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(Expansion 03) Kamigakari :: True Regalia of Chronos

Jan 22nd, 2018 (edited)
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  1. New (1/16/2020): All the world setting information, faction information, and NPC's have been added.
  2. New (6/19/2018): Magic Godforged regalia Added
  3. New (4/9/2018): Additional rules Translated and Added
  4. New (6/21/2017): Added a couple new Godforged that were asked for.
  5. New (4/1/2017): Added suits, shields, accessories (and consumables, but that was another day). Is the April Fools I did this in one night?
  6. New (3/25/2017): Added Form: Hammer, Magic, as well as the Additional Effects for those and also Form: Ranged.
  7. New (3/12/2017): Added Form: Sword, Spear, Axe.
  8. New (3/4/2017): Put up TOC. Added High Talents and Common Talents. If you haven't been paying attention, then there's a slew of Godforged Regalia stuff too, and I edited Time Wizard powers and added some stuff from the FAQ!
  9.  
  10. TOC
  11. - World Setting information and NPC's [XXXA]
  12. * World Setting [XXXA-1]
  13. * Factions and Organization details [XXXA-2]
  14. * NPC's [XXXA-3]
  15. - Additional Rules (Using items while ignoring restrictions, changing Covers) [XXXB]
  16. - Additional Personality (Unfinished)
  17. - Legion (Style) [XXXD]
  18. - Legacy User (Style) [XXXE]
  19. - Time Wizard (Style) [XXXF]
  20. - High Talents [XXXG]
  21. - Common Talents And Common Racial Talents [XXXH]
  22. - Items: Weapons [XXXI]
  23. * Form: Sword [XXXI-1]
  24. * Form: Spear [XXXI-2]
  25. * Form: Axe [XXXI-3]
  26. * Form: Hammer [XXXI-4]
  27. * Form: Ranged [XXXI-5]
  28. * Form: Magic [XXXI-6]
  29. - Item: Suit, Shield, Accessory, Consumable [XXXJ]
  30. * Protector / Form: Suit [XXXJ-1]
  31. * Protector / Form: Shield [XXXJ-2]
  32. * Accessories [XXXJ-3]
  33. * Consumables [XXXJ-4]
  34. - Godforged Regalia Rules [XXXK]
  35. - Godforged Regalia Data [XXXL]
  36. - Godforged Powers: Weapon [XXXM]
  37. - Godforged Powers: Protector [XXXN]
  38. - Godforged Powers: Accessory [XXXO]
  39. - Godforged Powers: Common [XXXP]
  40. - Mononoke [XXXQ]
  41.  
  42.  
  43. ================================================================================
  44. True Regalia of Chronos -- World Setting Information and NPC's [XXXA]
  45. ================================================================================
  46. ----------------------------------------
  47. World Setting and Factions [XXXA-1]
  48. ----------------------------------------
  49.  
  50. Awakened in the New World
  51. ----------------------------------------
  52. The New World is called “The Peak of Mystery” in the world of Awakened. This is due to the fact that the Awakened that travelled there in the colonial era have taken root in various places and united. The New World's Aramitama are often called "Devils" or "Fallen Divines", and are known to be more powerful and aggressive than the their Japanese counterparts. In addition, its number of ley lines is inferior to Japan, but every single one of them is huge. There is also a large population of godhunters, as well- But in recent years, the number of heinous crimes committed by some of these godhunters has skyrocketed in the United States. Because of their cryptic modus operandi and strange outfits, they are generally called "villains" and are widely feared. However, a number of godhunters have appeared to fight these "villains", appropriately called "heroes". Many are adored by the public for their stylish dress, and armored arsenals (AAs). Their existence is considered to be an urban legend, however, because they never appear in video. However, there are several eyewitness accounts, and because of the internet, word has spread.
  53.  
  54. On the other hand, the number of mononoke is staggeringly large, and innocents that occasionally witness their presence call them "unidentified organisms" . There are many cases of conflict, and cases where they attack ordinary people and domestic animals are often reported.
  55.  
  56. Many of the leylines that exist in various parts of the New World are mainly controlled by nations and corporations. However, there are still leylines in various parts of the country that are stronger and more special, which are kept secret by the descendants of the indigenous people. However, those who do not belong to the government or corporations seem to be keenly observing these leylines.
  57.  
  58. There are many branches of each Awakened organization throughout the new continent, such as the Mages Association and the Knights Templar. However, its major influences are mainly Governments, Military and Intelligence Agencies, other Awakened organizations, and Corporations.
  59.  
  60. In the United States, in particular, intelligence agencies such as the "FBI" and "CIA" are eager to solve supernatural incidents. In North and South America, freelance godhunters are active in large numbers. Known as "Devil Busters", they are primarily responsible for resolving supernatural incidents that cause enormous damage to governments or corporations. The reason for the use of these external assets is to preserve (valuable) governmental/corporate Anti-Awakened forces, and thus freelance devil busters are treated as disposable - but many of them accept these jobs for the fact that they invariably offer high rewards. The missions are always dangerous, such as the liberation of a local city that was taken over by awakened, or a solo infiltration into an area controlled by undead, or chaotic types.
  61.  
  62.  
  63. Hidden History of the New World
  64. ----------------------------------------
  65. The New World used to be a place where people and nature co-existed in harmony. The indigenous people of the New World protected sacred sites - ley lines - that existed, on a tribal basis.
  66.  
  67. The patriarchs of these tribes were all powerful gods, who spent their time peacefully living with their tribes. They were sometimes sought out by Godhunters and Heroic Spirits for aid. However, with the influx of pioneers, and awakened from Europe/Africa/Asia flooding the New World, this lifestyle was disrupted. In particular, European mages and bloodlines fought fierce battles with the indigenous awakened to gain access to huge leylines.
  68.  
  69. Through numerous battles and interactions, the indigenous peoples and pioneers formed nations, and after years of development and several independence movements, finally changed into their current form.
  70.  
  71. Several previous presidents of the United States have been particularly active in both political and awakened issues, a fact that is widely known in the awakened world.
  72.  
  73. Awakened Industry in the New World
  74.  
  75. The United States is now the center of manufacture for Artificial Regalia. A massive number of magical workshops exist throughout the United States in the form of secret factories.
  76.  
  77. In particular, Detroit, said to have been devastated by industrial slumps and and crime, has become a mecca for the production of Artificial Regalia, and various magical workshops are being built in the city in secret.
  78.  
  79. These include factories under <B.E.G> jurisdiction, research facilities belonging to Alkeny Materials, and various other companies and organizations, local or international.
  80.  
  81. South America is home to a number of magic workshops that refine spiritual medicine, and makes up the majority of the world's market shares. However, the Apostles of Wisdom and Rozenskull also have facilities here, where they have created a dangerous new type of narcotic. They divert resources from other organizations and make massive profits by selling them directly to drug cartels, which then pass these strange drugs on to general society.
  82.  
  83. These new narcotics have had a dangerously negative impact on society, and have been the cause of concern for both innocents, and awakened. Some of these narcotics are especially dangerous, and when a large amount is taken by an innocent, they can transform into a mononoke. Therefore, these drugs have begun to create a large number of incidents where Aramitama were not involved, and awakened organizations are conducting covert operations with the intelligence agencies in each country in order to eliminate these drugs.
  84.  
  85.  
  86. Awakened on the Eurasian Continent
  87. ----------------------------------------
  88. At present, Japan is at the forefront of mystery, but the Eurasian continent is subject to an intensifying battle which could overtake it. On the Eurasian continent, Aramitama are called “Shaitan”, “Devils”, "Deus" and so on. In terms of spiritual power, they are weaker than Japanese Aramitama, but they tend to have superior intelligence, and use that cunning to indirectly cause supernatural incidents and make covert movements, making them much harder to track down.
  89.  
  90. There were a large number of ley lines in various parts of the Eurasian continent, but many of them are fading away due to rapid development in various parts of the continent, especially in the East Asian region. Currently, most of the remaining ley lines are managed by awakened organizations such as the Mages Association, the Knights-Templar, or Heilong, but there are also very few undiscovered ley lines in each country.
  91.  
  92. In East Asia, there are a number of godhunters who excel at martial arts, and in West/South Asia, there are many who excel in handling unique godforged and special magic such as Yoga. Europe is home to large numbers of godhunters who excel in a variety of original techniques, such as black and white magic, chaotic spells, summoning, and so on.
  93.  
  94. Another feature of Europe is a family of evil godhunters called "vampires", which have built a large force centered in Eastern Europe, who are widely feared by all awakened organizations.
  95. Vampires are special godhunters that can absorb spiritual power through blood (As they have the ability to suck blood, and by doing so, they can eliminate aging, extend their life expectancy, and accumulate spiritual power.)
  96.  
  97. Many of them are active in the clan called the "Blood Family", and are rumored to dominate the nights and darkness of Europe. On the other hand, the number of mononoke is abundant, and there are many species unique to East Asia and Europe in particular.
  98.  
  99. The Eurasian continent is also home to the main base of the Mage’s Association, the Knights Templar, and Heilong. Conflicts between awakened organizations, corporate wars between companies and nations, and other battles are being waged in secret everywhere. Additionally, it is common for supernatural incidents to be caused by Mononoke or Vampires, rather than Aramitama.
  100.  
  101. Especially in east Asia, leylines belonging to mononoke are being lost and their power has waned drastically, causing problems in villages, and more. A significant number of supernatural incidents have been caused by these mononoke. In West Asia, conflicts developed from issues such as religion, resources, and race are constantly occurring, and many of them exploit awakened for war, a problem that is becoming more and more serious. There are few freelance godhunters, and most of them belong to a government, company, or awakened organization.
  102.  
  103. Hidden History of the Eurasian Continent
  104. ----------------------------------------
  105. It is not an exaggeration to say that the history of the Eurasian continent is the history of the battle between awakened. In Europe, various nations and organizations have emerged to counter evil awakened that come from foreign countries. Godhunters who belong to them have honed countermeasures, knowledge, theories, and magic in the event of battle. In the past, East Asia was once the foremost region of the world where awakened (Mostly Godhunters) were active. A war once broke out because of the (Aramitama-executed) assassination of the chinese emperor, leading to a succession crisis over who had the mandate of heaven. The resulting struggles for leylines and godforged regalia were fierce. However, many martial and mystic arts were born from these battles, and spread throughout the world.
  106.  
  107. In South Asia, many battles took place not only because of the ley lines and godforged regalia, but also because of the interspecies problems and power struggles between the demigods who ruled the land. In West Asia, or Eastern Europe, there has been a continuous battle over the ownership of the largest ley line on the Eurasian continent, which has grown so fierce it drew the intervention of the Knights-Templar.
  108.  
  109. A side effect of these constant wars has been that the performance of and manufacturing technology used to create Artificial Regalia is said to have improved dramatically.
  110. In this way, many of the myths, legends, and stories told on the Eurasian continent are actually its history. Many of these events were actually battles between awakened, or supernatural incidents in the past. Some details were fabricated to obscure the existence of Awakened, but some of them are completely true. This fact is well known by many inhabitants of the Awakened world. Of course, it goes without saying that in the shadow of those battles lurks the influence of Aramitama and covert actions by dark organizations.
  111.  
  112. Awakened Industry on the Eurasian continent
  113. Europe is the center of the development of new Artificial Regalia. In particular, industrial areas such as Manchester, Stuttgart, and Lille are home to the Institute for the Development of Artificial Regalia, an Awakened organization and a Mystery-related company.
  114.  
  115. In recent years, new leylines have been discovered in West Asia, and awakened are excited about the acquisition of spiritual resources that are different from material resources such as crude oil. However, conflicts continue in various places due to the extreme views of certain organizations and nations that are looking to compete because of racial and religious views.
  116.  
  117. East Asia, South Asia, and Northern Europe have become the largest markets in the Awakened world. With the influx of wealth in these rapidly developing countries, it is rumored that all the Godforged Regalia and Artifacts of the world, and even the mononoke that have been captured, are being bought and sold for the entertainment, companionship, experiments, and feeding of the wealthy.
  118.  
  119.  
  120. Awakened on the African Continent
  121. ----------------------------------------
  122. The African continent, along with West and East Asia, are the holiest places in Animism: a system that can be called the origin of all magic. The continent contains a number of secrets that are still unknown around the world.
  123.  
  124. The aramitama of the African continent are called "Diablo" or "Mugwa-On" and their nature is far more brutal than Japans. The number of potential ley lines throughout Africa is said to be comparable to that of Japan. The continent is home to a large amount of warrior and magician godhunters, all of which know ancient secrets and wield mighty spiritual power. There is also an abundance of Mononoke of various types, the largest ley lines in various parts of the continent are governed by Nushi, not human beings.
  125.  
  126. These Nushi their associates have been the only ones to rule these ley lines since ancient times, and they have a large number of high-ranking mononoke under their control. They have excellent intelligence and judgement, and have continued to defend their rights and those of mononoke in negotiations with Awakened organizations and Mystery-related companies.
  127.  
  128. In addition, Africa is home to a Nushi that protects people who believe in it, both economically and socially. Their leyline is awe-inspiring, not only for the Awakened, but also by the general public and the community that has sprung up around it. It's known as "The holy place of the Great God".
  129.  
  130. Africa has been host to a several awakened organizations (Mainly based in the Mediterranean are) for a long time: Branches of the Mages Association and the Knights-Templar. These were set up during after years of exchange, trade, colonization, and battle with European countries.
  131. In recent years, Awakened-related projects in various countries have begun to explore various parts of Africa, with the aim of gaining spiritual resources- Such as ley lines, special metals, and untouched spirits.
  132.  
  133.  
  134. Hidden History of the African Continent
  135. ----------------------------------------
  136. The African continent is a region with the longest history of awakened activity. In the past, Africa was considered to have been a special region where vast spiritual energy flowed that travelled across the world. Some Awakened scholars hypothesize that the enormous spiritual power from this time was one of the origins of mankind. Africa's spirit energy has been tapped in multiple ways for a variety of reasons, but its enormous power has not declined.
  137.  
  138. In addition, it is possible to see mononoke with the appearance of dinosaurs deep inside Africa. These specimens are believed to have survived the extinction event that killed the others and continued to live by obtaining shards. There was a case in Ancient Egypt in which a disguised Aramitama transformed into an Avatar of Ruin by creating a religion around itself (An action that many have unsuccessfully attempted to mimic). This incident, the Amarna Revolution, is widely known in the Awakened world as well as in the general public, as a supernatural incident caused by the world's oldest False God Cult.
  139.  
  140. Other Regions
  141. Other lands related to mystery include the North Pole, Antarctica, and Oceania. It is said that there are huge ley lines in the North and South Poles, and the spiritual energy that flows there emit the magnetic forces that are essential to the earth's well being. Oceania – Specifically in the wilderness of Australia, a huge spiritual barrier has been created by unknown forces, and Special Forces belonging to several countries stationed inside are using vast quantities of fool's gold gathered from all over the world to experiment and battle some unknown entity.
  142.  
  143. ----------------------------------------
  144. Factions and Organization Details [XXXA-2]
  145. ----------------------------------------
  146.  
  147. Public Security Bureau
  148. ----------------------------------------
  149. Leader: Fujita Goro
  150.  
  151. The National Police Department Security Bureau is a top secret department that specializes in monitoring Awakened, established in for public safety purposes. The organization itself is called by the name of a flower, "Shikimi" and it belongs to the Metropolitan Police Department's Public Safety Department.
  152.  
  153. The reality is that this monitoring agency was founded by the former Shinsengumi Third Division Leader, Saitō Hajime, at the call of the Kinshi-Shuu, in order to prevent injustices by the awakened that belong to the police and government. Shikimi is under the control of director Fujita Goro, a name passed down from generation to generation.
  154.  
  155. Shikimi also uses the authority of Public Safety Department to secretly investigate the Self-Defense Forces, politicians, and other dangerous persons and awakened (In addition to their jurisdiction over the police), and in some cases perform arrests or busts. For this reason, they have a tense relationship with the special Counter-Intelligence group known as the "Super-Protection Ring", the "CIA", and other overseas intelligence organizations. Individuals belonging to "Shikimi" perform a lot of independent activities, and the upper and lower echelons of the organization (Beside Fujita) award merit based on achievements and ability.
  156.  
  157. Shikimi, without exception, consists of police officers who were scouted by Fujita. Among them are a number of Ex-Demon Hunters who left the organization, leaving Shikimi's relationship with the Society complicated.
  158.  
  159.  
  160. Supernatural Environment Protection Course
  161. ----------------------------------------
  162. Leader: Tokage Hiroshi
  163.  
  164. One of the curriculums featured at the SDF Educational Institution's Kodaira School is a preliminary course that studies combat situations in hostile environments. The headquarters is located in Kodaira, Tokyo, and the program is often abbreviated as the "Super-Protection Ring"
  165.  
  166. Their actual identity is the Super Rangers, a special forces unit that battles hostile awakened entities, and protect the country in the event of wide-scale emergencies. Their forces are typically selected and trained from the (Very rare) godhunters in the SDF. A secret base exists near the SDF garrison, and several godhunter members and support personnel have been assigned.
  167.  
  168. The "Super-Protection Ring" was established by Assistant General Riku, a former instructor of the Army Nakano School and founder of the Kodaira School, alongside a writer who wanted to protect Japan from the threat of awakened. Some of their training process is derived from the Society's demon ninja, and some is taken from the Nakano School era.
  169.  
  170.  
  171. United States Central Intelligence Agency
  172. ----------------------------------------
  173. Leader: Justice Freeman
  174.  
  175. For the safety and national interests of the United States, the world's largest intelligence agency conducts supernatural investigations- That organization is the CIA.
  176.  
  177. The Central Intelligence Agency is the most powerful Governmental Organization in the world, with the power to gather information using cutting-edge science, to carry out operations with top-quality equipment and excellent human resources, and the ability to carry out various operations around the world. The CIA is the successor of the Office of Strategic Services, an agency established during the Second World War, which was repeatedly reformed until it became the powerhouse organization it is today. It is rumored that the organization was founded in the wake of a number of supernatural events, because the time of establishment coincides with the Los Angeles air raid and the Roswell incident.
  178.  
  179. When the CIA detects a supernatural incident that poses a threat to America, it dispatches a US Special Operations Forces unit known as the 1st Special Forces Paranormal Operations Detachment. Known as "DFC", this Anti-Awakened force is rapidly dispatched, and the supernatural incident is resolved with force. The CIA is known for recruiting both criminals and civilians as collaborators, and they have a deep relationship with general society.
  180.  
  181.  
  182. United States Federal Bureau of Investigation
  183. ----------------------------------------
  184. Leader: Harry S. Jones
  185.  
  186. The Federal Bureau of Investigation, commonly known as the FBI, are known for their work in the crackdown on large-scale incidents, serious crime, and organized crime in every state of the US. With a headquarters in Washington DC, it's known across the world as the world's best investigative agency because of the ability of its investigators and state-of-the-art research technology.
  187.  
  188. However, not many know that the FBI is an institution that investigates supernatural incidents except for those involved in the supernatural themselves. Its history is long, and its predecessor organization was created around 1908. During an influx of immigrants that occured around 1840, special investigative agencies were needed to subdue evil awakened that entered alongside the immigrants and began to commit an ever-increasing number of heinous crimes.
  189.  
  190. FBI Agents, all godhunters, typically use a combination of European Magic and Secret Native American arts and excel in both investigative skills and combat. They regularly contribute to the country's domestic security by solving both normal, serious crimes, and supernatural incidents one after another.
  191.  
  192. Currently, the FBI not only interacts with the CIA, but also with the Alkenny Group and Arkham University, and sometimes conducts collaborative investigations. They also conduct judicial transactions and incarcerate criminals and other dangerous persons.
  193.  
  194.  
  195. Federal Security Service of the Russian Federation
  196. ----------------------------------------
  197. Leader: Nikita V. Sergeyeva
  198.  
  199. The FSB is the successor of the Soviet intelligence organization known as the KGB. Its current home base is unknown. With the support of the former commander of the KGB, this secretive intelligence organization is reminiscent of the one that once shook Western countries.
  200.  
  201. They seem to be focused on three things: A search for the Promise of Ascension, the capture of Awakened (Even though the FSB is ostensibly an intelligence agency of military origin), the restoration of Russia to its position as a superpower by using the power of Godforged Regalia.
