
  A true master of radiation is glorious and terrifying and perfect, as beautiful as the eerie glow of Cherenkov 
  luminescence. Activating this Power requires two Sanity rolls. 
  Botch: The Rider is Irradiated. 
  Fail: The Rider fails to activate the Power. 
  Success: The Rider glows faintly with radioactive light; they gain 9doubles on Intimidate and Persuade rolls (for 
  which botches are bumped up to failures) and foes must make a Difficulty 2 INT + Resolve roll when trying to 
  attack them, or they take -2 to their Acc and Dmg rolls. The same roll applies to Attacks of Opportunity, but failing 
  instead makes the character incapable of doing it at all. The Rider is immune to Irradiate and Blind. Whenever a 
  foe hits them with an attack at melee range, and whenever the Rider lands a successful Unarmed or Melee attack, 
  1d7 Irradiate. As a downside, the glow and uncanny presence levies a -2 penalty on all Stealth rolls by the Rider 
  during this effect. 
  Exceptional Success: The cost of all Kagayaki powers used during this state is reduced by 1, to a minimum of 1sp. 
   
   
  
   
  113 
   
   
   
  
   
  114 
   
  SKilLs 
  Skills are not the same as Powers; Skills are more like small enhancements to a Rider's capabilities, and 
  are bought with Skill Points (which, since Spirit also begins with an S, we will call KP). Some Skills have 
  requirements. 
  ● 
  Specialty (5 KP): Select a specific facet of an Ability, like Melee (Great Attack) or Athletics (Acrobatics); this 
  gives a one-die bonus to relevant dicepools. The DM has the final say on if a specialization is valid. This 
  Skill may be taken multiple times for different situations and Abilities, and may stack up to 3 times. 
  Remember that a Rider begins with one free Specialty. 
  ● 
  Additional Armor (5 KP): The Rider adds 1 point to their Armor rating, but subtracts 1 point from their 
  Speed rating. This may be bought a maximum number of times equal to the user’s END rating. Riders with 
  this Skill can toggle it on and off at the beginning of a scene. 
  ● 
  Blackbelt (5 KP):  Requires Unarmed ••. The Rider gets +1 to their Unarmed Damage and does not lose 
  10doubles on Unarmed parries of Melee attacks. 
  ○ 
  Grandmaster (5 KP): Requires Unarmed ••• and Blackbelt. The Rider gets an additional +1 to 
  their Unarmed Damage, +1 to their Unarmed Accuracy, and reduces the penalty for Unarmed 
  parries of Ranged and Thrown attacks by 1 each. 
  ● 
  Pistol Whip (5 KP): Reduce the penalty for performing Melee attacks with a Ranged weapon by one, from 
  -2 to -1. This can only be bought once. 
  ● 
  Gun Safe (5 KP): Reduce the penalty for blocking with a Ranged weapon by one, from -2 to -1. This can 
  only be bought once. 
  ● 
  Flurry Fiend (10 KP): Requires DEX ••. The Acc penalty for multiple attacks in a single round is reduced by 
  1 as long as you do not make more attacks than your DEX score. Certain restrictions apply as noted in 
  Chapter 4. 
  ● 
  Meditative Mind (10 KP):  Requires Reason or Resolve ••. Once per scene, when rolling your ([½ Justice 
  rounded up] + Resolve + [½  Tamashi rounded up]) Focus dicepool to regain Spirit, you may reroll failed dice 
  equal to your Resolve. 
  ● 
  Barfly (5KP): Requires Socialize ••, CHA ••. You’re able to find yourself at home in any social setting and 
  are uncannily good at getting open invitations. Most characters require rolls to avoid sticking out at social 
  gatherings where they don’t belong; you don’t. Rolls to identify you as an outsider are penalized by your 
  Socialize. 
  ● 
  Kick Out (10 KP): Twice per battle, if you are being grappled and your foe takes damage during it (from 
  any source), you may immediately roll to escape with a +2 bonus. 
  ● 
  Grapple Gun (15 KP): A hook, wire, launcher, and reel that can allow a rider to swing into action, rappel 
  from otherwise dangerous locations, or climb difficult vertical terrain like the sides of buildings. Adds a +2 
  to Athletics checks when climbing, swinging, or jumping in appropriate situations, but can only be used 
  (DEX#) times per scene. (Credit to OHC). 
  ● 
  Binding Bolas (15 KP): Requires Deft ••. Armed with a set of bolas, you can throw them to tangle the arms 
  or legs of a foe. It has the same Range and Accuracy calculations (with no bonuses) as a Thrown Weapon. 
  On a successful hit it either binds the arms or legs of the enemy; binding their arms disables their 
  weapons, while binding their legs reduces them to a Speed of 1. To break free requires a STR + Labor 
  check. Usable (DEX) per scene. 
  
