Sunday, November 8, 2026

GURPS Ghost Fighter: Eugene (Yusuke) vs Younger Toguro

  I'm back with the third match in the finale of the Dark Tournament arc of YuYu Hakusho (localized as Ghost Fighter in the Philippines. I'm using GURPS Basic Set 4th Edition Revised, GURPS Powers, and GURPS Martial Arts to stat out the main protagonists and antogonists of the arc (using the Superhuman Power Level of 500-750 Character Points) and having them fight the way they did in the anime.

So here's the final match of the tournament...

Match 4: Yusuke Urameshi/"Eugene" vs Younger Toguro

"Eugene" aka Yusuke Urameshi (650 points)


Spirit Detective & Brawling Martial Artist
Power Modifier: Chi (-10%)

ST 18; DX 16; IQ 11; HT 15.
Damage 1d+2/3d-1; BL 65 lbs.; HP 22; Will 14; Per 12; FP 15; Energy Reserve (Chi) 20.
Basic Speed 8.00; Basic Move 8; SM 0.
Dodge 12; Parry 14 (Unarmed); DR 2 (Tough Skin).

Social Background: TL: 8 .CF: Modern Human. Languages: Filipino (Native).

Advantages & Powers
  • Trained by a Master [30 pts]: Halves penalties for Rapid Strikes (-3 per extra attack) and multiple parries per turn.
  • Energy Reserve 20 (Chi) [60 pts]: Dedicated 20 FP pool to fuel spirit attacks, Extra Effort, and cinematic chi techniques without physical exhaustion.
  • Combat Reflexes [15 pts] & High Pain Threshold [10 pt]: +1 to active defenses, +2 to resist stun; ignores all wound shock penalties.
  • Very Fit [15 pts], Hard to Subdue 3 & Hard to Kill 3 [12 pts]: +3 to HT rolls against unconsciousness and death; double FP recovery rate.
  • Forceful Chi Talent 2 [30 pts]: +2 bonus to Power Blow, Kiai, Flying Leap, Pressure Points, and Precognitive Parry.
  • Spirit Gun (Reigan) [180 pts]: Innate Attack 10d crushing [Chi -10%, Costs 2 FP, Limited Use: 4/day -10%, Increased Range x5]. Devastating single-target spirit energy beam.
  • Shotgun (Reikouhadou) [75 pts]: Innate Attack 6d crushing [Chi -10%, Area Effect 4 yds +100%, Cone 5 yds +50%, Costs 3 FP] (Alternate Ability).

  • Disadvantages [-50 pts]: Overconfidence (12) [-5], Bad Temper (12) [-10], Code of Honor (Street/Brawler) [-10], Duty (Spirit World/Reikai; 12 or less) [-10], Sense of Duty (Teammates & Friends) [-5]. Quirks [-3 pts]: Loudmouthed [-1], Prefers straightforward fistfights [-1], Always eating ramen/snacks [-1].

    Primary Skills: Broadsword-18, Force Sword-17, Brawling-17, Wrestling-16, Intimidation-15, Detect Lies-13, Streetwise-13, First Aid-12.

    Saturday, November 7, 2026

    GURPS Ghost Fighter - Alfred (Kuwabara) vs Elder Toguro

     I'm back with the second match in the finale of the Dark Tournament arc of YuYu Hakusho (localized as Ghost Fighter in the Philippines. I'm using GURPS Basic Set 4th Edition Revised, GURPS Powers, and GURPS Martial Arts to stat out the main protagonists and antogonists of the arc (using the Superhuman Power Level of 500-750 Character Points) and having them fight the way they did in the anime.

    Without further ado, here we go with...

    Match 3: Kuwabara/"Alfred" vs Elder Toguro

    "Alfred" aka Kazuma Kuwabara (600 points)

    Spirit-Sensitive Brawler & Energy Blade Specialist
    Power Modifier: Chi (-10%)

    ST 17; DX 15; IQ 11; HT 16.
    Damage 1d+2/3d-2; BL 58 lbs.; HP 25; Will 16; Per 14; FP 16; Energy Reserve (Chi) 15..
    Basic Speed 7.75; Basic Move 7; SM 0.
    Dodge 11; Parry 13 (Sword)/12 (Unarmed); DR 3 (Tough Skin).

    Social Background: TL: 8 .CF: Modern Human. Languages: Filipino (Native).

