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Kitsusagi Realms

Players Guide v 2.0

Kitsusagi Staff

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Hail Citizen!

Looking to solidify your weaknesses and strengths?
Learn skills? Spells? Abilities?
Maybe even become an Adventurer?

Well, you've come to the right place.

Within this thread you will find everything you need to build a character for the Realms.
 
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Kitsusagi Staff

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Table of Contents

References and Influences
 
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Kitsusagi Staff

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The Kitsusagi Realms Roleplaying Game is a tabletop style storytelling fantasy game in where you can play one or more of your kitsu and their companions while telling stories, solving problems, or taking on dangerous quests.

There are two types of major roles people step into when approaching these games. Player and Game Master.

PlayerGame Master
If you are a player, you make any and all decisions for your character. This ranges from their personality, background, and stats to what they ate for breakfast and what they wish to do with their life.If you are a game master, you control the way the world of Kitsusagi is explored. You bring the setting to life for your players. There are many books and guides to help you take on this role for the Realms specifically. Reach out to staff if you need help!

There are often more people wishing to be a player than a GM. Due to this a few styles of storytelling come about.

Freeform
Players get together to tell or play out a storyline. No outside narrators (Game Master.) Use of the stats can be highly present to nonexistent.
Semi-Structured
Players get together to tell or play out a preplanned storyline. One or more players may act as monsters, NPC's or narrators outside of their character. Use of the stats can range from highly present to nonexistent.

Structured
Players get together with a GM to play out a storyline together. The GM acts as a narrator and plays necessary NPC's and monsters for the players to play against. Stats required.

Due to this, not all of your kitsu need to be fully built. However, we recommend having a handful ready to go if a game you are interested in or if a meta/shop-wide storyline requiring them pops up!
 
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Kitsusagi Staff

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Rules Summary
This thread provides rules for storytelling and combat for the Realms. Before you get to character creation, here's a few basic rules and concepts to keep in mind as you get started.

Dice
This system uses 10-sided dice to determine chance. This would be used anytime a character finds themselves in a situation where the outcome isn't certain like a fight or even a performance.

This game uses a dice pool system which means that the more dice you get to use while preforming a task, the more talented/skilled/prepared your character is, and the more likely you will succeed.

Attributes
These are the core of your Dice Pool. Everything builds off of these. We will go over them further in a bit but for now, know that there are four. Physical, Mental, Social, and Health.

Modifiers
Each character has their own set of attributes determined by their level, class, and abilities. On top of that, each character has equipment, merits, spells, and companions that can give you additional die or even automatic successes. However, you can also get negative modifiers. These might be from an opponents abilities, equipment, the terrain you are in, sicknesses, spells, and poisons. All of these could reduce successes or even your dice pool.

Dice pool
So you can think of your total dice pool as something like this:
Attribute + Abilities + Modifiers = Total

In general, you will add up everything before applying penalties.

Rolling the Dice
Now that you get the idea of how to calculate your Dice Pool, we will now go over determining results.

When rolling your dice the results of 7, 8, 9, and 10 are considered a success. You may have one of these or many of them. In a storytelling system like this the dice don't just show if you succeed or fail, but also how well you did.

Not rolling any of these numbers doesn't necessarily mean a fatal failure. Often when attempting things you can try over and over - especially when in battle or practicing skills and spells.

This depends on the difficulty of what you're trying to attempt.

Types of Actions

Instant Action​
This type of action is resolved with a single dice roll. These are often actions that can be done in about three seconds. Striking an opponent, Sneaking or Hiding, casting most spells.
Extended Action​
This type of action is resolved over multiple dice rolls. This can represent the difficulty of certain tasks like a repair, a craft, or something that you would work on for a long period of time. Difficulty of the task would determine how many rolls and how hard each one is to pass.
Contested Action​
This type of action happens when 2 or more characters are trying to accomplish the same thing particularly as part of a contest or challenge. An eating contest, A contest of skill or craft. These rolls can be instant actions or extended actions with the number of successes determining strength, speed, or even quality.

Combat
Combat is usually a series of Instant Actions that continues for however long it takes until someone surrenders, escapes, or is defeated.

Each time you roll your dice pool to attack, the roll determines whether you hit and how much damage you do. Typically, your Dice Pool will stay consistent unless you switch weapons, use spells of different power levels, or get modifiers both positive and negative.

There are other complications in combat, the most common is dealing with your opponent's defense. After determining your Dice Pool and rolling for your result, the opponent's Defense is subtracted from your successes to see how much damage was taken. Too few successes could still result in a miss!

Leveling Up
Throughout your Adventures, you will gather Silver from participating in Games, Metas, and completing Art, Books, Rps, and Quests. You can use Silver to purchase Star Medallions.

Star Medallions are gathered and exchanged to level up your character. You need a different amount of Star Medallions for leveling up each time.

LevelMedallions Needed
2​
1​
3​
2​
4​
3​
5​
4​

Each Level comes with certain features for all Kitsu. Some classes get a little extra when leveling and those will be listed with their class descriptions.

LevelStatsSpell SlotsSpells per DayOther
1​
Starting Amount
1​
2​
Class and Class Ability​
2​
+2 to spend​
2​
2​
Additional Natural Ability​
3​
+2 to spend​
3​
3​
Merit Bonus​
4​
+2 to spend​
4​
3​
Additional Natural Ability​
5​
+2 to spend​
5​
3​
Merit Bonus, Enlightenment Qualification​

Spell slots are how many spells you can know. Spell based classes will often give bonuses to this number. However, because all kitsusagi are magical in nature, all kitsu have access to some magic.

Spells Per Day is how many times you can use spells each day. Again, magic heavy classes may give a bonus to this.

Hitting 0 HP
Hitting 0 HP does not mean death for your character. Your Kitsu can only die this way if you wish them to.

If you drop to 0 HP your Kitsusagi will be knocked out and remain on the field for 2 rounds if in battle or about 10 seconds to a minute if not in battle. After this time they will revert back to their orb form but do not fret! A simple rest or a heal and they will return to their full adult form.
 
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Kitsusagi Staff

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Building a Character
  1. Consider their character, boil it down to a 2 word description. "Stoic Scientist" "Learned Explorer"​
  2. Review your Breed's Characteristics​
  3. Select Attributes​
    1. Every Attribute starts with 1 point. Your stat pool builds off of that.​
    2. Every Stat point after 7 costs 2 points.​
    3. Health effects your overall HP directly. Health x 2 = HP.​
    4. Strength over 5 gives a bonus to your HP. Every point after 5 gives +1 to the total.​
  4. Select Natural Abilities​
  5. Select Class​
  6. Select Starting Equipment​
  7. Select Starting Spells​
  8. Disadvantages (Optional)​
  9. Merits (level 3 and 5)​

Character Sheet

Code:
[b]Cert[/b]:
[b]Kitsusagi's Name[/b] : Name
[b]Owner's Name[/b]: (take out for noting in your Den)
[b]Den Link[/b]: (take out for noting in your Den)
[b]Ghost:[/b] y/n
[b]Level[/b]: 1
[b]Stats[/b]: point 7 and above cost +2 stat points
[LIST]
[*][b]Physical[/b] - ?
[*][b]Mental[/b] - ?
[*][b]Social[/b] - ?
[*][b]Health[/b] - ?
[/LIST]
[b]Total HP[/b] - ?
[b]Natural Ability[/b]: (choose 1)
[LIST]
[*]
[/LIST]
[b]Blessings[/b]:
[b]Bonus[/b]:
[b]Penalty[/b]:
[b]Class[/b]: (only fill this in if you are taking a Class, otherwise, n/a)
[b]Class Ability[/b]: (only fill this in if you are taking a Class, otherwise, n/a)
[LIST]
[*]
[/LIST]
[b]Equipment[/b]?
[b]Weapon[/b]:
[LIST]
[*]
[/LIST]
[b]Armor[/b]:
[LIST]
[*]
[/LIST]
[b]Spells[/b]?
[LIST]
[*]
[/LIST]
[b]Disadvantage[/b]?
[b]Merit[/b] -At level 3 and 5-
 
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Kitsusagi Staff

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Attributes
Attributes help to measure your Kitsusagi's general abilities. There are four Attributes. These are Physical, Mental, Social, and Health.