   
  115 
   
  ● 
  Smokeout (15 KP): Requires WIT ••. Once per scene, you can use a smoke bomb to obscure an area 5sq in 
  diameter as a Major Action. At first, the smoke gives -4 penalties to Perception, then -2 next round, then 
  none. 
  ● 
  Might of the Valiant (10 KP): Requires STR ••. When wielding a 2 Handed Melee Weapon, the user may 
  increase their damage dicepool by (½Labor or Ath round up) . Moreover they may apply this bonus as a 
  penalty to all attempts to Disarm them of the weapon. This can only be done a number of times per scene 
  equal to Labor or Athletics, whichever of the two is lower. 
   
   
  UpGRADE Form Skills 
  These Skills can only be possessed by Alpha or Omega Forms. When you buy your Alpha or 
  Omega Form, you get one free. 
   
  Flight (20 KP): You are able to fly! Your Athletics or Lore rating functions as your Fly rating; your max 
  altitude is (Fly)sq, your top speed is (Fly+1), and you can fly for (Fly+3) rounds at a time. While in flight, 
  certain things cannot affect you, you may be out of reach of melee attacks, and you get a +2 Dodge bonus 
  against any attacks that are able to reach you. Light Weapons have no Altitude penalty, Heavy Weapons 
  have a 1sq penalty, and Double-Heavy pairs have a 2sq penalty. 
   
  Hundred-Fist Tempest (15 KP): Requires Flurry Fiend. Flurry Fiend’s normal effect extends to DEX+2.  
   
  Super Speed (15 KP): Requires Athletics •••. You can have this in effect for (Ath) rounds at a time. When 
  in Super Speed, you get two Minor Actions and a Major action, +3 Speed, and add Athletics to your Dodge 
  dicepool. You may use your two Minor Actions as one Major Action. 
   
  Gun Kata (15 KP): Requires Ranged •••. You can make Melee attacks and block with your Ranged 
  weapon(s) without penalties; Light guns have +1 Acc +0 Dmg, Heavy guns +1Acc +1Dmg. Both Pistol Whip 
  and Gun Safe are prereq for this skill. 
   
  Bayonet (5 KP): Your Ranged weapon now has a small blade on it, boosting its Melee damage by +1! Pistol 
  Whip is a prerequisite for this skill. Cannot be bought multiple times, but covers all weapons owned. 
   
  Panacaea (15 KP): Requires at least one of your forms to be Mystic. Heal and Adv Heal actions get +END 
  autosuccesses and the cost is reduced by 2. 
   
  Master Thrower (15 KP): Requires Deft •••. You get +1 to the Range and Acc of your Thrown Weapons, as 
  well as increased Capacity: 2 for Spears, 4 for Axes, 8 for chakram, 10 for Daggers. For Omega, it’s 3 / 5 / 
  10 / 12. 
   
  Elemental Discorporation (20 KP): At the cost of 5 Sp, you can reroll a failed dodge attempt. If you 
  succeed, you dodge by briefly discorporating into the element of one of your Focused Powersets. If the 
  foe touches your element-form, they take 1 damage and are inflicted with the associated status effect. 
   
  Archmage (20 KP): Requires Lore •••. The rolls of Lore Powers automatically have 9doubles and the cost 
  is reduced by 1.  
   
  Sharpshooter (15 KP): Requires Ranged •••. Add a bonus of Resolve or Support to your guns’ Acc rolls.  
   
  Cast Off/On (5 KP): You may use a Minor Action to move points from Armor to Speed or vice versa. It 
  takes another Minor Action to put them back. You may automatically include the initial action in your 
  transformation to your Form.  
   
   
  
   
  116 
   
  MeRits 
   
  Merits are a special feature of a character. At character creation, you have (7) points to 
  distribute among Merits. Some Merits have requirements before you can take them, some have 
  restrictions on how much you can take at creation, and some can only be taken at creation.  
   
  Reputation (Path): 1-5. This is a measure of one’s reputation within their chosen Path; while points can be 
  bought with XP, points may also be awarded based on actions in-game (or, though much more rarely, points may 
  be confiscated). No points in Reputation indicates the Rider is either a greenhorn or has somehow done little to 
  prove themselves. For every point in this Merit, the Rider gets +1 to social rolls with Riders of the same Path 
  (though only on regular social rolls, not those augmented by Powers). 
  Generally, while it is a good idea to start with one or two points in this, it doesn’t make a lot of sense for a 
  newbie Rider to have max points in Reputation---in fact, at standard character creation, you may not invest more 
  than 3 points into this Merit (things are different if you are creating an experienced character, of course). 
  You only have Reputation for the Path in which you are a member—for your social standing in other 
  Paths, look to the Alliance (Path) Merit. 
   