  202.  
  203. The FSB is considered to be highly skilled in acquisitions and brainwashing, and are known to infiltrate hostile organizations to erode their power and disrupt their operations. In addition, the FSB commands a special forces unit, "SMERSH" formed from elite, Awakened troops. Its combat ability is feared by intelligence agencies and special forces around the world.
  204.  
  205. It's rumored that the FSB has access to Nazi Mystical Techniques inherited from the old KGB, and is conducting research to create artificial godhunters. It should be noted that people who undergo godhunter conversion surgery are short-lived, and perform their duty in order to prolong their lives... But that information is unconfirmed.
  206.  
  207.  
  208. The British Secret Intelligence Service
  209. ----------------------------------------
  210. Leader: "M"
  211.  
  212. The UK's premier Intelligence Agency, which once supported the British Empire, is the British Secret Intelligence Service- Commonly known as SIS. Their headquarters are located in London.
  213. Formerly known as "Mi6", an autobiographical film created by god hunters made its name known all over the world. The organization is thoroughly confidential, and its intelligence staff are called by cipher names: It's chief secretaries have always called themselves "M".
  214.  
  215. It's renowned as the world's oldest government intelligence agency, and contains a special department dedicated to Awakened activities. Its elite godhunters are called "000", and possess an extraterritorial existence alongside a "God-Killing License", allowing them to operate as they please.
  216.  
  217. Under the direct command of "M", 000 godhunters engage in extremely difficult missions (mainly the resolution of supernatural cases), but they're always provided with Artificial Regalia gadgets that boast excellent performance despite their bizarreness, and can receive the support of the SIS from all over the world.
  218.  
  219. The purpose of the SIS is to stop the misuse of supernatural powers, but their ultimate purpose is to prevent the birth of the Avatar of Ruin. Therefore, they have an old friendship with the Mages Association, and typically square off against the Apostles of Wisdom, Rozenskull, and various evil Awakened Organizations.
  220.  
  221.  
  222. National Intelligence Agency
  223. ----------------------------------------
  224. Leader: El Azal Dayan
  225. The world's strongest and most feared intelligence agency ... That's the Mossad, the National Intelligence Service.
  226.  
  227. The Mossad has collaborators called "Sayanim" all over the world, and fights day and night against surviving awakened Nazis and other evil supernatural beings who work to avenge their country. In addition to their high intelligence skills, their godhunters who boast sorcery and modern combat techniques, are extremely excellent talents with a sense of crisis and mission of national survival. Its godhunters boast not only high intelligence, but also Kabbalah magic and advanced combat training. These extremely talented individuals work in times of crisis and peace in order to secure the safety of their nation.
  228.  
  229. In addition, there also exists a secret Awakened military unit under the General Staff Office of the National Defense Forces, commonly known as "Sayeret Schövet", which works in special cooperation with the Mossad.
  230.  
  231. Named after moses's brother Aaron, Schövet differs from other awakened governmental organizations in that they actively engage not only evil awakened but also with evil collaborators. The greatest purpose of the Mossad is to recover the lost Godforged of legend: The Cane of Aaron, Ark of the Covenant, and the Stone Tablets containing the Ten Commandments. They also pursue the arrest of Nazi war criminals who have escaped and are still at large.
  232.  
  233. For religious reasons, they do not have good relations with the Knights-Templar.
  234.  
  235.  
  236. People's Liberation Army: General Staff Department
  237. ----------------------------------------
  238. Leader: Jin Wuzheng
  239. In the PLA's General Staff Department, the Intelligence Agency that handles foreign intelligence is called the PLA General Staff Intelligence Division. Very few details are known of its home base. The PLA's General Staff Division is an umbrella for several smaller intelligence agencies, each of which causes friction with the others. Among these groups, Huanglong is considered to be one of the most powerful.
  240.  
  241. Like Heilong, which uses awakened as a means, Huanglong is a dark organization that uses awakened as a tool for information collection and power struggles. Huanglong contains a large number of godhunters that work in close collaboration with the military. In addition to their special contegient of Awakened soldiers called the "Evil Sages" (邪仙道士), they also control the "Jiangshi Corps" (僵尸兵団) which revive the dead and transform them into Artificial Gods.
  242.  
  243. Huanglong wields terrifying power, but rumors have begun to circulate that there is a growing internal fracture because a number of Intelligence agencies use the mysteries for their own self-interest, and actively compete with each other.
  244.  
  245.  
  246. Power of the Land Gods
  247. ----------------------------------------
  248. Land gods and Nushi, who rule over many spirits, develop numerous special abilities over the passage of years. By granting their excess spirit energy to someone else, they can create an alter ego an extremely similar type of spiritual power. This ability is called "Wakemitama", or "Branch Spirit".
  249.  
  250. Land gods use this ability to manage a number of ley lines they control. If a person who became a spirit is enshrined in an area belonging to/under the influence of a Land God, they can claim the same name as the land god and exert a function comparable to them. In addition, when land gods disappear, they can nominate those who have received the spirit as candidates as the next generation of land gods, allowing them to inherit their position as deity and spiritual powers.
  251.  
  252. In other words, a number of Land Gods use this power to give happiness to their believers and prevent the destruction of ley lines due to their disappearance. The power required for this distribution is large, and in many cases, it is those who have served as land gods for many years who use it. However, due to complex circumstances, there are cases where innocents wind up receiving the title of a Land God. In cases like that, these individuals may suddenly awaken or become godhunters.
  253.  
  254. In some cases, it's also possible they could transform into Aramitama that are drawn to other spirits. In a situation like so, they are able to wield the power of a conventional land god alongside that of the vast spiritual power unique to Aramitama, making them into frighteningly powerful beings. It is also said that there are Aramitama who have used these stolen powers to create their own branch spirits, allowing them to survive numerous "deaths".
  255.  
  256. The Secret of Godforged Regalia
  257. ----------------------------------------
  258. In recent years, the secret of Godforged Regalia has been glimpsed to some extent by the research of Awakened companies such as Far East Heavy Industries and the Black Eagle Group. According to the latest research, it has been found that Godforged Regalia are composed of objects with extremely similar qualities as Kusimitama, regardless of shape. In addition, it's come to have been understood that Godforged Regalia have their own "ego" and are capable of selecting and recognizing their own owner. In other words, Godforged Regalia are miraculous crystals, and can be considered living weapons.
  259.  
  260. Its been found that there are many Godforged Regalia with the same God Name in this world. For example- A holy sword with the God Name 'Excalibur' exists somewhere in the world, in numerous forms. The companies that have discovered this fact are searching the world for a prominent Shinto Priest that has not yet been discovered. Their purpose is to recover powerful Godforged Regalia to analyze mysterious technologies, and to acquire Spirit Terminals.
  261.  
  262. In addition, the activities of Dark Organizations are becoming more and more active as they seek to extort undiscovered Godforged Regalia. In any case, the search to find Godforged Regalia is intensifying all over the world, and with that, supernatural incidents related to them are becoming more frequent in many countries around the world.
  263.  
  264. The Knights-Templar
  265. ----------------------------------------
  266. The world's largest religious organization, which is mainly active in Europe. It's headquarters are called the Vatican, known as the smallest independent nation in the world. Its congregation is said to consist of 1.2 billion people worldwide, and its influence is immense. It's extremely prominent in Europe and the Americas, where there are numerous believers, and the faith that the Church preaches has become one of the spiritual pillars of the people. The Church has a very long and storied history, having begun in the time of BC and persisted until modern times- Despite constant persecution and internal divisions.
  267.  
  268. The purpose of the Church is to contribute to, and maintain world peace, and it continues to infuse people with a strong faith. This is a rough overview of the Church, which is known in both general society and the awakened world. The Church is the world's largest religious organization, but in fact, it also controls the world's largest Anti-Awakened organization.
  269.  
  270.  
  271. The world's largest Anti-Awakened organization is the Order of the Basilica, more commonly known as the Knights Templar. The Knights Templar are based out of a series of special, large-scale monasteries that consist of elite Awakened and their supporters. The organization's main purpose is to solve supernatural cases and protect innocents. They also focus on the collection and sealing of the Holy Relics, Kushimitama, and Godforged Regalia.
  272.  
  273.  
  274. The Origin of the Knights Templar
  275. ----------------------------------------
  276. In the Knights-Templar, specially trained Godhunters and collaborators (Both referred to as Exorcists) that take the task of solving the supernatural incidents are called "Devil Users".
  277.  
  278. Many of the [---]s have a strong faith in the church and use their special abilities, combat skills, spiritual abilities, and magic to search for demons and relics. If a branch of the church receives a report related to a supernatural incident from any source, they dispatch personnel who are considered to be suited for the job after confirming whether or not the report is true.
  279.  
  280. The organization that preceded the Knights- The Merchant Corps, existed after the establishment of the Church, and has a long history. It eventually changed its name to the Knights-Templar and the Dominican Order. In medieval Europe in particular, there was always at least one exorcist in a parish, and in the name of the Church, continued to secretly fight against evil supernaturals beings that threatened the people. However, because of political reasons and repeated conflicts, their numbers gradually decreased.
  281.  
  282. At present, the church's proud exorcists (Both Godhunter and Collaborator), are the largest awakened organization in the world, alongside the Mages Association- But this is only in comparison with other organizations and as a percentage. Their total number of members overall is gradually decreasing. In recent years, the frequent occurrence of supernatural incidents across various countries around the world, and a resurgence of Devil Worship has begun to afflict the general public. The church sees this as a serious crisis, but is suffering from a shortage of human resources.
  283.  
  284. For these reasons, the church has announced internally and externally that it will focus on training new personnel. Chief bishops in every country have been ordered to establish departments and facilities devoted to the training of these Exorcists. It seems that the Church wants to return its number of Exorcists to the amount it had in its heyday, and add one to every Parish. However, Demon Exorcism is a special technique that can only be used by chosen Godhunters or the divinely inspired, and it leaves many conundrums to spread. it... That is the reality of the situation.
  285.  
  286.  
  287. Exorcist Ranks
  288. ----------------------------------------
  289. Exorcists belonging to the Knights-Templar are given special ranks, which indicate their position.. There are nine ranks, with the lowest rank being a Monk and the highest rank being Secretary-General.
  290.  
  291. Monk / LV: -
  292. Students who have just begun training. After finishing this process, those recognized as having the qualifications become squires.
  293.  
  294. Squire / LV: -
  295. A knight's assistant. They participate in information gathering, and investigate whether or not reports about supernatural incidents are real.
  296.  
  297. Knight / LV: -
  298. Among Squires, the best of the group receive the rank of Knight. Their duties include battle with <Mononoke>, and the cleanup after an incident is resolved.
  299.  
  300. Cathedral Knight / LV: 1~3
  301. Powerful Knights, always godhunters, can achieve this rank. At this point, they are given the name of a patron saint and the authority to directly investigate and resolve supernatural incidents on their own.
  302.  
  303. Exorcist Knight / LV: 4~6
  304. Among the Cathedral Knights, only godhunters that wield high levels of spiritual power are given this rank.
  305.  
  306. Knight Commander / LV: 7~
  307. A high-ranking Exorcist Knight with the authority to command other Exorcist Knights in times of emergency. Mainly responsible or the training of Monks and Squires.
  308.  
  309. Head Knight / LV: 15~
  310. A special rank given to the world's strongest Knights. Currently, nobody has been given this rank.
  311.  
  312. Vice Commander / LV: -
  313. A rank below Head Knight. Vice Commanders can investigate and resolve incidents. In most cases the rank is given to powerful Knights who have left the frontlines due to injuries or other similar circumstances.
  314.  
  315. Secretary-General / LV: -
  316. The highest rank an exorcist can achieve. One is required to have a true heart and strong faith, in addition to other requirements.
  317.  
  318.  
  319. The Mage’s Association
  320. ----------------------------------------
  321. Regardless of their location in the east or west, Witches and Sorcerers, Sages and Summoners, anyone who manipulates magic arts and sacraments can be considered a Mage. The Mage’s Association, as an organization, was founded to protect Magic practitioners worldwide from persecution and oppression, and is the second largest awakened organization in the world (After the Church). The Mage’s Association was established in Europe around the 16th century. At that time, the continent was in the throes of several large-scale Anti-Awakened activities: The most well-known is the Inquisition. The Church led numerous witch hunts of its own throughout europe in this time period, and the reason is that it was in a period of rapid expansion. In order to fuel its growth, it moved to monopolize spiritual resources such as [Shards], [Materials], and Fool's Gold. The Church also had a secondary goal- It wanted to monopolize the very knowledge of magic, and thus they began an intense oppression of Mages.
  322.  
  323. However, there was a mage that gathered his friends and stood up in response to this great tyranny. That man was Rosenkreutz, the great magician who eventually founded the Mages Association. In order to protect the lives of magicians worldwide, he rescued the mages who had been imprisoned by the Church, and made a call for unity among the others. The mages responded to Rosenkreuz's desperate call, gradually coming together under him to form an alliance. After Rozenkreutz's death, the mages continued to unite, and the organization survived these trying times.
  324.  
  325. The main purpose of the Mages Association to search for the Promise of Ascension, and to fulfil the eradication of Aramitama. These goals have never changed since its creation. The rules of the Association, created by Rozenkreutz himself, still stand to this day.
  326.  
  327. -Provide free relief to those who suffer because of Awakened
  328. -Never reveal the existence of Awakened to those who are not
  329. -Representatives of each region must convene at the “Holy Spirit House” once a year
  330. -Representatives of each region will determine their successors
  331.  
  332.  
  333. Lodges of the Mage’s Association
  334. ----------------------------------------
  335. The Mages Association is headquartered in both London, one of the largest ley lines in Europe, and Milan, which is known as the "Triangle of White Magic". Either of these locations are referred to as the House of the Holy Spirit.
  336.  
  337. Each year at one of the central lodges, the Mages Association holds a meeting of representatives of each country. The Association also maintains several meeting facilities used by Magus in various parts of the world. These Artificial Regalia Creation Facilities are commonly known as "Magic Workshops".
  338.  
  339. Traditionally, Magi learn spellcraft from their superiors in the Association. However, depending on the region, several lodges are home to Magic Academies, and those who can prove their origin and status (such as those related to Magus) can practice spellcraft there. Some of these individuals are recommended by the lodge and sent on to higher Magic Academies located in the central lodges of the region. These Mages are able to learn more advanced spellcraft, and in some cases, are selected as leaders of smaller Mage Association branches or other organizations.
  340.  
  341.  
  342. Association Ranks
  343. ----------------------------------------
  344. Magicians belonging to the Association are also given a special rank that indicates their position and ability. There are nine ranks, with newcomers the lowest and Ipsissimus the highest.
  345.  
  346. Neophyte / LV: -
  347. This rank is for those who have just come to know of Awakened and become disciples to learn magic. This is typically the rank of students of Magic Academies.
  348.  
  349. Zealator / LV: -
  350. These magicians have been taught a variety of subjects by their teachers, and have completed their education at a Magic Academy. Ardents are required to follow the Association's rules.
  351.  
  352. Theoricus / LV: -
  353. This rank is for those who excel among the Ardents. Theorist responsibilities include battling monsters that threaten people, and collecting (And processing) information about supernatural incidents.
  354.  
  355. Practicus / LV: -
  356. A fully-fledged magician. Practitioners are allowed to independently investigate and resolve supernatural incidents that occur in the region they are based in.
  357.  
  358. Philosophus / LV: 1~
  359. A skilled sorcerer or awakened that has become a godhunter. It is at this level of the hierarchy that a Mage is allowed rights to own and manage a leyline.
  360.  
  361. Adeptus Minor / LV: 4~6
  362. This rank is given to skilled Mages who oversee several Cabals. It also serves as a special rank, given to the leading class of the Association.
  363.  
  364. Adeptus Major/ LV: 7~
  365. A higher rank given to senior executive mages in the Association. Those who have attained this rank have terrible power and ability.
  366.  
  367. Adeptus Exemptus / LV: -
  368. Mages at this level can order the investigation and resolution of supernatural incidents by any other mage below the rank of Master. The Three Wise Men hold this rank. Strength is not the only requirement- Dignity, Wit, Political Ability, and Organizational Management skill is emphasized.
  369.  
  370. Magus / LV: 15~
  371. A special rank given to those closest to reaching the Promise of Ascension.
  372.  
  373. Ipsissimus / LV: -
  374. A special rank given to those who have fulfilled the Promise of Ascension. Currently, nobody has achieved this rank.
  375.  
  376.  
  377.  
  378. The Occurrence of an Avatar of Ruin
  379. ----------------------------------------
  380. When an Aramitama collects enough souls to become an Avatar of Ruin, it wraps itself in a special, rainbow-colored spiritual barrier to protect it as it evolves. The enormous spiritual vibrations this evolution puts out can be sensed by awakened anywhere in the world.
  381.  
  382. This spiritual barrier is called the Cocoon of Ruin because its appearance resembles a disturbing, tightly-wrapped ball of rainbow-colored material. The interior of the Avatar's Cocoon is formed from different dimensional space formed from pure malice, and filled with evil Mononoke. In the furthest depths, the Aramitama slowly evolves, waiting for the exact moment of its birth. This Aramitama is dangerous but has an imperfect body, and is known as the [Incomplete Body].
  383.  
  384. An [Incomplete Body] has fearful fighting ability, and they're known to be extremely difficult to defeat, even with the help of a powerful godhunter. However, [Incomplete Bodies] are fairly vulnerable to attack, as they consume a great deal of spiritual power.
  385. If an Avatar's cocoon hatches and an [Incomplete Body] comes into contact with the outside world, it will violently siphon energy from the planet itself and rapidly grow to become a [Full Body]. Mankind has once been successful in destroying [Incomplete Bodies] several times... But there have been incidents where they cracked the shell of an [Incomplete Body], which had adverse effects on the world: Extreme weather, plague, famine, and war.
  386.  
  387.  
  388.  
  389. Avatars of Ruin that have appeared in the past
  390. ----------------------------------------
  391. Mankind has experienced the advent of an Avatar of Ruin three times before in the common era― A crisis that almost caused world extinction.
  392.  
  393. The first time one appeared was East Asia around the 3rd century, but it was subdued by the heroes of the time. This encounter is not known in detail because there are almost no surviving records of the time, but legends say that after the cocoon was created, heroes ventured inside and were able to attack the Aramitama directly, killing it.
  394.  
  395. The second time was in Europe, around the 13th century. The majority of Godhunters involved in the incident were Knights-Templar, and they ventured inside the Cocoon accompanied by a force of angels. However, most of them fell victim to <Sanctum Crash> before reaching the Aramitama inside. This was a tragedy, because the nature of Avatars of Ruin was concealed at this time, the intruders succeeded in their assault but were decimated by the barrier's criticality, leaving few survivors.
  396.  
  397. Godhunters at the time quickly changed policy, and immediately after the appearance of an [Incomplete Body], will launch an immediate attack to destroy it. However, the resulting damage on the human side is always enormous: In the examples given, the Knights lost a majority of their Exorcists, an event which is directly linked to the church's decline. The third time an Avatar of Ruin appeared was in the 20th century, just before World War II. This occurrence was in Japan.
  398.  
  399.  
  400. Tokyo Great Barrier
  401. ----------------------------------------
  402. At the time, Japan was severely exhausted by the effects of economic sanctions and other conditions. Even Awakened were not immune to this... The functions of many spiritual buildings were destroyed by economic depression and sabotage from other countries. Valuable godforged were stolen from the country, and the bloodlines that protected them went missing. As a result, Aramitama that had been sealed for many years became active in various places. Domestic Awakened organizations such as the Society, Shikimi, and Kinshi-shuu became swamped in crisis.Just before the war, the situation that they were afraid of finally occurred. In the Edo period, an Incomplete Avatar of Ruin was sealed under Edo. The seal on this Avatar was loosened, and the [Incomplete Body] inside became active.
  403.  
  404. The Japanese organizations responded to this incident immediately, and quickly moved to reseal the Avatar. However, in the process, all parties involved consumed an enormous amount of spiritual energy, and lost a large number of valuable operatives. It is said that this incident was a distant cause of the destruction of Kinshi-shuu during the events of Purgatory Night, causing further damage to the Demon Hunter's Society. The incident also became widely known by Awakened of all over the world, and after the war, the Knights and Mages Association entered Japan for surveillance purposes.
