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- TOC
- - Scion Extra Racial Talents [XXXA]
- - Darkstalker Extra Racial Talents [XXXB]
- - Hanyou Extra Racial Talents [XXXC]
- - Magus Extra Racial Talents [XXXD]
- - Human Extra Racial Talents [XXXE]
- - Dragon Lord Extra Racial Talents [XXXF]
- - Divine Soul Extra Racial Talents [XXXG]
- - Heroic Spirit Extra Racial Talents [XXXH]
- - Cyborg Extra Racial Talents [XXXI]
- - Demon Eyed Extra Racial Talents [XXXJ]
- - Marebito Extra Racial Talents [XXXK]
- - Item: Weapons [XXXL]
- - Item: Protectors, Accessories [XXXM]
- - Mononoke [XXXN]
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- Embers That Burn for the Girl -- Scion Extra Racial Talents [XXXA]
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- The following are additional Scion Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Memories of a Scion].
- «Wargod Aura»
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- When you strike, you emanate with the spiritual power Scions are known for, and send your enemy flying no matter how big they are.
- Use On Damage Calculation. The target makes a [Difficulty: 10] {Strength} or {Intellect} check («Superhuman Strength» «Ancient Memories» and similar may be applied). If successful, the target may forcibly move any [Target] they deal at least 1 point of [Damage] to 1 Sq. in any direction (this movement ignores [Engagements]). This Talent may be used once per round (or scene).
- «Scion Skill»
- Timing : Unique
- Range : User
- Target : User
- Cost : [E]
- You vastly enhance the precision of your arts and techniques by manipulating the spirit energy unique to Scions.
- Use On Active Check. The target gains +1 to the result of their [Active Check]. This Talent may be used once per round (or scene).
- «Scion Divinity»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- As a member of a bloodline that has sealed gods, your divine nature is always in evidence, allowing you to draw upon concept-destroying spirit energy more efficiently.
- Passive Effect. When the target uses the [Concept Destruction] power of «Spirit Burn», they add 1 to the result of the 1d6 rolled to raise [Rank] (or if an NPC, to their damage). (For example, even if a "1" is rolled for [Concept Destruction], it is treated as a "2".)
- ● «Wargod Counterstrike»
- Timing : Defense
- Range : User
- Target : User
- Cost : [Steps]
- Calling upon your supernatural physical arts as you avoid a blow, you unleash a counterstrike directed by your instincts.
- Use On {Evasion} Check. The target gains +1 to the result of the {Evasion} check. If the {Evasion} check is successful, the target may make 1x [Weapon Attack] against [Target: 1#].
- ● «Blink Hinder»
- Timing : Unique
- Range : Combat Zone
- Target : 1#
- Cost : [Steps]
- Using the spirit energy of Scions or pure physical skill, you instantly cut off a moving enemy, stopping them cold.
- Unique Effect. Use after the target declares movement or an [Install] from either a [Move Action] or a Talent. Change the distance the target may move or [Install] from their current square to [1 Sq.] Also, after the target's [Move Action] or [Install], the user may [Install] themselves into a square that will be [Engaged] with the target from their current square. This Talent may be used once per round.
- ● «Scion Barrier»
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- Calling upon the spirit energy of Scions, you deploy a hard defensive barrier, halving the force of magical attacks taken from enemies.
- Use On Damage Reduction. The target makes a [Difficulty: 12] {Will} check («Sacramental Majesty» and similar may be applied). If successful, the target [Halves] taken [Magical Damage]. This Talent may be used once per round (or scene).
- ● «Battle Lust Release»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- When your life is in danger, you release hidden spirit energy, vastly improving the force of your techniques.
- Passive Effect. «Peculiar Aria» Required. After using the [Vital Ignition] effect of «Spirit Burn», for the rest of the combat the target treats the minimum value of the [Roll] applied at [Damage Calculation] after [Influence] as a "5" (for example, even if it's really a "1", it's treated as a "5", so a [Rank: 4] attack is 4x5 = 20, or if damage is 3d6, then 3x5 = 15).
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- Embers That Burn for the Girl -- Darkstalker Extra Racial Talents [XXXB]
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- The following are additional Darkstalker Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Descendant of Darkness].
- «Darkstalker Strike»
- Timing : Attack
- Range : Item
- Target : 1#
- Cost : [E]
- You hurl an opponent using the stupendous might that Darkstalkers are known for, or else slam the opponent with powerful spirit energy, sending them flying.
- Physical Attack. The user gains +1 [Physical Rank] at [Damage Calculation]. Also, the user may force [Targets] that take at least 1 point of [Damage] to move 1 Sq. in any direction (this movement ignores [Engagements]).
- «Soul Flay»
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- When you defeat an Awakened, or inflict a negative condition upon them, you strip away the spirit energy within them.
- Unique Effect. Use after the target inflicts a negative shift on a [Target] they've dealt [Damage] to. The target gains 1 [Overflow]. Even if multiple [Targets] may qualify, the most [Overflow] that can be gained is 1. This Talent may be used once per round (or scene).
- «Mystic Move»
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- You manifest the mystic power Darkstalkers are known for, then move in a way that defies physical reality while tearing up the ground or a wall.
- Unique Effect. Use after spending either [Timing: Prep・Attack]. The target makes a [Difficulty: 12] {Strength} check («Strength of the Darkstalker» and similar may be applied). If successful, they may move up to 3 Sq. while ignoring [Engagements]. This Talent may be used once per round (or scene).
- ● «Supernatural Force»
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- Putting the spiritual force and mystic power Darkstalker are known for to work, you vastly enhance the power of a technique.
- Use On Damage Calculation. The target makes a [Difficulty: 12] {Strength} check («Strength of the Darkstalker» and similar may be applied). If successful, they gain a modifier to the [Damage Calculaton] of [Timing: Attack] Talents equal to any one of their {Main Stats}. This Talent may be used once per round (or scene).
- ● «Darkstalker's Body»
- Timing : Unique
- Range : User
- Target : User
- Cost : [E]
- Having the extremely powerful body unique to Darkstalkers, you are not only highly resistant to wounds, but also to poison and maladies as well.