    Advantages & Powers
  • Weapon Master (Spirit Sword) [30 pts]: Increased melee damage (+2/die) and halved Rapid Strike penalties with energy swords.
  • Energy Reserve 15 (Chi) [45 pts]: Dedicated FP pool for summoning spirit blades and sustaining high-intensity combat.
  • Medium [10 pts] & Spirit Empathy [10 pts]: Exceptional supernatural sensitivity to ghosts, spirit energy, and demon presences.
  • Danger Sense [15 pts]: Intuitive premonition of impending danger or ambushes.
  • High Pain Threshold [10 pts] & Very Fit [15 pts]: Ignores wound shock; recovers FP at twice normal speed.
  • Hard to Kill 5 [10 pts]: +5 to HT rolls to avoid death when reduced to negative HP.
  • Spirit Sword (Reiken) [43 pts]: Innate Attack 6d cutting [Chi -10%, Melee Attack Reach 1-2 -20%, Armor Divisor (2) +50%, Costs 1 FP]. Solid blade of pure spirit energy.
  • Dual Spirit Swords / Spirit Flyswatter [10 pts]: Innate Attack 8d crushing [Melee Attack Reach 1-4 -15%, Area Effect 2 yds +50%, Costs 2 FP] (Alternate Ability).

  • Disadvantages [-50 pts]: Code of Honor (Chivalry / Delinquent Code) [-15], Sense of Duty (Friends & Cats) [-5], Overconfidence (9 or less) [-7], Impulsiveness (12 or less) [-10], Wealth (Poor) [-15].
    Quirks [-3 pts]: Fiercely loyal to Yukina [-1], Insists on fighting fair [-1], Proud of his street reputation [-1].

    Primary Skills: Broadsword-18, Force Sword-17, Brawling-17, Wrestling-16, Intimidation-15, Detect Lies-13, Streetwise-13, First Aid-12.

    Friday, November 6, 2026

    GURPS Ghost Fighter - "Vincent" (Hiei) vs Bui

    I'm back with the second match in the finale of the Dark Tournament arc of YuYu Hakusho (localized as Ghost Fighter in the Philippines. I'm using GURPS Basic Set 4th Edition Revised, GURPS Powers, and GURPS Martial Arts to stat out the main protagonists and antogonists of the arc (using the Superhuman Power Level of 500-750 Character Points) and having them fight the way they did in the anime.

    Without further ado, here we go with...

    Match 2: Hiei/"Vincent" vs Bui

    Hiei/"Vincent" (700 points)





    Master Swordsman & Fire Demon of the Jaganshi
    Power Modifier: Chi (-10%)

    ST 15; DX 18; IQ 12; HT 14.
    Damage 1d+1/2d+1; BL 45 lbs.; HP 17; Will 15; Per 15; FP 14.
    Basic Speed 9.00; Basic Move 11; SM 0.
    Dodge 14; Parry 15 (Katana); DR 2.

    Social Background: TL: 8 .CF: Demon World. Languages: Filipino (Accented), Demon Tongue (Native).

    Advantages & Powers
  • Weapon Master (Katana / Swords) [35 pts]: Adds +2 per die to katana attacks and halves Rapid Strike penalties.
  • Trained by a Master [30 pts] & Extra Attack (Multi-Strike) [30 pts]: Performs extra attacks each turn without penalty.
  • Enhanced Move 1 (Ground) [20 pts]: Top running move of 22 yards/second (~45 mph).
  • Enhanced Defenses (Enhanced Dodge 1, Enhanced Parry 1) [25 pts]: Phenomenal reaction speed in combat.
  • Jagan Eye Abilities [75 pts]: See Invisible [15], 360° Vision [25], Mind Control (Hypnotism/Telepathy) [Chi -10%, Sensory-Based -20%, 35 pts]
  • Dragon of the Darkness Flame (Jao Ensatsu Kuuryuha) [180 pts]: Innate attack 12d burning/corrosion [Chi/Demon -10%, Costs 4 FP, Area Effect 4 yds +100%, Side Effect: Incineration/Pain +50%, Armor Divisor (3) +100%]. Summons black hellfire dragon from Makai.
  • Mortal Flame Sword (Jaou Ensatsu Rengokuten) [20 pts]: Innate Attack 5d burning [Melee Attack Reach 1 -20%, Linked to Katana +20%] (Alternate Ability) 

  • Disadvantages & Quirks
    Disadvantages [-50 pts]: Social Stigma (Demon/Monster) [-10], Bad Temper (12 or less) [-10], Duty (Reikai/Koenma; 9 or less) [-5], Sense of Duty (Yukina & Teammates) [-10]. Quirks [-3 pts]: Aloof & distant demeanor [-11, Refuses to show weakness [-1], Mocks Kuwabara constantly [-1].

