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(Expansion 04) Kamigakari :: Embers That Burn for the Girl

Jan 22nd, 2018
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  1. TOC
  2. - Scion Extra Racial Talents [XXXA]
  3. - Darkstalker Extra Racial Talents [XXXB]
  4. - Hanyou Extra Racial Talents [XXXC]
  5. - Magus Extra Racial Talents [XXXD]
  6. - Human Extra Racial Talents [XXXE]
  7. - Dragon Lord Extra Racial Talents [XXXF]
  8. - Divine Soul Extra Racial Talents [XXXG]
  9. - Heroic Spirit Extra Racial Talents [XXXH]
  10. - Cyborg Extra Racial Talents [XXXI]
  11. - Demon Eyed Extra Racial Talents [XXXJ]
  12. - Marebito Extra Racial Talents [XXXK]
  13. - Item: Weapons [XXXL]
  14. - Item: Protectors, Accessories [XXXM]
  15. - Mononoke [XXXN]
  16.  
  17. ================================================================================
  18. Embers That Burn for the Girl -- Scion Extra Racial Talents [XXXA]
  19. ================================================================================
  20. The following are additional Scion Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Memories of a Scion].
  21.  
  22. «Wargod Aura»
  23. Timing : Unique
  24. Range : User
  25. Target : User
  26. Cost : None
  27. When you strike, you emanate with the spiritual power Scions are known for, and send your enemy flying no matter how big they are.
  28. 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).
  29.  
  30. «Scion Skill»
  31. Timing : Unique
  32. Range : User
  33. Target : User
  34. Cost : [E]
  35. You vastly enhance the precision of your arts and techniques by manipulating the spirit energy unique to Scions.
  36. 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).
  37.  
  38. «Scion Divinity»
  39. Timing : Constant
  40. Range : User
  41. Target : User
  42. Cost : None
  43. 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.
  44. 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".)
  45.  
  46. ● «Wargod Counterstrike»
  47. Timing : Defense
  48. Range : User
  49. Target : User
  50. Cost : [Steps]
  51. Calling upon your supernatural physical arts as you avoid a blow, you unleash a counterstrike directed by your instincts.
  52. 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#].
  53.  
  54. ● «Blink Hinder»
  55. Timing : Unique
  56. Range : Combat Zone
  57. Target : 1#
  58. Cost : [Steps]
  59. Using the spirit energy of Scions or pure physical skill, you instantly cut off a moving enemy, stopping them cold.
  60. 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.
  61.  
  62. ● «Scion Barrier»
  63. Timing : Unique
  64. Range : User
  65. Target : User
  66. Cost : None
  67. Calling upon the spirit energy of Scions, you deploy a hard defensive barrier, halving the force of magical attacks taken from enemies.
  68. 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).
  69.  
  70. ● «Battle Lust Release»
  71. Timing : Constant
  72. Range : User
  73. Target : User
  74. Cost : None
  75. When your life is in danger, you release hidden spirit energy, vastly improving the force of your techniques.
  76. 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).
  77.  
  78.  
  79. ================================================================================
  80. Embers That Burn for the Girl -- Darkstalker Extra Racial Talents [XXXB]
  81. ================================================================================
  82. The following are additional Darkstalker Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Descendant of Darkness].
  83.  
  84. «Darkstalker Strike»
  85. Timing : Attack
  86. Range : Item
  87. Target : 1#
  88. Cost : [E]
  89. 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.
  90. 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]).
  91.  
  92. «Soul Flay»
  93. Timing : Unique
  94. Range : User
  95. Target : User
  96. Cost : None
  97. When you defeat an Awakened, or inflict a negative condition upon them, you strip away the spirit energy within them.
  98. 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).
  99.  
  100. «Mystic Move»
  101. Timing : Unique
  102. Range : User
  103. Target : User
  104. Cost : None
  105. 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.
  106. 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).
  107.  
  108. ● «Supernatural Force»
  109. Timing : Unique
  110. Range : User
  111. Target : User
  112. Cost : None
  113. Putting the spiritual force and mystic power Darkstalker are known for to work, you vastly enhance the power of a technique.
  114. 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).
  115.  
  116. ● «Darkstalker's Body»
  117. Timing : Unique
  118. Range : User
  119. Target : User
  120. Cost : [E]
  121. Having the extremely powerful body unique to Darkstalkers, you are not only highly resistant to wounds, but also to poison and maladies as well.
  122. 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).
  123.  
  124. ● «Darkstalker Bloodline»
  125. Timing : Constant
  126. Range : User
  127. Target : User
  128. Cost : None
  129. Having awakened to the unique spirit energy hidden within the blood of Darkstalkers, you can gain terrifying prowess by changing your own body.
  130. 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].
  131.  
  132. ● «Hellish Return»
  133. Timing : Constant
  134. Range : User
  135. Target : User
  136. Cost : None
  137. When death is close, you release the spirit energy hidden within you, making an extreme return to life.
  138. 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.)