- Unique Effect. Use at any time. Reduce [Damage] taken by 5. Also, the target may [Remove] any one negative [Shift], other than [Downed・Taken Out・Dead]. This Talent may be used once per round (or scene).
- ● «Darkstalker Bloodline»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Having awakened to the unique spirit energy hidden within the blood of Darkstalkers, you can gain terrifying prowess by changing your own body.
- Passive Effect. «Bestial Transformation» or «Lord of Bloodshed» Required. While under the effect of «Bestial Transformation» or «Lord of Bloodshed», the target gains +5 to [Armor] and [Barrier].
- ● «Hellish Return»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- When death is close, you release the spirit energy hidden within you, making an extreme return to life.
- Passive Effect. The target is able to use the [Vital Ignition] effect of «Spirit Burn» one additional time per combat. (In other words, they are able to use [Vital Ignition] twice per combat. {Crest} is still spent as normal.)
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- Embers That Burn for the Girl -- Hanyou Extra Racial Talents [XXXC]
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- The following are additional Hanyou Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Blood of Fiends].
- «Mystic Manifestation»
- Timing : Attack
- Range : 6 Sq.
- Target : 1#
- Cost : [Doubles]
- You make a powerful magical attack on your foe by manifesting the spirit energy you inherited as a youkai—mystic energy.
- Magical Attack. Make a [Special Attack] on the target, and deal [Rank: 2] [Magical Damage]. «Mystic Manifestation» can be [Canceled] by succeeding at [Reaction Check] using {Insight}. This Talent may be used once per round (or scene).
- «Dispel Traction»
- Timing : Unique
- Range : User
- Target : User
- Cost : [E]
- Applying the divinity that you carry within you, you can give another's dispelling attempt traction when trying to remove a large-spell scale.
- Unique Effect. Use after making a [Mend] check. For each -1 the target takes to the result of their [Mend] check, they may give +1 to the result of [Target: 1#]'s [Mend] check (to a maximum of +2). This Talent may be used once per round (or scene).
- «Mystic Insight»
- Timing : Unique
- Range : Combat Zone
- Target : 1#
- Cost : [O]
- You disperse effects by manipulating the mystic energy you carry within you and perceiving your foe's spirit energy.
- Unique Effect. Use when the target receives a positive [Shift]. The target [Removes] one positive [Shift] they've received. This Talent may be used once per round (or scene).
- ● «Mystic Circulation»
- Timing : Unique
- Range : 7 Sq.
- Target : 1#
- Cost : None
- By manifesting your mystic energy, you can temporarily synch your spirit energy with another.
- Unique Effect. Use at any time. The user swaps one die of [Spirit] with the target. This Talent may be used once per round (or scene).
- ● «Defensive Barrier»
- Timing : Defense
- Range : 7 Sq.
- Target : 1#
- Cost : [E]
- You instantly erect a special barrier, bestowing the blessing carried in your blood onto another.
- Use On Damage Reduction. The target reduces [Damage] they take by the user's {Insight}.
- ● «Fortunes of War»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- You pray to your mystic energy while making ready, augmenting your combat prowess through the enhancement of your fortunes in battle.
- Passive Effect. Only when the target spends 1x [Timing: Prep] in order to take [Action ②: Pass], until [End] of the current round, they gain a +[any one of user's {Main Stats}] at [Damage Calculation] (Talents that do not spend [Prep], or [Simple Moves], are allowed). The effects of this Talent do not apply to [Weapon Attacks].
- ● «Mystic Release»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- When you release your mystic energy, its power affects everything around you.
- Passive Effect. «Mystic Manifestation» Required. The target may use «Mystic Manifestation» as though it were [Cost: E, E], and only when they do that, they change its [Range / Target] to [Combat Zone].
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- Embers That Burn for the Girl -- Magus Extra Racial Talents [XXXD]
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- The following are additional Magus Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Lineage of Magic].
- «Subspace Leap»
- Timing : Start
- Range : User
- Target : User
- Cost : [O]
- You instantly leap across space through the invocation of a unique spell.
- Unique Effect. The target makes a [Difficulty: 12] [Appearance Check] (Talents such as «Flight Medium» can be used), and if they are successful, they [Install] in any square up to 3 Sq. away from their current square. This Talent does not spend [Start], and may be used once per round (or scene).
- «Phrase Expansion»
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- You expand the scope of your spells with a unique chanted phrase.
- Unique Effect. Use before an [Active Check]. Increase the [Target] of the user's [Timing: Attack] Talent by 1#. If the Talent is something other than [Target: x#], gain +2 at [Damage Calculation] instead. This Talent may be used once per round (or scene).
- «Transformation Magic»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Making full use of a special spell, you change your appearance to that of another.
- Passive Effect. The target gains a +2 modifier to {Initiative}. Also, at any time, the target is able to change themselves to look like anyone within their sight (treat as [Maneuver: Disguise / Result: 20], or gain +10 to the result of [Maneuver: Disguise]).
- ● «Power Blast»
- Timing : Unique
- Range : Engaged
- Target : 1#
- Cost : [O]
- Making full use of a unique spell, you launch a foe a short distance, forcing them to move away from you.
- Unique Effect. Use at any time the user is taking their [Turn]. The target [Installs] in any square up to 2 Sq. from the user's current square. The target cannot resist this effect. If the [Install] cannot be done, this Talent has no effect. This Talent may be used once per round (or scene).
- ● «Dueling Rites»
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- A peculiar and powerful Magus auto-hypnotic ability, performed by stating one's affiliation and station.
- Unique Effect. Use when [Identifying] after [Combat Start] is declared. The target changes their own [ID] to 2, and for the rest of the combat (or scene), they gain +1 [Rank] to [Attack Actions]. This Talent may be used once per combat (or scene).
- ● «Personal Defensive Style»
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- By displaying your personal, powerful defensive spells, you can halve the physical power of your foe's strikes.