To determine your character's Attributes, each kitsu gets a starting pool of stat points to spend and gain additional stat points upon every level up.
Starting stat pool:
Kitsusagi 12​
Ghosts 14 (for kitsu that start as a ghost)​
Enlightened 22 (for kitsu starting out as Enlightened)​
Every kitsu starts with 1 point in each Attribute for free and these points add to that. Each attribute increase costs 1 stat point until you want to increase to 7+. At that point it will cost 2 stat points to increase your attribute score.

Below you can see how the Attribute Scores can be interpreted when it comes to the character's competency or skill.
How talented are they by Attribute:
1​
Inept.​
2-3​
Rarely used skill.​
4-6​
Average, Occasional effort or application.​
7-10​
Good. Regularly practiced or naturally talented.​
11-14​
Exceptional. Frequently Applied, Naturally Gifted, Honed.​
15-19​
Outstanding. Continuously Exercised or Naturally Blessed.​
20+​
Heightened. Blessed, Trained from a young age or having a Gift from the Gods.​
In this next chart, you can see how the successes needed effects the difficulty of the situation or task. This is important to know when considering your players' attributes verses the level of difficulty you want them to encounter.

Difficulty of Success
Chance of Success
Dice PoolEasy (100-80%)Medium (79-50%)Hard (49-30%)Expert (29-10%)Extreme (9-1%)
3 dice
1 (78%)​
2 (35%)​
3 (6%)​
6 dice
1 (95%)​
2 (76%)​
3 (45%)​
4 (17%)​
5+ (4%)​
10 dice
1-2 {95%)​
3-4 (61%)​
5 (36%)​
6 (16%)​
7+ (5%)​
14 dice
1-4 (85%)​
5-6 (51%)​
7 (30%)​
8 (15%)​
9+ (5%)​
19 dice
1-6 (83%)​
7 -8 (51%)​
9 (33%)​
10 (18%)​
11+ (8%)​

Base Difficulty of Success
EasyMediumHardExpertExtreme
2​
4​
5​
6​
7+​
 
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Kitsusagi Staff

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Attributes Continued
PhysicalPower, Strength, Finesse, Dexterity, Speed, Heartiness
💪
Every point after 5 Physical gives you +1 to your total Hit Points.​
MentalIntelligence, Wit, Intuition, Recalling information, Instinct
🧠

Social Social interactions, Personal Magnetism, Leading, Influencing Others, Performances
🗣

HealthStamina, Willpower, Awareness, Empathy, Consciousness, Resistance
💗
Multiply your Health attribute score by 2, then add any bonuses, to get your Hit Point amount.​
 
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Kitsusagi Staff

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Breeds and Natural Abilities

Lets learn about the different Breeds and their Natural Abilities.
We will talk a little about each breed here and link to their page in the Guides area for further reading.
Kitsusagi start out with 1 natural ability and gain 1 more at levels 2 and 4.
Each Breed of Kitsusagi has access to a set of unique natural abilities for them to utilize in a multitude of situations, not just the battlefield. The specialized natural abilities will be listed with each breed.

InfernalNaturalCelestial
Nightmare​
Earthborn​
Angelic​
Trick​
Tundra​
Kirin​
Bobtail​
Fauna​
Imperial​
Wyrm​
Mer​
Tenku​
Fallen​
Fae​
Seraph​
Seasonal- Frost​
Seasonal- Wisp, Elkthorn​
Seasonal- Sylph​

However, there are a few abilities that all breeds have access to. You can opt for any of these instead of the more breed specific abilities.

General Natural Abilities
  • Educated: +1 to the Mental Attribute score
  • Social Butterfly: +1 to the Social Attribute score
  • Buff: +1 to the Physical Attribute score
  • Hardy: +1 to the HP Attribute score
  • Gossamer Wings: (Butterfly variant) +3 Dice on Perform rolls
  • Read the Room: (Cat variant) +3 Dice on Sense Motive rolls
  • Well Liked: (Dog variant) +3 Dice to Diplomacy rolls
  • Scurry: (Squirrel variant) +3 Dice on Climb rolls
  • Alert: (Bunny variant) +3 Dice on Perception rolls
  • Blend In: (Mouse variant) +3 Dice on Stealth rolls

Earthborn Kitsusagi
Earthborns are the most adaptive Kitsusagi. Often finding themselves influenced by the environment or even the abilities or temperaments of other breeds. They can often times find themselves being the 'heart of the party' due to this flexibility and their adventurous spirit.​
Bonus: none​
Penalities: none​

  • Adopted - Earthborn are sometimes adopted by other species, or simply live alongside them where they normally wouldn't. This ability means the Kitsu can understand and adapt to other cultures easier than most. +2 to social dice pool when dealing with the kitsu of the Adoptive Breed (choice of one.) Continuous Effect.

  • Levitate - This ability allows a Earthborn Kitsu to levitate through the air without the aid of wings. It is a bit slower and clumsier than winged flight, however. It can be used multiple times in battle with an Easy (2) level mental roll. Duration 1 hour.

  • Cast Iron stomach - This ability allows an Earthborn kitsu to have +2 success on all rolls against poison effects. Continuous Effect.

  • Industrious - +2 Dice to rolls for Appraise, Craft, Handle Animal, and Profession skills. Continuous effect.

Angelic Kitsusagi
Angelics are considered a breed of high faith due to their continued devotion to the Gods even after the world was abandoned. This same loyalty is often given to friends, family, and organizations.​
Bonus: +2 Dice to Flying rolls.​
Penalties: -1 success on Diplomacy Rolls against any Infernal type Kitsu.​
  • Exalted Resistance - This ability gives the Angelic the ability to ignore one attack from their opponent per battle, due to divine intervention or faith in their own purposes. Can be used once in battle.

  • Divine Favor -This Angelic is considered closer to the Gods than most of the same breed. For this reason, If they use an ability, skill, or spell that involves prayer they get an +1 dice per level added to their dice pool. Continuous effect.

  • Life a Flight - +2 Dice to rolls for Acrobatics, Fly, Heal, and Perception skills. Continuous effect.

  • Glowing Wings - This ability allows an Angelic to light up their wings and/or halo to provide light in an otherwise dark area. Can be used multiple times in battle with a successful mental roll. Duration 1 hour. Area of effect: 30 feet diameter.

  • Like a Diamond - (Crystal Variant) The glare from their Crystal Wings can Blind an enemy for 1 round. Can only be used once per battle.

Nightmare Kitsusagi
Nightmares often value independence and power. This power can be shown many ways including intelligence, social standing, and might in battle.​
Bonus: +2 Dice to Intimidation rolls.​
Penalties: -1 success on Diplomacy Rolls against any Celestial type Kitsu.​
  • Take Life - This ability allows a Nightmare to steal the life force, or Hit Points, of another Kitsu. Roll your character's strength to try and inflict a bite. If it connects, it deals normal damage and heals your Nightmare for 2hp per user level. Once per Battle.

  • Poison Use - This ability means the Nightmare is skilled in the use of poisons and potions. They gain a +1 bonus to their total effectiveness. ex: if using a potion that heals 4d10, for this nightmare it would heal 4d10+1. Continuous effect.

  • Child of the Wilds - This ability means a Nightmare can more easily use abilities having to do with nature; they get a +3 to their dice pool. Continuous effect.

  • Savage Nature - +2 Dice to rolls for Acrobatics, Climb, Escape Artist, and Survival due to the Nightmare's history of living in harsh environments. Continuous effect.