  139.  
  140.  
  141. ================================================================================
  142. Embers That Burn for the Girl -- Hanyou Extra Racial Talents [XXXC]
  143. ================================================================================
  144. The following are additional Hanyou Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Blood of Fiends].
  145.  
  146. «Mystic Manifestation»
  147. Timing : Attack
  148. Range : 6 Sq.
  149. Target : 1#
  150. Cost : [Doubles]
  151. You make a powerful magical attack on your foe by manifesting the spirit energy you inherited as a youkai—mystic energy.
  152. 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).
  153.  
  154. «Dispel Traction»
  155. Timing : Unique
  156. Range : User
  157. Target : User
  158. Cost : [E]
  159. Applying the divinity that you carry within you, you can give another's dispelling attempt traction when trying to remove a large-spell scale.
  160. 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).
  161.  
  162. «Mystic Insight»
  163. Timing : Unique
  164. Range : Combat Zone
  165. Target : 1#
  166. Cost : [O]
  167. You disperse effects by manipulating the mystic energy you carry within you and perceiving your foe's spirit energy.
  168. 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).
  169.  
  170. ● «Mystic Circulation»
  171. Timing : Unique
  172. Range : 7 Sq.
  173. Target : 1#
  174. Cost : None
  175. By manifesting your mystic energy, you can temporarily synch your spirit energy with another.
  176. 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).
  177.  
  178. ● «Defensive Barrier»
  179. Timing : Defense
  180. Range : 7 Sq.
  181. Target : 1#
  182. Cost : [E]
  183. You instantly erect a special barrier, bestowing the blessing carried in your blood onto another.
  184. Use On Damage Reduction. The target reduces [Damage] they take by the user's {Insight}.
  185.  
  186. ● «Fortunes of War»
  187. Timing : Constant
  188. Range : User
  189. Target : User
  190. Cost : None
  191. You pray to your mystic energy while making ready, augmenting your combat prowess through the enhancement of your fortunes in battle.
  192. 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].
  193.  
  194. ● «Mystic Release»
  195. Timing : Constant
  196. Range : User
  197. Target : User
  198. Cost : None
  199. When you release your mystic energy, its power affects everything around you.
  200. 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].
  201.  
  202.  
  203. ================================================================================
  204. Embers That Burn for the Girl -- Magus Extra Racial Talents [XXXD]
  205. ================================================================================
  206. The following are additional Magus Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Lineage of Magic].
  207.  
  208. «Subspace Leap»
  209. Timing : Start
  210. Range : User
  211. Target : User
  212. Cost : [O]
  213. You instantly leap across space through the invocation of a unique spell.
  214. 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).
  215.  
  216. «Phrase Expansion»
  217. Timing : Unique
  218. Range : User
  219. Target : User
  220. Cost : None
  221. You expand the scope of your spells with a unique chanted phrase.
  222. 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).
  223.  
  224. «Transformation Magic»
  225. Timing : Constant
  226. Range : User
  227. Target : User
  228. Cost : None
  229. Making full use of a special spell, you change your appearance to that of another.
  230. 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]).
  231.  
  232. ● «Power Blast»
  233. Timing : Unique
  234. Range : Engaged
  235. Target : 1#
  236. Cost : [O]
  237. Making full use of a unique spell, you launch a foe a short distance, forcing them to move away from you.
  238. 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).
  239.  
  240. ● «Dueling Rites»
  241. Timing : Unique
  242. Range : User
  243. Target : User
  244. Cost : None
  245. A peculiar and powerful Magus auto-hypnotic ability, performed by stating one's affiliation and station.
  246. 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).
  247.  
  248. ● «Personal Defensive Style»
  249. Timing : Unique
  250. Range : User
  251. Target : User
  252. Cost : None
  253. By displaying your personal, powerful defensive spells, you can halve the physical power of your foe's strikes.
  254. 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).
  255.  
  256. ● «Omen Observation»
  257. Timing : Unique
  258. Range : User
  259. Target : User
  260. Cost : [E]
  261. Putting a unique fortune telling style to use, you bring about a fatal outcome for your foe.
  262. 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).
  263.  
  264.  
  265. ================================================================================
  266. Embers That Burn for the Girl -- Human Extra Racial Talents [XXXE]
  267. ================================================================================
  268. The following are additional Human Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Adaptive Evolution].
  269.  
  270. «Ultimate Physical Arts»
  271. Timing : Start / Unique
  272. Range : User
  273. Target : User
  274. Cost : None
  275. You display superhuman athletics, your physical mastery honed to perfection.
  276. Unique Effect. The target gains one effect according to the [Timing] used. This Talent may be used once per round (or scene).
  277. [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.)
  278. [Unique]: The target changes [Falling Damage] they take to 0.
  279.  
  280. «Single-Minded»
  281. Timing : Unique
  282. Range : User
  283. Target : User
  284. Cost : [O]
  285. Through tremendeous concentration, you guarantee success in a single endeavor.
  286. 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).