- Use On Damage Reduction. The target makes a [Difficuly: 12] {Will} check (Talents such as «Magical Inquiry» can be used), and if they are successful, the target [Halves] [Physical Damage] they take. This Talent can be used once per round (or scene).
- ● «Omen Observation»
- Timing : Unique
- Range : User
- Target : User
- Cost : [E]
- Putting a unique fortune telling style to use, you bring about a fatal outcome for your foe.
- Unique Effect. «Magical Inquiry» Required. Use when the target declares the [Concept Destruction] use of «Spirit Burn». The target's minimum value on the "Rank +1d6" roll is "3" (for example, even if they roll a "1" or a "2" for [Concept Destruction]'s 1d6, it is treated as though [Rank] increases by "3"). This Talent may be used once per round (or scene).
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- Embers That Burn for the Girl -- Human Extra Racial Talents [XXXE]
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- The following are additional Human Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Adaptive Evolution].
- «Ultimate Physical Arts»
- Timing : Start / Unique
- Range : User
- Target : User
- Cost : None
- You display superhuman athletics, your physical mastery honed to perfection.
- Unique Effect. The target gains one effect according to the [Timing] used. This Talent may be used once per round (or scene).
- [Start]: The target [Installs] by swapping places with [Range: 1 Sq. / Target: 1#], ignoring [Engagements]. (Example: User is in A1, Target is in A2, User goes to A2, Target to A1. Effect cannot be refused.)
- [Unique]: The target changes [Falling Damage] they take to 0.
- «Single-Minded»
- Timing : Unique
- Range : User
- Target : User
- Cost : [O]
- Through tremendeous concentration, you guarantee success in a single endeavor.
- Use On Check. The target designates one of the following: [Active Checks] [Reactive Checks], or "any one {Main Stat}". Until [End] of that round, the target gains +2 to the result of the designated checks. However, the target takes a -2 penalty to the result of the checks they did not designate. This Talent may be used once per round (or scene).
- «Unusual Senses»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Your hearing and tactile senses help you grasp the situation better than your sight does.
- Passive Effect. The target gains a +1 modifier to the result of [Reactive Checks]. Also, the target always has [Remove: Darkness], and additionally ignores "dark place" penalties.
- ● «Synesthesia»
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- Combining the awareness and cognizance of multiple senses simultaneously has a great effect on a variety of actions.
- Use On Check. The target gains a +2 modifier to the result of any check. This Talent may be used once per round (or scene).
- ● «Concurrent Action»
- Timing : Unique
- Range : User
- Target : User
- Cost : [O]
- You perfectly grasp and are aware of a particular endeavor while taking simultaneous actions.
- Unique Effect. «Ultimate Physical Arts» Required. Use before the target uses [Timing: Prep]. Rather than gaining [Prep・Attack] [Timings] as normal during their [Turn], the target may change to gain either [Prep・Prep] or [Attack・Attack]. This Talent may be used once per session.
- ● «Instinctive Memory»
- Timing : Unique
- Range : User
- Target : User
- Cost : [Steps]
- Perfectly memorizing a certain action until it becomes automatic, you can completely reproduce it by applying spirit energy.
- Unique Effect. «Single-Minded» Required. Use at any time. The user can use one [Timing: Unique] Talent that [Range: Combat Zone / Target: 1#] has already used [In Combat], treating the [Cost] as already paid. (Ignore restrictions and use limits, Boss Talents may be copied.) This Talent may be used once per session.
- ● «Unusual Colors»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- You possess the ability to see a different spectrum, allowing you to perceive unique color information, something normally unseen.
- Passive Effect. The target gains a +1 modifier to the result of [Active Checks]. Also the user is able to use [Target: x#] [Physical Attacks] on targets that have [Shift: Hidden], and gains a +10 modifier to the result of [Opposed Checks] of [Maneuver: Disguise].
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- Embers That Burn for the Girl -- Dragon Lord Extra Racial Talents [XXXF]
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- The following are additional Dragon Lord Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Blood of Dragons].
- «Dragon Wing Soar»
- Timing : Unique
- Range : User
- Target : User
- Cost : [E]
- Materializing enormous dragon wings made of etherlight from your back, you envelop yourself or your allies with them, and move instantly to another area.
- Unique Effect. Use on an [Appearance Check]. The target succeeds at the [Appearance Check] regardless of the outcome of their [Roll]. Also, if used during [Sanctum Purge], all PCs may, when performing "Change Area," move to any [Area] where "Resolved" has been checked off. This Talent may be used twice per session.
- «Dragon's Divinity»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- You draw spirit energy from the draconic factor within yourself, and put your formidable abilities on display.
- Passive Effect. The target gains +2 to {Initiative}. Also, when the target acquires «Dragon's Divinity», they select one {Main Stat}, and from then on gain +2 to the result of checks with that stat.
- «Dragon Roar»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- By enhancing the spirit energy of your ancestral dragon-god, you refine the special powers that you have already mastered.
- Passive Effect. «Dragonpulse Destruction» or «Dragonpulse Blade» Required. When the target uses either «Dragonpulse Destruction» or «Dragonpulse Blade», the add the following to the effect: "The target gains an additional +1 [Rank] at [Damage Calculation]."
- ● «Ancestral Advent»
- Timing : Start
- Range : User
- Target : User
- Cost : None
- By awakening your draconic factor, you temporarily change your form into that of your ancestral dragon-god.
- Unique Effect. The target selects a value of 1, 2, or 3, then reduces their {Initiative} by the selected value x 3 (you may not reduce below 1). Afterwards, for the rest of the combat, the target increases their [Size] by the selected value, and their [Armor] and [Barrier] by the selected value x 3. (For example, if 2 is selected, reduce {Initiative} by 6, increase [Size] by 2, and increase [Armor] and [Barrier] by 6.) This Talent does not spend [Start], and may only be used once per session.
- ● «Dragon-God's Power»
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- As a high-ranking Dragon Lord, you are able to freely control the weather over a certain area.