  • A Passing Thought - (Bitey Tail Variant) May resist any mental spells once in battle as their second head works on instinct and keeps them focused.
Tundra Kitsusagi
Tundra rely on their thick coat and tendency to master frost and wind magic to survive in the frozen lands they call home. They typically are seen as having a culture closer to early kitsusagi society and are more reliant on hunting, gathering, and raising livestock.​
Bonus: +1 success to defending against ice type damage.​
Penalty: Opponents dealing fire type damage gain +1 to their dice pools against Tundra.​

  • Chill Born - This ability means a Tundra can more easily use spells having to do with cold and ice. Add 3 extra die to your pool. Continuous effect.

  • Fuzzy cover- This brave Tundra may cover another kitsu and take a blow for them. The damage is halved if it is magical in nature. May be used 1 time in battle. This skill takes one full move in battle as Other -Defend.

  • Frozen Gaze - This ability allows a tundra to freeze an enemy in place as their icy glare makes the enemy feel as though a blizzard has clutched their heart. This does not literally freeze them in ice. Merely stopping them in their tracks and making them miss a turn if in battle. Once per Battle. Lasts 1 minute out of battle.

  • Shivering Gale - This ability allows a tundra to cool a place to freezing temperatures letting them cross some stretches of water as it has a light layer of ice over it. This ability takes one full round in battle as an Other action (neither Attack or Defense) and decreases the opponent's next attack dice pool by 1. Duration out of battle lasts 4 hours.

Fauna Kitsusagi
Fauna are not strangers to hard work and many have spent time in the fields tending to the crops or participating in harvesting at some point in their life. They have a strong connection to the earth and often favor earth magic.​

Bonus: +2 dice to Bluff, Diplomacy, or Sense Motive rolls when dealing with Kirin.​
Penalty: -1 dice to Sense Motive, Perception, or Diplomacy rolls against Tricks.​



  • Thumpinbump - With such good ears Fauna can hear sounds that a number of other Kitsu miss. As such, a few have made a language they can use by hitting logs or rocks or other medium and the sound waves travel in the ground and a ‘receiver’ can pick it up miles away. Roll your Social dice pool to send or receive messages, success level is Easy (2). Complex messages or busy areas put it at a Hard (6) level check. Continuous effect as long as rolls are taken. This skill takes one full action in battle as Other.

  • Green Thumb - Having been farmers for years Fauna have a natural knack for plants. Plants grown by a kitsu with this skill will thrive better even under unusual conditions. This also helps when transferring plants like herbs. +2 to dice pools dealing with plant care checks. Continuous effect

  • Earth Worker - This ability means a Fauna can more easily use abilities having to do with Earth. Gain +3 die to rolls for earth based abilities. Continuous effect.

  • Super jump - Use a physical dice roll to take a super jump! This can be used to dodge an attack in battle or travel a great height or distance if in rp. Continuous effect if out of battle. May be used 1 time in battle. This skill takes one full move in battle as Other -Dodge.

Kirin Kitsusagi
Kirin are strong willed with a deep sense of duty and honor. Many of them make for good guards and proctors as they favor water and light magics.​

Bonus: +1 dice on checks dealing with taking Defense actions.​
Penalty: Opponents dealing lightning type damage gain +1 to their dice pools against Kirin.​

  • Delicate Step- With this ability Kirin use their grace and elegance and +2 die to rolls for evasion or other activities that may involve finesse. Continuous effect.

  • Glimmering Armor- This ability allows Kirin to endure an attack from an opponent in a battle with no damage. May be used 1 time in battle. This skill takes one full move in battle as Defend.

  • Water Keepers - This ability means a Kirin can more easily use abilities having to do with water. Gain +3 die to rolls for Water based abilities. Continuous effect.

  • Poisonings Cleanse- The ability to purify waters and foods to help prevent plague pestilence. +2 die to rolls against poisoning and disease. This skill takes one full move in battle as Other. Continuous effect.

Tenku Kitsusagi
Tenku are often considered hermits as many devote themselves to their studies away from they prying eyes of others. They are often considered close to the gods with their strong magic and luck and tend to favor wind and light magic.​

Bonus: When recalling information, Tenku gain +2 dice to their dice pool.​
Penalty: Opponents dealing Earth type damage gain +1 to their dice pools against Tenku.​


  • Sagely Wisdom: 3 allies within a 50ft diameter get +2 to a single stated stat of the Tenku's choice. (Physical, Mental, Social) until end of battle. May only be used once in battle. Lasts 24hrs if used outside of battle. Cannot stack with other Tenku's Sagely Wisdom.

  • Lucky Streak: A Tenku may use it's inherent luck to dodge an attack or take a reroll on its last roll. Take the highest success result. May be used once per day.

  • Cloud Hopper: This ability allows a Tenku to transport 1 other Kitsu on a small cloud. Allowing them to avoid any ground hazards. For use outside of battle. Lasts 4 hours.

  • Cloud Weapon: The Tenku shapes a weapon from clouds for use in battle. The weapon gives +1 dice per level to attacks taken with it. Once per battle. Dissipates at the end of the battle or if the Tenku is disarmed.

Trick Kitsusagi
Trick are considered fast witted and silver tongued enough to get many another kitsusagi into trouble. With their natural shapeshifting abilities many kitsusagi have no idea they have even been fooled by a Trick.​

Bonus: +2 dice on social encounter rolls relating to persuasion or bluffing.​
Penalty: -1 dice on checks dealing with magic meant to heal.​

  • Silver Tongue: The trick shifts their form to appear more favorable to the enemy target with the intention of throwing them off their guard or deceiving them. This ability gives a target -2 to stated stat roll (physical, mental, social.) Effects can be avoided with a successful Medium difficulty (4) Mental or Social check (target's choice.) Can be used once per target per day. Effects on target last 4 hours outside of battle or for the duration of the encounter when in battle.

  • Trap Set: Being a master of traps, a Trick may set a trap that does 3d10+1 rolled damage if stepped on. This skill may be spotted by trying to find traps by rolling a Mental check for a Medium difficulty (4) check. Traps can be disengaged with a mental check against the trick's mental stat. Trap Set may be used once during battle or three times a day.

  • Charm: When a Trick charms someone, The Trick appears to be changed into someone the target desires or will listen to. Once per battle, the Trick may roll an Easy (2) social check to charm an enemy into being unable to attack or defend on their next turn. Out of battle, this skill allows a +1 to all social rolls against that charmed target for a day. Can be used once per target per day.

  • Sabotage: The trick disables the use of one armor or weapon for the duration of the battle. If used outside of battle, the item could be described as being broken and needing fixing or merely just knocked a distance away making it so they need to go gather it.
Imperial Kitsusagi
Imperials are strong and tenacious when they find something they like they tend to hoard it. They are known for their knowledge on what holds their attention and they favor fire and lightning magic.​

Bonus: +2 success on climb checks.​
Penalty: -2 dice from your pool on persuasion checks when offered something relevant to their hoard.​



  • Sensitive Whiskers: With such sensitive whiskers Imperials are able to feel a change in air currents as enemies shift allowing them to dodge an attack. Once per battle.

  • Hoarder: When Imperials decide to hoard something, they often become subject matter experts on it. When this ability is selected, a knowledge base must be listed at the same time. It can be everything from cooking to metallurgy but it must be based on what they chose to hoard. Gives a +2 success when recalling knowledge about their given subject matter. Can be taken multiple times. Continuous effect.

  • Lightning Speed: Imperials are known for their lightning speed, be it mentally or physically. When using this ability, the Imperial may take one extra action of any type on their turn. Once per battle.