  Alliance (Path): 1-5. This is a measure of one’s social standing with members of Paths other than their own; as 
  with Reputation, this may be influenced by in-game events. No points in Alliance with a Path simply means the 
  character hasn’t done anything to attract the goodwill of that Path’s members in general---they may well have 
  good friends within that Path, but that is a matter of personal relationships. 
  For every two points (rounded up) in this Merit, the Rider gets +1 to social rolls with members of the 
  specified Path (as in, 1-2pts=+1, 3-4pts=+2, 5pts=+3). However, as this is just a social construction, a Rider may 
  choose to deny someone those bonus dice, saying that they are ignoring that character’s general good rapport 
  with the Path. However, this kind of snubbing is a pretty harsh insult; unless the offender can provide justification, 
  their action will likely draw the disapproval of members of their Path (if it’s bad enough, they might risk losing 
  Reputation points) and will almost certainly earn the ire of the Path whose member they snubbed (thus risking any 
  Alliance points they may have with that Path). 
  You can’t have Alliance ratings in your own Path; that’s what Reputation is for. 
   
  Anomalous Weapon: 3 each. The Rider owns a weapon with a special property. This is not a straight 
  upgrade, but a situational one---for example, a sword whose Damage Bonus is +1 instead of the usual +2, except 
  for Stealth Attacks, wherein it has the normal +2 Damage Bonus and has +3 Accuracy instead of the usual +2. 
  A Rider may take this Merit as many times as they wish, each purchase representing one weapon. 
   
  Familiar Foe (Invader): 1, 3, 5. Only available at creation. A certain Invader faction was centrally involved in 
  the Rider’s Awakening, and the Rider knows them like the scars they left on the back of their hand. The Rider gets 
  a bonus (+1, +2, or +3 by the level of the Merit) to all knowledge-based rolls concerning the specified Invader 
  faction. Additionally, at the 3-point level of this Merit, said knowledge rolls have the 9-doubles quality (that is, 9 
  counts as two successes, the same way 10 does). At the 5-point level of this Merit, they get the 8-doubles quality. 
  Note that this is different from a simple Lore Specialty—a Rider can take Lore Specialties in many factions, 
  but only one can be a Familiar Foe. In addition, this Merit is more or less only available at creation—you generally 
  can’t suddenly decide that oh, hey, your character’s past had ties to so-and-so faction all along! Buying or earning 
  
   
  117 
   
  more points in this Merit when you already have it is possible, but requires good in-universe justification—and 
  your backstory should already justify the level of this Merit you start with. 
   
  Tactician's Eye: 3 Requires Reason ••, Perception ••. Once per scene, you may select an enemy and make an 
  INT+Reason roll. Meeting enough successes, you gain an insight into that particular individual, and can choose +1 
  (or, with exceptional successes, perhaps more) to Accuracy, Dodge, Parry, or Damage rolls against that person. 
  Lore Specialties concerning that person's faction would be taken into account, as would the bonus from the 
  Familiar Foe Merit. 
  If the enemy is of a type the Rider has never seen before, their roll is penalized by -1. If they have never 
  encountered anything from that enemy's entire faction, it is a -2. 
   
  Rumors (Invader Faction): 1-5. Limited to 1 at Creation. This is another “social standing” Merit, reflecting 
  your reputation among a specified enemy faction---almost invariably, it’s a reputation of fear and formidability. No 
  dots means the faction doesn’t really have any special concerns about you. One point and the local grunts in said 
  faction mutter about how you’re a problem; five points and the higher-ups are consistently hearing reports of you, 
  and the grunts are telling ghost stories about you. Every two points, rounded up, in Rumors gives you a +1 to 
  Intimidate rolls (and, depending on the situation, perhaps Persuade) with that faction’s forces. 
  However, there is a drawback: the more your fearful reputation grows, the more that faction will see you 
  as a serious threat to be eliminated. 
  Note that among starting characters, Rumors is the most restricted—a newbie Rider has little reason to 
  have a reputation as a badass among the foe. Starting characters may only have one dot in Rumors, and only with 
  the faction they have as their Familiar Foe. Rumors is a Merit meant to be built up through play. 
   
  Contacts: This Merit represents normal human contacts you maintain, people you can trust for info. Each point 
  in Contacts represents a sphere of influence (Police, Vagrants, Journalists, etc) and should be noted in your 
  Description. You should be able to reasonably justify having them, especially if they’re in something like the 
  military. 
   
  To gather info from your Contacts, roll CHA or WIT plus Socialize, Persuade, or Intimidate. Modifiers may 
  come into play depending on how relevant the info is to the Contact you’re using, etc. Depending on 
  circumstances, your Contacts might also be used for some services---for example, Contacts within a university’s 
  faculty may be able to get you into areas off-limits to students and visitors. 
   