- Unique Effect. May only be used [Out of Combat]. The target succeeds at any {Main Stat} check regardless of the outcome of their [Roll]. At the same time, all [Appearing] PCs may change one of their [Spirit] die to any value. This Talent may be used once per session.
- ● «Underscale Manifestation»
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- You change a portion of your soul into a spirit energy absorbtion organ known as an underscale, and for a time, you vastly improve your abilities.
- Unique Effect. Use at any time. The target selects a value of 1, 2, or 3, then reduces their [Armor] and [Barrier] by the selected value x 3 (you may not reduce below 0). Afterwards, until [End] of the current round, they gain a modifier to the result of all checks equal to the selected value. (For example, if 3 is selected, reduce [Armor] and [Barrier] by 9, then gain +3 to the result of all checks.) This Talent may be used once per session.
- ● «Dragonblooded Spirit»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Due to the dragonblood spirit energy flowing through you, you've gained special spiritual power and defense like steel.
- Passive Effect. «Scales of the Dragon Lord» Required. The target ignores penalties from bad footing and swimming. Also, the target changes the effect of «Scales of the Dragon Lord» to the following: "The target gains +5 [Armor] and [Barrier]. This Talent does not spend [Defense]."
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- Embers That Burn for the Girl -- Divine Soul Extra Racial Talents [XXXG]
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- The following are additional Divine Soul Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Divine Power].
- «Vicious Aura»
- Timing : Attack
- Range : Item
- Target : 1#
- Cost : [E]
- Materializing your special divine aura, you release a fearsome spirit energy attack on your foe.
- Use While Active. Make either type of [Attack Action] on the target.
- [Physical Attack]: The user gains +1 [Rank].
- [Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).
- «Oracle»
- Timing : Unique
- Range : Combat Zone
- Target : 1#
- Cost : [O]
- You make a revelation or provide augury as a Divine Soul, guiding your allies.
- Unique Effect. Use when someone other than the user makes a {Main Stat} check. The target gains +2 to the result of the {Main Stat} check. This Talent may be used twice per session.
- «Martial God»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- This Talent represents being a divinity specialized in combat.
- Passive Effect. The target gains +10 to {HP}. Also, the target reduces two different {Main Stats} by 2, then afterwards, increases two different {Main Stats} by 2. (For example, reducing {Strength} and {Luck} by 2 each, then raising {Intellect} and {Will} by 2 each, then recalculating {Sub Stats} and {Combat Stats}.) May not reduce one stat by 4, or raise one stat by 4.
- ● «Consecrate Grounds»
- Timing : Start
- Range : Combat Zone
- Target : Combat Zone
- Cost : [E]
- By mustering your divine aura and rewriting a spirit barrier with it, you create a consecrated land that aides you and your allies for a time.
- Unique Effect. Until [End] of the current round, the target may ignore [Engagements] while making [Move Actions]. This Talent may only be used once per session, and does not spend [Start].
- ● «True Nature»
- Timing : Start
- Range : User
- Target : User
- Cost : None
- You return to the divine nature that you originally were, whether that was a fox spirit or holy tree.
- Unique Effect. When the target first acquires «True Nature», they select one [Class]. For the rest of the combat, the target changes to the selected [Class], then gains the effect of either ① or ②. This Talent may be used once per session, and does not spend [Start].
- ①: +5 to [Physical Damage] and [Armor]
- ②: +5 to [Magical Damage] and [Barrier]
- ● «Strengthen Miracle»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Wielding your spirit energy and devoting it to the miracles you can cause as a Divine Soul, you vastly enhance your divine aura.
- Passive Effect. Each time the target uses a [Timing: Attack] talent that deals no [Damage] (such as: «Scatter Disease» «Divine Revival» or «Harvest God»), they add the following effect: "Additionally, the target [Recovers] 10 {HP}." (In the case of «Harvest God», the target [Recovers] 10 {HP} in addition to the Talent's normal healing.)
- ● «High-Ranking Servant»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- You serve a divinity on the level of a tochigami for a small city as a divine messenger, which grants you a variety of benefits.
- Passive Effect. The target gains +1 to the result of {Main Stat} checks. Also, when the target uses a [Timing: Attack] Talent, they gain +5 to [Damage Calculation].
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- Embers That Burn for the Girl -- Heroic Spirit Extra Racial Talents [XXXH]
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- The following are additional Heroic Spirit Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Power by Tradition].
- «Berserker»
- Timing : Start
- Range : User
- Target : User
- Cost : [E]
- Your soul becomes clouded due to the regrets or other dark emotions of your past, and for a time, you become enraged.
- Unique Effect. For the rest of the combat, the target takes a -3 penalty to [Reactive Checks], and gains a +[any one of user's {Main Stats}] modifier at [Damage Calculation] (this latter effect does not apply to [Weapon Attacks]). This Talent may be used once per session, and does not spend [Start].
- «Mythical Hoard»
- Timing : Attack
- Range : User
- Target : User
- Cost : [O]
- You gain a portion of a treasure hoard you once possessed.
- Unique Effect. Use at any time. The target immediately gains [500G]. This Talent may be used once per session.
- «Overwhelming Spirit»
- Timing : Unique
- Range : 5 Sq.
- Target : 1#
- Cost : None
- You exert tremendous pressure upon another by projecting your spiritual power.
- Use On Check. The target takes a -1 penalty to the result of the check. When [Out of Combat], this Talent can be used at any time to render Innocents powerless, or to make them faint (the GM decides the details). This Talent may be used once per round (or scene).
- ● «Body of Power»
- Timing : Defense
- Range : User
- Target : User
- Cost : [O]
- For whatever reason, whether it be because you've bathed in the blood of dragons, or have bathed in the waters of the Styx, you possess a powerful body.
- Unique Effect. Gain the effect of either ① or ②. Also, this Talent does not spend [Defense].
- ①: Use On Damage Reduction. The target gains +5 to [Armor] and [Barrier].
- ②: Use when the target takes a negative [Shift]. The target gains one of the following: [Remove: Fallen・Darkness・Pain・Paralysis・Immobile].