  287.  
  288. «Unusual Senses»
  289. Timing : Constant
  290. Range : User
  291. Target : User
  292. Cost : None
  293. Your hearing and tactile senses help you grasp the situation better than your sight does.
  294. 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.
  295.  
  296. ● «Synesthesia»
  297. Timing : Unique
  298. Range : User
  299. Target : User
  300. Cost : None
  301. Combining the awareness and cognizance of multiple senses simultaneously has a great effect on a variety of actions.
  302. 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).
  303.  
  304. ● «Concurrent Action»
  305. Timing : Unique
  306. Range : User
  307. Target : User
  308. Cost : [O]
  309. You perfectly grasp and are aware of a particular endeavor while taking simultaneous actions.
  310. 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.
  311.  
  312. ● «Instinctive Memory»
  313. Timing : Unique
  314. Range : User
  315. Target : User
  316. Cost : [Steps]
  317. Perfectly memorizing a certain action until it becomes automatic, you can completely reproduce it by applying spirit energy.
  318. 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.
  319.  
  320. ● «Unusual Colors»
  321. Timing : Constant
  322. Range : User
  323. Target : User
  324. Cost : None
  325. You possess the ability to see a different spectrum, allowing you to perceive unique color information, something normally unseen.
  326. 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].
  327.  
  328. ================================================================================
  329. Embers That Burn for the Girl -- Dragon Lord Extra Racial Talents [XXXF]
  330. ================================================================================
  331. The following are additional Dragon Lord Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Blood of Dragons].
  332.  
  333. «Dragon Wing Soar»
  334. Timing : Unique
  335. Range : User
  336. Target : User
  337. Cost : [E]
  338. Materializing enormous dragon wings made of etherlight from your back, you envelop yourself or your allies with them, and move instantly to another area.
  339. 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.
  340.  
  341. «Dragon's Divinity»
  342. Timing : Constant
  343. Range : User
  344. Target : User
  345. Cost : None
  346. You draw spirit energy from the draconic factor within yourself, and put your formidable abilities on display.
  347. 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.
  348.  
  349. «Dragon Roar»
  350. Timing : Constant
  351. Range : User
  352. Target : User
  353. Cost : None
  354. By enhancing the spirit energy of your ancestral dragon-god, you refine the special powers that you have already mastered.
  355. 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]."
  356.  
  357. ● «Ancestral Advent»
  358. Timing : Start
  359. Range : User
  360. Target : User
  361. Cost : None
  362. By awakening your draconic factor, you temporarily change your form into that of your ancestral dragon-god.
  363. 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.
  364.  
  365. ● «Dragon-God's Power»
  366. Timing : Unique
  367. Range : User
  368. Target : User
  369. Cost : None
  370. As a high-ranking Dragon Lord, you are able to freely control the weather over a certain area.
  371. 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.
  372.  
  373. ● «Underscale Manifestation»
  374. Timing : Unique
  375. Range : User
  376. Target : User
  377. Cost : None
  378. 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.
  379. 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.
  380.  
  381. ● «Dragonblooded Spirit»
  382. Timing : Constant
  383. Range : User
  384. Target : User
  385. Cost : None
  386. Due to the dragonblood spirit energy flowing through you, you've gained special spiritual power and defense like steel.
  387. 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]."
  388.  
  389.  
  390. ================================================================================
  391. Embers That Burn for the Girl -- Divine Soul Extra Racial Talents [XXXG]
  392. ================================================================================
  393. The following are additional Divine Soul Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Divine Power].
  394.  
  395. «Vicious Aura»
  396. Timing : Attack
  397. Range : Item
  398. Target : 1#
  399. Cost : [E]
  400. Materializing your special divine aura, you release a fearsome spirit energy attack on your foe.
  401. Use While Active. Make either type of [Attack Action] on the target.
  402. [Physical Attack]: The user gains +1 [Rank].
  403. [Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).
  404.  
  405. «Oracle»
  406. Timing : Unique
  407. Range : Combat Zone
  408. Target : 1#
  409. Cost : [O]
  410. You make a revelation or provide augury as a Divine Soul, guiding your allies.
  411. 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.
  412.  
  413. «Martial God»
  414. Timing : Constant
  415. Range : User
  416. Target : User
  417. Cost : None
  418. This Talent represents being a divinity specialized in combat.
  419. 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.
  420.  
  421. ● «Consecrate Grounds»
  422. Timing : Start
  423. Range : Combat Zone
  424. Target : Combat Zone
  425. Cost : [E]
  426. 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.
  427. 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].
  428.  
  429. ● «True Nature»
  430. Timing : Start
  431. Range : User
  432. Target : User
  433. Cost : None
  434. You return to the divine nature that you originally were, whether that was a fox spirit or holy tree.
  435. 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].
  436. ①: +5 to [Physical Damage] and [Armor]
  437. ②: +5 to [Magical Damage] and [Barrier]
  438.  