    Skills: Shortsword/Broadsword (Katana)-21, Fast-Draw (Sword)-20, Karate-18, Acrobatics-18, Stealth-18, Intimidation-16, Shadowing-15.

    Thursday, November 5, 2026

    GURPS Ghost Fighter - Dennis (Kurama) vs Karasu

    I've been reading up on GURPS and since we skipped a session this week due to All Saint's Day (Nov 1), I had some free time to tinker a little bit.

    I realized how easy it was to create characters for known media, and I settled on YuYu Hakusho, specifically the Dark Tournament Arc. I believe Team Urameshi can be represented using the Superhuman Power Level (500-750 Character Points). I used GURPS Basic Set 4th Edition Revised, GURPS Powers, and GURPS Martial Arts to complete the stats.

    We'll go through each of the matches at the end of the arc and see how they compare to the anime:

    Match 1: Dennis (Kurama) vs Karasu

    Dennis /Kurama (700 points)



    Tactical Genius & Plant-Manipulating Fox Demon
    Power Modifier: Chi (-10%)

    ST 14; DX 16; IQ 16; HT 14.
    Damage 1d/2d; BL 39 lbs.; HP 16; Will 16; Per 16; FP 14.
    Basic Speed 8.00; Basic Move 8.
    Dodge 12; Parry 14 (Whip); DR 1.

    Social Background: TL: 8 .CF: Modern Human/Demon World. Languages: Filipino (Native).

    Advantages, Powers & Demon Abilities
  • Weapon Master (Rose Whip / Plant Weapons) [30 pts]: Adds +2 per die to whip cuts and reduces Rapid Strike penalties.
  • Trained by a Master [30 pts]: Halves penalties for Rapid Strike and multiple parries with whips and unarmed skills.
  • Combat Reflexes [15 pts] & Single-Minded [5 pts]: +1 active defenses; +3 focus bonus to long-term intellectual tasks and tactics.
  • Alternate Form (Youko Kurama) [75 pts]: Transforms into ancient Silver Fox Demon: ST+6 (ST 20), DX+2 (DX 18), Energy Reserve 30, and access to lethal Makai flora summoning.
  • Plant Control Power (Demon Energy):
  • Rose Whip (Fuka Jinenken) [28 pts]: Innate Attack 4d+2 cutting [Chi -10%, Melee Attack Reach 1-4 Flexible -10%, Variable +5%]. Converts ordinary roses into deadly thorned whips.
  • Death Tree / Demon Seed [80 pts]: Affliction 4 (HT-3) [Binding / Paralysis +100%, Costs 2 FP, Area Effect 3 yds +50%]. Parasitic seed that erupts into carnivorous demon plants.

  • Disadvantages & Quirks
    Disadvantages [-45 pts]: Secret Identity (Human High School Student / Demon) [-10], Sense of Duty (Mother & Teammates) [-10], Pacifism (Self-Defense Only / Reluctant to show full brutality) [-5], Overthinking [-1]. Quirks [-2 pts]:Impeccable polite manners [-1], Hides demon seeds in hair/clothing [-1].

    Primary Skills: Whip (Rose Whip)-20, Karate-17, Judo-16, Tactics-18, Physiology-15, Pharmacy (Herbal)-16, Fast-Draw (Seeds)-18, Botany / Alchemy-16, Diplomacy-14.

    Thursday, October 29, 2026

    Guess who's back?

     GM Punks is back and blogging! You might know me from the RPGs With Friends weekly RPG live play stream on youtube. Check us out every Sunday from 1:30 to 8:00pm Philippine Time (1:30am-8:00am EST).

    Right now, I'm currently running Dungeon Fantasy RPG, powered by GURPS, which is an classic RPG I've wanted to play since the 1990s. I initially discovered GURPS or rather its many supplements/guides as suggested by FUDGE role-playing game, and have come to recognize its supplements as well-researched and relatively-easy to convert into whatever system you're playing. This has been a go-to for researching and prepping games set in novels/media that do not have an explicit RPG adaptation. 

    It was also my introduction to George RR Martin's Wildcards superhero "pastiche" novels which have a famous GURPS supplement or two published for them. Though I believe George Martin and the other authors of Wildcards used Superworld (Chaosium's superhero RPG based on their Call of Cthulhu Basic Roleplaying System).