  • Lightning Weaver: This ability means an Imperial can more easily use spells having to do with Lightning. Add 3 extra die to your pool when using Lightning Spells. Continuous effect.
Mer Kitsusagi
Mers are a highly diverse breed of kitsusagi. Not only do they have different looks based on adaptions to their aquatic environment, they also have both a full aquatic body type and a semi aquatic body type.​

Bonus: +2 success to all swimming checks.​
Penalty: -1 dice on climb checks.​
  • Water Worker - This ability means a Mer can more easily use abilities having to do with water. Gain +3 die to rolls for water based abilities. Continuous effect.

  • Vortex Hold- This ability allows a Mer kitsu to wrap water around a target and hold it in place for two turns in battle. If used out of battle holds an enemy for an hour. Enemies in the vortex may still be attacked with magic and physical attacks. May be used twice in battle. The Target hit with this ability cannot be retargeted by other Mer.

  • Liquid Locomotion- A Mer creates a floating orb of water for them to ride in when travelling over land. An adult and their kits or 2 adults could ride comfortably. Does not stack with Mist Carry. Orb lasts 8 hours and can be cast twice a day.

  • Mist Carry - This ability allows a Mer to pull moisture from the air. This will help negate effects of harsh heat, reduce damage from Fire by -2 successes, but increase damage from Ice by +1 dice. Effects last 4 hours and this can be used 3 times a day.
 
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Kitsusagi Staff

Grizzled Veteran
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Hybrids, Ghosts, and Enlightened
Hybrid Kitsusagi
Hybrids are Kitsusagi that typically are combinations of 2+ types of breeds. Due to this, they get special access to all natural abilities of the kitsu they are a combination of.​
Ex: A Nightmare-Tundra hybrid could pick a natural ability from either:​
  • General Natural Abilities​
  • Tundra Natural Abilities​
  • Nightmare Natural Abilities​

When it comes to Bonuses and Penalties, they get to pick the which breed they both come from. They must come from the same breed.​

Ghosts
Ghost Kitsusagi that appear after a existing Kitsu's death will mostly bring over their stats from life. However, due to the afterlife being a different state of being, a ghost kitsu will lose 2 stat points of your choice.​

If building a ghost with no pre-existing stats you begin with 14 stat points to spend.​
Be it a kitsu 'crossing over' or a Gen 1 Ghost, Ghosts get a choice of a couple different classes.​
  • Ghostwalkers
  • Poltergeist
Ghosts do not have natural abilities, bonuses, penalties, advantages or disadvantages. However, Ghosts start with 1 class ability at level one then at level three, and again at level five.​
Enlightened

Enlightened are Kitsusagi that have been exalted by the Gods. Inherently blessed, Kitsusagi that are Enlightened have a wider success range. 6, 7, 8, 9, and 10.
Kitsusagi beginning life as an enlightened start with 22 Stat points to spend and start with 2 natural abilities at level 1.​
If blessed to the stage of Enlightened, Gain 2 stat points and a natural ability.​
Both those kitsu born and blessed gain an extra class ability.​
 
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Kitsusagi Staff

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Classes
These are the classes that are currently available for your Kitsusagi to choose from. More may be added overtime and we will announce when that happens.

Each class has a short description, their base starting kit, and a list of Class abilities. You only get one class ability so think it over.

At the time of new release of a class, there will be a time period were you can switch over for free. Otherwise, changing classes will require completing an RP story prompt.

Currently, Multiclassing is unavailable.

Non-Combatant
Not hearing the call of adventure? More interested in a stable life? Pursuing study or a career?​
This is the role for you.​
Favored Attribute Any​
Starting Equipment
  • 7 items off of the Adventuring Gear list
  • 1 Set of Merits of your choice
Level12345
Spells Slot Total
1​
2​
3​
4​
5​
Spells per Day Total
2​
2​
3​
3​
3​
Class Abilities
Keen Mind
na
Physical Prowess
na
Charismatic Presence
na
Hearty or Hardy
na
Basic Combat Actions

  • Bite
  • Slash
  • Shove
  • Trip
  • Dodge
  • Use potion or poison
  • Use spell
  • Abscond
Your choice of 1 starter Spell:​
  • Any level 1 spell you meet the prerequisites for

Fighter
Strong and skilled in physical combat. A fighter can often be called the body of the team as they deal heavy damage and shield and protect others.​
Favored Attribute Physical or Health​
Starting Equipment
  • A Martial Weapon of your choice
    • +2 dice to Physical Attack when using
  • A Dagger
    • +2 dice to Physical Attack when using
  • Basic Leather Armor
    • +1 dice to defense when equipped
  • 5 Items of your choice from the Adventuring Gear list
Level12345
Spells Slot Total
1​
2​
3​
4​
5​
Spells per Day Total
2​
2​
3​
3​
3​
Class Abilities
Distance Fighter
The fighter gains a Light Crossbow and 15 bolts and typically has a preference for keeping some distance between themselves and their target. Fighter's with this ability gain +1 dice per level when using any ranged weapons.
Rage
The fighter is overcome with Rage and gains a temporary 2 dice per level to their attack pool. During this time, they cannot Defend, Heal, or take Other actions aside from movement. It takes one full round to activate. Lasts till the end of battle. Can be used twice per day.
Quick on your Feet
A fighter with this ability is unusually fast and agile. When using their Physical stat to Dodge they get an additional 2 dice per level. This ability can also be used in contests of speed. When in battle, this can be used multiple times to dodge.
Basic Combat Actions

  • Bite
  • Slash
  • Bash
  • Pierce
  • Grapple
  • Shove
  • Trip
  • Dodge
  • Use potion or poison
  • Use spell
  • Abscond
Your choice of 1 starter Spell:​
  • Roar
  • Crush Claw
  • Snarl

Cleric
They are known for their protection and healing spells. A cleric is a good companion to have in any party!​
Favored Attribute Health or Physical​
Starting Equipment
  • A Simple Weapon
    • +1 dice to Physical Attack when using
  • A Holy Symbol of their God
  • A Reinforced Tunic
    • +1 dice to defense when wearing
  • 5 Items of your choice from the Adventuring Gear List
Level12345
Spells Slot Total
3​
5​
7​
8​
9​
Spells per Day Total
5​
5​
6​
6​
7​

Class Abilities
Quick Heal
This ability lets a Cleric heal themselves or another kitsu for 3+ cleric's level. This ability takes one full move in battle as Other-Healing. Can be used twice a day.
Virtue
This ability lets a cleric give another kitsu +2 temporary hp per cleric's level by just touching them. This ability takes one full move in battle as Other. The HP lasts until the end of battle. May be used multiple times in battle but only once per target.
Smite
This ability gives the Cleric +1 dice per level to the next attack against opponents that use Dark/Light Magic. Dark Clerics would Smite Light magic using kitsu. May be used three times per battle.

Basic Combat Actions

  • Bite
  • Slash
  • Bash
  • Pierce
  • Grapple
  • Shove
  • Trip
  • Dodge
  • Use potion or poison
  • Use spell
  • Abscond
Your choice of 3 starter Spells:​
  • Turnback Undead
  • Healing Prayer
  • Dark/Light Ray
  • Blind
  • Detect Light/Dark
  • Doom

Bard
Singers and skilled in misdirection and buffs, Bards are often considered the face of the party for their beguiling words. Just don’t let yours lead you into trouble… again.​
Favored Attribute Social or Mental​
Starting Equipment
  • A Simple Weapon
    • +1 dice to Physical Attack when using
  • An Instrument
  • A Reinforced Tunic
    • +1 dice to defense when wearing
  • 5 Items of your choice from the Adventuring Gear List
Level12345
Spells Slot Total
4​
6​
8​
9​
10​
Spells per Day Total
5​
5​
6​
6​
7​

Class Abilities
Inspiration
This ability allows a Bard to choose an ally and give them +2 dice to use on whatever they choose in their next turn. Bards cannot use this ability on themselves but can use this ability multiple times in and out of battle. This ability takes one full action in battle as Other. Cannot stack with it's own inspiration.
Encyclopedic Memory
This ability gives a Bard +3 dice on their Mental stat to roll when they are trying to remember a story, decipher some ancient text, study ruins, etc etc. Continuous effect.
Distraction
This ability allows a Bard to do something very distracting during a battle that will cause their opponent to lose -2 dice on their next turn. Can be used multiple times in battle. This skill takes one full move in battle as Other.