  439. ● «Strengthen Miracle»
  440. Timing : Constant
  441. Range : User
  442. Target : User
  443. Cost : None
  444. Wielding your spirit energy and devoting it to the miracles you can cause as a Divine Soul, you vastly enhance your divine aura.
  445. 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.)
  446.  
  447. ● «High-Ranking Servant»
  448. Timing : Constant
  449. Range : User
  450. Target : User
  451. Cost : None
  452. 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.
  453. 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].
  454.  
  455.  
  456. ================================================================================
  457. Embers That Burn for the Girl -- Heroic Spirit Extra Racial Talents [XXXH]
  458. ================================================================================
  459. The following are additional Heroic Spirit Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Power by Tradition].
  460.  
  461. «Berserker»
  462. Timing : Start
  463. Range : User
  464. Target : User
  465. Cost : [E]
  466. Your soul becomes clouded due to the regrets or other dark emotions of your past, and for a time, you become enraged.
  467. 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].
  468.  
  469. «Mythical Hoard»
  470. Timing : Attack
  471. Range : User
  472. Target : User
  473. Cost : [O]
  474. You gain a portion of a treasure hoard you once possessed.
  475. Unique Effect. Use at any time. The target immediately gains [500G]. This Talent may be used once per session.
  476.  
  477. «Overwhelming Spirit»
  478. Timing : Unique
  479. Range : 5 Sq.
  480. Target : 1#
  481. Cost : None
  482. You exert tremendous pressure upon another by projecting your spiritual power.
  483. 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).
  484.  
  485. ● «Body of Power»
  486. Timing : Defense
  487. Range : User
  488. Target : User
  489. Cost : [O]
  490. 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.
  491. Unique Effect. Gain the effect of either ① or ②. Also, this Talent does not spend [Defense].
  492. ①: Use On Damage Reduction. The target gains +5 to [Armor] and [Barrier].
  493. ②: Use when the target takes a negative [Shift]. The target gains one of the following: [Remove: Fallen・Darkness・Pain・Paralysis・Immobile].
  494.  
  495. ● «Hidden Art of the Hero»
  496. Timing : Unique
  497. Range : User
  498. Target : User
  499. Cost : [O]
  500. 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.
  501. 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).
  502. ①: Increase [Range] by 2 Sq.
  503. ②: Change [Target] to [Area]
  504. ③: +[any one of user's {Main Stats}] to [Damage Calculation].
  505.  
  506. ● «Express Divinity»
  507. Timing : Unique
  508. Range : User
  509. Target : User
  510. Cost : None
  511. 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.
  512. 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).
  513.  
  514. ● «Spiritual Concealment»
  515. Timing : Constant
  516. Range : User
  517. Target : User
  518. Cost : None
  519. 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.
  520. 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].
  521.  
  522.  
  523. ================================================================================
  524. Embers That Burn for the Girl -- Cyborg Extra Racial Talents [XXXI]
  525. ================================================================================
  526. The following are additional Cyborg Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Special Modifications].
  527.  
  528. «Damper System»
  529. Timing : Unique
  530. Range : User
  531. Target : User
  532. Cost : [O]
  533. Due to an incredible shock absorption function, you're able to lessen the effect of impacts and falling.
  534. Unique Effect. The target gains the effect of either ① or ②. This Talent may only be used once per round (or scene).
  535. 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).
  536. ②: Use when taking [Shift: Fallen]. The target gains [Remove: Fallen].
  537.  
  538. «Accel Mode»
  539. Timing : Unique
  540. Range : User
  541. Target : User
  542. Cost : [E]
  543. You temporarily super-accelerate your reaction time by linking together calculation operations with your cyborg frame.
  544. 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).
  545.  
  546. «Arsenal System»
  547. Timing : Constant
  548. Range : User
  549. Target : User
  550. Cost : None
  551. By modifying your machine body, you can store additional Artificial Regalia within, enhancing your combat potential as you can swap as needed.
  552. 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.
  553.  
  554. ● «Optical Camouflage»
  555. Timing : Start
  556. Range : User
  557. Target : User
  558. Cost : [E]
  559. By adopting camouflage via a special hologram covering your whole body, you can instantly gain complete stealth or a perfect disguise.
  560. 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]).
  561.  
  562. ● «Tactical Readout»
  563. Timing : Unique
  564. Range : User
  565. Target : User
  566. Cost : None
  567. Activing your artificial eyes, which are equipped with advanced optical support functions, you can take control of the battlefield.
  568. 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].
  569.  
  570. ● «Ultimate Modification»
  571. Timing : Constant
  572. Range : User
  573. Target : User
  574. Cost : None
  575. Adding peak performance modifications to your entire body, you're able to stress power over function.
  576. 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]."
  577.  
  578. ● «Augmented Reflexes»
  579. Timing : Constant
  580. Range : User
  581. Target : User
  582. Cost : None
  583. Improving on the acceleration and calculation systems of your machine body, you're able to gain surpassing reflexes and motive function.