  405.  
  406. The super-massive barrier under Tokyo that sealed the Avatar of Ruin- The Tokyo Great Barrier, survived Purgatory Night because of the efforts of Kinshi-shuu and Shikimi, and continues to function normally. However, the enormous spiritual power that radiates from within the barrier and the Feng Shui spells applied to circulate and diffuse it has made Tokyo into one of the world's leading spiritual cities. This ambient energy has become a factor that attracts many awakened from overseas.
  407.  
  408. For these reasons, the incidence of supernatural incidents in Tokyo has reached the world's highest level in recent years. The government has put dealing with this on the backburner for reasons such as having a shortage of human resources, and as an interim solution, there is now a bounty system that pays gold to the Awakened who delivers a report on the resolution of a supernatural incident, along with evidence- Such as a Kushimitama. For this reason, many Godhunters continue to secretly resolve various supernatural incidents occurring in Tokyo in order to obtain the Kushimitama and Fool's Gold.
  409.  
  410.  
  411. ----------------------------------------
  412. NPC's [XXXA-3]
  413. ----------------------------------------
  414. “Activist” Saito Jiro
  415. "Police work is a painstaking process."
  416. Cover: Bureaucrat
  417. Race: Darkstalker
  418. Age: 67
  419. Gender: Male
  420.  
  421. Saito Jiro is a police official who loves hunting caps and canes, and has a calm attitude and slim profile. Saito is the Secretary-General of the National Police Department Security Bureau, and is known as the “Activist” because of his skill in minimizing state scandals.
  422.  
  423. Behind the scenes, he is the right-hand man of Fujita Goro, and is in charge of the management of Shikimi. A powerful godhunter, he loves to collect Cane-Type Artificial Regalia, but was injured in the past in battle with a powerful Aramitama. As a result, he lost both his fighting ability and the love of his wife.
  424.  
  425. He retired from combat, but continues to carry out his duties for justice and works to regain his wife's love. Masato Urabe's father and he are close friends, and as a result he continues to secretly provide personal assistance to his son, Masato. In addition, there is one side that likes advice and is reluctant.
  426. ----------------------------------------
  427.  
  428. “Dancing Red Wolf” Saito Shingetsu
  429. Cover: Police Investigator
  430. Race: Darkstalker
  431. Age: 28
  432. Sex: Female
  433.  
  434. This female police inspector scarlet, waist-length hair is Saito Shinzuki. She is a key figure in both the National Police Department's Security Bureau, and Shikimi, and takes on-site command of the Police Department during supernatural incidents in Tokyo, which is under her jurisdiction. It is said that she is too tolerant of dogmatism in the field, but that is because she places solving supernatural cases as the highest priority.
  435.  
  436. Alongside her father, Saito Jiro (Who she maintains a good relationship with), the duo have a track record of preventing crimes by the Apostles of Wisdom, Heilong, and other dark organizations in Japan with excellent investigative techniques learned from the FBI. Because of this, they have been targetted for assassination multiple times.
  437.  
  438. While she had suffered several misunderstandings in girl's school because of her rough attitude, she was excited to cut her teeth on detective work. Her serious and passionate personality has gained her a lot of popularity among the same sex. She prefers meat dishes and sake, and after resolving an incident, always gets stone drunk and begins to dance.
  439. ----------------------------------------
  440.  
  441. "Super-Defense Commander" Tokage Hiroshi
  442. "All right... Super Rangers, move out!"
  443. Cover: Institutional Executive
  444. Race: Human
  445. Age: 45
  446. Gender: Male
  447.  
  448. Tokage Hiroshi is a very earnest man, selected as the commander of the Ichigaya Regiment of the "Super-Protection Ring". He has a very distinctive look: He always wears a big grin, and always dresses in a pristine uniform with a hat.
  449.  
  450. Originally, he was completely unrelated to awakened. However, one of his colleagues were involved in a supernatural incident, and had a wish granted by an Aramitama. Following the incident he confronted his colleague, and was convinced to sign a contract of souls, but he rejected the temptation with his strong body and spirit, and conveyed the situation accurately to the Super-Defense Force members that appeared on the scene. This allowed the case to be solved immediately.
  451.  
  452. After that, he was selected to join the Super-Defense Force and became an expert in Anti-Awakened tactics in Japan as a result of his efforts. This allowed him to gain a position as head of the Ichigaya Regiment, which is the central part of the Super-Defense Force. His subordinates call him "Commander" with reverence, and trust his calm judgement deeply.
  453. ----------------------------------------
  454.  
  455. "Enticing Moth Silk" Tomoshibi Kaiko
  456. "Foeee-eh? A business trip again?"
  457. Cover: Agent
  458. Race: Hanyou
  459. Age: 17
  460. Gender: Female
  461.  
  462. The Super Defense Force uses the curry chain "PON" as a cover. On the surface, she is a clumsy delivery employee who works there... But in reality, she is an exorcist ninja belonging to the Super Defense Force, specializing in intelligence gathering and searching for Godforged Regalia, with the Style of [Treasure Hunter].
  463.  
  464. She lives as a normal student, but secretly wears armor under her uniform and carries a special mission letter, travelling around the country for investigations and serving as a liason with other godhunters who are connected to the Super Defense Force. She is a descendant of the Koga Ninja, and daughter of a Tomoshibi who has served the Japanese Government for generations.
  465.  
  466. She also trains in Ninjutsu at home, but while it has its uses, it does not compare to Godhunters. As a result, they are often attacked and injured by the supernatural. However, she still flies around the country, doing her duty and looking to reunite with certain Godhunters who once saved her.
  467. ----------------------------------------
  468.  
  469. "St. Bernard" Gerard Sparda
  470. "Only you can do this difficult task..."
  471. Cover: Organizational Executive
  472. Race: Scion
  473. Age: 36
  474. Gender: Male
  475. In recent years, the church has established a new institution for training exorcists. He is a priest and chairman of the "International Exorcist Association" and a Secretary General of the Knights-Templar. Born into a family of the Knights-Templar he was educated as an exorcist from an early ages, and joined the church with his brother Gabriel to demonstrate his abilities.
  476. Sixteen years ago, the Church noticed a sign of great disaster in Japan and the Sparda brothers, who were declared the strongest at the time, we selected for an expedition to the far east. Just before departure, however, a powerful Aramitama appeared in the vatican, causing Gerard to lose his Light with a unique curse. His brother headed to Japan alone, where his movements were lost, and he was later found murdered.
  477. HAving lost his brother and his light at the same time, he spent days in despair, but eventually decided to focus on training new exorcists, and stepped up as president. He now works to resolve supernatural incidents around the world for the sake of world peace. It’s rumored that he relies heavily on a genius young exorcist.
  478. ----------------------------------------
  479.  
  480. "St. Ursula" Angelique D'arc
  481. "Please choose for me. I'll take you to heaven!"
  482. Cover: Devout
  483. Race: Human
  484. Age: 17
  485. Gender: Female
  486. A young nun belonging to the Knights-Templar. Her rank is "聖堂騎士".
  487. Her primary duty is transport - that is, to deliver other Exorcist Knights to difficult to reach positions.
  488. Born to a family in the Modena Clergy, at the age of eight she awakened to her abilities - the Style of [Mastery], capable of mastering all techniques, and the talent to control various vehicles freely.
  489. After hearing rumors, Gerard Sparda meets with her and, liking her personality, scouts her for the Knights-Templar. She is currently using her powers to help people by solving supernatural incidentas. She specializes in helicopter operations.
  490. Because of her kindness she is not good at fighting, and always escapes instead of fights when a battle occurs during transport. However, even in emergencies, her maneuverability is incomparable, using all techniques to pass through danger safely and bring Godhunters to the target location.
  491. ----------------------------------------
  492.  
  493. "Guardian of Justice and Freedom" Justice Freeman
  494. "Every scrap can be used, it just depends on how you use it."
  495. Cover: Politician
  496. Race: Human
  497. Age: 51
  498. Gender: Male
  499. With an unusual career as a doctor of molecular chemistry, A grumpy bald old man wearing a luxury suit - that's Justice Freeman, current secretary of the CIA. Though he has the name of both Justice and Freedom, nobody knows for sure if he's a true patriot.
  500. He has worked with the B.E.G. to persuade the then president to reconstruct the CIA, and rebuild domestic armaments that were in gradual decline since the cold war.
  501. His character is callous and calculated, and he is sharp-tongued and hot-tempered. His reckless rebukes and intense shouting always tighten his stomach.
  502. He does not need a popular personality, but is calm and accurate in any situation, and harshly objective to himself and his boss.
  503. In other words, he is a strange person not to be trusted but is trusted by others... The man called Justice Freeman.
  504.  
  505. He has a motto:
  506. "The supernatural is a grenade with no pin. It is our job to be the pins, or else, we'll blow our ass."
  507. ----------------------------------------
  508.  
  509. "Human Weapon" Cain Williamson
  510. "If there's a way to safe my wife, I..."
  511. Cover: Soldier
  512. Race: Human
  513. Age: 74?
  514. Gender: Male
  515. The founder of the Special Forces for Supernatural Existences - Commonly known as the Divine Force Command - which is secretly dispatched by the CIA in the event of a major supernatural incident within the United States.
  516.  
  517. Originally from the United States Army Fifth Special Forces Group, he served in the 1964 Vietnam War. There he fought against the strongest supernatural guerilla forces in the field and awakened as a Godhunter, gaining the Style of [Aura Breaker] that controls the increase and decrease of spiritual power.
  518.  
  519. After the war, he retired, but returned to the army for his advanced CQC/CQB skills and experience in fighting the supernatural. In cooperation with the militarization of supernatural combat and reorganization of the Delta, he created the desired U.S. force "DFC". However, during the winter 17 years ago, he disappeared, leaving his beloved wife with a congenital illness. The reason was never revealed, and rumor is that his whereabouts were lost on his way to Japan.
  520.  
  521. Its said that "DFC" has three powerful soldiers who inherited his technique and are synonymous with the "Human Weapon", and they continue to support the DFC.
  522. ----------------------------------------
  523.  
  524. "HW01" Michael Blockheads
  525. "Don't chat idly... Go, I'll help you."
  526. Cover: Military
  527. Race: Cyborg
  528. Age: 33
  529. Gender: Male
  530. A terrifying cyborg revived from hell as a soldier and leader of the supernatural special unit, "DFC". In the past, he was a strong fighter under two special units, Delta and DFC, with a charming smile and sharp American joke.
  531.  
  532. A few years ago, he died honorably during a campaign against the supernatural. Fortunately or unfortunately, hsi body was revived as a cyborg with 90% of the body being replaced with machinery, under the "US Army Mechanized Soldier Plan", and promoted by CIA secretary Freeman in cooperation with the B.E.G. However, his former personality is lost, and he no longer makes jokes like he used to.
  533.  
  534. However, he still wields powerful firearms on the battlefield, and is a reliable support for allied plunged into the battlefield, and will depart quickly to help.
  535. ----------------------------------------
  536.  
  537. "The Man You Didn't Know" Harry S. Jones.
  538. "Oh my god, what do I tell the president!?"
  539. Cover: Bureaucrat
  540. Race: Human
  541. Age: 52
  542. Gender: Male
  543. The gentleman who divided his ash blonde hair into seven parts - Jones, secretary-general of the FBI.. He was originally a special investigator excelling in violent crime, and in the wake of a monkey incident, he fell in love with the daughter of the then-secretary. However, that secretary was a Magus, and as Jones was a common man, he had no involvement in supernatural matters or investigations.
  544. Despite this, many twists and turns, he became her groom, following the rules of the clan and stepping into the supernatural world. He brought power and excellence to his investigative command, and was promoted to secretary-general of the FBI.
  545. Events and incidents in the Awakened world are always astonishing, and because of this, before and after the occurrence of supernatural incidents, he is always overkill. But, he loves peace and has strong integrity, and is liked by his subordinates amongst the Special Investigators, which brings unity within the FBI.
  546. ----------------------------------------
  547.  
  548. "Zombie Star FBI" Jake Smith
  549. "Yo buddy. As always, save the world with me!"
  550. Cover: Special Investigator
  551. Race: Magus
  552. Age: 22
  553. Gender: Male
  554. A cheerful FBI special investigator with a blue jacket, sunglasses, and basketball shoes as his trademark style. He was originally a gangster, and was constantly suffering injuries and accused of corruption. He was chosen as a special investigator to keep him from going down the wrong path.
  555. He is young, but a genius priest who mastered his own voodoo spells and uses them to freely gather information.
  556. He feels cramped by good values such as rules and patriotism but enjoys working for the FBI because of his natural fondness for trouble.
  557. With his favourite buddy, a specially-skilled Godhunter Special Investigator, they enjoy revealing the secrets of villains and evil gods, and crushing their ambitions.
  558. His favorite hobbies are watching movies (especially about zombies), hip-hop, and dancing.
  559. ----------------------------------------
  560.  
  561. "Spirit Dancer" Howling Wolf
  562. "To stop the voices of evil... I want to cooperate."
  563. Occupation: Guardian Spirit
  564. Race: Marebito
  565. Age: ---
  566. Gender: Female
  567. The great ancestor of the indiginous Hpoi of the United States. She was originally a magical researcher specializing in pioneering. However, while travelling through space-time, the godforged regalia used for transportation was damaged, and after a narrow escape from death, reached a new continent from outer space. There, she was helped and protected by the good people of the Hopi.
  568. Moved by their deep passion, and having lost the means to return, she became a guardian spirit, sometimes leading or performing rescues, and watching over the New Continent.
  569. However, even with her advanced magic, she couldn't stop the rise of supernatural incidents in recent years. Because her speciality was in medicines and pioneering, she had little combat magic.
  570. For this reason, she frequently contacts freelancer godhunters and supernatural organizations, providing information to them in order to protect her people.
  571. ----------------------------------------
  572.  
  573. "Modern Alchemy King" Leonie Hohenheim
  574. “Is the Promise of Ascension necessary for a complete soul?”
  575. Cover: Millionaire
  576. Race: Magus
  577. Age: 62
  578. Gender: Male
  579.  
  580. The current leader of the Alkeny Group, and head of the prestigious Hohenheim family, which is well-known throughout the Awakened World. The Alkeny group has a Non-Interference agreement with the Mages Association. Leonie also possesses the style of [Last Creator], and is an Alchemist that boasts the highest level of power seen in this century. The Hohenheim family has survived several upheavals in history by using their ancestral alchemic ability to amass power in both the Innocent and Awakened worlds. This power hasn't faded over time, but has skyrocketed over the generations, especially under the current family head, Leonie.
  581.  
  582. However, since the events of Purgatory Night, he has become overprotective of his only daughter, Lara, who had travelled to Japan. He seems anxious, and since that time he has begun to focus on the search for the Promise of Ascension for unknown reasons.
  583.  
  584. Currently, he makes various requests to godhunters with whom he has a personal friendship with. The contents of these requests range from gathering information on the <Promise>, the escort of his daughter, and battle with his enemies. However, only a handful of godhunters are capable of becoming friends with him, and they are all world class awakened in some way.
  585. ----------------------------------------
  586.  
  587. "Red Returner" Nikita V. Sergeeva
  588. "I do not want any more... I want to sleep all the time..."
  589. Cover: Organizational Executive
  590. Race: Demon Eye
  591. Age: 17
  592. Gender: Female
  593. Nobody can imagine a delicate girl of only 17 years old, who is in truth the brutal leader who manipulates the "FSB" from the shadows.
  594. To be precise, it is Victor Antonov within her who is the true leader of "FSB".
  595. Immediately after the collapse of the former soviet union, Victor was captured by Rosenzkull and tortured to confess the location of nazi heritages possessed by the KGB - a vast array of mythical artifacts. However, one of the heritages he wore - the Godforged Regalia: Fragment Ring - contained his south, and he escaped death. By accident, he took over the spirit of Nikita, a girl who held the ring in her hand, and revived as a split personality.
  596. Afterwards, he was appointed general director of the FSB for his achievements in protecting the Nazi heritage. As a sadist, Victor gets drunk with slaughter on each mission and is indulgent in all his pleasures. He plans to gain complete freedom by corrupting Nikita's soul, and sealing away her consciousness.
  597. ----------------------------------------
  598.  
  599. "Assault Flyer" Lydia Riscova
  600. "Disappear... This Sky is mine. It's my place."
  601. Cover: Soldier
  602. Race: Esper
  603. Age: 14
  604. Gender: Female
  605. Lydia, a girl discovered in a laboratory in St. Petersburg that was secretly abandoned after the collapse of the Soviet Union. Released from the cylindrical vessel of an artificial hibernation device, she awakened with powerful psychic abilities. Super senses, Telekinesis, instantaneous movement, clairvoyance - and her greatest ability is an unusual power of flight.
  606.  
  607. Not only that, but she aldo demonstrates astounding air combat skills when operating a fighter, and soon became an ace pilot.
  608. Nobody knows where she came from, except for Victor who discovered her and loves her like her brother. Lydia flies as a member of the "SMERSH", shooting down enemies and working as support for messengers. As Lydia has no memory, working for "SMERSH" is the greatest purpose of her life.
  609. ----------------------------------------
  610.  
  611. "M" David Lee
  612. "It is pure spiritual power that saves the world from crisis."
  613. Cover: Millionaire
  614. Race: Darkstalker
  615. Age: Unknown
  616. Gender: Male
  617. Before the founding of MI6, the founder of a magic workshop who ruled the supernatural of the kingdom - David Lee-, the Vampire of Annwn. An intellectual old gentleman who acquired the title of [Soul Eater] that can absorb and convert spiritual power, and was one of the founders of the evil godhunter vampire network lurking in the darkness of Europe. After being betrayed by his peers, he is imprisoned in the central lodge of London for information and secrets.
  618. However, in recent years, a supernatural case where politicians were assassinated by a vampire lead to the British government, with the help of the (League), appoint him, the survivor of the vampire world- as "M", the Secretary of SIS.
  619. There he colluded with the royal family as part of a ritual known as the Covenant of Vassals, and became unable to defy the orders of the sovereign without losing his life.
  620. Because of his hatred for the betrayers was greater, he reluctantly cooperated, and now fulfills his duties.
  621. While imprisoned, he sends a helpless spirit out to command (000), but the difference is stunning.
  622. ----------------------------------------
  623.  
  624. "Q" Susie D. Lanchester
  625. Cover: Craftsman
  626. Race: Human
  627. Age: 18
  628. Gender: Female
  629. A support staff member employee of "SIS". The chief of the technical department, which performs analysis and provides "000" agents with artificial regalia. She has the Style of [Last Creator], which can create regalia and elixirs.
  630. Born in a family of inventors and raised from a young age surrounded by blueprints and tools, she grew up to be a top technician.
  631. On the other hand, she is an eccentric teenager who became interested in Metal, forming a Heavy Metal band with her school friends, and while tinkering with mechanical devices she will often mess around as if playing drums.
  632. She loves to make artificial regalia, and innocently treats "000" staff who use them well. She is also a keen analyst specializing in the unknown, and will take a keen look at supernatural cases.
  633. However, if she encounters a difficult problem, her thoughts start going round in circles. When this happens, she refreshes by taking a bite of her favourite chocolates.
  634. ----------------------------------------
  635.  
  636. "South Sea God" Sea Gift
  637. "We must enrich this country to save believers and their families."
  638. Cover: Tochigami
  639. Race: Divine Spirit
  640. Age: Unknown
  641. Gender: Male
  642. The ancestor of the Yoruba people of Nigeria, who's true name is Olokun.
  643. He was a kind of tochigami, with vast ley lines in the sea bed of the gulf of Guinea, and has interacted since ancient times with some humans, such as kings.
  644. However, as people began to strengthen their militaries from the end of the 16th century, he refused to engage in the struggles and secluded himself. Then, at the beginning of the 21st century, the new president begged for help in developing the country, and he resumed contact with humankind. He began providing spiritual resources, but the president only used these as a source of funds to consolidate his power.
  645. On learning this, he grew angry and devised a plan. By giving a Godforged Regalia - a silver spoon of good luck - to a good young zoologist, he guided him to become the president. Now he dresses as one of the bureaucrats, working hard towards the country's development.