  Inspiring Leadership: 3. Requires CHA ••, Resolve ••. Once per session, when having to make INT + Res rolls, 
  you may choose to roll CHA + Res instead with the 9double quality; your successes are treated as the minimum 
  successes for your present allies. If you botch, however, every ally’s successes are reduced by -1 (or more, if you 
  botch really badly). 
   
  Familiar: 5. The Rider has a Familiar, which starts as having one of several Archetypes: 
   
  Digital: The Familiar may help with information things. 
   
  Battle: The Familiar may attack. 
   
  Guardian: The Familiar may shield people. 
   
  Recon: The Familiar may scout ahead. 
   
  Versatile: The Familiar has no Archetype focus, but has extra points for Familiar Skills. 
   
  Utility: The Familiar has utility abilities. 
  
   
  118 
   
   
   
   
   
    
   
  
   
  119 
   
  XP cOSTS 
   
   
  I T E M 
  COST 
  1 • in regular Core Stat 
  5 XP 
  1 • in Beginning-favored Core Stat 
  4 XP 
  1 • in one Ability 
  3 XP 
  1 • in Foc/Path Powerset 
  3 XP 
  1 • in non-Foc/Path Powerset 
  4 XP 
  5 Skill Points (KP) 
  1 XP 
  α Form (with one free Upgrade Form Skill) 
  10 XP 
  Ω Form (with one free Upgrade Form Skill) 
  15 XP 
  1 point of Justice 
  1 XP 
  1 point of Sanity 
  1 XP 
  +5 Max HP 
  4 XP 
  1 • in Tamashi 
  *5 XP+ 
   
  Tamashi is special in that its costs actually rise. After the 5th dot, each successive dot costs more. 
   
   
   
   
  TAMASHI 
  COST 
  6-7 
  6 XP 
  8-9 
  7 XP 
  10 
  8 XP 
  
   
  120 
   
   
   
  The Invaders are the villains of this piece—the many factions of evil spilling through the holes in 
  reality from their own worlds into ours, all fighting us and each other for it.  
   
   
  The Invaders are grouped by world of origin, one faction per world. This all seems rather neat, 
  but some hypothesize that each world may have had its own version of some factions, or the 
  predecessors of them, but—for example—the ATP Foundation never got a chance to flourish in the 
  World of Demons, whereas if the World of ATP has the Overworld and Underworld, that war has not 
  spilled over to the material realm. In general, assume that each world has only one relevant faction. 
   
  These are not the only possible Invader factions—feel free to make up your own! Also, don’t 
  forget that there are standard human street thugs to be had as well, in three tiers (basic, Better, and 
  Enforcer). They can work on their own, but are likely to work with major factions—whether for pay or 
  because they risk getting splattered across the street if they say no. Invader factions collaborating with 
  one another is… not especially common, but can happen. The Demon Armies might find the ATP 
  Foundation could offer help in making potential possession candidates more effective, for example. 
   
  A Game of Blame and Favors 
   
  It sounds simple at first. Invaders are bad, let’s find them all and punch them until they go away 
  or die, right? Pretty cut-and-dry. 
   
  Except it’s a bit more complex than that. See, not only are the Invader factions trying to defeat 
  the Riders and take over the world, they’re all in competition because taking over the world rarely 
  involves sharing. Sometimes, the real threat seems to be one’s fellow villains more than the Riders. 
   
  The net result of all this is a very… strange relationship network. Invader factions may work 
  together for a bit, then try to betray one another, then gang up on another faction. It only gets more 
  complicated when Riders are factored in; an Invader faction may feel that another faction’s plans are 
  going to hamper their own, and may decide to clue the Riders in on the rival faction’s plans—partly 
  because they want the other villains to get kicked about, and partly because they hope the Riders will be 
  too focused on that other faction to deal with the first faction’s schemes. 
   
  It even works within factions, rather than just between them. You’re mad that your doomsday 
  plan got rejected and Bob’s is being implemented? You can’t stand the idea of that smug jerk getting the 
  promotion you deserve? Just leave a little note for the Riders and watch Bob eat three to five finishing 
  moves directly to his stupid, stupid face. Your superiors will be implementing your brilliant scheme by 
  next Wednesday. 
   
  This gets even more ridiculous when you factor in the Court of Locusts, because of course it 
  does. The Locusts are all batshit insane, and they’re all trying to look good in front of the Queen, replace 
  the Queen, neither, both, all of the above… and then the Queen gets involved. With her 
  annoying/worrying/terrifying habit of popping ‘round to Rider hangouts to say hi, she’s often happy to 
  give Kamen Riders tip-offs about the machinations of her own followers. Some theorize she’s trying to 
  use Kamen Riders to weed out the weak links of the Court; some just think she’s screwing around. 
   