  584. Passive Effect. «Damper System» Required. The target gains a +5 modifier to {Initiative}. The target may also [Breakaway] at any time, ignoring [Size].
  585.  
  586.  
  587. ================================================================================
  588. Embers That Burn for the Girl -- Demon Eyed Extra Racial Talents [XXXJ]
  589. ================================================================================
  590. The following are additional Demon Eyed Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Majestic Gaze].
  591.  
  592. «Evil Eye of Abatement»
  593. Timing : Unique
  594. Range : 5 Sq.
  595. Target : 1#
  596. Cost : [O]
  597. Using a special eye technique, you slow another's very movements for a limited time.
  598. 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).
  599.  
  600. «Evil Eye of Sloth»
  601. Timing : Unique
  602. Range : 5 Sq.
  603. Target : 1#
  604. Cost : [O]
  605. You cause spirit energy to grow sluggish by projecting a special energy from your eyes, dampening the force of the technique your foe unleashes.
  606. 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).
  607.  
  608. «Evil Eye of Restrain»
  609. Timing : Unique
  610. Range : 5 Sq.
  611. Target : 1#
  612. Cost : [O]
  613. Using an evil eye that has a powerful suggestive effect, you temporarily restrain an opponent's movements.
  614. 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).
  615.  
  616. ● «Evil Eye of Hexing»
  617. Timing : Unique
  618. Range : 5 Sq.
  619. Target : 1#
  620. Cost : None
  621. You exchange glances with another, or layer a hex upon the one you rest your gaze on, and instantly claim their spirit energy.
  622. 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).
  623.  
  624. ● «Transparent Vitals»
  625. Timing : Unique
  626. Range : 5 Sq.
  627. Target : 1#
  628. Cost : [O]
  629. 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.
  630. 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).
  631.  
  632. ● «Exorcist Godeye»
  633. Timing : Unique
  634. Range : 5 Sq.
  635. Target : 1#
  636. Cost : [Doubles]
  637. You invoke a legendary divine eye that scatters the spiritual power of techniques and abilities.
  638. 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).
  639.  
  640. ● «Immobile Binding»
  641. Timing : Constant
  642. Range : User
  643. Target : User
  644. Cost : None
  645. 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.
  646. Passive Effect. «Evil Eye of Abatement» Required. The target may change the effect of «Evil Eye of Abatement» to either ① or ②.
  647. ①: The target takes a penalty to {Initiative} equal to [any one of the user's {Main Stats}] (cannot go below 1).
  648. ②: Reduce the [Speed] of the target's [Combat Move] by 3 (cannot go below 1 Sq.)
  649.  
  650.  
  651. ================================================================================
  652. Embers That Burn for the Girl -- Marebito Extra Racial Talents [XXXK]
  653. ================================================================================
  654. The following are additional Marebito Racial Talents. To acquire the Racial Talents found here, a character must possess [Racial Bonus: Rulebreaker].
  655.  
  656. «Acceleration Incantation»
  657. Timing : Start
  658. Range : 7 Sq.
  659. Target : 1#
  660. Cost : [Steps]
  661. Chanting an acceleration incantation, a secret of your world, you temporarily speed up another's reaction time.
  662. Unique Effect. The target gains a +[any one of user's {Main Stats}] modifier to {Initiative}.
  663.  
  664. «Strengthening Beliefs»
  665. Timing : Unique
  666. Range : 7 Sq.
  667. Target : 1#
  668. Cost : [E]
  669. Due to your world's beliefs, you have gained unique divinie power, and can use it to vastly enhance another's strength.
  670. 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).
  671.  
  672. «Defensive Spell»
  673. Timing : Unique
  674. Range : 7 Sq.
  675. Target : 1#
  676. Cost : [E]
  677. By invoking a solid defensive spell from your world, you can effectively protect others.
  678. 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).
  679.  
  680. ● «Supernatural Blessing»
  681. Timing : Unique
  682. Range : 7 Sq.
  683. Target : 1#
  684. Cost : [E]
  685. By utilizing the blessing you've gained from your world's divinities, you are able to temporarily augment the actions and techniques of another.
  686. Use On Check. The target gains +2 to the result of the check. This Talent may be used once per round (or scene).
  687.  
  688. ● «Hero's Spirit»
  689. Timing : Unique
  690. Range : 7 Sq.
  691. Target : 1#
  692. Cost : [Steps]
  693. Due to the strong spiritual power that heroes are known for, you are able to energize another.
  694. 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.
  695.  
  696. ● «Hero's Offering»
  697. Timing : Unique
  698. Range : 7 Sq.
  699. Target : 1#
  700. Cost : None
  701. You offer up a powerful prayer, and are granted the divine might of your world's god, which you can put to use.
  702. Unique Effect. Use at any time. The target gains the effect of either ① or ②. This Talent may be used once per session.
