Bosa

Bosa Tamin' and Trainin'

“…They ain’t quite animals but they ain’t monsters neither—folks on the northern islands say Bosa evolved from fragments of the gods. By training and strengthening these creatures, humans aid their return to divinity. Bosa live to challenge one another, honing their power until they vanish back into godhood—carrying legends of honor, partnership, and rich reward for those who guide them.”

Bosa Basics

Bosa Anatomy (SWADE Notes)

Echo Bands

Echo Bands allow one to Soul Bind (Catch) a Bosa, giving its owner the ability to summon the creature at will. Bound Bosa may come and go as they please—summoning does not guarantee obedience.

Only Echo Bands that correspond with a Bosa's Type can be used to Soul Bind that same type (e.g., Water Crest → Water).

Echo Bands have up to 5 slots, which can be fitted with removable gems that make Soul Binding easier. By default only 1 slot is open until upgraded.

Common Echo bands Form Binds
Water Crest Crest Water
Foresight Band Band Psychic
Infernal Bracer Bracer Fire
Ghastly Bracelet Bracelet Ghost
Earth Band Band Earth
Omni Bracelet Bracelet Any

Soul Binding

To bind with a wild Bosa, a character must use their action to make an opposed roll.

  1. Declare attempt (Action): If your Bosa is present, it forfeits its action this round.

  2. Opposed roll:

    • Bosa rolls an Attribute determined by the Bosa’s type (e.g., a Fire Bosa uses Agility).

    • Player rolls the Skill or Attribute called for in the Bind Roll Section.

  3. Modifiers:

    • Bosa Shaken: Trainer +2.

    • Per Wound on Bosa: Trainer +1 (max +3).

    • Prior rapport/quest-tie: Trainer +2.

    • Wrong-type bracelet: Turn Skipped.

    • Hallowed ground (Bosa’s type): Bosa +2.

  4. Outcomes:

    • Success: Bosa binds; add to bracelet.

    • Raise: As success; Bosa is Loyal for this scene.

    • Failure: Bosa attempts to flee on its action.

    • Critical failure: Bosa is Enraged (+2 damage for one round; free Taunt).

  5. Final attempt: If the Bosa is Incapacitated, you may attempt one final free binding. On failure, its fragment dissipates permanently.

  6. Obedience clause: Summoning does not guarantee obedience; see Command and Obedience.

Type Binding Stance Typical Trappings and Hooks
Fire Agility Bolt/Burst (fire), Fearless; −2 in heavy rain; heat aura vs Grapples
Water Vigor Bolt (Push), Cone (ice), Aquatic; ignores wet Difficult Ground; healing on Raise
Earth Strength Armor +2, Slam (Burst), Hardy; Slow Pace; +2 vs Push/Knockback
Psychic Smarts Bolt (psychic), Puppet, Slumber; Mind Link; Vulnerable to Distract
Ghost Spirit Ethereal, Fear (−2), Entangle (spectral); suffers from holy wards

Gems and Ornaments

Gems slot into bracelets to amplify bound Bosa. All require one slot unless noted; some target a single Bosa or the entire group, and some become useless if their chosen Bosa vanishes.

Item Effect (SWADE)
Soul Gem Increase max bound Bosa by 1; stacks.
Sooth Gem Once per encounter, negate one Wound suffered by your active Bosa (after damage is rolled).
Mindful Gem Increase the Bosa’s move slots by 1 (max 5).
Omni Stone This bracelet may bind one off-type Bosa.
Bind Stone +1 to Bonding attempts.
Trap Gem On a failed bind, target cannot exit the scene this round (movement counts as Entangled).
Prosper Stone Bound Wild Card Bosa gain +1 Wound capacity.
Quick Stone Once per encounter, use an item and your Bosa still acts without MAP.
Coercion Gem Once per encounter, +2 damage on one attack (declare before roll).
Cheap Shot Stone If you act in Surprise or win first initiative, your Bosa’s first successful attack deals +2 damage.
Hateful Ornament Attacks in Move Slot 4 gain +1 to hit.
Death Token Attacks in Move Slot 3 gain +2 damage.
Triumph Token After your next victorious battle, chosen Bosa gains 2 evolution ticks.
Power Ornament All bound Bosa gain +1 damage on all attacks (stacks with one other flat bonus).

Consumable Items

Consumable items can be used on a Bosa inside or outside of battle. Unless otherwise stated, effects are instant and bonuses are temporary.

Item SWADE Effect and Duration
Herb Immediate Natural Healing attempt at +2 (ignores time). On success, heal 1 Wound (once per Bosa/day).
Soul Strengthen +2 damage on all attacks for 3 rounds.
Soft Healer Heal 1 Wound instantly.
Natural Healer After a full night’s rest, remove all Fatigue and 1 Wound (2 on a Raise with a Healing roll).
Hard Healer Heal 2 Wounds instantly (GM may limit to once/day).
Purify Remove one status: Shaken, Fatigue, Entangled, or one ongoing Power effect.
Pseudo Spirit +2 Toughness for 1 encounter.
Power Pusher +1 damage on all attacks for 3 rounds (stacks with one other flat bonus).
Smoke Bomb Act first next round (treat as Delay to top of order) or discard and redraw your Action Card now.
Thick Skin Armor +2 (doesn’t stack with natural armor) for 3 rounds.

Glow Salts: Learning New Attacks

Glow Salts are crystalline remnants of Bosa energy, each carrying the memory of one potent attack. When consumed, a Bosa permanently learns that attack—either a normal-type move or an elemental ability matching its own type.

Learning Rules

Sample Salts Mapped to Moves

Salt Move Taught (SWADE)
Salt of the Howling Bite: Fighting attack; on Raise, force Vigor or suffer Bleeding Wound (GM variant).
Salt of the Ember Flame Lash: Bolt (Fire). On Raise, target catches fire.
Salt of the Torrent Water Jet: Bolt (Water) that Pushes/Knocks back on a Raise.
Salt of the Mind’s Eye Mind Spike: Bolt (Psychic) that inflicts 1 Fatigue on a Raise.
Salt of the Grave Ghostly Grasp: Entangle (Ethereal); on Raise, target is Bound.
Salt of the Core Earth Crush: Burst (Stone) or Strength-based Slam with Knockdown.
Salt of the All-Seeing Quick Strike: Gain First Strike for one attack this encounter (or Improved for that attack if already owned).

Optional PP model: Give Bosa a small PP pool per Rank (e.g., 10/15/20) and recover 5 with a round of focus or between scenes.ist.

Evolution, Advancement, and Rewards

Evolution Ticks

Trainer Rewards

Trainer Edges

Command and Obedience