  646. ----------------------------------------
  647.  
  648. "Dagger in the Mouth" El Azal Dayan
  649. "We help our people for security and salvation."
  650. Cover: Organizational Executive
  651. Race: Human
  652. Age: 70
  653. Gender: Male
  654. Secretary-General of "Mossad", whose family were killed during childhood by superhuman nazi troops, who has the Style [Enigmatic] - That man is El Azal Dayan.
  655. He became a Defense Force soldier after encountering an unsealed, powerful supernatural being during a war against terrorism in the conflict zones, he awakened as a godhunter.
  656. He formed a unit to deal with the supernatural threat, "Sayaret Schövet", and fights against the Nazi remnants. While hunting down a former Nazi soldier, he was caught in the middle of a suicide bomb and lost one leg. Depressed, he fell back from the front lines.
  657. He later became Secretary-General, and formed a cross-border cooperation initiative between Sayaret Schövet and other intelligence agencies.
  658. He's a fierce commander who destroys his enemies by any means, but to his companions is a strong man who does not forsake them, and is trusted by many godhunters and the heads of organizations across countries.
  659. ----------------------------------------
  660.  
  661. "Blasting Flames" Luz Shalom
  662. "No... Who looks like this and likes it?"
  663. Cover: Agent
  664. Race: Human
  665. Age: 20
  666. Sex: Female
  667.  
  668. Among the Mossad, Luz Shalom is particularly skilled at undercover reconnaissance. Although Luz has a handsome, masculine appearance, she is actually a woman who dresses like a man. She was born into a military family, and thus grew up with a brave, manly personality.
  669.  
  670. She has a slender, beautiful appearance that resembles a pretty shrine maiden. Because of her combat and disguise ability plus her keen judgement, she is often ordered to collect information in foreign countries, and is a favorite of secretary Dayan. Despite her stunning appearance, even in military wear, it's not a good idea to compliment her about her appearance, as a maiden's heart is complicated.
  671.  
  672. She's also skilled with explosives and can transform into a knightly form, clad in a special type of Explosive Reactive Armor that augments her attack and defense.
  673.  
  674. She seems to be dissatisfied with her sleek appearance because she is too conspicuous, but is popular within Schevet for the very same reason. The motive for her battles is revenge, and she pursues an awakened who killed her brother, who was a Schevet member.
  675. ----------------------------------------
  676.  
  677. "Japan's Monster" Fuchi Kazuomi
  678. "If my hypothesis is correct, then the <Promise of Ascension> is..."
  679. Cover: Millionaire
  680. Race: Human
  681. Age: 44
  682. Gender: Male
  683. The current head of Fuchiya, a prestigious member of the Japanese financial community, and CEO of Japan's world class Heavy Industry company, Far East Heavy Industries. He is known to be an extremely effective manager, always remaining calm and showing little to no ups or downs in his emotions. He's also an excellent scientist, earning the nickname "Japan's Monster" for his skills and intelligence. He was once a rival to Katsutake Shindo, one of the leaders of the Apostles of Wisdom, during their university days, and he has previously invited Shindo to Far-East Heavy Industries.
  684.  
  685. Presently, he is focusing on the search for and analysis of the Promise of Ascension, and after many years has written a hypothesis on the topic based on the scraps of literature scattered around the world. He believes he has an opportunity to prove his hypothesis, and in order to find the highly-skilled supernatural beings necessary to do so, he often puts out contact requests for godhunters.
  686. ----------------------------------------
  687.  
  688. "Dark Corpse Master" Toubu Sei
  689. "Flower petals dancing in the wind...slip past the hand that want them, huh."
  690.  
  691. Occupation: Organizational Executive
  692. Race: Dragon Lord
  693. Age: 26
  694. Gender: Male
  695.  
  696. Military Adviser to the Second Branch of the PLA's General Staff Division— Also known as the head of Huanglong, the talented young man that pulls the organization together... That is Toubu Sei.
  697.  
  698. Sei was a bastard child, and his mother and sister were domestically abused. In retaliation, he and his comrades avenged them by assassinating his father, head of the organization at that time, allowing him to take over Huanglong. With his newfound position, he secretly lent aid to another executive staff member to make their uprising a success through assassination.
  699.  
  700. Their goal was to prevent country-wide collapse by establishing a new, rational government that could usher in many years of peace and prosperity... However, suspicion and paranoia among the group lead to internal conflict.
  701.  
  702. Sly and resourceful, Sei commands a "Jiangshi Army" that has earned him renown as a powerful "Dark Corpse Master". His true goal is to revive his mother and sister, who met a bitter end. To him, political, military, and even spiritual power are mere tools to accomplish this. To that end, he secretly seeks to form a <Contract of Souls> with the 47th-Generation head of <Heilong>.
  703.  
  704. He inherited his pretty face and elegant bearing from his mother, both of which garner him popularity among women. He's rumored to be a man of the world, a philanderer who seeks those who resemble his sister.
  705. ----------------------------------------
  706.  
  707. "Cowry Zombie" Kaku Ryokutei
  708. "Unable to revere the general...what a pitiful human you are."
  709.  
  710. Occupation: Soldier
  711. Race: Cyborg
  712. Age: 17
  713. Gender: Male
  714.  
  715. The adjutant of Toubu Sei, Huanglong's general. A blue-eyed, blonde-haired pretty boy who's always by the general's side, serving him— That is first lieutenant Kaku Ryokutei.
  716.  
  717. A mixed-blood orphan that came from Kowloon City, he was taken in to serve as Sei's attendant. Treated as a mere slave by Sei's father, he was used as a human shield against Sei's gunfire during the rebellion, leaving him on the verge of death.
  718.  
  719. As he died, he requested that Sei transform him into a zombie. However, Sei possessed personal connections to <Far East Heavy Industries>, and with their cooperation, brught Ryokutei back as a zombie made of steel— A cyborg. As a result, Ryokutei formed near-fanatical loyalty to Busei.
  720.  
  721. He's a kind person that supports the weak, but as he is reliant on Sei, cannot voice his ideas and is generally reserved. On the other hand, his fanaticism drives him to completely eliminate those who oppose Sei.
  722.  
  723. Should he fail to eliminate his targets, his entire body would be assaulted with phantom pain, and he would transform into a supersoldier. This is a secret modification bestowed upon him by Sei, though Ryokutei knows nothing about it. He probably wouldn't believe it even if someone were to tell him.
  724.  
  725. ================================================================================
  726. True Regalia of Chronos -- Additional Rules [XXXB]
  727. ================================================================================
  728.  
  729.  
  730. 1. Equipping items while ignoring Restrictions
  731. --------------------------------------------------------------
  732. If GM permission is obtained, the character can [equip] [items] ignoring [restriction]. However, according to the conventional [restriction], I will be penalized further. We will explain each of the quick tables and the contents of each item described in the table from the following items.
  733.  
  734. Quick Chart – Weapons
  735. Restriction | Active | Damage
  736. Stat Type | -2 | -5 (Minimum 1)
  737. Style/Race | -3 | -10 (Min 1)
  738.  
  739. Quick Chart – Protective Equipment and Accessories
  740. Restriction | Reactive | Initiative
  741. Stat Type | -2 | -5
  742. Title/Race | -3 | -10
  743.  
  744. Stat Type
  745. This is the case when an [Equipped] [Item] does not match the [Restriction] based on your choice of stats. For example, if a [Martial] character is [Equipped] with an [Item] with [Restriction: Utility].
  746.  
  747. Style/Race
  748. This is the case when [Equipped] [Item] does not match the [Restriction] of your Style or Race. For example, a character of [Style: Arc Slayer] has [Equipped] a [Restriction: Dragon Carrier] Item.
  749.  
  750. Active
  751. Penalty that occurs against the achievement value of [Active Checks] when the [Item] is [Equipped] ignoring [Restriction].
  752.  
  753. Reactive
  754. Penalty that occurs against the achievement value of [Reactive Checks] when the [Item] is [Equipped] ignoring [Restriction].
  755.  
  756. Damage
  757. This is a penalty for [Damage Calculation] when the [Item] is [Equipped] ignoring [Restriction].
  758.  
  759. Initiative
  760. This is a penalty for [Initiative] when the [Item] is [Equipped] ignoring [Restriction].
  761.  
  762.  
  763. 2. Changing Covers
  764. --------------------------------------------------------------
  765. Depending on the development of the scenario, there may be a case where a characters [Cover] changes. At that time, you can change Covers if you get permission from GM and if the character can satisfy the conditions listed below by [session preparation / end].
  766. However, a character's ability to change [Cover] is limited to the presence of 〇 notation in the following quick reference table. For example, a character using [Cover Table 1] can be changed only to other covers existing in [Cover Table 1] (eg [Normal student] → [Delinquent] is allowed, but [Normal Student] → [Land God] is impossible).
  767.  
  768. Quick table: Table of Occupation
  769. Cover Table | 1 | 2 | 3 | 4
  770. Table 1 | 〇 | X | X | X
  771. Table 2 | 〇 | 〇 | 〇 | X
  772. Table 3 | 〇 | 〇 | 〇 | 〇
  773. Table 4 | 〇 | X | 〇 | 〇
  774.  
  775. Change conditions
  776. When changing [Covers], the character must fulfill the following conditions according to The [Cover Table] before change.
  777.  
  778. Cover table 1 → Cover table 1
  779. When changing a [Cover of Table 1], it is necessary to acquire all the [Gear] that a [Cover of Table 1] Possesses before the change. For example, when changing from [Normal student] to [Delinquent], you have to possess all of [Gear: Mobile · Residential · Emergency Kit · Motorcycle · Bag]. Since a normal student already has these, they can change to delinquent at any time. To Become an [Honor Student] instead, you also need [Gear: Change of Clothes · Stylish Clothes]. Upon switching [Cover], You lose the [Cover Bonus] of your old one, and gain the [Cover Bonus] of your new [Cover] The change also consumes [50G] in addition.
  780.  
  781. Cover table 2~4 → Cover table 1~4
  782. When changing [Cover Table 2-4], it is necessary to cause a [Small Miracle] (Core p185) by consuming a [Kushimitama]. For example, if you change from [Guardian] to [Land God], you should choose to use a [Small Miracle] and declare that you change your own [Cover].
  783.  
  784. After a change via Kushimitama
  785. After changing [Cover], all [Features] and [Item] Granted by a [Cover] before the change are eliminated (can not be sold etc.), and you obtain the [Cover bonus] and [Item] obtained by the new [Cover].
  786.  
  787. ================================================================================
  788. True Regalia of Chronos -- Additional Personality [XXXC] (Unfinished)
  789. ================================================================================
  790.  
  791.  
  792. ================================================================================
  793. True Regalia of Chronos -- Legion (Group: Martial) (Style) [XXXD]
  794. ================================================================================
  795. Characters who have this [Style] as their [Main] are able to equip items with [Restrict: Martial] and [Restrict: Legion].
  796.  
  797. ACC EVA CNJ RES INS PD MD INI HP
  798. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  799. | 1 | 1 | 1 | 0 | 1 | 3 | 3 | 5 | 32 |
  800. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  801. Combat Modifiers (When Main)
  802.  
  803. Those who carry in their souls the Shards of ranged weapons--the bolts of lightning, the throwing spears, and bows once used by the gods of old--acquire the [Style] of "Peerless Demon of Battle," more commonly known as the [Legion]. Those with the [Style] of [Legion] have distilled the combat techniques and killing methods they have forged amid war and strife to a supernatural form, and are able to fields those techniques at-will. Also, they have acquired matchless physical capability and kinetic vision, and are able master intricate Artificial Regalia, stims, and even explosives. In other words, [Legion] are soldiers of peerless skill, brilliant gunmen, and demolitionists who could toy even with gods.
  804.  
  805. --------------------------------------------------------------------------------
  806. TYPE A
  807. This Type specializes in different kinds of attack actions. There are no restrictions to using [Legion: Type A] Talents.
  808. --------------------------------------------------------------------------------
  809. ●◎※
  810.  
  811. ※ Focused Assault
  812. Timing : Attack
  813. Range : Item
  814. Target : 1#
  815. Cost : [5, 5]
  816. Utilizing special combat techniques, you make an unparalleled focused assault.
  817. Use On Active Check. The user performs two [Weapon Attacks] against the [Target]. The user may apply effects that affect [Attack Actions], such as «Martial Arts Enhancement» (Scion Racial Ability), but if making a [Ranged Attack・Magical Attack], this Talent cannot be used after a [Combat Move]. Can be used 1/round.
  818.  
  819. (TN Note: Focused assault is a singular attack action that makes two separate weapon attack rolls. talents applied to focused assault apply to both weapon rolls as they are part of the talent.)
  820.  
  821. Target Assessment
  822. Timing : Start
  823. Range : User
  824. Target : User
  825. Cost : None
  826. Assessing multiple targets, you ignore accuracy in favor of hitting them all.
  827. Unique Effect. When making an [Attack Action], the user selects a single value of 1, 2, or 3, and then takes a penalty to their [Active Check] equal to that value. Then, they increase the # of [Targets] of their [Attack Action] by the same value. (For example, if they select 2, then they take -2 to the [Active Check], but gain +2# [Target].) If the [Attack Action] is already [Target: Area, Combat Zone], then instead the user takes -2 to the [Active Check], and gains +1 [Rank]. The Talent does not expend the user's [Start] Timing.
  828.  
  829. [Legion A] <<Aim Where It's Weak>>
  830. Timing : Attack
  831. Range : Item
  832. Target : 1#
  833. Cost : [E]
  834. Seeing through your opponent's armor or barrier to their weak points, you unleash a sudden strike at those places.
  835. Physical Attack. The user makes a [Physical Attack] against the target, and gains one of the following effects at [Damage Calculation].
  836. ①: [Physical Rank] +1
  837. ②: [Target] [Armor] is [Halved]
  838.  
  839. Special Technique
  840. Timing : Attack
  841. Range : Item
  842. Target : 1#
  843. Cost : [E]
  844. You unleash an attack timed to a gap in your opponent's awareness, or just with inhuman speed, hindering your opponent's evasive maneuvers.
  845. Physical Attack. The user makes a [Special Attack] against the target. This Talent may be used once per round.
  846.  
  847. Combat Maneuver
  848. Timing : Unique
  849. Range : User
  850. Target : User
  851. Cost : [E]
  852. Just after unleashing an attack, you nimbly move with a cartwheel, flip, or backspring.
  853. Unique Effect. Use after the target makes an [Attack Action]. The target may move up to three squares. This Talent may not be used while [Engaged], and may only be used once per round.
  854.  
  855. Focused Fire
  856. Timing : Unique
  857. Range : User
  858. Target : User
  859. Cost : [E]
  860. By focusing a broad attack to a single point, you also focus the power.
  861. Unique Effect. Use before the user makes an [Attack Action]. For each 1# the user reduces the [Target] of their [Attack Action] by (to a minimum of 1#), they gain a +3 modifier at [Damage Calculation] (to a maximum of 12). If the [Attack Action] is [Target: Area, Combat Zone], then change the [Target] to [1#], and gain +1 [Rank]. This Talent lasts until [Timing: End] of the current round, and may only be used once per round.
  862.  
  863. Field CQC
  864. Timing : Unique
  865. Range : User
  866. Target : User
  867. Cost : None
  868. Using practiced, close-in fighting techniques, you knock down an opponent near you.
  869. Unique Effect. Use after the target performs [Damage Calculation], or after they are successful at a [Reactive Check]. The target inflicts [Shift: Fallen] on [Range: Engaged / Target: 1#] (no [Reactive Check] is made.) This Talent may be used once per round.
  870.  
  871. Strategic Move
  872. Timing : Unique
  873. Range : Combat Zone
  874. Target : 1#
  875. Cost : [O]
  876. Your ally moves according to your plan, strategically seizing advantageous terrain.
  877. Unique Effect. Use when the target becomes the [Actor]. The target may move up to five squares (if [Engaged], they cannot move, however if through the effect of another Talent they can ignore [Engaged], then they can move; also, the target may refuse this effect.) This Talent may be used once per round.
  878.  
  879. ● Counterstrike
  880. Timing : Unique
  881. Range : User
  882. Target : User
  883. Cost : [5]
  884. When you are wounded or are shifted, you turn aside while making a counter attack.
  885. Unique Effect. Use after the target takes [Damage], or is inflicted with any one of [Shift: Darkness, Fallen, Pain]. The target gains one of [Remove: Darkness, Fallen, Pain], and then may make one [Weapon Attack]. This Talent may be used once per round.
  886.  
  887. ● Ace in the Hole
  888. Timing : Unique
  889. Range : User
  890. Target : User
  891. Cost : None
  892. You unleash an original secret move as a last resort, vastly enhancing the power of your attacks.
  893. Use On Damage Calculation. After [Influencing], the target treats the highest value die applied at [Damage Calculation] as though it were an 8 (even if the result is a 1, treat it as an 8, such that [Rank: 4] would mean the damage would be 8 * 4 = 32.) This Talent may be used once per combat.
  894.  
  895. ● Ranged Attack Proficiency
  896. Timing : Constant
  897. Range : User
  898. Target : User
  899. Cost : None
  900. You are skilled in the operation of ranged weapons and weapons akin to those.
  901. Passive Effect. While [Equipped] with a [Form: Ranged] [Weapon] (or a [Weapon] with "Gun" or "Bow" in the name), the target gains a +5 modifier at [Damage Calculation]. Also, the target is now able to [Equip] [Item: Weapon / Form: Ranged] [Weapons], or [Weapons] with "Gun" or "Bow" in the name ignoring their [Restricts].
  902.  
  903. ● Massacre
  904. Timing : Constant
  905. Range : User
  906. Target : User
  907. Cost : None
  908. Through long years of training, you have distilled the combat techniques of a Legion so that they are certain to bring death.
  909. Passive Effect. The target gains a +5 modifier to {Initiative}. Also, when inflicting [Damage] to the [Target] of [Style: Legion / Timing: Attack] Style Talents, the target may inflict [Shift: Dead] to all Mononoke with "x#" written in their names (multiple Mononoke treated as a single entity). «Killing Arts Technique» cannot be applied to this effect.
  910.  
  911. ◎ Arms of the Asura
  912. Timing : Constant
  913. Range : User
  914. Target : User
  915. Cost : None
  916. Due to the techniques learned through long years of military service, you know exactly when to use the right tool for the right job.
  917. Passive Effect. When using [Timing: Attack] Style Talents, the target gains +1 [Rank] at [Damage Calculation]. Also, three times per round, the target may immediately swap one [Equipped] [Weapon] for one [Stored] [Weapon], and [Equip] it.
  918.  
  919. ◎ One Man Army
  920. Timing : Constant
  921. Range : User
  922. Target : User
  923. Cost : None
  924. This Talent represents being a supernaturally skilled warrior that, alone, is the equivalent to a large military force.
  925. Passive Effect. When using [Group: Martial / Timing: Attack] Style Talents, the target may treat them as though one portion of the [Cost] has already been paid.
  926.  
  927. --------------------------------------------------------------------------------
  928. TYPE B
  929. This Type specializes in tactical commands and fighting using explosives. There are no restrictions to using [Legion: Type B] Talents.
  930. --------------------------------------------------------------------------------
  931. ●◎※
  932.  
  933. ※ Battle Command
  934. Timing : Start
  935. Range : 7 Sq.
  936. Target : 1#
  937. Cost : [Steps]
  938. Through decisive battle command, you support the actions of your allies.
  939. Unique Effect. The target gains the effect of either ① or ②. This Talent does not spend [Start], and may be used once per round.
  940. 1: +1 [Overflow]
  941. 2: +5 {Initiative}
  942.  
  943. Obstacle Deployment
  944. Timing : Start
  945. Range : 7 Sq.
  946. Target : 1# (1 Sq.)
  947. Cost : [Steps]
  948. By blowing up or effectively utilizing your surroundings, you can set up an obstacle on any terrain.
  949. Unique Effect. The user [Installs] one [Obstacle] equivalent to a "Common Residence" in an unoccupied square within [Range]. This Talent does not spend [Start], and may be used once per round.
  950.  