- ● «Hidden Art of the Hero»
- Timing : Unique
- Range : User
- Target : User
- Cost : [O]
- You are able to invoke your epic skills or traditions, which you have honed to the realm of supernatural power, as an ultimate spell, or a certain-kill strike.
- Unique Effect. «Heroic Strike» Required. Use when the target uses «Heroic Strike» to gain the effect of ① ② or ③. This Talent may be used once per round (or scene).
- ①: Increase [Range] by 2 Sq.
- ②: Change [Target] to [Area]
- ③: +[any one of user's {Main Stats}] to [Damage Calculation].
- ● «Express Divinity»
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- By briefly emitting the divinity you inherited as a Heroic Spirit, or as the child of a god, you disperse the effect of someone's techniques.
- Unique Effect. Use when the target takes the effect of a [Timing: Unique] Talent. Select the effect of one [Timing: Unique] Talent the target is under, and cancel it. This Talent may be used once per combat (or scene).
- ● «Spiritual Concealment»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Manipulating your spiritual power, you're able to conceal your conceal your God Name and other identifying traits. Also, you're able to perceive the falsehoods of others due to your spiritual manipulation.
- Passive Effect. The target's [ID] changes to 30. Also, the target may apply a -15 penalty to the result of any [Target] within the [Combat Zone] (or scene)'s attempts at [Maneuver: Concealment・Disguise].
- ================================================================================
- Embers That Burn for the Girl -- Cyborg Extra Racial Talents [XXXI]
- ================================================================================
- The following are additional Cyborg Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Special Modifications].
- «Damper System»
- Timing : Unique
- Range : User
- Target : User
- Cost : [O]
- Due to an incredible shock absorption function, you're able to lessen the effect of impacts and falling.
- Unique Effect. The target gains the effect of either ① or ②. This Talent may only be used once per round (or scene).
- ①: Use On Damage Reduction. The target reduces the [Damage] they are about to take by 5 (if [Falling Damage], change it to 0 instead).
- ②: Use when taking [Shift: Fallen]. The target gains [Remove: Fallen].
- «Accel Mode»
- Timing : Unique
- Range : User
- Target : User
- Cost : [E]
- You temporarily super-accelerate your reaction time by linking together calculation operations with your cyborg frame.
- Unique Effect. Use at any time. Until [End] of the current round, the target gains a +[any one of user's {Main Stats}] modifier to {Initiative}. This Talent can be used once per round (or scene).
- «Arsenal System»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- By modifying your machine body, you can store additional Artificial Regalia within, enhancing your combat potential as you can swap as needed.
- Passive Effect. When using a [Timing: Attack] Talent, the target gains a +2 modifier at [Damage Calculation]. Also, once per round (or scene), before an [Attack Action], the target may swap one [Equipped] [Weapon] with one [Stored] [Weapon], and immediately [Equip] it.
- ● «Optical Camouflage»
- Timing : Start
- Range : User
- Target : User
- Cost : [E]
- By adopting camouflage via a special hologram covering your whole body, you can instantly gain complete stealth or a perfect disguise.
- Unique Effect. The target gains [Shift: Hidden] even if there are no [Obstacles] nearby. If used [Out of Combat], for the rest of the scene, the target cannot be seen by Innocents. Or, the target may change their shape to resemble any person within their field of view (treat as [Maneuver: Concealment・Disguise / Result: 20]).
- ● «Tactical Readout»
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- Activing your artificial eyes, which are equipped with advanced optical support functions, you can take control of the battlefield.
- Passive Effect. «Arsenal System» Required. The target increases the [Range] of their [Attack Actions] by 2 Sq. (If Charge 2 Sq., it becomes Charge 4 Sq., etc). Also, the target is able to designate [Shift: Hidden] [Targets] with [x#] [Physical Attacks], and gains a +10 modifier to the [Opposed Checks] of [Maneuver: Disguise].
- ● «Ultimate Modification»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Adding peak performance modifications to your entire body, you're able to stress power over function.
- Passive Effect. The target gains a +10 modifier to {HP}. Also, when using «Full Metal Burst», the target adds the following effect: "When performing [Damage Calculation], the target gains an additional +1 [Rank]."
- ● «Augmented Reflexes»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Improving on the acceleration and calculation systems of your machine body, you're able to gain surpassing reflexes and motive function.
- Passive Effect. «Damper System» Required. The target gains a +5 modifier to {Initiative}. The target may also [Breakaway] at any time, ignoring [Size].
- ================================================================================
- Embers That Burn for the Girl -- Demon Eyed Extra Racial Talents [XXXJ]
- ================================================================================
- The following are additional Demon Eyed Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Majestic Gaze].
- «Evil Eye of Abatement»
- Timing : Unique
- Range : 5 Sq.
- Target : 1#
- Cost : [O]
- Using a special eye technique, you slow another's very movements for a limited time.
- Unique Effect. Use at any time. Until [End] of the current round, the target takes a -2d6 penalty to their {Initiative} (cannot go below 1). This Talent may be used once per round (or scene).
- «Evil Eye of Sloth»
- Timing : Unique
- Range : 5 Sq.
- Target : 1#
- Cost : [O]
- You cause spirit energy to grow sluggish by projecting a special energy from your eyes, dampening the force of the technique your foe unleashes.
- Use On Damage Calculation. The target takes a penalty to their [Damage Calculation] equal to [any one of the user's {Main Stats}] (cannot go below 0). This Talent may be used once per round (or scene).
- «Evil Eye of Restrain»
- Timing : Unique
- Range : 5 Sq.
- Target : 1#
- Cost : [O]
- Using an evil eye that has a powerful suggestive effect, you temporarily restrain an opponent's movements.
- Use Before Check. The target takes a -1 penalty to the result of their check. When used [Out of Combat], it may be used at any time, and renders Innocents helpless (the GM decides the details). This Talent may be used once per round (or scene).
- ● «Evil Eye of Hexing»
- Timing : Unique
- Range : 5 Sq.