Basic Combat Actions

  • Bite
  • Slash
  • Bash
  • Pierce
  • Grapple
  • Shove
  • Trip
  • Dodge
  • Use potion or poison
  • Use spell
  • Abscond
Your choice of 3 starter Spells:​
  • Amp Up
  • Lullaby
  • Summon Small Ally
  • Call Instrument
  • Magic Hand
  • Mimic

Rogue
Great at scouting and hiding, the Rogue is often the first to find traps or good ambush spots with their quick eyes and wits to avoid the trouble.​
Favored Attribute Physical or Mental​
Starting Equipment
  • A Simple Weapon
    • +1 dice to Physical Attack when using
  • A Reinforced Tunic
    • +1 dice to defense when wearing
  • 5 Items of your choice from the Adventuring Gear List
Level12345
Spells Slot Total
1​
2​
3​
4​
5​
Spells per Day Total
2​
2​
3​
3​
3​

Class Abilities
Accurate Poisoner
If you are using a poisoned weapon and preform a successful sneak attack, your poisoning will be successful. How long it will last and how much damage it deals is determined by the poison. Opponents resistances subtract from the poison's damage.
Eerie Disappearance
As a full round action, an exposed Rogue can disappear to a nearby hidden location. (in a tree, behind a rock, in a barrel, ect.) An observer can make a Hard (5) mental check to try and uncover the hiding place.
Befuddling Strike
If a target takes damage from your sneak attack, the target looses -2 dice per 2 Rogue's levels from their Attack or Spell attack rolls when trying to target the Rogue.

Basic Combat Actions

  • Bite
  • Slash
  • Bash
  • Pierce
  • Grapple
  • Shove
  • Trip
  • Dodge
  • Use potion or poison
  • Use spell
  • Abscond
Your choice of 3 starter Spells:​
  • Sneak Attack
  • Charming Look
  • Slight of Hand
  • Pick Lock
  • Hide
  • Spot Trap

Mage
Masters of magic and mystery a mage has to work hard for their skills but the payoff is wonderful and mesmerizing. A solid addition if one takes the time to get the basics down.​
Favored Attribute Mental​
Starting Equipment
  • A Simple Weapon
    • +1 dice to Physical Attack when using
  • Spell Book
  • A Reinforced Tunic
    • +1 dice to defense when wearing
  • 5 Items of your choice from the Adventuring Gear List
Level12345
Spells Slot Total
4​
6​
8​
9​
10​
Spells per Day Total
6​
6​
7​
7​
8​

Class Abilities
Familiar Guardian
This ability allows a Mage to take a Guardian on as a Familiar. Familiars can be assigned a known spell they can use once per battle. The Familiar also adds +2 dice per 2 Mage's Level to their Spell Attacks. Guardians can be targeted and removed from battle by choice or by force. If they are removed from battle they can no longer cast the assigned spell and they no longer buff the Mage's Spells.
Elemental Magic
A Mage with this ability selects a preferred Elemental type. Once Selected this cannot be changed. Spells of that Element get a +2 dice per level bonus.
Elements that can be selected are:
Fire, Water, Electric, Wind, Ice, Earth, and Nature​
Scribe Scroll
This ability allows a Mage to write down any Spell they know on a Scroll. The Scroll can then be used by any Kitsu, whether they have any magical ability of their own or not. Not usable in battle.

Basic Combat Actions

  • Bite
  • Slash
  • Bash
  • Pierce
  • Grapple
  • Shove
  • Trip
  • Dodge
  • Use potion or poison
  • Use spell
  • Abscond
Your choice of 3 starter Spells:​
  • Ember/Jolt/Ice Crystal/Bubble/Earth Shard/Gust/Pollen Burst
    • choice of 1
  • Prestidigitation
  • Mending
  • Arcane Mark
  • Dancing Lights

Druid
Skilled in survival and travel a druid can help a group travel in areas they never expected with more ease and skill then expected.​
Favored Attribute Health or Mental​
Starting Equipment
  • A Natural Weapon
    • +1 dice to Physical Attack when using
  • A Reinforced Tunic
    • +1 dice to defense when wearing
  • 5 Items of your choice from the Adventuring Gear List
Level12345
Spells Slot Total
4​
5​
7​
8​
9​
Spells per Day Total
5​
6​
7​
7​
8​
Class Abilities
Beast Companion
This ability allows a Druid to take a wild beast as a companion. Beast Companions come with their own attacks and special abilities. If attacking, they add to the druid's attacking rolls. Companion Beasts can only act every other turn. A List of available beasts can be found later in this thread.
Purity of Body
A Druid with this ability is immune to all Natural, Magical, and Supernatural diseases.
Trackless Step
A Druid with this ability leaves no trace when passing thru natural surroundings, unless they want to.

Basic Combat Actions

  • Bite
  • Slash
  • Bash
  • Pierce
  • Grapple
  • Shove
  • Trip
  • Dodge
  • Use potion or poison
  • Use spell
  • Abscond
Your choice of 3 starter Spells:​
  • Minor Wild Shape
  • Entangle
  • Summon Small Ally
  • Know Direction
  • Goodie Berry

Alchemist
One of the more underutilized classes they have to gather ingredients and use their skills to make a store of strong potions that can make the difference between success and failure in a mission.​
Favored Attribute Mental or health​
Starting Equipment
  • A Simple Weapon
    • +1 dice to Physical Attack when using
  • Alchemist Kit
  • A Reinforced Tunic
    • +1 dice to defense when wearing
  • 5 Items of your choice from the Adventuring Gear List
Level12345
Spells Slot Total
3​
5​
7​
8​
9​
Spells per Day Total
5​
5​
6​
6​
6​

Class Abilities
Bitter Pill
This Alchemist has taken something to make them permanently bitter to the taste. If an opponent Bites the alchemist they will be Sickened for 1 round per every 2 alchemist levels unless they pass a Medium (4) HP Check. Sickening causes the creature to lose -2 dice from all rolls.
If a creature eats the Alchemist whole, this ability will cause Nausea and the creature can vomit them up as a free action. Nausea prevents a creature from taking actions.
Mutagen Mixer
This Alchemist can create a Mutagen that will grant them +2 dice to defense and +4 dice to Physical rolls. In return, they also take a penalty of -2 dice to mental and social. Only one Mutagen mix can be made by the alchemist at any one time. It takes 1 hour to make and the effect lasts 10 mins per alchemist level. Can only be used by the Alchemist. Will make any other Kitsu nauseated.
Chirurgeon
This Alchemist has taken special care to study healing. Items and Actions used with the intention to heal gain +2 dice per level to their roll.

Basic Combat Actions

  • Bite
  • Slash
  • Bash
  • Pierce
  • Grapple
  • Shove
  • Trip
  • Dodge
  • Use potion or poison
  • Use spell
  • Abscond
Your choice of 3 starter Spells:​
  • Brew Potion
  • Bomb
  • Preserve Organs
  • Blending Body
  • Grounding Goo

Devotee of the Gods
The return of the Gods to the land has woken up a new revival in those devoted to them. The good and bad have come forward in their worship and hope. They offer up their prayers to the Gods in hopes of being chosen for blessings and guidance.​
Favored Attribute Social​
Starting Equipment
  • A Simple Weapon
    • +1 dice to Physical Attack when using
  • Symbol of their Deity
  • A Reinforced Tunic
    • +1 dice to defense when wearing
  • 5 Items of your choice from the Adventuring Gear List
Level12345
Spells Slot Total
3​
4​
5​
6​
7​
Spells per Day Total
5​
5​
5​
6​
6​

Class Abilities
Call to the Gods
This is a powerful ability that varies based on the breed of the Devotee. You must roll to see if you can keep this ability and what effect it has. This can be found later in this thread.
Armor of Faith
Once per battle if an Attack would knock out the Devotee, this ability automatically triggers and the damage from that attack is ignored.
Prayer to Prayer
Once per day you can send a 15 word message to a kitsu of the same faith. This Kitsu must be within a day's walk. The receiving kitsu may respond back with up to 15 words without having to have this ability.