   
  
   
  121 
   
   
   
  The Asenath Technology Production Foundation is an Invader faction from the World of ATP, 
  wherein this megacorp more or less rules the Earth. Having first ensnared their Earth with their façade 
  of brilliant medical, information, and military hardware, they quickly subverted most governments and 
  instituted a brutal regime. 
  They use a yellow ichor called MK Fluid and cyber-implants to enhance their thuggish, vicious 
  Soldats and genius Engineers; higher up are the twitchy Blitz Troopers and hulking Magna Troopers. 
  Highest are the Auditors, who manage as much behind the scenes as in front of them. They may kidnap 
  people to use as test subjects, though they are just as likely to offer low-grade enhancements to street 
  criminals as payment. 
   
  Riders connected to this faction will probably be Techs (with stolen tech) or Bios (the results of 
  bioengineering and stuff). 
   
  
   
  122 
   
  THETA-WAVE EMPIRE 
   
   
  The Theta-Wave Empire discovered the power of dreams—that is, they discovered the 
  Dreamlands, a realm composed wholly of the essence called Glamour that is shaped by dreams. Their 
  magic allows them to draw Glamour into the mundane world and, though lucid dreaming, manipulate it. 
  However, their forays into the Dreamlands have introduced them to the Glamour-formed denizens of 
  that world, the Fae; in particular, they constantly struggle with the vile Fomorians and their True Fae 
  masters. 
  The Theta-Wave Empire is a sophocracy led by insidious academics, the heavily-armored 
  Nightmare Scholars. Under them are the Dreamer Marksmen and Monks, and below them are the 
  Sleepwalker Guards and Mages. Even the lowest have undergone training to allow them to send part of 
  themselves into a lucid-dreaming sleep, summoning up weapons or armor. The Nightmare Scholars’ 
  lucid-dreaming mastery rivals many Rider Powers, and their long-term ritual alchemy can be terrifyingly 
  powerful. 
   
  Riders connected to this faction will probably be Mystics.  
  
   
  123 
   
   
   
  In the World of Demons, there exists an Underworld and Overworld on either side of the 
  material Earth. The war between the outer planes has mostly overlooked the Earth, though, because 1) 
  the angels and demons involved don't care about it that much and 2) manifesting in the mundane plane 
  is energy-inefficient… 
  That is, until the Underworld decided the Earth might present a strategic advantage. To this end, 
  they have trained soldiers for the task of possessing humans. The possession provides the human hosts 
  with abilities and equipment that allow them to combat angels, while the angels would have to be either 
  willing to kill the human hosts (which they aren't) or able to take the time to exorcise the demons 
  (which is hard to come by in a pitched battle). 
   Demon soldiers are ranked in military terms and resemble Questers (a la Boukenger) with less 
  of a tech bent. They have no more advanced technology than crossbows, but are deadly efficient, from 
  the lowest Foot Archer to the greatest Defiler Major. The Demon Armies are highly likely to kidnap 
  people to provide more bodies for possessing. They tend not to have much in the way of benign facades; 
  they prefer to wrest control of organized crime from the usual owners, enforcing obedience through 
  sheer terror. 
  Riders associated with this faction are more likely to be Bios or Mystics. 
  
   
  124 
   
   
   
   
  The Court of Locusts is not a standard Invader faction, as it originates from the World of Riders. 
  During the Great Fall in 1992, a group of Taoreta Riders began to form around an unusually young one of 
  their number: Taoreta Rider Acridida. Remarkably charismatic, Acridida managed to quell the usual 
  Taoreta infighting in her little group. Instead of lasting a year and killing each other, the Taoreta Riders 
  established themselves as a solid, small, but terrifying group called the Court of Locusts, with Acridida as 
  their Queen. These are some of the toughest, craziest Taoreta Riders out there, a worldwide network 
  the Invaders have to treat with caution lest the capricious Locusts turn on them. They sometimes 
  contract the Court's agents when in dire need. 
   
  These Taoreta Riders are the holders of a Powerset of their own—the terrifying, bizarre 
  Shoumetsu Powerset built around annihilation. Even if learning it wouldn’t require dealing with people 
  trying to kill them, even the most power-hungry, unscrupulous Kamen Rider wouldn’t even think of 
  dabbling in this—probably because it requires the user to have, at most, 2 Sanity. 
   
  For more information on these frightening foes, check out the Taoreta book. 
   
   
   
   
  
   
  125 
   
  Kaijin geNeraTOR 
   
  There are preexisting enemy sheets, yes, but you might say that none of them really seem like a 
  proper Kaijin. Fear not, because here comes the KAIJIN GENERATOR. This series of rolling tables presents 
  how to whip up an enemy, whether by picking or by just rolling for random results. 
   
