OAGS Katana Souls

This is the elaboration for Katana Souls in OAGS.


Katana Soul (Disguised) (12cp)
This is the Katana Soul you are most likely to find on Earth. They disguise themselves as humans by means of ritual.
Abilities: +1 Melee, Toughness and Athletics
Advantages: True Faith, Soul Weapon, Ichika
Disadvantage: No Identity

Katana Soul (Natural) (9cp)
This is the Katana Soul as would be found in their homeworld, Steel Earth. Their skin is usually silvery, bronze, copper or cobalt.
Abilities: +1 Melee, Toughness and Athletics
Advantages: True Faith, Soul Weapon, Ichika
Disadvantage: Nonhuman appearance.

Katana Soul Hybrid (6cp)
The son of a mortal human and a mortal katana soul. Looks mostly like a human but with expanses of metallic skin which are hard as steel and glimmering like silver. Eyes are uniformly a burning golden color.
Abilities: +2 Toughness and Athletics, +2 natural soak (can be more)
Advantages: Soul Weapon, Ichika
Disadvantage: Nonhuman appearance.

Katana Souls are associated with several unique supernatural abilities. For all abilities, if you are dual weilding both weapons change visually, but only the first one you successfully strike with actually gains any bonuses.

Soul Weapon (2cp)
Katana Souls, even when seperated from Katana Soul society, feel the urge to train with weaponry. As soon as they stand, they are taught simple weapon techniques and kata. The weapon can be any weapon at all, and is usually chosen by their family at birth or before their first training session. The exact type of weapon beings to shape their soul.
Choose one weapon type. Any weapon of that type, in your hands, does 2 extra damage and has an additional effect:

Staves +1 defense Solid Projectile Guns Fire Property
Knives Targets suffer -1 defense Shotguns Ice Property
Polearms Elemental property of your choice Bows/Slings No Range Penalties.
Swords Attackers suffer -1 melee Thrown Weapons Return when thrown.
Axes Defense penalty removed Explosives Defense +2 after firing.
Mechanicals Uses half power Flame Weapons Can change flame property to any other element.
Lasers Brilliant silver laser, silvered property.
Rail/Solenoid No penalty for long/short range.
Plasma/Ionising Ignores 1 (extra) soak.
Phase Strength to use decreased by 1.
Pain/Needle Toughness test to resist pain increased by 1.

Ranged weapons do not need to reload during Nika and Sanka, but shots fired during those phases still counts against ammo totals.

Ichika (2cp)
Also known as swordphase one, this is the first plateau of martial mastery for Katana Souls. Nearly every Katana soul masters Ichika by age 10. When invoking Ichika, their weapon changes shape and properties and becomes more stylized. It is possible to keep Ichika active indefinately, though most Katana souls don't.
When you gain Ichika, you must decide on what form it takes both visually and mechanically. This is what the character's weapon looks like when in Ichika for the rest of their life. Their weapon gains properties worth up to 4 swordphase points in this form. Invoking it can be as fast or slow as you want.

Nika (6cp)
Requires Ichika.
Also known as swordphase two, this is the next plateau of martial mastery for Katana Souls. Most katana souls eventually master this before 30, but the serious warriors amongst them do so much earlier. When invoking Nika, their weapon doesn't necessarily change shape, but its properties become much more prominent, or even wildly different.
When you gain Nika, you must decide on what form it takes both visually and mechanically. If there is no change, it looks like Ichika, not a naked weapon. This is what the character's weapon looks like when in Nika for the rest of their life. Their weapon gains properties worth up to 12 swordphase points in this form. It does not benefit from the Ichika swordphase points; the katana soul is expected to re-spend them if this phase is an extension of the first. To invoke this, you must spend at least one turn doing nothing else, and already be in swordphase one.

Sanka (12cp)
Requires Nika.
Also known as swordphase three, this is the pinnacle of martial mastery for Katana Souls. Most katana souls will never even see one of these performed, let alone master it. When invoking Sanka the weapon normally undergoes massive changes, such as becoming a huge beast, a massive icy explosion, or a crackling vortex. The user may also change, but this is usually only token visuals.
When you gain Sanka, you must decide on what form it takes both visually and mechanically. This is what the character's weapon looks like when in Sanka for the rest of their life. Their weapon gains properties worth up to 24 swordphase points in this form. It does not benefit from the Ichika or Nika swordphase points; the katana soul is expected to re-spend them if this phase is an extension of the first two. To invoke this, you must spend at least one turn doing nothing else, and already be in swordphase two. Both Enemies and Allies must pass a willpower 4 test to avoid staring in awe for that round. Sanka are uniformly huge, and therefore everyone in the area is aware of it (and probably staring in awe).
Sanka is not only tiring, but extremely hazardous to use, and fighting with Sanka for more then a minute or two each day can cause severe injuries and poor health.