Basic Combat Actions

  • Bite
  • Slash
  • Bash
  • Pierce
  • Grapple
  • Shove
  • Trip
  • Dodge
  • Use potion or poison
  • Use spell
  • Abscond
Your choice of 3 starter Spells:​
  • Protection from dark/light
  • Remove fear
  • Sanctuary
  • Feather Fall
  • Bless
  • Command

Trick Fool
A class that is well loved by the God of trickery. Things don't always work out the way you want them to in this class and, because of this, it has been called the chance class. Still, these misfits have found their way in the world and are something to behold.​
Favored Attribute Social​
Starting Equipment
  • A Simple Weapon
    • +1 dice to Physical Attack when using
  • A Reinforced Tunic
    • +1 dice to defense when wearing
  • 5 Items of your choice from the Adventuring Gear List
Level12345
Spells Slot Total
3​
5​
7​
8​
9​
Spells per Day Total
6​
7​
7​
7​
8​
Class Abilities
Magical Counterfeit
If this Trick Fool casts an Elemental based spell, small random items will be summoned in its place. These items are usually no bigger than a foot cubed. Examples are pans, pies, shoes, hats, and mugs. Items spawned in this way will disappear after an hour. The initial spell casted still works as normal however, the spell no longer has the ascribed element and does not get bonuses tied to that element from other abilities.
Lucky Shot
This ability forces the opponent to reroll their last roll and take the least favorable result (for the opponent.) May only be used once while in battle. Must be used immediately after the roll you want rerolled.
Clueless Chance
Once per battle, attempting to cast a spell will result in a random effect being cast instead. The player rolls 1d100 and finds the effect on a staff made list.

Basic Combat Actions

  • Bite
  • Slash
  • Bash
  • Pierce
  • Grapple
  • Shove
  • Trip
  • Dodge
  • Use potion or poison
  • Use spell
  • Abscond
Your choice of 3 starter Spells:​
  • Dancing Lights
  • Ghost Sound
  • Ear-Piercing Scream
  • Hideous Laughter
  • Touch of Gracelessness

Shaman
Kitsusagi that choose to become Shaman often say the path chose them long before they became an adventurer. Many speak of an array of supernatural encounters they have experienced in their lifetime. Can naturally communicate with and see ghosts.​
Favored Attribute Health or Social​
Starting Equipment
  • A Simple Weapon
    • +1 dice to Physical Attack when using
  • A Reinforced Tunic
    • +1 dice to defense when wearing
  • 5 Items of your choice from the Adventuring Gear List
Level12345
Spells Slot Total
3​
3​
4​
5​
6​
Spells per Day Total
4​
4​
4​
5​
5​

Class Abilities
Sacred Council
This ability allows a Shaman to call upon their ancestors to give them advice. This council grants the shaman +2 dice on their next roll. Can be used 2 per shaman's level per day.
Holy Soul
This ability allows the Shaman to travel in areas that have a lingering negative spiritual feeling, such as Haunting Fatigue, and not take penalties. Continuous Effect.
Veil Step
Once a day, You may become incorporeal and invisible. In this form, You can take no other actions however, you can move in any direction and can travel thru most objects. You can remain in this form for 1 round per every level of Shaman and you can end this effect prematurely. Many beginner Shaman use this to dodge an attack.

Basic Combat Actions

  • Bite
  • Slash
  • Bash
  • Pierce
  • Grapple
  • Shove
  • Trip
  • Dodge
  • Use potion or poison
  • Use spell
  • Abscond
Your choice of 3 starter Spells:​
  • Veil of Sight
  • Chill touch
  • Stabilize
  • Guidance
  • Detect Undead

Ghostwalkers
Who says skills end after death? Welcome to the Ghostwalkers they have passed on from this life but have not reincarnated. To this end they have some unique skills.​

Class Abilities
Guidance
A ghost may select a single kitsu per day to grant their protection to and that kitsu may reroll 1 roll per Ghost's Level per day.
Wandering Light
Ghostly lights follow the Ghost Kitsu as they move through the mortal realm. This can be activated and deactivated at will. The lights sway like colorful lanterns and grow smaller over time until they 'burn out.'
Guiding hand
Three times per day ghost may interact and lift up to 10lb object up to 10ft. The Ghost can use this to attack or defend. Large objects act as a +3 weapon or shield.
Lingering Memory
This ability allows a ghost to replay a scene of their lives once per day and living kitsu see it as an illusion. The scene only shows the kitsu's movement not anything around them or anything they touch.

Basic Combat Actions
  • Phantom Claws: +2 per level slashing attack
  • Spiritual Shield: +2 per level defensive stance
  • Abscond

Poltergeist
The more malevolent of the ghosts. These souls tend to be cruel and cunning toward the living.​

Class Abilities
Venomous Spirit
This Ghost may reach out and touch a target to deal lingering damage. This deals 1 damage per level every 2 rounds. Can only be cast 1 per day per level.
Clattering Walker
This Ghost can take hold of a skeleton and walk the land. They may use that skeleton to battle. Treated like the Skeleton monster. If defeated in battle, They cannot take hold of a skeleton for 2 days.
Soul Shattering Shriek
This Ghost may screech and unsettle all Kitsu within 50ft and all Kitsu must make vs Medium (4) difficulty Mental roll or be left Cowering. Can be used once a day.
Haunting Fatigue
This Ghost typically haunts a target or location and pulls magic from their victims.
The target would become Fatigued. If already Fatigued they would become Exhausted. This action heals this Ghost for 3 HP per level. Can be used once a day.

Basic Combat Actions
  • Phantom Claws: +2 per level slashing attack
  • Spiritual Shield: +2 per level defensive stance
  • Abscond
 
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Kitsusagi Staff

Grizzled Veteran
D
Mule Account
Merits and Skills
Merits give bonuses to particular actions during noncombat scenarios. At level 3, and again at level 5, you can select a category that your kitsu may have interest or a heightened level of skill in. You may pick the same category twice as these bonuses stack.

The categories are based on the 12 common character archetypes. If you wish to know more about them, check out this page or this one. Many of these have several different names for them. Our list uses "Citizen" instead of "Orphan."

Merits give your kitsusagi +3 successes when trying to either use directly or recall information relating to the skill listed.
Example:
A Kitsusagi has the "Hero" Merit set. They need to scale a cliff.
Not only could they help identify a route up ahead of the climb, maybe even knowing and using the proper equipment, but they also get a bonus to the action of taking the climb up.
So if they were just up and scaling the cliff, they may roll their Physical Attribute pool and add 3 to their successes from the merit bonus.
Hero​
Sovereign​
Knowledge-Dungeoneering or Engineering
Climb
Handle Animal or Intimidate
Swim or Fly​
Knowledge- Nobility or History
Sense Motive
Profession
Diplomacy or Intimidation​
Sage​
Magician​
Knowledge- Religion or Nature
Knowledge- of your choice
Perception
Sense Motive​
Knowledge- Arcana
Knowledge- of your choice
Spellcraft
Handle Animal​
Innocent​
Creator​
Knowledge- Local or Geography
Climb, Swim, or Fly
Acrobatics
Escape Artist​
Knowledge- History or Nature
Craft
Appraise
Diplomacy​
Lover​
Explorer​
Knowledge- Local or Nobility
Bluff or Diplomacy
Disguise or Acrobatics
Appraise or Heal​
Knowledge- Geography or Nature
Climb. Swim, or Fly
Perception
Survival​
Caregiver​
Jester​
Knowledge- Local or Nature
Heal
Handle Animal or Sense Motive
Craft or Profession​
Knowledge- Nobility or Arcana
Preform
Acrobatics
Escape Artist or Slight of Hand​
Citizen​
Rebel​
Knowledge- Local or Religion
Profession
Appraise
Sense Motive​
Knowledge- Local or Geography
Intimidate or Diplomacy
Stealth or Slight of Hand
Disable Device or Escape Artist​

This list can be used as a reference. Kitsusagi can use these skills without having the Merit.