- Target : 1#
- Cost : None
- You exchange glances with another, or layer a hex upon the one you rest your gaze on, and instantly claim their spirit energy.
- Unique Effect. Use at any time. The target loses any one [Spirit・Overflow]. Then, the user gains 1 [Overflow] (if used on a [Mononoke], the [Mononoke] loses 10 {HP} instead of [Overflow]). This Talent may be used once per combat (or scene).
- ● «Transparent Vitals»
- Timing : Unique
- Range : 5 Sq.
- Target : 1#
- Cost : [O]
- Making full use of a rare demonic eye, a type of spirit energy that allows one to see through things, you disrupt the flow of spirit energy at an opponent's weak points.
- Use On Damage Calculation. The target takes a penalty to [Armor] or [Barrier] equal to [any one of the user's {Main Stats}] (cannot go below 0). This Talent may be used once per round (or scene).
- ● «Exorcist Godeye»
- Timing : Unique
- Range : 5 Sq.
- Target : 1#
- Cost : [Doubles]
- You invoke a legendary divine eye that scatters the spiritual power of techniques and abilities.
- Unique Effect. Use at any time. Treat the target's acquired Talents with "X times per round" use restriction as though they'd already been used once. This Talent may be used once per round (or scene).
- ● «Immobile Binding»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- By enhancing your spirit energy as a Demon Eyed, reinforcing your Evil Eye of Abatement itself, you're able to temporarily suppress the flow of your opponent's spirit energy.
- Passive Effect. «Evil Eye of Abatement» Required. The target may change the effect of «Evil Eye of Abatement» to either ① or ②.
- ①: The target takes a penalty to {Initiative} equal to [any one of the user's {Main Stats}] (cannot go below 1).
- ②: Reduce the [Speed] of the target's [Combat Move] by 3 (cannot go below 1 Sq.)
- ================================================================================
- Embers That Burn for the Girl -- Marebito Extra Racial Talents [XXXK]
- ================================================================================
- The following are additional Marebito Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Rulebreaker].
- «Acceleration Incantation»
- Timing : Start
- Range : 7 Sq.
- Target : 1#
- Cost : [Steps]
- Chanting an acceleration incantation, a secret of your world, you temporarily speed up another's reaction time.
- Unique Effect. The target gains a +[any one of user's {Main Stats}] modifier to {Initiative}.
- «Strengthening Beliefs»
- Timing : Unique
- Range : 7 Sq.
- Target : 1#
- Cost : [E]
- Due to your world's beliefs, you have gained unique divinie power, and can use it to vastly enhance another's strength.
- Use On Damage Calculation. The target gains a +[any one of user's {Main Stats}] modifier to [Damage Calculation]. This Talent may be used once per round (or scene).
- «Defensive Spell»
- Timing : Unique
- Range : 7 Sq.
- Target : 1#
- Cost : [E]
- By invoking a solid defensive spell from your world, you can effectively protect others.
- Use On Damage Reduction. The target gains a +[any one of user's {Main Stats}] modifier to either [Armor] or [Barrier]. This Talent may be used once per round (or scene).
- ● «Supernatural Blessing»
- Timing : Unique
- Range : 7 Sq.
- Target : 1#
- Cost : [E]
- By utilizing the blessing you've gained from your world's divinities, you are able to temporarily augment the actions and techniques of another.
- Use On Check. The target gains +2 to the result of the check. This Talent may be used once per round (or scene).
- ● «Hero's Spirit»
- Timing : Unique
- Range : 7 Sq.
- Target : 1#
- Cost : [Steps]
- Due to the strong spiritual power that heroes are known for, you are able to energize another.
- Unique Effect. Use at any time. The target recovers a use of a Style Talent they've acquired and have already used at least once, that can normally only be used X times per combat. (For example, if the target has already used «Final Force» once, they become able to use it one more time.) This Talent may be used once per session.
- ● «Hero's Offering»
- Timing : Unique
- Range : 7 Sq.
- Target : 1#
- Cost : None
- You offer up a powerful prayer, and are granted the divine might of your world's god, which you can put to use.
- Unique Effect. Use at any time. The target gains the effect of either ① or ②. This Talent may be used once per session.
- ①: Gain 2 [Overflow]
- ②: Change three [Spirit] dice to any value
- ● «Veteran Hero»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- As a veteran hero, you've built up sturdy defense, and a strong body.
- Passive Effect. The target gains +10 {HP}. Also, the target gains +3 [Armor] and [Barrier].
- ================================================================================
- Embers That Burn for the Girl -- Item: Weapons [XXXL]
- ================================================================================
- ------------------------
- Form: Sword
- ------------------------
- Combat Knife
- Restrict : Martial
- Mode : One Hand
- ACC : None
- PD : +4
- INIT : -1
- Cost : 800G
- [Form: Sword / Range: Engaged / Target: 1#]. *A military-grade knife with a curved blade.*
- When performing a [Physical Attack] against [Class: Humanoid], gain +1 [Physical Rank].
- Reinforced Combat Knife
- Restrict : Martial
- Mode : One Hand
- ACC : None
- PD : +6
- INIT : -1
- Cost : 2250G
- [Form: Sword / Range: Engaged / Target: 1#]. *A combat knife with enhanced killing power.*
- When performing a [Physical Attack] against [Class: Humanoid], gain +1 [Physical Rank].
- Comet
- Restrict : None
- Mode : One Hand
- ACC : None
- PD : +5
- INIT : +2
- Cost : 1500G
- [Form: Sword / Range: Engaged / Target: 1#]. *A replica of a holy artifact that holds power over flames.*
- While [Equipped], reduce [Damage] taken by [Element: Flame] by 5.
- ------------------------
- Form: Spear
- ------------------------
- Liu Zhao
- Restrict : Martial / Utility
- Mode : One Hand
- ACC : None
- PD : +3
- INIT : -1
- Cost : 1200G
- [Form: Spear / Range: Engaged / Target: 1#]. *Special hooks attached to this spear allow it to catch an enemy's weapon.*
- While [Equipped], reduce damage received from [Form: Sword / Spear] by 3.