  GENERAL POWER LEVEL 
  ROLL 
  RESULT 
  1-3 
  Low.  7-9 Stat Points, 15-20 Ability Points, 15-
  20 HP 
  4-6 
  Medium. 10-12 Stat Points, 21-25 Ability 
  Points, 20-25 HP 
  7-9 
  Advanced. 13-15 Stat Points, 26-30 Ability 
  Points, 25-30 HP 
  10 
  Serious. 16-18 Stat Points, 31-35 Ability Points, 
  30-35 HP 
   
  SPECIAL TRAITS I 
  ROLL 
  RESULT 
  1 
  Elastic Arms: Can make physical attacks at a distance. For each square of added distance beyond (DEX-
  1), incur a -1 Acc penalty. 
  2 
  Burrower: Can make a STR+Labor roll to burrow underground, max speed not exceeding STR+ Labor. If 
  moving at a speed not exceeding Stealth, counts as being hidden and thus can make a stealth attack by 
  bursting from the ground. 
  3 
  Winged: Can fly, as with the Flight skill. Can substitute Athletics for Ride/Fly. 
  4 
  Fragile: Subtract from base health to add to other stuff. 1 Ability Point=2HP, 1 Stat Point=5HP 
  5 
  GIT HUEG: Can turn giant, spending Spirit to do so. -1 DEX, +1 STR, +1 END, -1 Speed. 
  6 
  Healer: Able to use the Heal ability. 
  7 
  Heavy Plate: +1 Armor, -1 Speed. 
  8 
  Cloth Armor: -1 Armor, +1 Speed. 
  9 
  Twitchy: Automatically wins any Initiative tiebreaker. 
  10 
  Stiff Joints: -1 Initiative, +1 Armor 
   
  SPECIAL TRAITS II 
  ROLL 
  RESULT 
  1 
  Technopath: Can roll to  take some control over technology, successes determining the scope of 
  control. 
  2 
  Wall Crawler: Can walk on walls and ceilings with a speed equal to DEX. 
  3 
  Shapeshifter: Can take on the appearance of another by spending 1 Spirit and rolling WIT. 
  4 
  Armored Glass: -2HP, +1 Armor 
  FACTION 
  ROLL 
  RESULT 
  1 
  ATP 
  2 
  Demon 
  3 
  Theta 
  4 
  Locust 
  5 
  Other? 
  
   
  126 
   
  5 
  Reinforced Armor: Armor can reduce attack damage to 0. 
  6 
  Faker: At apparent death, roll WIT+Stealth or CHA+Persuade to get away with 1HP. 
  7 
  Turn Red: At half HP or below, get 2 Stat Points and 5 Ability Points. 
  8 
  Brittle Shell: +2 Armor, but all damage absorbed by the Armor is applied to a pool of “Armor HP” 
  calculated as no more than ½ the enemy’s max HP, and no more than 10. When the Armor HP is 
  gone, the enemy loses the +2 Armor. 
  9 
  Armor Piercer: Every attack, roll 1d10; on a 10, count the target’s Armor as 1 less. If this would 
  reduce the target’s Armor below 0, there is no further benefit. 
  10 
  Cast On/Off: Spend 1 Spirit to swap up to 2 points between Armor and Speed. 
   
   
  GENERAL BUILDS 
  ROLL 
  RESULT 
  1 
  Dumb Muscle: Priority is STR and END, dump WIT and INT, focus Melee/Unarmed/Labor, dump 
  Reason/Lore 
  2 
  Speed Freak: Priority is DEX and STR, dump END, focus Athl/Dodge, dump Defend/Survive 
  3 
  Creeper: Priority is WIT and DEX, dump END, focus Stealth/Perception 
  4 
  Olympian Build: Priority is STR END DEX, dump WIT INT CHA 
  5 
  Mind>Matter: Priority is WIT INT CHA, dump STR END DEX 
   
   
   
   
  
   
  127 
   
   
   
  Kamen Riders, well… they ride. It’s right there in the name. Specifically, every Kamen Rider, 
  upon Awakening, has a Rider Vehicle. In most cases, it is a motorcycle of some kind; however, small and 
  nimble cars are not uncommon. Some Kamen Riders already had their vehicle before their Awakening, 
  while others didn’t. In any case, all Riders have a stat called Ride that measures their skill with these 
  heroic vehicles. It is calculated as ½(DEX + WIT) + Deft, representing a combination of quick thinking, 
  sharp reflexes, and manual control.  
   
  Driving from one location to another does not inherently require a Ride check. Ride doesn’t 
  represent the ability to operate a vehicle in a mundane fashion; it’s all about daredevil maneuvers and 
  amazing stunts. Most likely, Ride will be used in Chase scenes. 
   