    GURPS is more than a handful, and we're easing into it by playing Dungeon Fantasy RPG, specifically the Saethor's Bane gamebook adventure for now. After Saethor's Bane, I plan to have them pick from the Delvers To Go sample adventurers (built using 250 points) and embark on an actual dungeon crawl with I Smell A Rat (the adventure included with Dungeon Fantasy RPG). From there, I plan to branch out into other projects using GURPS Basic Revised, including but not limited to these two bangers:

    • Super Sentai Dice Rangers: A one-shot where they play as a sentai team powered by classic fantasy RPG elements (fighter, mage, thief).
    • A modern supernatural mystery in which they play Philippine mythological/folklore creatures like Aswang, Tikbalang, Kapre and Dwende.
    • A longform Dungeon Fantasy campaign set in the Grand Duchy of Karameikos mostly based on Night's Dark Terror.
    • Various other one-shot ideas
    Anyway, until then, I'll continue to cook. Hope you can join us on our future adventures, and good luck on yours.

    Thursday, April 16, 2015

    The World of Meikyuu Kingdom 15 - Duties of the Land Makers

    [Part 15 of my ongoing translation of "The World" chapters from the Meikyuu Kingdom GM's Book 2nd Edition. This continues the chapter about Kingdoms with some discussion of the various duties that Land Makers are expected to perform. This can be found on page 117. Original Japanese text and art is © Bouken]

    Duties of Land Makers

    Going on quests outside the kingdom is not the land maker's only responsibility. The tedious and cumbersome daily work administration of the kingdom is arguably more important.

    First of all, the people expect the land makers to listen to their petitions. The kingdom depends on land makers hearing their complaints and grievances and somehow solving them. They do this through various methods: direct appeals, tearful pleas, angry protests, sexuals seduction. To tell the truth, most of the problems are often far too trivial for the land makers' attention. But, wise rulers know that no petition should be neglected. The people might be privy to information unknown to the the court. The consultations they bring before the court can be a valuable source of information for uncovering a potential future problem for the kingdom. In dismissing a boring story as a pointless waste of the court's time, you might be missing the early signs of a possible crisis drawing near the kingdom. Impending signs of an invasion or a natural disaster, even rumors of an assassination, are just some of the important things that a land maker can find out from his people. When land makers keep in touch with the people sincerely and without contempt, they gain more of the people's confidence and trust. With the support of the vox populi, the court will come a long way.

    Examples of the land makers' duties to their kingdom are given below.


    Law Making and Enforcement

    Laws are necessary for the kingdom. When a problem occurs that can not be handled by the current rules and customs, a new law must be made. When people break the law, the punishment must be swift and just. When people appeal their case, it is very important to investigate the matter thoroughly before making a decision. It is the land maker's responsibility to ensure that the appropriate penalty is carried out.


    Arbitration of Disputes

    People with conflicting interests will sometimes approach and ask you to resolve their dispute. Making a wrong judgement here will have a negative effect later on. Sometimes, the land makers themselves will be sued! Land makers should hear both sides of the story and weigh the facts before making a decision.


    Ceremonial Functions

    It is the land maker's duty to assign the people to positions where their talents would do most good and also bestow honor when they do exceptional work. Talented people will eventually benefit the kingdom if you can assign them to the right job. When there is a vacancy in the court, the next land maker can be appointed from the people.

    Among the problems that people will consult you with, those about their love life would probably be the most difficult to deal with. Things like asking you to act as the matchmaker or maybe someone is suspicious that their lover is having an affair and want you to investigate... Or someone might ask you to marry them, but their family might have ulterior motives so you can not afford to be careless. When such stories are brought before you, you might just want to shout for them to stop and then walk out. But people who are in love tend to lose sight of their surroundings. If you do not handle it now, there might be bigger trouble later. So you have to hear their stories out without losing your temper.

    During weddings, the land maker's duty is to play as the good host. You might even be asked to be their child's godparent when it is born. It is essential to do your duty properly during these occasions so as not to put a damper on the start of a new family.

    On the other hand, the land maker also have to handle funeral rites when his people die. We recite a eulogy to the bereaved family, followed by a prayer, and usher the dead into the Elevator. The food that arrives in return should then be distributed by the land maker among the attendees.

    Of course, the land maker plays a central role in celebrations. Festivals are held with the land maker taking the lead. And while the people get drunk on spirits and liquor, they shall raise their cups high, cheering, "Long live the King! Long live the Kingdom!"