- Suntetsu
- Restrict : None
- Mode : One Hand
- ACC : None
- PD : +4
- INIT : -2
- Cost : 1200G
- [Form: Spear / Range: Engaged / Target: 1#]. *Corrugated iron rings attached to metal sticks. They can be used in a variety of ways.*
- While [Equipped], treat as though [Equipped] with [Unarmed].
- Ikari
- Restrict : Martial
- Mode : Two Hand
- ACC : None
- PD : +6
- INIT : -1
- Cost : 3100G
- [Form: Spear / Range: Engaged / Target: 1#]. *A spear used by generals in the warring states era, converted into an Artificial Regalia. Highly suitable for combat.*
- While [Equipped], once per turn, increase the [Target] of the user's [Physical Attacks] by 1#, or gain +1 Sq. to the [Range] of the user's [Physical Attacks].
- ------------------------
- Form: Axe
- ------------------------
- Red Reaper
- Restrict : Martial / Utility
- Mode : Switch Hand
- ACC : -1
- PD : +6/+7
- INIT : -3/-4
- Cost : 1200G
- [Form: Axe / Range: Engaged / Target: 1#]. *A large, old scythe that was converted into an Artificial Regalia. A swing of this weapon can hit multiple targets.*
- While [Equipped], once per round, increase the [Target] of the user's [Physical Attacks] by +1#.
- Wind Chakram
- Restrict : Martial
- Mode : One Hand
- ACC : -1
- PD : +6
- INIT : -1
- Cost : 1800G
- [Form: Axe / Range: Engaged / Target: 1#]. *An upgraded chakram that's been imbued with a magic wind.*
- While [Equipped], can be thrown as a [Ranged Weapon]. When this happens, change [Range / Target] to [7 Sq. / 1#].
- Earthquake Axe
- Restrict : Martial
- Mode : Two Hands
- ACC : None
- PD : +9
- INIT : +1
- Cost : 3800G
- [Form: Axe / Range: Engaged / Target: 3#].
- *An enhanced version of the Heavy Axe, upgraded with new alchemic techniques.*
- While [Equipped], once per round, the user may force a [Target] that failed their {Evasion} check to move 1 square in any direction.
- ------------------------
- Form: Hammer
- ------------------------
- Reinforced Baton
- Restrict : None
- Mode : One Hand
- ACC : None
- PD : +3
- INIT : -2
- Cost : 1300G
- [Form: Hammer / Range: Engaged / Target: 1#]. *A high-quality extendable baton, purpose-built for defense.*
- While [Equipped], the user gains a +1 modifier to the result of {Evasion} checks.
- Spirit Sledge
- Restrict : Martial
- Mode : Switch Hand
- ACC : None
- PD : +7/+8
- INIT : -2/-1
- Cost : 2600G
- [Form: Hammer / Range: Engaged / Target: 3#]. *A reinforced sledgehammer that harbors immense spiritual energy in it's head.*
- While [Equipped], once per combat after the user performs [Damage Calculation], they may make one [Weapon Attack].
- Golden Kanabo
- Restrict : Martial
- Mode : Two Hands
- ACC : None
- PD : +7
- INIT : -3
- Cost : 3400G
- [Form: Hammer / Range: Engaged / Target: 1#]. *A replica of a golden kanabo believed to have been possessed by a certain legendary Oni.*
- While [Equipped], once per round, gain +5 [Armor].
- ------------------------
- Form: Ranged
- ------------------------
- Steel Bow
- Restrict : Martial
- Mode : Two Hands
- ACC : None
- PD : +6
- INIT : -3
- Cost : 3000G
- [Range: 10 Sq. / Target: 1#]. *A combat bow made from steel fibers. This bow cannot be drawn by those without a warrior's soul.
- *
- While [Equipped], by spending 1x [Start] and 1x [Prep], for the rest of that round, when making [Attack Actions], gain +1 [Rank].
- ------------------------
- Form: Magic
- ------------------------
- Transcript of Traditions
- Restrict : Utility / Arcane
- Mode : Switch Hand
- CNJ : -2 / -1
- MD : +4 / +5
- INIT : -5 / -4
- Cost : 1500G
- [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] *An Artificial Regalia created from ancient family manuscripts gathered from the east and west.*
- While [Equipped], once per round, increase [Targets] of the user's [Magical Attacks] by 1#.
- ================================================================================
- Embers That Burn for the Girl -- Item: Protectors [XXXM]
- ================================================================================
- ---------------------------
- Form: Shield
- ---------------------------
- [Protector: Shield] Magical Protector
- Restrict : Utility / Arcane
- Mode : One Hand
- EVA : None
- INIT : +1
- Armor : +1
- Barrier : None
- Cost : 500G
- *A familiar belonging to a certain family of magical creatures.*
- Once per turn, while [Equipped] with a [Magic Weapon] with the words "Magic Creature" in it's name, increase the [Target] of your [Magical Attacks] by 1#.
- [Protector: Shield] Support Medium
- Restrict : Utility / Arcane
- Mode : One Hand
- EVA : None
- INIT : +1
- Armor : +1
- Barrier : +1
- Cost : 1000G
- *A magical medium made to be wielded in tandem with a one-handed weapon, converted into an artficial regalia. They take the form of wands or jewelry.*
- While [Equipped] with a [Magic Weapon] up to [Cost: 1000G], gain +1 Sq. to the distance of [Magical Attacks].
- [Protector: Shield] Battle Medium
- Restrict : Utility / Arcane
- Mode : One Hand
- EVA : +1
- INIT : -2
- Armor : +2
- Barrier : None
- Cost : 1000G
- *A magical medium purpose-built for combat use.*
- While [Equipped] with a [Magic Weapon] up to [Cost: 1000G], gain +2 to [Magical Damage].
- [Protector: Shield] Guardian Shikigami
- Restrict : Utility / Arcane
- Mode : One Hand
- EVA : None
- INIT : +1
- Armor : +1
- Barrier : +1
- Cost : 1500G
- *A shikigami created through forbidden methods. It specializes in defense, but can also augment it's user's actions.*
- While [Equipped], once per round (or scene), gain +1 to a {Strength} or {Intellect} check.