  703. ①: Gain 2 [Overflow]
  704. ②: Change three [Spirit] dice to any value
  705.  
  706. ● «Veteran Hero»
  707. Timing : Constant
  708. Range : User
  709. Target : User
  710. Cost : None
  711. As a veteran hero, you've built up sturdy defense, and a strong body.
  712. Passive Effect. The target gains +10 {HP}. Also, the target gains +3 [Armor] and [Barrier].
  713.  
  714. ================================================================================
  715. Embers That Burn for the Girl -- Item: Weapons [XXXL]
  716. ================================================================================
  717. ------------------------
  718. Form: Sword
  719. ------------------------
  720. Combat Knife
  721. Restrict : Martial
  722. Mode : One Hand
  723. ACC : None
  724. PD : +4
  725. INIT : -1
  726. Cost : 800G
  727. [Form: Sword / Range: Engaged / Target: 1#]. *A military-grade knife with a curved blade.*
  728. When performing a [Physical Attack] against [Class: Humanoid], gain +1 [Physical Rank].
  729.  
  730. Reinforced Combat Knife
  731. Restrict : Martial
  732. Mode : One Hand
  733. ACC : None
  734. PD : +6
  735. INIT : -1
  736. Cost : 2250G
  737. [Form: Sword / Range: Engaged / Target: 1#]. *A combat knife with enhanced killing power.*
  738. When performing a [Physical Attack] against [Class: Humanoid], gain +1 [Physical Rank].
  739.  
  740. Comet
  741. Restrict : None
  742. Mode : One Hand
  743. ACC : None
  744. PD : +5
  745. INIT : +2
  746. Cost : 1500G
  747. [Form: Sword / Range: Engaged / Target: 1#]. *A replica of a holy artifact that holds power over flames.*
  748. While [Equipped], reduce [Damage] taken by [Element: Flame] by 5.
  749.  
  750. ------------------------
  751. Form: Spear
  752. ------------------------
  753. Liu Zhao
  754. Restrict : Martial / Utility
  755. Mode : One Hand
  756. ACC : None
  757. PD : +3
  758. INIT : -1
  759. Cost : 1200G
  760. [Form: Spear / Range: Engaged / Target: 1#]. *Special hooks attached to this spear allow it to catch an enemy's weapon.*
  761. While [Equipped], reduce damage received from [Form: Sword / Spear] by 3.
  762.  
  763. Suntetsu
  764. Restrict : None
  765. Mode : One Hand
  766. ACC : None
  767. PD : +4
  768. INIT : -2
  769. Cost : 1200G
  770. [Form: Spear / Range: Engaged / Target: 1#]. *Corrugated iron rings attached to metal sticks. They can be used in a variety of ways.*
  771. While [Equipped], treat as though [Equipped] with [Unarmed].
  772.  
  773. Ikari
  774. Restrict : Martial
  775. Mode : Two Hand
  776. ACC : None
  777. PD : +6
  778. INIT : -1
  779. Cost : 3100G
  780. [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.*
  781. 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].
  782.  
  783. ------------------------
  784. Form: Axe
  785. ------------------------
  786. Red Reaper
  787. Restrict : Martial / Utility
  788. Mode : Switch Hand
  789. ACC : -1
  790. PD : +6/+7
  791. INIT : -3/-4
  792. Cost : 1200G
  793. [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.*
  794. While [Equipped], once per round, increase the [Target] of the user's [Physical Attacks] by +1#.
  795.  
  796. Wind Chakram
  797. Restrict : Martial
  798. Mode : One Hand
  799. ACC : -1
  800. PD : +6
  801. INIT : -1
  802. Cost : 1800G
  803. [Form: Axe / Range: Engaged / Target: 1#]. *An upgraded chakram that's been imbued with a magic wind.*
  804. While [Equipped], can be thrown as a [Ranged Weapon]. When this happens, change [Range / Target] to [7 Sq. / 1#].
  805.  
  806. Earthquake Axe
  807. Restrict : Martial
  808. Mode : Two Hands
  809. ACC : None
  810. PD : +9
  811. INIT : +1
  812. Cost : 3800G
  813. [Form: Axe / Range: Engaged / Target: 3#].
  814. *An enhanced version of the Heavy Axe, upgraded with new alchemic techniques.*
  815. While [Equipped], once per round, the user may force a [Target] that failed their {Evasion} check to move 1 square in any direction.
  816.  
  817. ------------------------
  818. Form: Hammer
  819. ------------------------
  820. Reinforced Baton
  821. Restrict : None
  822. Mode : One Hand
  823. ACC : None
  824. PD : +3
  825. INIT : -2
  826. Cost : 1300G
  827. [Form: Hammer / Range: Engaged / Target: 1#]. *A high-quality extendable baton, purpose-built for defense.*
  828. While [Equipped], the user gains a +1 modifier to the result of {Evasion} checks.
  829.  