    Public Education

    If a kingdom takes pride in being cultured should have a strong focus on public education. It raises the rate of literacy, teaches loyalty to the court and kingdom, and exposes people to the precious knowledge found in books and from foreign kingdoms. A system of education is hard to implement without trained teachers. In most kingdoms, someone who can read just gathers the children and teaches them because there are no established formal schools. Kids with good grades help develop the entire kingdom further, and there might even be programs allowing them to study abroad in some highly-cultural kingdom. The entire kingdom will surely rejoice if you can manage to send someone to study at the Perpetuum Royal Academny of Wizardry, the best school of all.


    Promotion of Trade

    To increase your economic power, trade with other kingdoms should be promoted. Through multiple trade agreements with other kingdoms, a kingdom can become rich without resorting to war.

    However, contraband must be stopped at the border. Many hazardous items are sold on the black market like dangerous drugs, high explosives, live monsters and Angel eggs. The prevention of smuggling is an important issue for the safety of the kingdom.


    Domestic and Foreign Policies

    The kingdom's population will naturally fluctuate unless a policy of isolationism is adopted. This laissez-faire principle looks good in theory--you accept whoever comes to you and you don't stop anyone who wants to leave--but the reality is harsh. land makers must be very careful to block the infiltration of spies, to prevent the kidnapping of the kingdom's population be kidnapped, and to stop any inciting of rebellion. Even if you do not intend to be isolationist, you can not just leave the kingdom on its own.

    Also, there are treasonous citizens who intentionally take the foreign kingdoms' sides, working behind the scenes. It might even be that prodigy whose education abroad your kingdom paid for, only to have him return as a traitor or cultist. These kinds of stories are actually quite common.


    Population Control

    To regulate the population, there will be times when  you want to encourage child making or restrain it. land makers are expected to lead by example, whether they are promoting the use of contraceptives or working hard at making a child! I don't know if you've noticed by now, but being a land maker is a difficult job!


    In addition to those listed here, the Court has many more duties and responsibilities. With hundreds of people gathered together living in a small area, plenty of problems are sure to crop up. Sometimes, these people might even be able to solve whatever problem is plaguing the Court.

    [SIDEBAR] Encyclopedia of the Endless Dungeons

    You are probably wondering where you can learn more about the Endless Dungeons. There is a colorful world guide highly recommended for you: "The Endless Dungeon Fantasy Setting". This 128-page supplement is chock full of text and illustrations. This supplement specializes in stuff never seen before anywhere else. It has even been cited in other publications like this book (the history and timeline pages). If you are interested, by all means, read it.

    Tuesday, April 14, 2015

    The World of Meikyuu Kingdom 14 - Religion and Magic

    [Part 14 of my ongoing translation of "The World" chapters from the Meikyuu Kingdom GM's Book 2nd Edition. This post covers religion and magic in the kingdom. This can be found on page 116. Original Japanese text and art is © Bouken]

    Religion and Belief in the Small Kingdom

    In the Endless Dungeons, cultures and customs vary from kingdom to kingdom. Religion is no exception. A deity revered in one kingdom maybe denounced as a false or evil god in the neighboring kingdom even if they were only separated by one wall.

    The oracle's will has a major influence not only in choosing the kingdom's state religion but the interpretation and application of religious dogma as well, particularly in small kingdoms that have little interaction with other kingdoms. People who do not know any other alternative are easily swayed by the oracle's religious zeal.

    Because of this, oracles of small kingdoms who worship some obscure deity have a tendency to distrust outsiders importing new religions. There are horrible stories of such oracles inciting their congregation to sacrifice the offenders to their elevators.

    Fortunately, most kingdoms are not as extreme, particularly those with a healthy traffic of visitors. Most missionary priests and their laity are often mild-mannered.

    There are countless different religions in the Endless Dungeons, but a few have a lot of supporters and have grown into very influential religious organizations. The six most famous major religions are listed below.

    Hazardism

    Worshipping the Archangel Quetzalcoatlus Northropi, this is a religion with long history. There is an emphasis on tradition and formality, a hierarchy of seniority within the clergy and frightfully long ceremonies.

    According to the teachings of Hazardism, mankind's sinful existence caused the Dungeon Hazard and its progression can only be stopped through intent prayers of self-reflection. Being the state religion of the Millenium Dynasty, it has considerable religious influence. Because it is a relatively simple religion requiring only daily prayers, there are a lot of followers.