  951. Spread Out!
  952. Timing : Prep
  953. Range : Combat Zone
  954. Target : Combat Zone
  955. Cost : [5]
  956. Making decisive tactical commands, you urge your allies into advantageous positions.
  957. Unique Effect. [Range: Combat Zone / Target: Combat Zone] other than the user may move up to 2 Sq. (If [Engaged], they cannot move. This effect may be refused.) This Talent does not spend [Prep], and may be used once per round.
  958.  
  959. Tactical Strike
  960. Timing : Attack
  961. Range : Item
  962. Target : 1#
  963. Cost : [5]
  964. Utilizing weapons or firearms, you unleash an attack to ensure a tactical advantage.
  965. Use While Active. Make an [Attack Action] on the target, and gain the following effect as appropriate. The user may forcibly move a target that took at least 1 [Damage] from this [Attack Action] 1 Sq. in any direction, ignoring [Engagements].
  966. [Physical Attack]: The user gains +1 [Rank].
  967. [Magical Attack]: Deal [Rank: 2] [Magical Damage] on the target (Resist [Cancels]).
  968.  
  969. Demolition Tactics
  970. Timing : Attack
  971. Range : Item
  972. Target : 1#
  973. Cost : [E, 5]
  974. Detonating pre-placed explosives in a certain order, you blow the target in whichever direction you like.
  975. Use While Active. Make an [Attack Action] on the target, and gain the following effect as appropriate. The user may forcibly move a target that took at least 1 [Damage] from this [Attack Action] 2 Sq. in any direction, ignoring [Engagements].
  976. [Physical Attack]: The user gains +1 [Rank].
  977. [Magical Attack]: Deal [Rank: 2] [Magical Damage] on the target (Resist [Cancels]).
  978.  
  979. Perfect Cover
  980. Timing : Unique
  981. Range : User
  982. Target : User
  983. Cost : None
  984. Making full use of your cover, you enhance its defensive effects.
  985. Use On Damage Reduction. This Talent cannot be used unless there is an [Obstacle] in a square adjacent to the user. The target is able to apply [Shift: Cover] even against [Damage] taken from [Engaged]. Also, the target reduces the [Damage] taken by an additional 10 (for a total of -15). After, the target selects one [Obstacle] in a square adjacent to them, and destroys it. This Talent may be used once per round.
  986.  
  987. Offense and Defense as One
  988. Timing : Unique
  989. Range : User
  990. Target : User
  991. Cost : [5]
  992. Just after evading, you take a stance and then unleash a counterattack.
  993. Unique Effect. Use after succeeding at an {Evasion} check. The target may make 1x [Weapon Action] against [Range: Engaged / Target: 1#]. This Talent may be used once per round.
  994.  
  995. Assault Support
  996. Timing : Unique
  997. Range : Combat Zone
  998. Target : 1#
  999. Cost : [E]
  1000. You attack or go for a fake-out on your opponent, letting you ally move while the opponent is distracted.
  1001. Unique Effect. Use when the target takes their [Turn]. The target may move up to 3 Sq., ignoring [Engagements] (the target may refuse this effect). This Talent may be used once per round.
  1002.  
  1003. ● Construct Fortification
  1004. Timing : Start
  1005. Range : Combat Zone
  1006. Target : 2# (2 Sq.)
  1007. Cost : [5]
  1008. By blowing up your surroundings or utilizing terrain effectively, you set up an advantageous position for yourself.
  1009. Unique Effect. The user [Installs] one [Obstacle] equivalent to a "Common Residence" in two unoccupied squares each within [Range].
  1010.  
  1011. ● Collapse Obstacle
  1012. Timing : Unique
  1013. Range : Combat Zone
  1014. Target : 1#
  1015. Cost : [5]
  1016. Embedding explosives within obstacles, you detonate them as an opponent draws close to them, stopping their movement.
  1017. Unique Effect. Use at any time, when the target moves into a square adjacent to an [Obstacle]. The target's [Move Action] or movement gained through a Talent ends in that square (the target does not get a [Reactive Check]). After, all [Obstacles] adjacent to the target are destroyed. This Talent may be used once per round.
  1018.  
  1019. ● Zone Collapse
  1020. Timing : Unique
  1021. Range : Combat Zone
  1022. Target : 1#
  1023. Cost : [5]
  1024. Embedding explosives within obstacles, you detonate them the moment gets close to one, blowing them away.
  1025. Unique Effect. Use at any time, when the target moves into a square adjacent to an [Obstacle]. Deal [Magical Damage: 15 x # of [Obstacles] adjacent to the target] (Max 60) to the target, and also [Shift: Fallen] (the target does not get a [Reactive Check]). After, all [Obstacles] adjacent to the target are destroyed. This Talent may be used once per combat.
  1026.  
  1027. ● Flaming Explosion
  1028. Timing : Unique
  1029. Range : Combat Zone
  1030. Target : 1#
  1031. Cost : [5]
  1032. Exploding something simultaneously with an attack, you inflict mortal wounds on your opponent.
  1033. Use On Damage Calculation. The target gains a +[any one of user's {Main Stats} x 2] modifier at [Damage Calculation]. This Talent may be used once per combat.
  1034.  
  1035. ◎ Tactical Expert
  1036. Timing : Constant
  1037. Range : User
  1038. Target : User
  1039. Cost : None
  1040. Whether it's modern combat or guerilla combat, urban combat or magical combat, when it comes to tactics in war, you know them all.
  1041. Passive Effect. The target gains a +5 modifier at [Damage Calculation]. Also, when using [Timing: Start] Talents, the target treats one portion of the [Cost] as already paid.
  1042.  
  1043. ◎ Ingenious Schemes
  1044. Timing : Constant
  1045. Range : User
  1046. Target : User
  1047. Cost : None
  1048. Making full use of your sly intellect and eye for tactics, you make highly sophisticated strategies.
  1049. Passive Effect. The target gains a +5 modifier to {Initiative}. Also, the target is now able to use [Style: Legion / Timing: Unique] Style Talents as though they had [Cost: O].
  1050.  
  1051. ================================================================================
  1052. True Regalia of Chronos -- Legacy User (Group: Utility) (Style) [XXXE]
  1053. ================================================================================
  1054. Characters who have this [Style] as their [Main] are able to equip items with [Restrict: Utility]. Also, regardless of whether this [Style] is their [Main] or not, they may purchase and [Equip] [Restrict: Legacy User].
  1055.  
  1056. ACC EVA CNJ RES INS PD MD INI HP
  1057. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1058. | 1 | 1 | 1 | 1 | 0 | 2 | 2 | 5 | 38 |
  1059. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1060. Combat Modifiers (When Main)
  1061.  
  1062. Those who carry the Shard of a Regalia favorited by the gods of old, and have also inherited the existence, the [Godforged Regalia], that acts as a counterpart to that Shard, acquire the [Style] of "Inheritors of the Sacred Treasures," more commonly known as the [Legacy User]. One with the [Style] of [Legacy User] can, through the power of their Shard, draw out the various supernatural abilities hidden within their armament. In other words, [Legacy Users] are holy swordsmen who possess mighty sacred blades, or a miko from a clan that has inherited unique ritual implements, or a pilot who boards a mysterious armored titan. Please refer to the [Godforged Regalia] section for more details on the rules for these items.
  1063.  
  1064. --------------------------------------------------------------------------------
  1065. TYPE A
  1066. This Type controls weapon-style [Godforged Regalia]. You must be [Equipped] with a [Godforged Regalia: Weapon] in order to use [Legacy User: Type A] Talents.
  1067. --------------------------------------------------------------------------------
  1068. ●◎※
  1069.  
  1070. ※ Sublime Etherlight
  1071. Timing : Unique
  1072. Range : User
  1073. Target : User
  1074. Cost : None
  1075. Enormous etherlight streams from your Regalia, enhancing spirit energy and your power. As it does, a sound like a roar resounds through the area.
  1076. Use On Damage Calculation. The target gains +1 [Rank] at [Damage Calculation], and gains 1 [Overflow]. This Talent may be used once per combat (or scene).
  1077.  
  1078. Spirit Inversion
  1079. Timing : Prep
  1080. Range : User
  1081. Target : User
  1082. Cost : [E]
  1083. By utilizing the power of your Regalia, you create unique spirit energy.
  1084. Unique Effect. The target gains 1 [Overflow]. This Talent may be used once per round (or scene).
  1085.  
  1086. Phantom Flash
  1087. Timing : Attack
  1088. Range : Item
  1089. Target : Area
  1090. Cost : [Steps]
  1091. Drawing on the power of your Regalia, you create countless phantoms of it that are as deadly as the real thing.
  1092. Use While Active. The user makes either type of [Attack Action] against the target (if already [Area], then gain an additional +1 [Rank].)
  1093. [Physical Attack]: The user gains a +1 modifier to the result of their {Accuracy} check.
  1094. [Magical Attack]: Inflict [Rank: 1] [Magical Damage] to the target (Resist [Halves].)
  1095.  
  1096. Spirit Ray
  1097. Timing : Unique
  1098. Range : User
  1099. Target : User
  1100. Cost : None
  1101. Upon your attack, your Regalia bursts with overflowing etherlight, widening your range.
  1102. Unique Effect. Use at any time. The target changes the [Range] of their [Timing: Attack] Talent to [Combat Zone] (if already [Combat Zone], gain +1 [Rank].) This Talent may be used once per combat (or scene).
  1103.  
  1104. Etherlight Regalia
  1105. Timing : Unique
  1106. Range : User
  1107. Target : User
  1108. Cost : None
  1109. Pale etherlight radiates from your Regalia, and by basking in its glow, you can manipulate your spirit energy.
  1110. Unique Effect. Use at any time. The target adds or subtracts 1 from any two of their [Spirit] dice (adding or subtracting two from one die is allowed; this effect cannot raise above 6 or lower below 1.) This Talent may be used once per combat (or scene).
  1111.  
  1112. Reproduce Memories
  1113. Timing : Unique
  1114. Range : User
  1115. Target : User
  1116. Cost : [2]
  1117. Reading the memories that dwell within your Regalia, you reproduce the power of one of its former wielders.
  1118. Unique Effect. Use at any time. The target may use an [Equipped] [Godforged Regalia: Weapon] [Additional Effect] that has "X per combat" written in it one more time, regardless of whether they've used it already or not. This Talent may be used once per round, but may only be applied once per combat to a single [Additional Effect]. (For example, if applied to [Cleaving Wave], after, the user cannot use «Reproduce Memories» on [Cleaving Wave] again for the rest of the combat, but could use it on another effect.)
  1119.  
  1120. Regalia of Ruin
  1121. Timing : Unique
  1122. Range : User
  1123. Target : User
  1124. Cost : [2]
  1125. By drawing on the mighty spiritual power of your Regalia, you bring ruin to all it touches.
  1126. Unique Effect. The user gains one of the following effects. This Talent may be used once per round (or scene).
  1127. 1: Use at any time. One [Obstacle] within [Range: 5 Sq.] is destroyed, regardless of {HP}.
  1128. 2: Use On Damage Calculation. When the user performs an [Attack Action], they get +1 [Rank].
  1129.  
  1130. Matched Pair
  1131. Timing : Constant
  1132. Range : User
  1133. Target : User
  1134. Cost : None
  1135. Due to various circumstances, you've received an additional Godforged Regalia.
  1136. Passive Effect. The target is able to purchase one more [Godforged Regalia: Weapon]. (In other words, unless they have lost one, the target is able to store and equip up to two total [Godforged Regalia: Weapons].)
  1137.  
  1138. ● Cut the Thread of Life
  1139. Timing : Unique
  1140. Range : 5 Sq.
  1141. Target : 1#
  1142. Cost : [O]
  1143. By using your Regalia, you are able to temporarily sever the regeneration of impurities and the blessings of health.
  1144. Use On Damage Reduction. Until [Timing: End] of the next round, the target takes a penalty that reduces all [Recovery] received by 20 (to a minimum of 0). This Talent may be used once per round (or scene).
  1145.  
  1146. ● Overflowing Power
  1147. Timing : Unique
  1148. Range : User
  1149. Target : User
  1150. Cost : [2]
  1151. Charging the business end of your Regalia to its limit with spirit energy, for just a moment, it becomes invisible.
  1152. Unique Effect. Use when the target becomes the [Actor]. The target gains [Shift: Assault] on the first [Attack Action] of their turn. This Talent may be used once per round.
  1153.  
  1154. ● Specialized Assault Arms
  1155. Timing : Constant
  1156. Range : User
  1157. Target : User
  1158. Cost : None
  1159. Your Regalia displays maximum killing power against a certain class of divinity.
  1160. Passive Effect. When the target first acquires this Talent, they designate one [Class] of Mononoke, and then when performing [Attack Actions] against that [Class], they gain a +2 modifier to the result of their [Active Check], and +1 [Rank] at [Damage Calculation].
  1161.  
  1162. ● Armycrusher Regalia
  1163. Timing : Constant
  1164. Range : User
  1165. Target : User
  1166. Cost : None
  1167. Your Regalia carries unique spirit energy that instantly butchers small fry.
  1168. Passive Effect. The target gains a +5 modifier at [Damage Calculation]. Also, the target may inflict [Shift: Dead] on Mononoke with "x#" written in their name (multiple Mononoke treated as a single entity) that they deal [Damage] to («Killing Arts Technique» does not apply to this effect.)
  1169.  
  1170. ◎ Raging Etherflame
  1171. Timing : Unique
  1172. Range : User
  1173. Target : User
  1174. Cost : [2]
  1175. Etherlight like fire bursts from your Regalia, reawakening your abilities.
  1176. Unique Effect. The target may use one [Style: Legacy User / Type: A / Timing: Unique / Cost: None] Style Talent that has "X per combat" written in it, regardless of whether they've already used it or not. This Talent may be used once per round (or scene).
  1177.  
  1178. ◎ Regalia Awakening
  1179. Timing : Constant
  1180. Range : User
  1181. Target : User
  1182. Cost : None
  1183. When you awaken your Regalia, it emits tremendous etherlight, distilling spirit energy down to its purest form.
  1184. Passive Effect. When the target uses «Sublime Etherlight», add the following effect to that Talent: "The user gains a +[one [Equipped] [Godforged Regalia: Weapon]'s [PD] or [MD]] modifier at [Damage Calculation]."
  1185.  
  1186. --------------------------------------------------------------------------------
  1187. TYPE B
  1188. This Type controls non-weapon [Godforged Regalia]. You must be [Equipped] with either of [Godforged Regalia: Armor, Accessory] in order to use [Legacy User: Type B] Talents.
  1189. --------------------------------------------------------------------------------
  1190. ●◎※
  1191.  
  1192. ※ Sacred Treasure of Healing
  1193. Timing : Unique
  1194. Range : 7 Sq.
  1195. Target : 1#
  1196. Cost : [2]
  1197. Drawing on the power of your Regalia, you cause wounds to quickly heal.
  1198. Use On Damage Reduction. Unless the target has [Shift: Downed・Taken Out・Dead], they [Recover] 20 {HP}. This Talent may be used once per round (or scene).
  1199.  
  1200. Regalia of Protection
  1201. Timing : Defense
  1202. Range : 5 Sq.
  1203. Target : 1#
  1204. Cost : [2]
  1205. Drawing on the power of your Regalia, absorb the shock of an attack another receives yourself.
  1206. Use On Damage Reduction. The user receives the [Damage] and any other effect that the target would have received in place of the target. Treat [Magical Attacks] as though the {Resist} check had failed. This Talent has no effect against either [Target: Area・Combat Zone] [Attack Actions].
  1207.  
  1208. Unite Their Hearts and Minds
  1209. Timing : Unique
  1210. Range : Combat Zone
  1211. Target : Combat Zone
  1212. Cost : None
  1213. Using your Regalia, you convert the encouragement and feelings of your allies into spirit energy.
  1214. Unique Effect. The target may spend one of either their [Spirit・Overflow]. The user gains [Overflow] equal to the amount of all [Spirit・Overflow] the targets spent. (For example, if [Target: 3#] each spend 1 [Spirit], the user gains 3 [Overflow]. The target may refuse this effect. Cannot gain [Spirit] from [Bound Primals].) This Talent may be used once per session.
  1215.  
  1216. Etherlight Shield
  1217. Timing : Unique
  1218. Range : User
  1219. Target : User
  1220. Cost : [Doubles]
  1221. Using the etherlight hidden within your Regalia, you temporarily gain high spiritual defenses.
  1222. Use On Damage Reduction. The target [Halves] received [Magical Damage]. This Talent may be used once per round (or scene).
  1223.  
  1224. Armor of Divine Majesty
  1225. Timing : Unique
  1226. Range : User
  1227. Target : User
  1228. Cost : [Steps]
  1229. Emitting enoromous spirit power from your Regalia, you gain absolute defense by wrapping that power around you like armor.
  1230. Use On Damage Reduction. The target gains a +[one [Equipped] [Godforged Regalia: Suit・Shield]'s [Armor] or [Barrier]] modifier to either their [Armor] or [Barrier]. This Talent may be used once per round (or scene).
  1231.  
  1232. Etherlight Coating
  1233. Timing : Constant
  1234. Range : User
  1235. Target : User
  1236. Cost : None
  1237. Altering the effects of your etherlight shield, it will even have an effect against physical damage.
  1238. Passive Effect. «Etherlight Shield» Required. The target is able to apply the effect of «Etherlight Shield» to [Physical Damage] as well.
  1239.  
  1240. Vessel of Life
  1241. Timing : Constant
  1242. Range : User
  1243. Target : User
  1244. Cost : None
  1245. The unique spiritual powers that dwell within your Regalia amplify your own vital energies.
  1246. Passive Effect. The target gains a +10 modifier to {HP}.
  1247.  
  1248. Ritual Set
  1249. Timing : Constant
  1250. Range : User
  1251. Target : User
  1252. Cost : None
  1253. Due to various circumstances, you've collected a set of powerful Godforged Regalia.
  1254. Passive Effect. The target is able to purchase one more of either [Godforged Regalia: Protector・Accessory] (in other words, unless they have lost one, they are able to store and equip up to two [Godforged Regalia: Protector・Accessory] total.)
  1255.  
  1256. ● Implement of a Guardian Deity
  1257. Timing : Constant
  1258. Range : User
  1259. Target : User
  1260. Cost : None
  1261. Drawing on the characteristics of your Regalia to their fullest, you wield its power over a wider area.
  1262. Passive Effect. The target is now able to use «Sacred Treasure of Healing» and «Regalia of Protection» as though they had [Cost: O], and changes the [Range] of «Regalia of Protection» to [7 Sq.] (Through this effect, abilities like «Becalm Element» may be applied.)
  1263.  
  1264. ● Regalia Proficiency
  1265. Timing : Constant
  1266. Range : User
  1267. Target : User
  1268. Cost : None
  1269. Through many years of training as a Legacy User, you have become skilled in the handling of powerful Regalia.
  1270. Passive Effect. The target gains a +5 modifier to {HP}. Also, the target may use «Armor of Divine Majesty» one additional time per round.
  1271.  
  1272. ● Blessing of Vitality
  1273. Timing : Constant
  1274. Range : User
  1275. Target : User
  1276. Cost : None
  1277. This Talent represents that you are the possessor of a rare Regalia that blesses the life of its owner, extending their lifespan.
  1278. Passive Effect. The target gains a +5 modifier to {HP}. Also, the target increases the [Recovery] effect of «Sacred Treasure of Healing» by an additional 10.
  1279.  
  1280. ● Self-Godforging
  1281. Timing : Constant
  1282. Range : User
  1283. Target : User
  1284. Cost : None
  1285. Causing your own body to change into a powerful Regalia, you gain likewise powerful spirit energy.
  1286. Passive Effect. The target is able to use [Timing: Unique / Cost: Doubles・Steps (or a [Cost] that is a specific numerical value like 1, 1 other than Doubles)] Style Talents as though they were [Cost: E].
  1287.  
  1288. ◎ Effect Dispersal
  1289. Timing : Unique
  1290. Range : Combat Zone
  1291. Target : 1#
  1292. Cost : [2]
  1293. Releasing unique spiritual power from your Regalia, you cancel out the abilities other Regalia perform.
  1294. Unique Effect. Use when the target declares the use of an [Additional Effect]. The user selects one [Additional Effect] with a "once per round/combat/session" limit that the target used, and cancels it. This Talent may be used once per round.
  1295.  