SkillAttributeDescription
AcrobaticsPhysicalKeeping Balance, Traversing Narrow or dangerous surfaces. Diving, flipping, jumping, rolling.
AppraiseMentalEvaluating the value of an object.
BluffSocialTelling lies, conveying secret messages. Checked against Sense Motive.
ClimbPhysicalClimbing surfaces from walls to rocky cliffs.
CraftMental or PhysicalBeing able to create a certain group of items. ex: books, leather or Traps.
DiplomacySocialPersuading others, Gathering information, Influencing attitudes, negotiations, and using proper etiquette. Checked against Sense Motive.
DisguiseSocialChanging your appearance and how effective it is. Can be challenged by perception.
Escape ArtistMental or PhysicalEscaping ropes, nets, or cuffs.
FlyPhysicalBeing skilled at flying, by wings or by magic. How well you do in high winds or stormy weather.
Handle AnimalSocialCan work with and train animals.
HealHealth or MentalIdentifying Potions/Poisons, first aid, Long Term Care, Treating Deadly wounds and Diseases and using this knowledge to do the opposite of healing.
IntimidateSocial or PhysicalVerbal threats and displays of violence. Coercing and Demoralizing Opponents. Checked against Diplomacy or Bluff.
Knowledge ArcanaMentalKnowledge of ancient Mysteries, Magic Traditions, Magic Symbols, Magical Beasts.
Knowledge DungeoneeringMentalKnowledge of Caverns, Dungeons, Ruins, and common monsters that dwell within.
Knowledge EngineeringMentalKnowledge of Buildings, Bridges, Fortifications, and other feats of engineering. This includes Machines and robots.
Knowledge GeographyMentalKnowledge of Lands, Terrrain, Climate, People, Astronomy
Knowledge HistoryMentalKnowledge of Wars, Colonies, Cities, Migrations.
Knowledge LocalMentalKnowledge of Legends, Local Personalities, Laws, customs, Traditions, citizens, common creatures.
Knowledge NatureMentalKnowledge of Animals, Plants, Seasons, Cycles, Weather, Vermin.
Knowledge NobilityMentalKnowledge of Lineages, Heraldry, Personalities, Royalty, and other prominent figures of government.
Knowledge ReligionMentalKnowledge of Mythic History, holy symbols, the Deities, religious tradition, and the undead.
PerceptionHealthNoticing the finer details, Alerting you to danger, covers all senses. Used against Stealth, Slight of Hand, and to spot traps.
PerformSocialYou are skilled in one form of entertainment from Singing to Acting to Storytelling.
ProfessionMental or SocialBeing skilled at a Job of choice. Knowing and using the proper tools, how to supervise, handle common problems, preform daily tasks, and answer questions.
Sense MotiveSocial or HealthDetecting Falsehood and seeing true intentions. Can be used in Bargaining, Sensing if someone has been enchanted, and picking up on messages being passed via bluff.
Sleight of HandPhysicalMaking coins disappear. Taking a variety of actions without being noticed, can be used for picking pockets, palming small items, hiding objects, drawing a hidden weapon, and entertaining such as doing card tricks and juggling. Checked against Perception.
SpellcraftMentalCan Identify Magic Items, Craft them, and Identify spells being cast.
StealthPhysicalHiding and Moving Silently to conceal yourself. Checked against Perception.
SurvivalMental or HealthSurviving and Navigating in the wild, Following Tracks, Avoiding natural hazards and getting lost.
SwimPhysicalYou can swim well and how well you do in rough or stormy water.
 
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Kitsusagi Staff

Grizzled Veteran
D
Mule Account
Disadvantages
These are optional disadvantages that would have a major impact on how your character functions. In return for taking any number of disadvantages you gain 1, and only 1, set of Merits. The Merits taken cannot contradict your disadvantage.

Many of these Disadvantages are massively simplified. For example, many Mental Health Conditions effect a little bit of everything and in different ways for different people. We ask that you take care when roleplaying Kitsu with these aliments.

⚠ Please make any roleplay partners aware of any of these Aliments and how you intend to play them.

For this reason, some of these are a bit more flexible.
  • Missing limbs
    • A missing limb will effect your physical prowess. -2 points from your strength score. If you have 2 or less points, drop down to just 1.
  • Mutism, Deaf, or Blind
    • Mute - Cannot vocalize but can clap, snap, or make visual signals to communicate. Cannot use actions or checks that require vocal components.
    • Deaf - All checks and actions that rely on sound fail.
    • Blind - All checks and actions that rely on sight fail and opponents gain a +3 concealment bonus to their defense.
      • Characters can develop behaviors to deal with this disability over time.
  • Severe Allergies
    • When around their allergy, The character becomes fatigued and can be stricken with itchy watery eyes, runny nose, liquid in the ears, sore throat, coughing, or even swelling of the throat. If allergies are life threatening, Character will be shaken for an hour after recovering.
  • Addiction
    • While taking the substances you gain the effect of the drug for its duration.
    • Addiction is determined using a Health Check. Difficulty starts at 1.
    • Each time the substance is used, the difficulty increases by 3.
    • Addiction type is determined by the substance.
      • Minor Addiction - once a day, pass an Easy (2) Health Check or suffer -2 per 3 character levels penalty to your Physical Stat (minimum stat of 1.)

      • Moderate Addiction - once a day, pass an Medium (4) Health Check or suffer -2 per 2 character levels penalty to your Physical Stat and Health Stat (minimum stat of 1.)

      • Severe Addition - once a day, pass an Medium (4) Health Check or suffer -2 per character level penalty to your Physical Stat, Health Stat, and Mental Stat (minimum stat of 1.)
    • Curing Addiction - while Detoxing, kitsu will experience varying levels of Fatigue.
      • At the start of each day, They must roll for their addiction effect plus an equally hard level roll for fatigue.
      • If they fail their fatigue roll, They become Fatigued.
        • If they are already Fatigued they become Exhausted.
        • If they are already Exhausted they become Drowsy and must sleep.
      • Potions can be made to help with side effects and to help cure the addiction.
  • Mental Health
    • Everyday they must make a Medium (4) to Hard (5) Health roll depending on your take on their mental health.
      • This may improve over time and the intensity could be changed with the regular use of medicine.
      • If they fail their Mental Health roll, They become Fatigued.
        • If they are already Fatigued they become Exhausted.
        • If they are already Exhausted they become Drowsy and must sleep.
      • ⚠ Other side effects may be roleplayed but please take care and take this very serious.
 
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Kitsusagi Staff

Grizzled Veteran
D
Mule Account
Starting Equipment
This is the list of Equipment you can choose from as part of picking a class. There are more Items available for purchase via the Item Shop or gained from events and games.