  830. Spirit Sledge
  831. Restrict : Martial
  832. Mode : Switch Hand
  833. ACC : None
  834. PD : +7/+8
  835. INIT : -2/-1
  836. Cost : 2600G
  837. [Form: Hammer / Range: Engaged / Target: 3#]. *A reinforced sledgehammer that harbors immense spiritual energy in it's head.*
  838. While [Equipped], once per combat after the user performs [Damage Calculation], they may make one [Weapon Attack].
  839.  
  840. Golden Kanabo
  841. Restrict : Martial
  842. Mode : Two Hands
  843. ACC : None
  844. PD : +7
  845. INIT : -3
  846. Cost : 3400G
  847. [Form: Hammer / Range: Engaged / Target: 1#]. *A replica of a golden kanabo believed to have been possessed by a certain legendary Oni.*
  848. While [Equipped], once per round, gain +5 [Armor].
  849.  
  850. ------------------------
  851. Form: Ranged
  852. ------------------------
  853. Steel Bow
  854. Restrict : Martial
  855. Mode : Two Hands
  856. ACC : None
  857. PD : +6
  858. INIT : -3
  859. Cost : 3000G
  860. [Range: 10 Sq. / Target: 1#]. *A combat bow made from steel fibers. This bow cannot be drawn by those without a warrior's soul.
  861. *
  862. While [Equipped], by spending 1x [Start] and 1x [Prep], for the rest of that round, when making [Attack Actions], gain +1 [Rank].
  863.  
  864. ------------------------
  865. Form: Magic
  866. ------------------------
  867. Transcript of Traditions
  868. Restrict : Utility / Arcane
  869. Mode : Switch Hand
  870. CNJ : -2 / -1
  871. MD : +4 / +5
  872. INIT : -5 / -4
  873. Cost : 1500G
  874. [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.*
  875. While [Equipped], once per round, increase [Targets] of the user's [Magical Attacks] by 1#.
  876.  
  877. ================================================================================
  878. Embers That Burn for the Girl -- Item: Protectors [XXXM]
  879. ================================================================================
  880. ---------------------------
  881. Form: Shield
  882. ---------------------------
  883. [Protector: Shield] Magical Protector
  884. Restrict : Utility / Arcane
  885. Mode : One Hand
  886. EVA : None
  887. INIT : +1
  888. Armor : +1
  889. Barrier : None
  890. Cost : 500G
  891. *A familiar belonging to a certain family of magical creatures.*
  892. 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#.
  893.  
  894.  
  895. [Protector: Shield] Support Medium
  896. Restrict : Utility / Arcane
  897. Mode : One Hand
  898. EVA : None
  899. INIT : +1
  900. Armor : +1
  901. Barrier : +1
  902. Cost : 1000G
  903. *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.*
  904. While [Equipped] with a [Magic Weapon] up to [Cost: 1000G], gain +1 Sq. to the distance of [Magical Attacks].
  905.  
  906.  
  907. [Protector: Shield] Battle Medium
  908. Restrict : Utility / Arcane
  909. Mode : One Hand
  910. EVA : +1
  911. INIT : -2
  912. Armor : +2
  913. Barrier : None
  914. Cost : 1000G
  915. *A magical medium purpose-built for combat use.*
  916. While [Equipped] with a [Magic Weapon] up to [Cost: 1000G], gain +2 to [Magical Damage].
  917.  
  918.  
  919. [Protector: Shield] Guardian Shikigami
  920. Restrict : Utility / Arcane
  921. Mode : One Hand
  922. EVA : None
  923. INIT : +1
  924. Armor : +1
  925. Barrier : +1
  926. Cost : 1500G
  927. *A shikigami created through forbidden methods. It specializes in defense, but can also augment it's user's actions.*
  928. While [Equipped], once per round (or scene), gain +1 to a {Strength} or {Intellect} check.
  929.  
  930.  
  931. [Protector: Shield] Assault Shikigami
  932. Restrict : Utility / Arcane
  933. Mode : One Hand
  934. EVA : None
  935. INIT : None
  936. Armor : +3
  937. Barrier : None
  938. Cost : 1500G
  939. *A combat shikigami created via numerous secret techniques.*
  940. While [Equipped], gain +2 to [Damage Calculation] when making an [Attack Action].
  941.  
  942. ---------------------------
  943. Accessories
  944. ---------------------------
  945. Agate Bangle
  946. Slot : Hand
  947. Cost : 1000G
  948. *A high-quality agate manufactured into an artificial regalia.*
  949. 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.
  950.  
  951.  
  952. Obsidian Bangle
  953. Slot : Hand
  954. Cost : 1000G
  955. *A piece of obsidian, processed into a bracelet-type artificial regalia.*
  956. 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].
  957.  
  958.  
  959. Ancestral Vest
  960. Slot : Upper
  961. Cost : 1000G
  962. *A vest weaved from mysterious material. It can amplify the amount of power a piece of armor puts out.*
  963. 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].
  964.  