  A Chase scene is composed of at least one Leg (often more). A Leg is a distinct environment 
  through which the characters travel, with an entry point (or possibly more) and an exit point. They are 
  represented as Extended Rolls (see the section on dice rolls in Chapter 1) with a Cumulative Difficulty 
  based on how hard or easy it is to maneuver through said environment. The Roll Interval is usually 1 
  minute or less, and a Cumulative Difficulty of 20 is usually enough. What matters most is the Interval 
  Difficulties. Chases with ID1 are pretty simple, while chases with ID3 are rather taxing. ID5 is a true test 
  for even a heroic master of driving. At each interval, each Chase participant rolls their Ride dicepool, 
  counting up successes that exceed the Interval Difficulty (called “threshold successes”). This roll may be 
  influenced by actions taken during the interval. 
   
  Certain actions in a Chase scene cause the accumulation of Hazard. If the Chase scene happens 
  in a really dangerous environment, the DM may even declare that everyone accumulates a little bit of 
  Hazard per interval! Once a character accumulates 10 points of Hazard, they are out of the Chase. 
  Maybe they crash, maybe they just have to pull over and give up—either way, they’re no longer in the 
  Chase. At the end of the Leg, Hazard is released—sort of. We’ll explain that later. 
   
  If a Chase is just a single-Leg race to the finish, a character just needs to achieve successes equal 
  to the Cumulative Difficulty and boom, they did it. Many Chases are more complex than this, though, 
  and many have more than one Leg. 
   
  When a character completes a Leg, the DM doesn’t immediately move them onto the next 
  one—instead, the time used by the competitors to catch up can gain them an advantage. For every 
  interval they wait for their competitors to catch up, they may “cash in” a point of Hazard for benefits. 
  One point of Hazard can be converted into one bonus success toward the Cumulative Difficulty of the 
  next Leg. This is a good option for someone trying to escape pursuers; if they cash in five points over five 
  Intervals before any of their pursuers finish the Leg, they might be rewarded with finishing the Chase 
  early, having gotten such a huge lead that their pursuers have no hope of catching them. 
  
   
  128 
   
   
  Alternatively, three points of Hazard cashed in over three intervals can be converted into an 
  extra point of Hazard imposed on the next competitor to finish the leg. Since it’s just as bad to finish a 
  Leg with 10 Hazard as it is to accrue it normally in the middle of the Leg, this can be a good way to take 
  out a single pursuer. 
   
  Ride Maneuvers are actions taken while in a Chase. Every Ride Maneuver has a Difficulty value 
  and a Hazard value; the former represents the increase in the Difficulty Rating of the character’s Ride 
  check on the Interval they make that Maneuver, and the Hazard value is the amount of Hazard they 
  accrue for doing so. 
  Activate Power 
  Difficulty: +1. Hazard: +0 if passenger, +1 if driver 
   
  Making this Maneuver allows the character to activate a Power that has the Ride, Minor, or Major Type; 
  Enhancement Powers that enhance other actions (such as Attacks) are not subject to this Maneuver, and nor are 
  Reflexive Powers. No Hazard is accrued if a passenger is the one using the Power; if it’s the Driver, 1 Hazard is 
  accrued. 
   
  Aggressive Driving 
  Difficulty: +1. Hazard: +1 
   
  Driving aggressively, the character tries to force their foe into danger. Whichever of the two characters 
  achieves fewer threshold successes in the Interval accumulates 3 points of Hazard. 
   
  Attack 
  Difficulty: +1 if ranged, +2 if close. Hazard: +2 if passenger/vehicle, +3 if driver 
   
  This Maneuver allows the character to make an attack. A ramming attack with one’s vehicle is made with 
  DEX+Deft Acc and has a Damage dicepool determined by the vehicle (see the Rider Vehicle section below). 
  Otherwise, a driver or passenger may attack normally, though their Acc dicepool cannot exceed the Ride of the 
  driver. Attacking adds 2 Hazard if it is done by the passenger or uses the vehicle itself (a Ramming Attack or a 
  Mounted Gun [see Vehicle Skills below]), or 3 Hazard if the driver attacks with a personal weapon. 
   
  In most Chases, participants may freely target one another with Ranged weapons. However, getting close 
  enough to use Melee, Unarmed, or even Thrown takes some doing. In this case, the difference between the 
  accumulated successes of the vehicles determines range. If the target has over 6 successes more than the attacker, 
  Melee and Unarmed attacks cannot be made. If it exceeds 10, Thrown attacks cannot be made. 
   
  Careful Driving 
  Difficulty: +0. Hazard: -1 
   
  Some more cautious driving can help a character recover from danger. When they succeed on their Ride 
  roll, the character may choose to spend any amount of their threshold successes to remove points of Hazard from 
  themselves—these threshold successes are, therefore, not added to their accumulated successes for the Leg. Even 
  if the Ride roll fails, they still remove 1 point of Hazard. 
   