    Haglma Faith

    This religion worships Haglma, the founder of the Holy Capitalistic Republic of Haglma. Haglma was originally a man who traveled to the Deep Floor, became a Deep One, and later worshipped as a god. Its teachings are known for strict utilitarian and capitalist ideas. It is, of course, the state religion of the Holy Capitalistic Republic of Haglma, but there are believers from all over, like merchants, who are naturally charmed by its teachings, and Land Makers of smaller kingdoms, who are obsessed with money.

    The Way of the Ways

    The belief in Wild Goose, an angel symbolizing travel, adventure and an entertaining story. Wild Goose is a deity who uses various forms when it appears in the dungeon. When she appears in the guise of a female storyteller, she is called Mother Goose. In the Way of the Ways, all of the dungeon's countless passages are considered holy places. Its faithful believe that the Dungeon is a Mother, nurturing them her children, rather than a terrible, all-corrupting Hazard. This is the state religion of the Metro Khanate, and is popular among charismatic travelers like bards and adventurers. It has a famous hymn called the 13 Chapters of the Way of the Ways.

    Victory Church

    A militant group worshipping St. Victory, one of the Six Heroes and a knight of Herculean strength.

    It does not have many supporters, mostly fanatics who delight in random acts of violence, burning and pillaging the countryside. Practice of this religion is often outlawed as heresy, because its faithful often infiltrate peaceful kingdoms with the intention of inciting war, civil or otherwise, from within.

    Expositionism

    A religion worshipping Tangaroa the Turtle God, dedicated to exploring knowledge and magic. Tangaroa is a turtle who has lived for many years supporting the world, and possesses immeasurable knowledge carved upon its shell in the form of labyrinthine patterns. Many scholars and wizards are among its believers who have a great passion for collecting uncommon lore, unique monsters and rare treasures. Their temples, called the Room of Wonders, often hold various rare curiosities and treasures. Its priests are often experienced fighters, on account of having to fend off thieves and assorted would-be plunderers from their temples on a daily basis.

    Orgy Church

    This faith worships the maelstrom god, Charybdis. Charybdis, often drawn in the form of a sea anemone, represents change, chaos, and aimless wandering. The faith affirms mankind's instincts, teaching its faithful to live as they are. While often banned as heresy in more conservative kingdoms, this is actually quite a peaceful religion and has many supporters. It recommends sating one's appetites and lusts, before smoking weed and sleeping. Its shrines can often be found in training centers and crossroads where four roads meet.

    These six religions also have the side benefit of being a "common language" in the dungeon. When you arrive at a strange foreign country and it turns out you share the same religion with them, the tension is relieved. Many people are attracted these popular religions because of this, which helps with foreign relations. However, just like everything in the Endless Dungeons, travelers can not afford to be careless, because local beliefs, customs or sub-cults may have twisted the religion.


    Art and Magic

    Magic permeates the Endless Dungeons, but full-fledged magic-use has remained the domain of Land Makers and adventurers. Most people are busy enough with their daily lives without bothering with dubious tricks like magic.

    Astrology is a different matter altogether. Among the practitioners of the three main paths of magic (Astrology, Summoning and Science), only Astrologists, who can talk to the stars and manipulate them into helping the kingdom, are widely accepted by the people.

    While good kingdoms would otherwise avoid evil stuff, they would still have citizens who know enough about Summoning and Science to be able to do reasonable business. Both paths offer convenient uses in everyday life like delivering small packages via Summoning magic and clearing clogged drains with a solution synthesized using Science. Many enterprising merchants have profited from this fact.

    On the other hand, a lot of people also know about common cantrips, which are a minor form of magic. These are various subtle techniques like putting the yolks of two eggs in the wash to remove the bad smell from half-dried laundry. There are also those--like mothers who tell her children bedtime stories or storytellers at campfires--who use a strange art called "Grimm Grimoire" which draws the power from stories.

    The prosperity of the dungeon crafting industry is different. They undergo severe training, along with enlightenment from deep meditation, to acquire the skills needed to manipulate the dungeon. Therefore, despite the use of esoteric lore that are often mistaken for magic, they are respected as craftsmen.


    [SIDEBAR] Against the Invaders

    Many of the Angels and Deep Ones consider the human world only as a object of conquest. When using them in a scenario as an enemy, tokusatsu TV programs are a good source of inspiration. Either the head of the good Angels or the leader of the evil Deep Ones who's plotting the "alien" invasion. The huge monsters of such shows can be represented with strong enemy party combinations, such as island whales or archangels. If you're having trouble coming up with scenarios, consult the Scenario Booklets for reference.