  965. ================================================================================
  966. Embers That Burn for the Girl -- Mononoke [XXXN]
  967. ================================================================================
  968. Bakeneko / Class: Beast / LV: 2 (1)
  969. Size : 1
  970. Wits : Clever
  971. Senses : Magic
  972. Speech : Yes
  973. Reaction : Mercurial
  974. ID : 11
  975. Weakness : [Fire] [Light]
  976. Movement : Walk
  977. | ACC | EVA | CNJ | RES | CHK
  978. {Combat Stats} | 05 | 03 | 07 | 01 | 04
  979. {Fixed Values} | 12 | 10 | 14 | 08 | 11
  980. {Initiative} : 12 (6)
  981. {HP} : 23
  982. Armor : 0
  983. Barrier : 1
  984.  
  985. Attack Methods
  986.  
  987. [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
  988. - [Form: Magic] 2d6+9 magical damage.
  989.  
  990. <<Bakeneko's Power>>: Start / 7 Sq. / 1#
  991. - The target gains + 5 {Initiative}, or changes into any shape (Treat as [Disguise TN: 12]).
  992.  
  993. <<Illusion Mystery>>: Unique / 5 Sq. / 1#
  994. - Gain +1 to a [Reactive Check].
  995.  
  996. Materials (2d6)
  997. 2~9: None
  998. 10+: Bakeneko's Hand Dowl/Intellect+2: 1000G (Potency: 2)
  999.  
  1000. Description:
  1001. 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.
  1002.  
  1003. ---------------------------------------------
  1004.  
  1005. Sanshi / Class: Insectoid / LV: 7 (2)
  1006. Size : 2
  1007. Wits : Clever
  1008. Senses : Heat
  1009. Speech : 18
  1010. Reaction : Hostile
  1011. ID : 18
  1012. Weakness : [Fire] [Cold]
  1013. Movement : Walk, Fly
  1014. | ACC | EVA | CNJ | RES | CHK
  1015. {Combat Stats} | 06 | 03 | 16 | 07 | 02
  1016. {Fixed Values} | 13 | 10 | 23 | 14 | 09
  1017. {Initiative} : 17 (8)
  1018. {HP} : 74
  1019. Armor : 4
  1020. Barrier : 15
  1021.  
  1022. Attack Methods
  1023.  
  1024. [Weapon Attack]: Magical Attack / 5 Sq. / 3# / Cancels
  1025. - [Form: Magic] 2d6+18 magical damage.
  1026.  
  1027. <<Transformation ・ Youkai>>: Start / 5 Sq. / 1# / No Reactive Check
  1028. -The target loses 2d6 {Initiative} (to a minimum of 1).
  1029.  
  1030. <<Transformation ・ Doshibetsu>>: Magical Attack / Combat Zone / 1# / Halves
  1031. - [Form: Magic] 3d6+39 magical damage. 1/Round.
  1032.  
  1033. <<Transformation ・ Ushikai>>: Unique / 5 Sq. / 1#
  1034. The targe gains +10 [Barrier].
  1035.  
  1036. <<Fifty-Seventh Cycle>>: Constant / User
  1037. - The target gains x1 [Timing: Attack].
  1038.  
  1039. Materials (2d6)
  1040. 2~10: Mausoleum Carcass/Strength+1: 500G (Potency: 1)
  1041. 11+: Sanshi Scroll/HP+12: 2000G (Potency: 4)
  1042.  
  1043. Description:
  1044. 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.
  1045.  
  1046. ---------------------------------------------
  1047. Ryugu-Douji / Class: Mythical / LV: 3 (1)
  1048. Size : 2
  1049. Wits : Normal
  1050. Senses : Magic
  1051. Speech : Yes
  1052. Reaction : Friendly
  1053. ID : 12
  1054. Weakness : [Fire] [Shock]
  1055. Movement : Walk
  1056. | ACC | EVA | CNJ | RES | CHK
  1057. {Combat Stats} | 05 | 04 | 12 | 05 | 04
  1058. {Fixed Values} | 12 | 11 | 19 | 12 | 11
  1059. {Initiative} : 13 (6)
  1060. {HP} : 43
  1061. Armor : 1
  1062. Barrier : 0
  1063.  
  1064. Attack Methods
  1065.  
  1066. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  1067. - [Form: Magic] 2d6+15 magical damage.
  1068.  
  1069. <<Luck of a Fortune God>>: Start / Combat Zone / Combat Zone
  1070. - The target [Halves] [Damage] from [Attack Actions] other than [Range: Engaged].
  1071.  
  1072. <<Ryugu-Douji Spirit Power>>: Unique / Engaged / 1#
  1073. - Use when the target [Fumbles]. Change the [Fumble] into a [Critical] with [Value: 10].
  1074.  
  1075. Materials (2d6)
  1076. 2~9: None
  1077. 10+: Large Gold Nugget/Luck+2: 1000G (Potency: 2)
  1078.  
  1079. Description:
  1080. 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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