  1296. ◎ Regalia Roar
  1297. Timing : Unique
  1298. Range : User
  1299. Target : User
  1300. Cost : [Doubles]
  1301. Releasing the power of your Regalia, you return the shock you received back to your opponent. When you do, a sound like a beast's roar resounds throughout.
  1302. Use On Damage Reduction. The user may make 1x [Weapon Attack], or one [Timing: Attack / Cost: X (OR) X, X] Style Talent against the [Target] that performed [Damage Calculation] on them, treating the [Cost] as already paid, and may also change the [Range] to [7 Sq.] This Talent may be used once per round (or scene).
  1303.  
  1304. ================================================================================
  1305. True Regalia of Chronos -- Time Wizard (Group: Arcane) (Style) [XXXF]
  1306. ================================================================================
  1307. Characters who have this [Style] as their [Main] are able to equip items with [Restrict: Arcane] and [Restrict: Time Wizard].
  1308.  
  1309. ACC EVA CNJ RES INS PD MD INI HP
  1310. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1311. | 1 | 0 | 1 | 2 | 0 | 2 | 2 | 8 | 29 |
  1312. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1313. Combat Modifiers (When Main)
  1314.  
  1315. Those who carry the Shards of ornaments, rings, and goblets used once by the gods of old acquire the [Style] of "Wizard of Time and Space," more commonly known as the [Time Wizard]. One with the [Style] of [Time Wizard] is able to weave unique magicks that control the time of their surroundings. Due to that, [Time Wizards] can accelerate their own time, or slow the time of their enemies. In other words, they are the wielders of time, scientists who have touched the secrets of time itself, and great magicians who can manipulate cause and effect.
  1316.  
  1317. --------------------------------------------------------------------------------
  1318. TYPE A
  1319. This Type specializes in accelerating time. You must be [Equipped] with [Item: Accessory] in order to use [Time Wizard: Type A] Talents.
  1320. --------------------------------------------------------------------------------
  1321. ●◎※
  1322.  
  1323. ※ Chronos Traitor
  1324. Timing : Unique
  1325. Range : 7 Sq.
  1326. Target : 1#
  1327. Cost : [1]
  1328. With a temporal spell, you free another from the shackles of time.
  1329. Unique Effect. Use at any time. The target loses 5 {HP}, and afterwards, until [End] of the current round they gain the effect of either ① or ②. This Talent may be used once per round (or scene) (the target may refuse the effect).
  1330. ①: The target gains +[any one of user's {Main Stats}] to {Initiative}.
  1331. ②: On [Attack Action], target gains +1 [Rank].
  1332.  
  1333. Blink Move
  1334. Timing : Prep
  1335. Range : 3 Sq.
  1336. Target : 1#
  1337. Cost : [1]
  1338. Weaving a spatio-temporal spell over another, you cause them to move fast enough to produce afterimages.
  1339. Unique Effect. The target may move up to 3 Sq., ignoring [Engagements]. This Talent does not spend [Prep], and may be used once per round.
  1340.  
  1341. Chronos Slash
  1342. Timing : Attack
  1343. Range : 5 Sq.
  1344. Target : Area
  1345. Cost : [E, 1]
  1346. A spatio-temporal spell known for its wounding capabilities that slices into opponents by shifting space around them.
  1347. Magical Attack. Make a [Special Attack] against the target, dealing [Rank: 2] [Magical Damage]. «Chronos Slash» can be [Canceled] by succeeding at [Reaction Check] using {Insight}.
  1348.  
  1349. Chronos Blast
  1350. Timing : Attack
  1351. Range : 7 Sq.
  1352. Target : 1#
  1353. Cost : [E, 1, 1]
  1354. An ultimate spatio-temporal spell that collapses space around your opponent.
  1355. Magical Attack. Make a [Special Attack] against the target, dealing [Rank: 4] [Magical Damage]. «Chronos Blast» can be [Canceled] by succeeding at [Reaction Check] using {Insight}. This Talent may be used once per round (or scene).
  1356.  
  1357. Judgement
  1358. Timing : Defense
  1359. Range : Engaged
  1360. Target : 1#
  1361. Cost : [O]
  1362. Interceding as an opponent launches a spell, you cut away the space of the magical attack itself.
  1363. Unique Effect. Use before the target makes a {Resist} check. The user makes the {Resist} check in place of the target. (If successful, the user takes any damage such as from [Halve], but is able to use Talents like «Exceed Accel».) If the user fails the [Reactive Check], they take the [Damage]. This Talent has no effect against [Target: Area・Combat Zone] [Attack Actions]. This Talent does not spend [Defense]. The target may refuse this effect.
  1364.  
  1365. Flip Warp
  1366. Timing : Unique
  1367. Range : User
  1368. Target : User
  1369. Cost : [O]
  1370. After using a technique, you make an unstoppable high-speed move using a spatio-temporal spell.
  1371. Unique Effect. Use after the target uses a [Timing: Unique] Style Talent. The target may move up to 3 Sq., ignoring [Engagements]. This Talent may be used once per round (or scene).
  1372.  
  1373. Rapid Avoid
  1374. Timing : Unique
  1375. Range : User
  1376. Target : User
  1377. Cost : [Steps]
  1378. Using your space-time magecraft, you perceive an attack's trajectory and evade it.
  1379. Use On Reactive Check. The target may use either {Evasion} or {Resist} for the [Reactive Check], treating the result of that check as the result of the [Reactive Check]. This Talent may be used once per round (or scene).
  1380.  
  1381. Clock Action
  1382. Timing : Constant
  1383. Range : User
  1384. Target : User
  1385. Cost : None
  1386. Combining spatio-temporal spells with your personal martial arts style, you are able to manipulate space when you evade.
  1387. Passive Effect. The target gains a +2 modifier to {Initiative}. Also, each time the target is successful at a [Reactive Check], they may move up to 2 Sq., ignoring [Engagements] (if they have acquired «Dispersal» or similar, they may move up to 4 Sq.)
  1388.  
  1389. ● Exceed Accel
  1390. Timing : Unique
  1391. Range : User
  1392. Target : User
  1393. Cost : [1]
  1394. After reacting, you unleash an advanced temporal spell to counterattack.
  1395. Unique Effect. Use after the target succeeds at a [Reactive Check]. After reacting, the target loses 10 {HP}, and then may use one [Timing: Attack / Cost: X (OR) X, X] Style Talent, treating the [Cost] as already paid. This Talent may be used once per round (or scene).
  1396.  
  1397. ● Double Aria
  1398. Timing : Unique
  1399. Range : User
  1400. Target : User
  1401. Cost : [1]
  1402. Using a secret technique of space-time magic, you double your speed even as your body shrieks in pain.
  1403. Unique Effect. The target loses 5 {HP}, and then gains the effect of either ① or ②. This Talent may be used once per round (or scene).
  1404. ①: Use at any time. Until [End] of the current round, the target gains a +[any one of user's {Main Stats}] modifier to {Initiative}.
  1405. ②: Use On Check. The target gains a +3 modifier to the result of that check.
  1406.  
  1407. ● Triple Aria
  1408. Timing : Unique
  1409. Range : User
  1410. Target : User
  1411. Cost : [1]
  1412. You triple your speed by using a forbidden secret technique. When you do, as the world corrects itself for your spell, the force scrapes at your flesh and bones.
  1413. Unique Effect. Use at any time. The target loses 5 {HP}, and then until [End] of the current round, they gain the effect of either ① or ②. This Talent may be used once per round (or scene).
  1414. 1: Ignore [Engagements].
  1415. 2: After a [Combat Move], may make [Ranged Attacks] or [Magical Attacks].
  1416.  
  1417. ● Laplace Code
  1418. Timing : Unique
  1419. Range : User
  1420. Target : User
  1421. Cost : [1]
  1422. For some reason, you have touched the secrets of time, and so are able to transcend the time of others by using that secret.
  1423. Unique Effect. Use after the target spends [Timing: Attack]. The target may move up to 4 Sq., ignoring [Engagements], and then make another 1x [Timing: Attack]. This Talent may be used once per combat (or scene).
  1424.  
  1425. ◎ Quadruple Aria
  1426. Timing : Unique
  1427. Range : Combat Zone
  1428. Target : 1#
  1429. Cost : [1]
  1430. You take the initiative, quadrupling the speed of your personal flow of time without regard for the pain on your own body, all to interfere with the opponent's techniques.
  1431. Use when the target declares a Talent. This Talent may only be used while the user is [Ready]. The user takes their [Turn], before the effects of the target's Talent take place (after the [Turn] is over, the target's Talent is handled normally). This Talent may be used once per combat (or scene).
  1432.  
  1433. ◎ Fate Breaker
  1434. Timing : Constant
  1435. Range : User
  1436. Target : User
  1437. Cost : None
  1438. As a traitor to space and time that has mastered ultimate techniques, you are skilled in the invocation of various spatio-temporal spells.
  1439. Passive Effect. The target is now able to use «Chronos Traitor» and «Judgement» as though they had [Cost: None]. Also, the target is now able to use [Style: Time Wizard / Type: A / Timing: Unique] Style Talents as though they were [Cost: E].
  1440.  
  1441. --------------------------------------------------------------------------------
  1442. TYPE B
  1443. This Type specialized in the slowing of time. You must be [Equipped] with [Item: Accessory] in order to use [Time Wizard: Type B] Talents.
  1444. --------------------------------------------------------------------------------
  1445. ●◎※
  1446.  
  1447. ※ Kairos Coffin
  1448. Timing : Start
  1449. Range : Combat Zone
  1450. Target : 1#
  1451. Cost : [E, 1]
  1452. Through your own personal temporal spells, you suspend an opponent's time for just a moment.
  1453. Unique Effect. The target [Halves] their {Initiative} total (this does not change the speed of [Move Actions]). This Talent does not spend [Start], and may be used once per combat (or scene).
  1454.  
  1455. Distribute
  1456. Timing : Start
  1457. Range : Combat Zone
  1458. Target : 1#
  1459. Cost : [1]
  1460. Using temporal magic, you donate your personal time to another.
  1461. Unique Effect. The user selects any one value between 1 and 10, reduces their {Initiative} total by that much (to a minimum of 1), and then increases the target's {Initiative} total by the same amount (for example, if 10 is chosen, the user's {Initiative} is reduced by 10, and the target's {Initiative} is increased by 10). This Talent does not spend [Start].
  1462.  
  1463. Time Donate
  1464. Timing : Start
  1465. Range : Combat Zone
  1466. Target : 1#
  1467. Cost : [Doubles]
  1468. Using a special temporal spell, you convert your personal time into spirit energy, and then donate it to another.
  1469. Unique Effect. When the user spends [Start], they select either 5 or 10, then reduce their {Initiative} total by that amount (if they are unable to reduce it, they cannot use this Talent). After, the target gains [chosen value / 5] [Overflow] (for example, if 10 is chosen, the user reduces their {Initiative} by 10, and then the target gains 2 [Overflow]). This Talent may be used once per combat (or scene).
  1470.  
  1471. Kairos Bleed
  1472. Timing : Prep / Attack
  1473. Range : 5 Sq.
  1474. Target : 1#
  1475. Cost : [1]
  1476. Using a special spatio-temporal spell, you launch countless bullets of light that tear down space itself.
  1477. Magical Attack. The user spends 1x [Timing] of either [Prep・Attack], then makes a [Magical Attack] on the target, dealing [Rank: 1] [Magical Damage] (Resist [Halves]). This Talent may be used once per round (or scene).
  1478.  
  1479. Kairos Disaster
  1480. Timing : Attack
  1481. Range : Combat Zone
  1482. Target : Combat Zone
  1483. Cost : [1, 1, 1]
  1484. Invoking a powerful spatio-temporal spell, you collapse all space around your opponents.
  1485. Magical Attack. Deal [Rank: 3] [Magical Damage] to the target (Resist [Halves]). This Talent may be used once per round (or scene).
  1486.  
  1487. Time Trap
  1488. Timing : Unique
  1489. Range : User
  1490. Target : User
  1491. Cost : [E, 1]
  1492. Halting time when you use a technique, you place an attack and then let it fly as time resumes.
  1493. Unique Effect. Use after the target uses a [Timing: Unique] Style Talent. The target may make 1x [Weapon Attack] on [Range: Item / Target: 1#]. This Talent may be used once per round (or scene).
  1494.  
  1495. Arts Stagnate
  1496. Timing : Start
  1497. Range : User
  1498. Target : User
  1499. Cost : [O]
  1500. Invoking a special temporal spell, you slow the time of a persistent technique.
  1501. Unique Effect. The target may extend the effect of one [Style: Time Wizard / Type: B / Timing: Start] Style Talent that lasts X number of rounds, by +1 round. This Talent does not spend [Start]. This Talent may be used once per combat (or scene).
  1502.  
  1503. Time Wall
  1504. Timing : Constant
  1505. Range : User
  1506. Target : User
  1507. Cost : None
  1508. Dramatically slowing down an opponent's time, you cut down on how far they can move.
  1509. Passive Effect. The target adds the following effect to «Kairos Coffin»: "Also, the target cannot make [Simple Moves], and changes the distance they can move with [Combat Moves] to 3 Sq., and [Full Moves] to 5 Sq."
  1510.  
  1511. ● Time Bind
  1512. Timing : Start
  1513. Range : Combat Zone
  1514. Target : 1#
  1515. Cost : [E, 1]
  1516. Influencing an opponent's time, you limit the attack actions that exert themselves broadly, freezing them in time.
  1517. Unique Effect. Until [End] of the current round, the target cannot make [Range: Combat Zone / Target: Combat Zone] [Attack Actions].
  1518.  
  1519. ● Time Freeze
  1520. Timing : Unique
  1521. Range : Combat Zone
  1522. Target : 1#
  1523. Cost : [1]
  1524. You manipulate the time of a particular area through the execution of a spatio-temporal spell.
  1525. Use On Check. The target reduces the result of their check by 2. If used while [Out of Combat], reduce the [Difficulty] of a check by 2. This Talent may be used once per round (or scene.)
  1526.  
  1527. ● Upstream
  1528. Timing : Unique
  1529. Range : Combat Zone
  1530. Target : 1#
  1531. Cost : [Steps]
  1532. Invoking a special temporal spell, you reverse cause and effect by moving against the flow of time.
  1533. Unique Effect. Use after making an [Opposed Check] with the target. The user exchanges their result with that of the target's. This Talent may be used once per combat (or scene).
  1534.  
  1535. ● Time Axis
  1536. Timing : Constant
  1537. Range : User
  1538. Target : User
  1539. Cost : None
  1540. Having experienced a certain point in time being repeated for some reason, you are proficient the invocation of magic utilizing that effect.
  1541. Passive Effect. The target is now able to use [Style: Time Wizard / Type: B / Timing: Start] Style Talents as though they were [Cost: E].
  1542.  
  1543. ◎ Time Twister
  1544. Timing : End
  1545. Range : User
  1546. Target : User
  1547. Cost : [1]
  1548. Invoking a forbidden spatio-temporal spell, you are able restart your condition from a certain point in time.
  1549. Unique Effect. The target [Removes] all negative [Shifts] other than [Downed・Taken Out・Dead], and [Recovers] 100 {HP} (do not exceed maximums). This Talent may be used once per session.
  1550.  
  1551. ◎ Kairos Decline
  1552. Timing : Unique
  1553. Range : User
  1554. Target : User
  1555. Cost : None
  1556. Mastering the use of a secret spatial-temporal spell, cause time to be frozen at a certain point.
  1557. Unique Effect. Use when the target uses «Kairos Coffin». Change the [Range / Target] of «Kairos Coffin» to [Combat Zone], and the effect to: "Change the target's {Initiative} to 1 (and, until [End] of the current round, the target cannot receive any effects that adjust their {Initiative}, such as from Talents, [Items], or [Additional Effects])." This Talent may be used once per session.
  1558.  
  1559. Special Bonus! FAQ Summary Re: Time Wizard
  1560. ----------------------------------------
  1561. 1. «Arts Stagnate» is used FIRST, declaring the Talent you wish to extend the duration of. Then, you declare and use the designated Talent separately. I assume since it doesn't say otherwise, you can't use it one round, then hold off on using the declared Talent for another round, as Start Timing is assumed to only last a single round.
  1562.  
  1563. 2. «Arts Stagnate» continues all effects of a Talent. This means in the case of ※«Kairos Coffin» and «Distribute» and similar, their Initiative adjustment also persists.
  1564.  
  1565. 3. In the specific case of «Time Donate», this also means the [Overflow] is gained again. So if you pick 10, your Initiative stays down for 2 rounds, but your target gets 4 [Overflow] split across two rounds.
  1566.  
  1567.  
  1568. ================================================================================
  1569. True Regalia of Chronos -- High Talents [XXXG]
  1570. ================================================================================
  1571.  
  1572. Level 10+ High Talents
  1573. ----------------------------------------
  1574. Here can be found High Talents that may be acquired at the point a character reaches LV10 or higher. Furthermore, when a character has reached a [LV] or [World Influence LV] of 10, they automatically acquire one of the following Talents: «Quickening» «Style Ultimate» «Style Growth» (found in the core book).
  1575.  
  1576. «Dragon's Veins Rebirth»
  1577. Timing : Unique
  1578. Range : User
  1579. Target : User
  1580. Cost : None
  1581. When you're in a crisis, you revive yourself by releasing the enormous spirit energy within yourself.
  1582. Use On Damage Reduction. The target changes the [HP Damage] they take to 0. Afterwards, the target [Removes] all negative [Shifts] other than [Downed・Taken Out・Dead], and changes their current {HP} value to 20. This Talent may be used once per session.
  1583.  
  1584. «Unlock Restrictions»
  1585. Timing : Constant
  1586. Range : User
  1587. Target : User
  1588. Cost : None
  1589. As someone who's lived through countless battles with the supernatural, you've mastered the use of all kinds of weapons and equipment.
  1590. Passive Effect. The target gains +1 [Rank]. Also, the target is able to [Equip] all [Items] while ignoring [Restrict], and does not take penalties to [Maneuvers] even while [Equipped] with [Restrict: Martial] [Suits].
  1591.  
  1592. «Stand at the Pinnacle»
  1593. Timing : Constant
  1594. Range : User
  1595. Target : User
  1596. Cost : None
  1597. You are a shining example of an Awakened, able to draw out the full strength of your Shard.
  1598. Passive Effect. The target acquires one ◎-marked Style Talent from a [Style] they already possess that isn't their [Main].
  1599.  
  1600.  
  1601. Level 15+ High Talents
  1602. ----------------------------------------
  1603. Here can be found High Talents that may be acquired at the point a character reaches LV15 or higher. At each point a character's [LV] or [World Influence LV] hits 15 or 20, they may acquire one of the High Talents listed here (this is not an automatic acquisition, and must be selected).
  1604.  
  1605. «Nine Lives One Death»
  1606. Timing : Unique
  1607. Range : Combat Zone
  1608. Target : 1#
  1609. Cost : None
  1610. You grant to your target a defensive effect that can only be called "the ultimate defense," something only those who have crossed the edge of death many times can know.
  1611. Use On Damage Reduction. The target [Halves] the [Damage] they take. This Talent may be used once per round.
  1612.  
  1613. «Dragon's Veins Emission»
  1614. Timing : Unique
  1615. Range : User
  1616. Target : User
  1617. Cost : None
  1618. You forcibly emit the energy hidden within your Shard from your body, making even the most stagnant spirit energy circulate.
  1619. Unique Effect. Use at any time. The target changes two of their [Exhausted Spirit] dice to any value, and then returns them to their [Spirit] pool. This Talent may be used once per round (or scene).
  1620.  
  1621. «Life Allotment»
  1622. Timing : Unique
  1623. Range : User
  1624. Target : User
  1625. Cost : None
  1626. Circulating spirit energy throughout your whole body, you rise again, even after taking fatal damage.
  1627. Use On Damage Calculation. The target changes the [HP Damage] they take to 0. Afterwards, the target [Removes] all negative [Shifts] other than [Downed・Taken Out・Dead], and changes their current {HP} value to [user's World Influence LV x 2] (do not exceed maximums). This Talent may be used once per combat (or scene).
  1628.  
  1629.  
  1630. Level 20 High Talents
  1631. ----------------------------------------
  1632. The following are High Talents that can be acquired at LV20. Note that when a character reaches [LV] or [World Influence LV] they can automatically acquire «S E A L E D» (other than this Talent, no other High Talents are automatically acquired, and must be selected).