  Crafty Driving 
  Difficulty: +1. Hazard: +1 
   
  With cunning maneuvers, a character attempts to gain a tactical advantage by exploiting their 
  
   
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  surroundings—they might steer the Chase into streets they know well or find a smart way to get closer to  their 
  target. Doing so either gives them a +3 bonus on the next Interval or gives the opponent a -3, depending on which 
  makes more sense given the driver’s tactical advantage 
   
  Reckless Driving 
  Difficulty: +0. Hazard: +2 
   
  The driver makes a crazy, reckless maneuver and forces their opponent to match them if they want to 
  keep up. A fleeing driver might ramp over a raised drawbridge Blues Brothers-style, while a pursuer might take a 
  risky shortcut or just push their vehicle hard. Using the Reckless Driving maneuver gives the user +2 to the current 
  Interval roll, unless their opponent takes on 2 Hazard alongside them. 
   
  Stealthy Driving 
  Difficulty: Special. Hazard: +1 
   
  Sometimes it pays to be hidden. A pursuer might try to stalk their target from a way back, while a fleeing 
  driver might try doubling back or blending into traffic. In this case, instead of the usual Ride check, the driver rolls 
  WIT + Stealth vs the opponent’s WIT + Perception. If both try to be stealthy, they both make Stealth rolls against 
  each other. 
   
  However, it’s hard to keep hidden. Every use of this Maneuver imposes a cumulative -1 penalty on all 
  further uses of it for the rest of the Chase. 
   
  Weave 
  Difficulty: +1. Hazard: +1 
   
  When under attack, a driver can take themselves into some sort of cover—innocent pedestrians, parked 
  cars, trash cans, etc. Doing so gives them and any passengers a +2 cover bonus to their Defender’s Roll. 
   
   
   
  Every Vehicle has three stats: Vehicle Armor, Vehicle Damage, and Maneuverability. There are 
  Vehicle Skills that can affect them (and other things). A Rider may have one free Vehicle Skill that would 
  normally cost 5KP at creation. Starting Skill Points may be used to buy Vehicle Skills. 
   
  Vehicle Stats 
  Vehicle Armor: Vehicle Armor is the number of successes subtracted from damage rolls directed at the Vehicle. 
  When a damage roll exceeds this, the driver gains 1 Hazard. Standard Vehicle Armor is 4, but it can be changed. 
  Vehicle Damage: Vehicle Damage is the Damage dicepool rolled when a driver makes a ramming attack with their 
  Vehicle. Its standard value is 5, but this can be changed. 
  Maneuverability: Maneuverability is a value that adds to or subtracts from the Base Ride rank to make Full Ride; 
  half-rounded-down of it is also applied to vehicular Dodge rolls. Its standard value is +1, but this can be changed. 
   
  VEHICLE SKILLS 
  ● 
  Sidecar (5KP): The motorcycle has an added sidecar where a passenger can sit. Passengers are able to 
  make Ride Maneuvers with less difficulty and/or Hazard buildup than drivers. However, the added bulk 
  reduces the Vehicle’s Maneuverability by 1. 
  ● 
  Heavy Plating (5KP): The motorcycle has reinforced protective material in its construction, making it 
  tougher but less nimble. +1 to Vehicle Armor, -1 to Maneuverability. 
  
   
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  ● 
  Lightweight Build (5KP): The motorcycle is made with special lightweight materials that make it more 
  nimble but less sturdy. +1 to Maneuverability, -1 to Vehicle Armor. Not compatible with Heavy Plating. 
  ● 
  Assault Gear (5KP): The motorcycle has specialized structures on it to make its impacts more deadly, but 
  the added weight makes it less numble. +1 to Vehicle Damage, -1 to Maneuverability. 
  ● 
  Sleek Lines (5KP): The motorcycle is designed in a hyper-aerodynamic fashion that improves its handling 
  but makes it less effective as a ramming weapon. +1 to Maneuverability, -1 to Vehicle Damage. 
  ● 
  Mounted Gun (10+ KP): The motorcycle has a weapon mounted on it. As always, the Acc of attacks with it 
  is constrained by the Rider’s Full Ride ranking. Reloading cannot be done manually and instead happens 
  automatically at the end of the Leg. 
  ○ 
  Autopistol (10KP): The motorcycle has a light automatic gun mounted on it. 
  ○ 
  SMG (15KP): The motorcycle has a medium-weight automatic gun mounted on it. -1 Maneuverability 
  ○ 
  Shotgun (15KP): The motorcycle has a semiautomatic shotgun mounted on it. Instead of getting 
  9doubles on Accuracy rolls within 5 spaces, it gets 9doubles on Accuracy rolls against targets within 4 
  Accumulated Successes of the attacker. -1 Maneuverability 
  ○ 
  HMG (15KP): The motorcycle has a heavy automatic gun mounted on it. -2 Maneuverability 
   
   
   
  
SOURCE: textdata/thevault/Kamen Rider/RIDER-3rd-edition.pdf