- [Protector: Shield] Assault Shikigami
- Restrict : Utility / Arcane
- Mode : One Hand
- EVA : None
- INIT : None
- Armor : +3
- Barrier : None
- Cost : 1500G
- *A combat shikigami created via numerous secret techniques.*
- While [Equipped], gain +2 to [Damage Calculation] when making an [Attack Action].
- ---------------------------
- Accessories
- ---------------------------
- Agate Bangle
- Slot : Hand
- Cost : 1000G
- *A high-quality agate manufactured into an artificial regalia.*
- While [Equipped], gain +1 to [Initiative]. If [Equipped] with a [Form: Magic / Mode: Two Hand] weapon with a cost of 4000G or less, gain an additional +2 bonus.
- Obsidian Bangle
- Slot : Hand
- Cost : 1000G
- *A piece of obsidian, processed into a bracelet-type artificial regalia.*
- While [Equipped], gain +1 to [Initiative]. If [Equipped] with a [Form: Magic / Mode: Two Hand] weapon with a cost of 4000G or less, gain a +2 modifier to [Magic Damage].
- Ancestral Vest
- Slot : Upper
- Cost : 1000G
- *A vest weaved from mysterious material. It can amplify the amount of power a piece of armor puts out.*
- While [Equipped], gain +1 to [Initiative]. If [Equipped] with a [Protector: Suit] weapon with a cost between 800G and 3000G, once per combat, gain +5 to [Initiative].
- ================================================================================
- Embers That Burn for the Girl -- Mononoke [XXXN]
- ================================================================================
- Bakeneko / Class: Beast / LV: 2 (1)
- Size : 1
- Wits : Clever
- Senses : Magic
- Speech : Yes
- Reaction : Mercurial
- ID : 11
- Weakness : [Fire] [Light]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 05 | 03 | 07 | 01 | 04
- {Fixed Values} | 12 | 10 | 14 | 08 | 11
- {Initiative} : 12 (6)
- {HP} : 23
- Armor : 0
- Barrier : 1
- Attack Methods
- [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
- - [Form: Magic] 2d6+9 magical damage.
- <<Bakeneko's Power>>: Start / 7 Sq. / 1#
- - The target gains + 5 {Initiative}, or changes into any shape (Treat as [Disguise TN: 12]).
- <<Illusion Mystery>>: Unique / 5 Sq. / 1#
- - Gain +1 to a [Reactive Check].
- Materials (2d6)
- 2~9: None
- 10+: Bakeneko's Hand Dowl/Intellect+2: 1000G (Potency: 2)
- Description:
- A cat that gained a shard. At first glance it looks like a regular cat, but it has two tails. After enough time, it transforms into a nekomata. Some can understand human language and disguise themselves as humans, and after getting a taste for human food will even use human disguise to dedicate themselves to part-time jobs.
- ---------------------------------------------
- Sanshi / Class: Insectoid / LV: 7 (2)
- Size : 2
- Wits : Clever
- Senses : Heat
- Speech : 18
- Reaction : Hostile
- ID : 18
- Weakness : [Fire] [Cold]
- Movement : Walk, Fly
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 06 | 03 | 16 | 07 | 02
- {Fixed Values} | 13 | 10 | 23 | 14 | 09
- {Initiative} : 17 (8)
- {HP} : 74
- Armor : 4
- Barrier : 15
- Attack Methods
- [Weapon Attack]: Magical Attack / 5 Sq. / 3# / Cancels
- - [Form: Magic] 2d6+18 magical damage.
- <<Transformation ・ Youkai>>: Start / 5 Sq. / 1# / No Reactive Check
- -The target loses 2d6 {Initiative} (to a minimum of 1).
- <<Transformation ・ Doshibetsu>>: Magical Attack / Combat Zone / 1# / Halves
- - [Form: Magic] 3d6+39 magical damage. 1/Round.
- <<Transformation ・ Ushikai>>: Unique / 5 Sq. / 1#
- The targe gains +10 [Barrier].
- <<Fifty-Seventh Cycle>>: Constant / User
- - The target gains x1 [Timing: Attack].
- Materials (2d6)
- 2~10: Mausoleum Carcass/Strength+1: 500G (Potency: 1)
- 11+: Sanshi Scroll/HP+12: 2000G (Potency: 4)
- Description:
- A semi-spiritual, half-sacred deity created as a byproduct of spirit energy that leaked from a leyline. They possess the wicked and feed off of their malice, then totally drain their souls and turn them into Aramitama. After this, they target good people and change them to evil, then begin the cycle anew.
- ---------------------------------------------
- Ryugu-Douji / Class: Mythical / LV: 3 (1)
- Size : 2
- Wits : Normal
- Senses : Magic
- Speech : Yes
- Reaction : Friendly
- ID : 12
- Weakness : [Fire] [Shock]
- Movement : Walk
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 05 | 04 | 12 | 05 | 04
- {Fixed Values} | 12 | 11 | 19 | 12 | 11
- {Initiative} : 13 (6)
- {HP} : 43
- Armor : 1
- Barrier : 0
- Attack Methods
- [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
- - [Form: Magic] 2d6+15 magical damage.
- <<Luck of a Fortune God>>: Start / Combat Zone / Combat Zone
- - The target [Halves] [Damage] from [Attack Actions] other than [Range: Engaged].
- <<Ryugu-Douji Spirit Power>>: Unique / Engaged / 1#
- - Use when the target [Fumbles]. Change the [Fumble] into a [Critical] with [Value: 10].
- Materials (2d6)
- 2~9: None
- 10+: Large Gold Nugget/Luck+2: 1000G (Potency: 2)
- Description:
- A shard that inhabited a sea turtle or sea spirit, and became a deity. It appears as a child or large man with an awful appearance, that brings happiness to those who treat it with care. Though it may be a shabby figure, if it feels uncomfortable it can cause misery.
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