  1633.  
  1634. ※ God killing power
  1635. Timing: Constant
  1636. Distance: User
  1637. Target: User
  1638. Cost: None
  1639. Summary: You have a special ability to confront the primordial deity and kill it.
  1640. Effect: Always Active. In a [Combat zone] where the user is, The HP Value of an avatar of ruin (Complete body) will be set to 2000.
  1641.  
  1642. «Limit Break»
  1643. Timing : Start
  1644. Range : Combat Zone
  1645. Target : 1#
  1646. Cost : None
  1647. You release all of the vast spirit energy within you. All of it.
  1648. Unique Effect. Until [End] of the current round, the target changes the [Cost] of all Talents to [None]. Characters with {Fixed Stats} may use Talents with [X/Rouund] or [X/Combat] restrictions once, regardless of whether those Talents have been used already. This Talent may be used once per session.
  1649.  
  1650. «Mortal Strike»
  1651. Timing : Unique
  1652. Range : User
  1653. Target : User
  1654. Cost : None
  1655. You unleash a strike that cuts fate itself.
  1656. Use On Damage Calculation. The target gains the effect of either ① or ② at [Damage Calculation]. However, if multiple [Targets] are specified ([Area], [Combat Zone], or [2# or more]), then «Mortal Strike» only has an effect if the user willingly selects [Target: 1#]. This Talent may be used once per session.
  1657. ①: Change [Rank] to 10.
  1658. ②: Gain +50 at [Damage Calculation].
  1659.  
  1660. «Fatal Effect»
  1661. Timing : Unique
  1662. Range : Combat Zone
  1663. Target : 1#
  1664. Cost : None
  1665. You twist fate through the of your enormous spirit energy, guiding the actions of another to success.
  1666. Use On Check. Change the outcome of the target's [Roll] to a [Critical]. If «Execution» is used against «Fatal Effect», the effects cancel each other out, and the [Roll] is resolved like a normal [Opposed Check]. If an [Active Check] is a [Critical], no [Reactive Check] can be made, so «Fatal Effect» would have no effect on it. This Talent may be used once per session.
  1667.  
  1668. «Execution»
  1669. Timing : Unique
  1670. Range : Combat Zone
  1671. Target : 1#
  1672. Cost : None
  1673. Use On Check. Change the outcome of the target's [Roll] to a [Fumble]. If «Fatal Effect» is used against «Execution», the effects cancel each other out, and the [Roll] is resolved like a normal [Opposed Check]. This Talent may be used once per session.
  1674.  
  1675. «Absolute Guard»
  1676. Timing : Unique
  1677. Range : Combat Zone
  1678. Target : 1#
  1679. Cost : None
  1680. Deploying a barrier of powerful spirit energy in front of their eyes, you negate an attack meant for your target.
  1681. Use On Damage Reduction. The target treats the [Damage] they took as 0, and cancels all other effects of the attack. This Talent may be used once per session.
  1682.  
  1683. «Dragon Awaken»
  1684. Timing : End
  1685. Range : Combat Zone
  1686. Target : 1#
  1687. Cost : None
  1688. By activating the vast spirit energy within, you essentially resurrect another.
  1689. Unique Effect. The target [Removes] all negative [Shifts] aside from [Dead], and they change their current {HP} to 200 (do not exceed maximums). This Talent may be used once per session.
  1690.  
  1691.  
  1692. ================================================================================
  1693. True Regalia of Chronos -- Common Talents [XXXH]
  1694. ================================================================================
  1695.  
  1696. Common Talents
  1697. ----------------------------------------
  1698. The following are additional Common Talents. When a character is able to acquire a Style Talent, they are able to select a Common Talent instead.
  1699.  
  1700. «Concealed Drug»
  1701. Timing : End
  1702. Range : User
  1703. Target : User
  1704. Cost : [E]
  1705. Concealing drugs within your armor, you use them at a critical moment.
  1706. Unique Effect. «Armor Proficiency» Required. The target may use one [Stored] [Item: Consumable].
  1707.  
  1708. «Clever Moment»
  1709. Timing : Unique
  1710. Range : User
  1711. Target : User
  1712. Cost : [E]
  1713. As a veteran Awakened, you're able to show a moment of cleverness no matter the situation.
  1714. Unique Effect. «Strength in Pain» Required. Use before the target [Influences]. The target may reroll, redoing the outcome of their [Roll] (not including [Criticals] or [Fumbles]). After rerolling, they may [Influence]. This Talent may be used once per round (or scene).
  1715.  
  1716. «Intuitive Aim»
  1717. Timing : Constant
  1718. Range : User
  1719. Target : User
  1720. Cost : None
  1721. You have precise aim, following the intuition you've honed on the battlefield.
  1722. Passive Effect. The target gains a modifier to the result of [Active Checks] equal to their {Luck} value / 3.
  1723.  
  1724. «Storm Assault»
  1725. Timing : Constant
  1726. Range : User
  1727. Target : User
  1728. Cost : None
  1729. You can improve the efficacy of your next attack by utilizing the momentum of a combat move.
  1730. Passive Effect. When making a [Physical Attack] after a [Combat Move], gain +1 [Physical Rank].
  1731.  
  1732. «One-Handed Weapon Focus»
  1733. Timing : Constant
  1734. Range : User
  1735. Target : User
  1736. Cost : None
  1737. You draw out the efficiency of one-handed weapons by using your own unique combat method where you fight using only one hand.
  1738. Passive Effect. When the target is [Equipped] with only one [Item: Weapon / Mode: One Hand] (this does not include [Mode: Switch Hand], and cannot be equipped with any other [Weapon] or [Shield]), they gain a +5 modifier to [Damage Calculation].
  1739.  
  1740. ● «Spirit-Controlled Rush»
  1741. Timing : Constant
  1742. Range : User
  1743. Target : User
  1744. Cost : None
  1745. Through mastery of combat movement, you are able to control your spirit energy as you do the distance between you and your opponent.
  1746. Passive Effect. «Storm Assault» Required. The target gains +2 to {Initiative}. Also, after the target makes a [Combat Move], they may add or subtract 1 from one [Spirit] die (cannot adjust above 6 or below 1).
  1747.  
  1748. ● «Power Absorption»
  1749. Timing : Constant
  1750. Range : User
  1751. Target : User
  1752. Cost : None
  1753. Utilizing your own body, you're able to absorb and circulate released spirit energy.
  1754. Passive Effect. «High Shift Resist» Required. When the target uses a Talent with a "x times per session" restriction, they may change two of their [Spirit] dice to any value.
  1755.  
  1756.  
  1757. Common Racial Talents
  1758. ----------------------------------------
  1759. The following are additional Common Racial Talents. When a character is able to acquire a Style Talent, they are able to select a Common Racial Talent instead. Please note that these Talents are not treated as Racial Talents belonging to a particular [Race] ([Scion]'s «Accursed Blood» would not work with these Talents)).
  1760.  
  1761. «Power Maneuver»
  1762. Timing : Start
  1763. Range : User
  1764. Target : User
  1765. Cost : None
  1766. By using your movement abilities, you take the initiative.
  1767. Unique Effect. The target makes an [Appearance Check] with [Difficulty: 12] («Scion's Advent», etc, may be used), and if they are successful, they gain +5 to {Initiative}. This Talent does not spend [Start].
  1768.  
  1769. «Power Eye»
  1770. Timing : Prep
  1771. Range : 7 Sq.
  1772. Target : Area
  1773. Cost : [E]
  1774. Filling your eyes with strong spiritual power, you immediately pierce another's concealment.
  1775. Unique Effect. Deal [Remove: Hidden] to the target.
  1776.  
  1777. «Breath of Power»
  1778. Timing : Unique
  1779. Range : User
  1780. Target : User
  1781. Cost : None
  1782. Utilizing your own special breathing method, you instantly double the amount of spirit energy you accumulate.
  1783. Unique Effect. When the target performs [Action ⑪: Gather Spirit], they may change one additional [Spirit] die (for a total of two dice) to any value. This Talent may be used once per round.
  1784.  
  1785. «Spirit Smite»
  1786. Timing : Unique
  1787. Range : User
  1788. Target : User
  1789. Cost : [E]
  1790. When wielding a melee weapon, you focus your spirit energy along its business end using your special abilities, improving its power.
  1791. Use On Damage Calculation. «Weapon Proficiency» Required. The target gains +5 at the [Damage Calculation] of [Timing: Attack] Style Talents using a [Melee Weapon]. This Talent may be used once per round (or scene).
  1792.  
  1793. ● «Guidance of Fortune»
  1794. Timing : Unique
  1795. Range : Combat Zone
  1796. Target : 1#
  1797. Cost : [O]
  1798. You possess unique abilities that allow you to give your luck to others.
  1799. Use On {Main Stat} Check. May only target someone other than the user. The target gains a modifier to the result of their {Main Stat} check equal to [user's {Luck} / 3]. This Talent may be used once per round (or scene).
  1800.  
  1801. ● «Eyes of the Golden Kite»
  1802. Timing : Constant
  1803. Range : User
  1804. Target : User
  1805. Cost : None
  1806. By filling your eyes with powerful spirit energy, you see through an enemy's weakpoints as you prepare to strike.
  1807. Passive Effect. «Power Eye» Required. Until [End] of the turn where the target spend 1x [Timing: Prep], the target gains a +1 modifier to both [Physical Rank], and to the result of the [Active Checks] of [Physical Attacks] made using [Timing: Attack] Style Talents.
  1808.  
  1809. ● «Power Smash»
  1810. Timing : Constant
  1811. Range : User
  1812. Target : User
  1813. Cost : None
  1814. When making a melee attack, you fill your weapon with spirit energy to enhance it, smashing your opponent at the moment of impact.
  1815. Passive Effect. «Spirit Smite» Required. The target changes the effect of «Spirit Smite» to the following: "The target gains a +[any one of user's {Main Stats}] modifier at the [Damage Calculation] of [Timing: Attack] Style Talents using a [Melee Weapon].
  1816.  
  1817.  
  1818. ================================================================================
  1819. True Regalia of Chronos -- Item: Weapon [XXXI]
  1820. ================================================================================
  1821.  
  1822. Melee Weapon / Form: Sword [XXXH-1]
  1823. ----------------------------------------
  1824. These [Melee Weapon] type Artificial Regalia have been used as ritual implements and weapons since ancient times. For the purposes of this game, single-edged blades, doubled-edged blades, and knives all count as "Swords."
  1825.  
  1826. ■ Savant Blade
  1827. Restrict : None
  1828. Mode : One Hand
  1829. ACC : None
  1830. PD : +4
  1831. INIT : -1
  1832. Cost : 1,500G
  1833. [Form: Sword / Range: Engaged / Target: 1#]. A liuyedao-style Artificial Regalia with a thick blade. It's a favorite among East Asian Godhunters. While [Equipped], reduce the [Target] of the user's [Physical Attack]'s [Armor] by 3 (to a minimum of 0).
  1834.  
  1835. ■ Antennae Kris
  1836. Restrict : Utility, Arcane
  1837. Mode : Switch Hand
  1838. ACC : None
  1839. PD : +4 / +5
  1840. INIT : None / +1
  1841. Cost : 2,250G
  1842. [Form: Sword / Range: Engaged / Target: 1#]. A kris designed for ritual use that has been made into an Artificial Regalia. While [Equipped], when making a [Magical Attack], gain +5 to [Magical Damage].
  1843.  
  1844. ■ Baneslayer Rapier
  1845. Restrict : Martial
  1846. Mode : One Hand
  1847. ACC : +1
  1848. PD : +6
  1849. INIT : +1
  1850. Cost : 3,000G
  1851. [Form: Sword / Range: Engaged / Target: 1#]. A thrusting sword-style Artificial Regalia with baneslayer sigils carved into its blade. European nobility Godhunters prefer it. While [Equipped], once per session, reduce the [Target] of the user's [Physical Attack]'s [Armor] to 0.
  1852.  
  1853. ■ Mystic Saber
  1854. Restrict : Martial
  1855. Mode : Switch Hand
  1856. ACC : +1
  1857. PD : +6 / +7
  1858. INIT : +1 / +2
  1859. Cost : 5,000G
  1860. [Form: Sword / Range: Engaged / Target: 1#]. A saber-style Artificial Regalia with a long, sharp blade. Said blade glows faintly, and is sturdier than it looks. While [Equipped], once per session after [Influencing], treat the [Roll] result applied at [Damage Calculation] as though it were a "5".
  1861.  
  1862. ■ Spellblade
  1863. Restrict : Utility, Arcane
  1864. Mode : Two Hands
  1865. ACC : +1
  1866. PD : +7
  1867. INIT : None
  1868. Cost : 5,000G
  1869. [Form: Sword / Range: Engaged / Target: 1#]. A sword-type Artificial Regalia that can be used as a conjuration focus. It comes in various forms according to magical tradition, such as an Athame knife or coin blade. While [Equipped], treat as though [Equipped] with a [Magical Weapon], and when making a [Magical Attack], gain +5 to [Magical Damage].
  1870.  
  1871. ■ Silver Claymore
  1872. Restrict : Martial
  1873. Mode : Two Hands
  1874. ACC : +1
  1875. PD : +12
  1876. INIT : -5
  1877. Cost : 5,000G
  1878. [Form: Sword / Range: Engaged / Target: 1#]. A greatsword made from sacred silver. It is favorited by old European highland clansmen. While [Equipped], when making a [Physical Attack] against [Class: Undead・Chaos], gain +1 [Physical Rank].
  1879.  
  1880. ■ Exalted Spellblade
  1881. Restrict : Arcane
  1882. Mode : Two Hands
  1883. ACC : +1
  1884. PD : +9
  1885. INIT : +1
  1886. Cost : 8,000G
  1887. [Form: Sword / Range: Engaged / Target: 1#]. A superior spellblade that holds greater spiritual power. While [Equipped], treat as though [Equipped] with a [Magical Weapon], and when making a [Magical Attack], gain +7 to [Magical Damage].
  1888.  
  1889. ■ Executioner
  1890. Restrict : Martial
  1891. Mode : Two Hands
  1892. ACC : +1
  1893. PD : +11
  1894. INIT : -1
  1895. Cost : 8,000G
  1896. [Form: Sword / Range: Engaged / Target: 1#]. A thick two-handed blade that has no tip. Once used by European executioners, it's now been converted into an Artificial Regalia. While [Equipped], twice per combat, may inflict [Shift: Dead] on any Mononoke with "x#" written in their [Name] that the user has dealt at least 1 point of [Damage] to.
  1897.  
  1898. ■ Majestic Flamberge
  1899. Restrict : Martial
  1900. Mode : Two Hands
  1901. ACC : +1
  1902. PD : +18
  1903. INIT : -7
  1904. Cost : 15,000G
  1905. [Form: Sword / Range: Engaged / Target: 1#]. Etherlight pours from the flame-shaped blade of this two-handed sword Artificial Regalia. It is utilized in ceremonies that have persisted since the olden days in Europe. While [Equipped], once per combat, when making a [Physical Attack], gain +15 [Physical Damage].
  1906.  
  1907.  
  1908. <----- Arms System :: Additional Effects / Form: Sword ----->
  1909.  
  1910. ◇ Featherblade
  1911. Cost: 1,500G / Trade: 2
  1912. The wielder alone can handle this blade as though a feather, instantly slicing through [Obstacles].
  1913. While [Equipped], once per ound, the user may inflict 1 point of [Physical Damage] on one adjacent [Obstacle], ignoring [Armor].
  1914.  
  1915. ◇ Armorpiercer
  1916. Cost: 1,500G / Trade: 2
  1917. This blade is sharp enough to slice through armor.
  1918. While [Equipped], once per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].
  1919.  
  1920. ◇ One-Handed Specialty
  1921. Cost: 1,500G / Trade: 2
  1922. The weapon is modified to be specialized for one-handed combat.
  1923. May only be applied to [Mode: One Hand]. While [Equipped] with only one [Item: Weapon / Mode: One Hand] (cannot be equipped with any other [Weapon] or [Shield]), the [Weapon] gains +5 to [PD].
  1924.  
  1925. Howling Blade
  1926. Cost: 2,000G / Trade: 3
  1927. Spells layered into the blade makes this weapon even lighter.
  1928. [Featherblade] Required. The user may use [Featherblade]'s effect one additional time per round.
  1929.  
  1930. Bondsplitter
  1931. Cost: 2,000G / Trade: 3
  1932. This weapon's power to carve through objects has been additionally enhanced.
  1933. [Rocksplitter] Required. Change the effect of [Rocksplitter] to the following: "Destroy [Obstacles] of 40 {HP} or less that the user deals at least 1 point of [Physical Damage] to."
  1934.  
  1935. Tsubanari
  1936. Cost: 3,000G / Trade: 5
  1937. Spells are layered into the tsuba or crossguard of the weapon, which rings out when it senses danger.
  1938. While [Equipped], gain +1 to the result of {Insight} checks, and to the result of [Sense {Luck}] checks.
  1939.  
  1940. Power Blade
  1941. Cost: 3,000G / Trade: 5
  1942. This weapon has been modified to emit spirit energy along its blade, and when wielded, allows one to make mid-range power attacks.
  1943. While the [Weapon] is [Equipped], once per round, change the [Range] of the user's [Physical Attack] to [3 Sq.]
  1944.  
  1945. Add Element
  1946. Cost: 4,000G / Trade: 7
  1947. Spells are layered into the blade of this weapon, letting it draw on the power of the Origins while it cuts.
  1948. Add any one [Element] to this [Weapon].
  1949.  
  1950. Etherhide Grip
  1951. Cost: 4,000G / Trade: 7
  1952. This weapon has a sacramental cloth or leather wrapping around its grip, created with valuable etherhide.
  1953. Increase the [Weapon]'s [ACC] by 1.
  1954.  
  1955. Skysplitter
  1956. Cost: 4,000G / Trade: 7
  1957. This weapon's power to carve through objects has been enhanced to its limit.
  1958. [Bondsplitter] Required. Change the effect of [Bondsplitter] to the following: "Destroy [Obstacles] of 60 {HP} or less that the user deals at least 1 point of [Physical Damage] to."
  1959.  
  1960. Dwelling Etherlight
  1961. Cost: 6,000G / Trade: 9
  1962. Strong etherlight with a blessing of strength pours off the blade of this weapon, enhancing its functions to their limit.
  1963. While the [Weapon] is [Equipped], gain +2 to [Armor] and [Barrier].
  1964.  
  1965. Primal Grip
  1966. Cost: 8,000G / Trade: 12
  1967. By using the precious hide of a Primal for a wrapping on this weapon's grip, it gains divine power.
  1968. Increase the [Weapon]'s [PD] and [INIT] by 2.
  1969.  
  1970. Custom Seal
  1971. Cost: 10,000G / Trade: 16
  1972. Adding a special seal onto the blade of this weapon, the user is able to pierce through their opponent's defenses for just a moment by draining their spirit energy.
  1973. While [Equipped], once per session, the [Target] of the user's [Physical Attack] cannot apply [Halve] effects at [Damage Reduction].
  1974.  
  1975.  
  1976. Melee Weapon / Form: Spear [XXXI-2]
  1977. ----------------------------------------
  1978. [Melee Weapons] with a sharpened blade at the end of a long haft. Because they're easy to use, many like to use them, whether man or woman, young or old.
  1979.  
  1980. ■ Power Bill
  1981. Restrict : None
  1982. Mode : Two Hands
  1983. ACC : None
  1984. PD : +5
  1985. INIT : None
  1986. Cost : 750G
  1987. [Form: Spear / Range: Engaged / Target: 1#]. A polearm Artificial Regalia with a sharp hook on its sickle-like head. It is easy to handle, and often found in the hands of vanguard Godhunters in Europe. While [Equipped], once per combat, inflict [Shift: Fallen] onto [Targets] that fail their [Reaction Check].
  1988.  
  1989. ■ Ancient Sarissa
  1990. Restrict : Martial
  1991. Mode : Switch Hand
  1992. ACC : +1
  1993. PD : +4 / +5
  1994. INIT : -1 / None
  1995. Cost : 2,800G
  1996. [Form: Spear / Range: Engaged / Target: 1#]. A long spear that a legendary king gave to his soldiers, that has been converted into an Artificial Regalia. It is easy to handle, and can strike at a distance. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 2 Sq. (If [Engaged], it becomes 3 Sq., if [Charge 2 Sq.], it becomes [Charge 4 Sq.])