Swordphase Points

Each Swordphase is 'designed' using a number of components, each with their own points costs. Each swordphase allows a certain number of points to be spent on it.

Extra Damage - 1pt per 1 damage
Your weapon becomes that little bit sharper, lighter, heavier or whatever else. You may have no more than half your points in this ability.
Element - 1pt per element
Your weapon takes upon properties of a certain element. Elements such as fire, water and thunder are usual but stange ones like smoke and laser are not unheard of.
Twostroke - 2 pts
Half total damage to one target, half total damage to same target or another.
Dark Star - 4 pts
On taking damage, victims must pass a toughness check on difficulty 3 or be act as if they were on -2 wound penalty for the rest of combat.
Panzer's Sorrow - 3 pts
The weapon is particularly harmful to things made of metal. Tanks, planes, ships and robots made of metal have half soak against the weapon.
Bite of Bitterness - 1 pts
Weapon ignores one quarter of the victim's soak.
Ghost Axe - 2 pts
The dangerous part of the weapon becomes invisible, leaving just a haft or a hilt. Does not work for guns.
Cleaver of Souls - 2 pts
Weapon can touch, injure and interact with incorporeal objects and beings, just as if they were corporeal.
Guardian Blade - 3 pts
The weapon and its holder gain a minor immunity.
Defender Blade - 5 pts
The weapon and its holder gain a moderate immunity.
Cloaked Dagger - 4 pts
The holder may choose to disguise the weapon to resemble something else of a similar size.
Flying - 5 pts
The weapon can fly directly to you, or directly away from you. This means that it can return to your hand if dropped in no time at all, or shoot out and hit an enemy at short range. If it hits an object it stops dead and falls to the floor, unless it deals enough damage to make a hole through it. A weapon more than 20 feet away takes a whole turn to fly back to your hand.
Reign of Terror - 12 pts
The weapon's attacks have the large area property. It is always centered on you, and you and your allies still take damage unless immune to your attack.
Dragon's Rage - 12 pts
The weapon's attacks fire in a huge jet up to 40 ft in front of you.
Last 2 need some kind of compensation for making you lose out on multiple shots. Any ideas?
Toying with the idea of just letting them have the second shot, because you're only using it for two, maybe three rounds per session, and it is anti-covert. Am also thinking of banning heavy weapons (except rocket launchers :D).
Supernatural abilities may also be applied to the swords, with help from your GM. Common ones include supernatural attack and the psychic abilities. They must always be focused on the sword.

Example Soul Weapons

Xing Gabrialen

Xing is master soul reaper who spends most of his free time on Earth acting as a civilian. He and his ancestors have always been traditionalist swordsmen and revere the element of water as the most important of God's creations. His soul weapon is the Two-Handed sword.
Ichika: +2 damage, Minor supernatural attack. The edges of Xing's sword distort into metal flame-shapes which rip flesh to shreds. It can also shoot a bolt of fire for 10 points of damage.
Nika: +4 damage, Element: Fire, Moderate Supernatural Attack Xing's sword is set ablaze and fires more potent fireballs at 15 damage each.
Sanka +11 damage, Element: Fire, Reign of Terror Xing's sword is held high into the air and emits a powerful flaming vortex which incinerates the poor fools caught in it.

Aika Hinamoto

Aika is a katana soul in the Theta Wars tasked with defensing Hiroshima from hell-aligned xenoforms. She is friend and classmate of Kaori Tamakeri, though unkowingly because they keep their unusual vocations a secret from even each other. Her soul weapon is the submachine gun.
Ichika: +3 damage, Element: Smoke. The gun Aika is holding emits small puffs of grey smoke and her flaming bullets leave thin, dirty trails.
Nika: +7 damage, Cleaver of Souls, Element: Smoke Aika's bullets begin to look like tiny meteors, emitting a gas that chokes spirits.
Sanka +9 damage, Cleaver of Souls, Element: Smoke, Dragon's Fury Aika's gun begins to fire unusually fast and creates a rapid spray of flaming bullets. Smoke billows out of her ears and mouth, and fire burns in her eyes. After the burst, the effected area is covered with a thick black smoke.