ItemDescription
BackpackA simple Backpack that has a few compartments and sectioned pouches for keeping things tidy.
Belt PouchA wearable belt with a pouch for quick access to small items.
Herb PouchA pouch set aside for herbs that have been bought or gathered.
Map CaseA nice wooden case for storing Maps.
Small Container x2A wooden chest about 2 cubic feet wide.
Medium ContainerA wooden chest about 4 cubic feet wide.
Glass Vial x3Holds up to half a pint of material.
SackA cloth back that can hold up to 1 cubic ft or 60lbs of contents when full.
BucketHolds 1 cubic foot of material or up to 65lbs. If holding liquids, It can hold up to 7 gallons.
Small TentCan fit one kitsu and guardian. Takes about 20 minutes to set up.
BlanketA blanket often used along side a bedroll. can be rolled up and tied to be secured while traveling.
BedrollSimilar to a sleeping bag but made of two woolen sheets. Can be rolled up tightly and tied for transport.
Camp Cooking KitA kit containing a pot, ladle, small skillet, a skewer, a cutting board and knife, an iron tripod for the pot, a pack a tender, soap, and local or common seasonings. These items can all fit into the pot for transport.
First Aid KitA kit with bandages, herbs, and simple remedies for first aid.
Water SkinHolds a half gallon of liquid. In this case, water.
Rations x5One portion usually has Hard tack, Dried fruits and meats.
Flint and SteelTools to light a fire or torch.
Torch x3Burns for 1 hour, giving off normal light in a 20ft radius.
Candlea dim light, effects a 5ft radius and lasts an hour.
LampProvides normal light in a 15ft radius, can last 6 hours with 1pint of oil.
Oil for Lamp3 pints of oil meant for lamps.
Small Shrine or Holy SymbolA small holy symbol, statuette, or other object for the devout to focus their prayers on.
Winter GearA set of clothes meant to help with the cold of winter or snowy areas.
Fishing GearA very basic set of things needed to fish. Pole, Hook, Weight, String.
Dancer GearA combination of flowing sashes, veils, and accessories meant for a dancer.
Small Hygiene KitA small bag with a comb, scissors, brush, chewing stick, tooth powder, mirror, and a bottle of Gala's Beauty.
Thieves ToolsContains lockpicks and other tools needed with Disabling a Device.
Forgery KitA kit with basic items you'd need to make counterfeit documents. Inks, Pens, Papers, Templates of certificates, and tools for modifying or copying seals.
Quill and Inka set of writing quills and an ink bar set.
Parchment x5Common paper.
Book (blank, spell, journal, or reading material)A journal-sized book. Can be blank for drawing, lined for a journal, something specifically for spells, or a common story book.
Magnifying GlassA small magnifying glass for examining items or setting fires.
ChalkA simple piece of white chalk.
HourglassA full size hour glass, takes one hour to empty the sand from the top into the bottom.
Sealing WaxWax for sealing important papers to show if they've been tampered with.
50ft RopeHempen rope that's 50ft long.
Small MirrorA palm sized steel mirror.
WhetstoneA stone used for sharping a blade. It takes about 15 minutes to hone a blade.
Small Personal TrinketA palm sized non magical object that is used as a keepsake for your character.
 
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Kitsusagi Staff

Grizzled Veteran
D
Mule Account
Actions
Actions are, in the simplest terms, what you can do in battle. Every round you can do only so many things.

First any roleplaying, then movement.

Then its Attack, Defense, or Other.

  • Attacking could be anything from physical attacks to spell casting.​
  • Defense readies your character to block an attack.​
  • Other would be things like taking a potion, some abilities and spells state they fall into this category as well.​

Examples of how to structure your posts can be found here.

We are instead going to focus on Non-Spell Actions, their names, and what they do.

ActionCategoryAttributeDescription
AbscondOtherPhysicalRun away
BashAttackPhysicalAttack with a Blunt weapon
BiteAttackPhysicalAttack with your maw and teeth
BombAttackMentalPlace or throw an explosive
Brew PotionOtherMentalConcoct a potion
DodgeOtherPhysicalAvoid an incoming Action
GrappleAttackPhysicalStruggle closely with an opponent without weapons
Grounding GooOtherMentalFor use on bombs, Makes them explode a sticky mess to hold targets in place.
PierceAttackPhysicalAttack with a Piercing weapon
SlashAttackPhysicalAttack with a Slashing weapon
ShoveOtherPhysicalShove another character to push them away.
TripOtherPhysicalTrip a target to knock them Prone. Flying creatures and slimes cannot be tripped.
Use PoisonOther-Apply a poison to a Weapon or Item
Use PotionOther-Use or administer a potion
 
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Kitsusagi Staff

Grizzled Veteran
D
Mule Account
Spells
This is a quick list of level 1 spells. Spells require 2 things: 1. That you meet the level Required. 2. That you are either a Class, a Breed, or have the right Attributes to learn the spell. Each spell will be linked to its spot in the Spell Book for further reading.

Spell NameClassBreedAttributeLevel
Amp UpBard
1​
Arcane MarkAlchemist, Bard, Mage
1​
Blending BodyAlchemistKirin
1​
BlessCleric, Devotee
1​
BlindClericAngelic, Tenku
1​
BlurFighter, Rogue
1​
BubbleMageKirin, Mer
1​
Call instrumentBard
1​
Charming LookBard, Rogue
1​
Chill TouchShamanTundra
1​
CommandDevotee
1​
Create DarknessCleric, RogueNightmare
1​
Create LightCleric, MageAngelic
1​
Create WaterCleric, DruidKirin, Mer
1​
Crush ClawFighterNightmare
1​
Dancing LightsBard, TrickFool
1​
Dark RayClericTrick
1​
DazeMental or Social 3+
1​
Dead SpeechShaman
1​
Detect DarkCleric, DevoteeAngelic
1​
Detect LightCleric, DevoteeNightmare
1​
Detect UndeadCleric, Shaman
1​
Disguise SelfBard, Rogue
1​
DoomCleric, Devotee
1​
Ear-Piercing ScreamShaman, TrickfoolNightmare
1​
Earth ShardMageFauna
1​
EmberMageImperial
1​
EntangleDruidNightmare, Mer
1​
Feather FallDevoteAngelic, Tenku, Imperial
1​
Ghost SoundBard, Trickfool, ShamanNightmare, Trick
1​
Goodie BerryDruidFauna, Mer
1​
Guard from HarmFighter, ClericKirin
1​
GuidanceCleric, Druid, Devotee, ShamanImperial, Tenku
1​
GustMageMer, Imperial
1​
Healing PrayerClericAngelic, Kirin
1​
HideRogueTrick
1​
Hideous LaughterTrickfool
1​
Ice CrystalMageTundra
1​
JoltMageImperial
1​
Know DirectionDruidFauna, Mer, Nightmare, Tundra
1​
Light RayCleric, DevoteeAngelic, Tenku
1​
LullabyBard, DruidEarthborn, Mer
1​
Magic HandBard, MageKirin
1​
MendingBard, Cleric, MageTenku
1​
MessageShamanMental of 4+
1​
MimicBard, TrickfoolTrick, Tenku
1​
Minor Wild shapeDruid
1​
Pick LockRogueTrick
1​
Pollen BurstMage, DruidNightmare, Mer
1​
Preserve OrgansAlchemist
1​
PrestidigitationBard, Mage, RogueTenku
1​
Protection from LightBard, Cleric, ShamanNightmare, Trick
1​
Protection from DarkBard, Cleric, Devotee, ShamanAngelic, Tenku
1​
Remove FearBard, Devotee, ShamanTenku
1​
ResistanceAlchemistPhysical of 3+
1​
RoarBard, Druid, FighterNightmare, Imperial
1​
SanctuaryCleric, Devotee, ShamanAngelic, Kirin
1​
Slight of HandBard, Rogue
1​
SnarlBard, Fighter, RogueTrick, Kirin
1​
Sneak AttackRogue
1​
Spot TrapRogueTrick, Kirin
1​
StabilizeCleric, Devotee, Druid, ShamanKirin
1​
Summon Small AllyBard, Druid, Mage
1​
ThunderstompFighterImperial, Kirin, Nightmare, Tundra, TrickPhysical of 4+
1​
Touch of GracelessnessTrickfool
1​
Turnback UndeadCleric, Shaman
1​
Veil of SightShaman
1​
 
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