  1997.  
  1998. ■ Maduvu
  1999. Restrict : Martial・Utility
  2000. Mode : One Hand
  2001. ACC : None
  2002. PD : +4
  2003. INIT : +2
  2004. Cost : 3,100G
  2005. [Form: Spear / Range: Engaged / Target: 1#]. A thrusting Artificial Regalia where the horns of a mabeast are affixed to a small shield. South Asian Godhunters have had a preference for them since ancient times. While [Equipped], gain +3 [Armor].
  2006.  
  2007. ■ Ether Halberd
  2008. Restrict : Martial・Utility
  2009. Mode : Two Hands
  2010. ACC : None
  2011. PD : +10
  2012. INIT : -1
  2013. Cost : 4,000G
  2014. [Form: Spear / Range: Engaged / Target: 1#]. A polearm Artificial Regalia topped with an axe blade and a hook. It's been a long-standing favorite of European Godhunters. While [Equipped], increase the [Range] and the [Target] of the user's [Physical Attacks] by +1 Sq. and +1# respectively.
  2015.  
  2016. ■ Fakir's Horns
  2017. Restrict : Martial・Utility
  2018. Mode : Two Hands
  2019. ACC : +1
  2020. PD : +10
  2021. INIT : -1
  2022. Cost : 6,000G
  2023. [Form: Spear / Range: Engaged / Target: 1#]. A large thrusting-style Artificial Regalia that combines the large horns of a Primal. In South Asia, they are a favorite among Godhunters dressed as mendicant priests. While [Equipped], once per combat, make 1x [Weapon Attack] after performing [Damage Calculation].
  2024.  
  2025. ■ Sacramental Glaive
  2026. Restrict : Martial・Utility
  2027. Mode : Two Hands
  2028. ACC : +1
  2029. PD : +12
  2030. INIT : -3
  2031. Cost : 6,000G
  2032. [Form: Spear / Range: Engaged / Target: 1#]. A polearm Artificial Regalia with a long blade and sharp spearhead. It was preferred by ancient European guardsmen. While [Equipped], once per round, increase [Target] of the user's [Physical Attack] by 2#.
  2033.  
  2034. ■ Traditional Guisarme
  2035. Restrict : Martial
  2036. Mode : Two Hands
  2037. ACC : +1
  2038. PD : +13
  2039. INIT : -4
  2040. Cost : 8,500G
  2041. [Form: Spear / Range: Engaged / Target: 1#]. A polearm Artificial Regalia that combines a long hook with a spearhead. It specializes in powerful sweeping attacks. While [Equipped], once per round, change the [Target] of the user's [Physical Attack] to [Area].
  2042.  
  2043. ■ Guardsman Partizan
  2044. Restrict : Martial
  2045. Mode : Two Hands
  2046. ACC : +1
  2047. PD : +15
  2048. INIT : -2
  2049. Cost : 10,000G
  2050. [Form: Spear / Range: Engaged / Target: 1#]. A long spear Artificial Regalia that was favorited by Godhunters belonging to an ancient European kingdom. While [Equipped], once per session, after [Influencing], treat the [Roll] result applied at [Damage Calculation] as though it were a "5".
  2051.  
  2052. ■ Armycrusher Corseque
  2053. Restrict : Martial
  2054. Mode : Two Hands
  2055. ACC : None
  2056. PD : +15
  2057. INIT : +2
  2058. Cost : 15,000G
  2059. [Form: Spear / Range: Engaged / Target: 1#]. A rare double-hooked spear Artificial Regalia believed to have originated from near the Mediterranean Sea. It excels not only in stabbing, but cutting as well. While [Equipped], once per round, the [Target] of the user's [Physical Attack] [Halves] their [Armor].
  2060.  
  2061. <----- Arms System :: Additional Effects / Form: Spear ----->
  2062.  
  2063. ◇ Hook Modification
  2064. Cost: 1,500G / Trade: 2
  2065. The weapon has a rigid hook added onto its head or butt, and that can be used to trip an opponent.
  2066. May only be applied to [Mode: Switch Hand・Two Hands]. While [Equipped], once per combat, may inflict [Shift: Fallen] onto [Targets] that failed their [Reactive Check].
  2067.  
  2068. ◇ Piercing Spear
  2069. Cost: 1,500G / Trade: 2
  2070. This weapon's spearhead has been modified to be sharper and sturdier.
  2071. While the [Weapon] is [Equipped], [Targets] reduce their [Armor] by 2 (to a minimum of 0).
  2072.  
  2073. ◇ Telescoping Shaft
  2074. Cost: 1,500G / Trade: 2
  2075. The weapon's structure has been cleverly modified, allowing its reach to be adjusted by extending it during use.
  2076. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 1 Sq. (If [Engaged], it becomes 2 Sq., if [Charge 2 Sq.], it becomes [Charge 3 Sq.])
  2077.  
  2078. Special Haft
  2079. Cost: 2,000G / Trade: 3
  2080. By installing special modifications into the haft of this weapon, it becomes easy to swing it around.
  2081. May only be applied to [Mode: Switch Hand・Two Hands]. While [Equipped], once per combat, change the [Target] of the user's [Physical Attack] to [Area].
  2082.  
  2083. Full Metal Construction
  2084. Cost: 2,000G / Trade: 3
  2085. By making the haft into a solid piece of metal, it enhances this weapon's defensive capabilities.
  2086. While [Equipped], gain +2 [Armor].
  2087.  
  2088. Add Element
  2089. Cost: 3,000G / Trade: 5
  2090. Spells are layered into the spearhead of this weapon, letting it draw on the power of the Origins when it pierces.
  2091. Add any one [Element] to this [Weapon].
  2092.  
  2093. Piercing Reinforcement
  2094. Cost: 3,000G / Trade: 5
  2095. Special spirit energy dwells within the weapon's spearhead, enhancing its penetrative effect.
  2096. May only be applied to [Mode: Switch Hand・Two Hands]. While the [Weapon] is [Equipped], [Targets] reduce their [Armor] by 2 (to a minimum of 0).
  2097.  
  2098. Impact Spearhead
  2099. Cost: 4,000G / Trade: 7
  2100. Due to spiritual power residing in the spearhead of this weapon, it releases a shockwave as it hits.
  2101. While the [Weapon] is [Equipped], once per round, the user may force [Targets] that fail their [Reactive Check] to move one square in any direction (this movement ignores [Engagements]).
  2102.  
  2103. Supple Haft
  2104. Cost: 4,000G / Trade: 7
  2105. By converting the haft of the weapon into being uniquely flexible, the user is able to use it to move in a high jump.
  2106. May only be applied to [Mode: Two Hands]. While [Equipped], once per combat after spending [Prep], the user may [Install] themselves in any square up to 2 Sq. away.
  2107.  
  2108. Piercing Amplification
  2109. Cost: 4,000G / Trade: 7
  2110. By layering even more powerful spells onto the weapon, its penetrative ability is enhanced to its utmost limit.
  2111. May only be applied to [Mode: Switch Hand]. While the [Weapon] is [Equipped], [Targets] reduce their [Armor] by 2 (to a minimum of 0).
  2112.  
  2113. Typhoon
  2114. Cost: 6,000G / Trade: 9
  2115. While swirling the weapon around, the weapon generates a barrier of wind.
  2116. [Special Haft] Required. May only be applied to [Mode: Two Hands]. While [Equipped], once per combat, [Halve] [Physical Damage] taken from [Ranged Weapons].
  2117.  
  2118. Eye of the Storm
  2119. Cost: 8,000G / Trade: 12
  2120. While swirling the weapon around, the weapon generates a barrier of spiritual power.
  2121. [Special Haft] Required. May only be applied to [Mode: Two Hands]. While [Equipped], once per combat, [Halve] [Magical Damage] taken from [Magical Weapons].
  2122.  
  2123. Spearhead of Death
  2124. Cost: 10,000G / Trade: 16
  2125. By layering a precious spell over the spearhead of this weapon, its user can for a moment see exactly where to strike to hit the opponent's vitals.
  2126. May only be applied to [Mode: Switch Hand・Two Hands]. While [Equipped], once per session, change the target's [Armor] to 0.
  2127.  
  2128.  
  2129. Melee Weapon / Form: Axe [XXXI-3]
  2130. ----------------------------------------
  2131. A [Melee Weapon] type Artificial Regalia with a broad blade, meant for chopping attacks. Although somewhat difficult to handle, they have unmatched power.
  2132.  
  2133. ■ Ancestral Francisca
  2134. Restrict : Martial・Utility
  2135. Mode : One Hand
  2136. ACC : -1
  2137. PD : +6
  2138. INIT : +1
  2139. Cost : 1,800G
  2140. [Form: Axe / Range: Engaged / Target: 1#]. A throwing axe used by the Franks, made into an Artificial Regalia. Once filled with spirit energy, it flies in a strange trajectory. While [Equipped], may be thrown as a [Ranged Weapon]. When that happens, change this weapon to [Form: Ranged / Range: {Strength} Sq. / Target: 2#].
  2141.  
  2142. ■ Holy Celtis
  2143. Restrict : Martial・Utility
  2144. Mode : Switch Hand
  2145. ACC : None
  2146. PD : +6 / +7
  2147. INIT : +1 / +2
  2148. Cost : 2,500G
  2149. [Form: Axe / Range: Engaged / Target: 1#]. A single-bladed axe Artificial Regalia once favorited by Godhunters of ancient Etruria. Due to the blessing of a holy spirit, it is already consecrated. While [Equipped], when making [Physical Attacks] against [Class: Chaos], gain +1 [Physical Rank].
  2150.  
  2151. ■ Power Kukuri
  2152. Restrict : Martial
  2153. Mode : One Hand
  2154. ACC : -1
  2155. PD : +7
  2156. INIT : None
  2157. Cost : 3,800G
  2158. [Form: Axe / Range: Engaged / Target: 1#]. A type of hatchet that is believed to have been used by the warriors of Gurkhas, and has now been made into an Artificial Regalia. It has unparalleled wounding power. While [Equipped], gain +10 to [Damage] inflicted on [Mononoke] with "x#" in their [Name].
  2159.  
  2160. ■ Abyss Scythe
  2161. Restrict : Martial
  2162. Mode : Two Hands
  2163. ACC : -1
  2164. PD : +11
  2165. INIT : +3
  2166. Cost : 5,500G
  2167. [Form: Axe / Range: Engaged / Target: 2#]. A scythe Artificial Regalia that holds the darkness of the abyss. Due to the spirit energy concealed within its blade, it can slice through space itself with just a swing. While [Equipped], once per round, change the [Target] of the user's [Physical Attack] to [Area].
  2168.  
  2169. ■ Crescent Tomahawk
  2170. Restrict : Utility
  2171. Mode : One Hand
  2172. ACC : None
  2173. PD : +9
  2174. INIT : +4
  2175. Cost : 7,500G
  2176. [Form: Axe / Range: Engaged / Target: 1#]. An axe Artificial Regalia, with a crescent-shaped blade. It's a frequently used by Native American spirit warriors. While [Equipped], may be thrown as a [Ranged Weapon]. When that happens, change this weapon to [Form: Ranged / Range: {Strength} Sq. / Target: 1#].
  2177.  
  2178. ■ Silver Kora
  2179. Restrict : Martial
  2180. Mode : Switch Hand
  2181. ACC : -1
  2182. PD : +11 / +12
  2183. INIT : +4 / +5
  2184. Cost : 7,500G
  2185. [Form: Axe / Range: Engaged / Target: 1#]. A large hatchet-knife that the Gurkha created. Its axe-like edge gives it a high defenseive capability. While [Equipped], reduce [Damage] taken from [Weapon Attacks] by 5.
  2186.  
  2187. ■ Houtengeki
  2188. Restrict : Martial
  2189. Mode : Two Hands
  2190. ACC : -1
  2191. PD : +15
  2192. INIT : +3
  2193. Cost : 10,000G
  2194. [Form: Axe / Range: Engaged / Target: 1#]. A polearm favorited by ancient East Asian military commanders of old, and now made into an Artificial Regalia. It bears a crescent-shaped spearhead for a blade, which are described as the "Moon's Fangs." While [Equipped], once per round, [Targets] of the user's [Physical Attacks] reduce their [Armor] by 5 (to a minimum of 0).
  2195.  
  2196. ■ Etherlight Bardiche
  2197. Restrict : Martial
  2198. Mode : Two Hands
  2199. ACC : -1
  2200. PD : +17
  2201. INIT : +1
  2202. Cost : 10,000G
  2203. [Form: Axe / Range: Engaged / Target: 1#]. A polearm-style Artificial Regalia that conceals the power to slay false gods. While [Equipped], when making a [Physical Attack] on [Class: Humanoid・Undead・Chaos], gain +1 [Physical Rank].
  2204.  
  2205. ■ Seiryuu Destroyer Blade
  2206. Restrict : Martial
  2207. Mode : Two Hands
  2208. ACC : -1
  2209. PD : +20
  2210. INIT : None
  2211. Cost : 12,000G
  2212. [Form: Axe / Range: Engaged / Target: 1#]. A polearm-style Artificial Regalia used in the ancient East Asia. It's essentially a short handle attached to an odachi blade. While [Equipped], once per combat, after [Influencing], treat the [Roll] result applied at [Damage Calculation] as though it were a "5".
  2213.  
  2214. <----- Arms System :: Additional Effects / Form: Axe ----->
  2215.  
  2216. ◇ Sacrament Fastening
  2217. Cost: 1,500G / Trade: 2
  2218. The fasteners that reinforce the overall strength of the weapon's body have been replaced with a sacramental metal.
  2219. The [Weapon] gains +2 to its [INIT].
  2220.  
  2221. ◇ Rushdown Method
  2222. Cost: 1,500G / Trade: 2
  2223. By affixing a spirit energy nozzle to the reverse side of the axehead, it will propel the user forward during a charge.
  2224. While [Equipped], once per combat, change the [Range] of a [Physical Attack] to [Charge 2 Sq.]
  2225.  
  2226. ◇ Additional Hammerhead
  2227. Cost: 1,500G / Trade: 2
  2228. The weapon has a bludgeoning face added on, and by using that the user can send their opponent flying.
  2229. While [Equipped], once per combat, the user may force [Targets] who fail their [Reactive Check] to move 1 Sq. in any direction (this movement ignores [Engagements]).
  2230.  
  2231. Metal Reinforcement
  2232. Cost: 2,000G / Trade: 3
  2233. The weapon's blade or haft is covered in a sacramental metal, enhancing its defense against the physical.
  2234. While [Equipped], reduce [Physical Damage] taken from [Weapon Attacks] by 5.
  2235.  
  2236. Etherstone Ornament
  2237. Cost: 2,000G / Trade: 3
  2238. The weapon's blade or haft has sacramental etherstone ornamentation, enhancing its defense against the magical.
  2239. While [Equipped], reduce [Magical Damage] taken from [Weapon Attacks] by 5.
  2240.  
  2241. Mass Reinforcement
  2242. Cost: 3,000G / Trade: 5
  2243. Due to sacramental forging, though the weapon has the same weight and heft, it's as easy to wield as a feather.
  2244. [Super Heavyweight] Required. The effect of [Super Heavyweight] may be used one additional time per round.
  2245.  
  2246. Built-In Chain
  2247. Cost: 3,000G / Trade: 5
  2248. By installing a chain into the haft, the user can attack even distant opponents.
  2249. While [Equipped], once per round, change the [Range] of the user's [Physical Attacks] to [5 Sq.]
  2250.  
  2251. Add Element
  2252. Cost: 4,000G / Trade: 7
  2253. Spells are layered into the blade of this weapon, letting it draw on the power of the Origins while it cleaves.
  2254. Add any one [Element] to this [Weapon].
  2255.  
  2256. Long Haft Modification
  2257. Cost: 4,000G / Trade: 7
  2258. By adding custom modifications to the haft and grip of the weapon, the user can lengthen the reach of their attacks.
  2259. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 1 Sq.
  2260.  
  2261. Power Accessory
  2262. Cost: 4,000G / Trade: 7
  2263. By adding an accessory infused with spiritual power to the haft or grip of the weapon, it gains a sacramental blessing.
  2264. Increase the [ACC] of the [Weapon] by 1.
  2265.  
  2266. Dwelling Etherlight
  2267. Cost: 6,000G / Trade: 9
  2268. Strong etherlight with a blessing of strength pours off the blade of this weapon, enhancing its functions to their limit.
  2269. While the [Weapon] is [Equipped], gain +2 to [Armor] and [Barrier].
  2270.  
  2271. Glimmering Blade
  2272. Cost: 8,000G / Trade: 12
  2273. By reforging the blade with a special technique, etherlight infuses the blade, causing spirit energy to permeate through it more efficiently.
  2274. While [Equipped], [Targets] reduce their [Armor] by 5 (to a minimum of 0).
  2275.  
  2276. Spatial Cleave
  2277. Cost: 10,000G / Trade: 16
  2278. Unique spells have been layered on the blade of the weapon, allowing it to, for just a moment, cleave physical space itself.
  2279. While [Equipped], once per session, destroy any [Obstacles] of choice within [Range: Combat Zone / Target: Combat Zone].
  2280.  
  2281.  
  2282. Melee Weapon / Form: Hammer [XXXI-4]
  2283. ----------------------------------------
  2284. A [Melee Weapon] type Artificial Regalia designed for demolishing. They're easy to handle, and are destructive.
  2285.  
  2286. ■ Mirage Flail
  2287. Restrict : Martial・Utility
  2288. Mode : Two Hands
  2289. ACC : -1
  2290. PD : +5
  2291. INIT : -2
  2292. Cost : 900G
  2293. [Form: Hammer / Range: Engaged / Target: 1#]. A flail-type Artificial Regalia where the Origin of enchantment dwells. While [Equipped], bestow [Element: Phantom] onto [Physical Attacks]. If a Talent has already bestowed [Phantom], gain +1 [Physical Rank].
  2294.  
  2295. ■ Leyline Mace
  2296. Restrict : None
  2297. Mode : Switch Hand
  2298. ACC : +1
  2299. PD : +5 / +6
  2300. INIT : -1 / None
  2301. Cost : 2,600G
  2302. [Form: Hammer / Range: Engaged / Target: 1#]. A metal mace-style Artificial Regalia. It's made from a unique metal that enhances the permeation of spirit energy. While [Equipped], once per session, the user may add or subtract 1 from two [Spirit] dice (adjusting one die by 2 is allowed; cannot adjust above 6 or below 1).
  2303.  
  2304. ■ Purifying Hammer
  2305. Restrict : Martial・Utility
  2306. Mode : One Hand
  2307. ACC : None
  2308. PD : +6
  2309. INIT : None
  2310. Cost : 3,400G
  2311. [Form: Hammer / Range: Engaged / Target: 1#]. An East Asian bludgeoning weapon equipped with a spherical weight on the end. It emits spirit energy when it strikes something. While [Equipped], once per combat, the user may force [Targets] who failed their {Evasion} check to move 1 Sq. in any direction (this movement ignores [Engagements]).
  2312.  
  2313. ■ Toxic Morgenstern
  2314. Restrict : Martial
  2315. Mode : Switch Hand
  2316. ACC : +1
  2317. PD : +10 / +11
  2318. INIT : -1 / None
  2319. Cost : 4,100G
  2320. [Form: Hammer / Range: Engaged / Target: 1#]. A mace-style Artificial Regalia, its protusions laced with a sacramental poison. It's an extremely dangerous weapon, so not many use it. While [Equipped], bestow [Element: Toxin] onto [Physical Attacks]. If a Talent has already bestowed [Toxin], gain +1 [Physical Rank].
  2321.  
  2322. ■ Berserker's Warhammer
  2323. Restrict : Martial
  2324. Mode : Switch Hand
  2325. ACC : None
  2326. PD : +13 / +14
  2327. INIT : None / +1
  2328. Cost : 6,800G
  2329. [Form: Hammer / Range: Engaged / Target: 1#]. A warhammer that has been consecrated. It is popular among European Godhunters. While [Equipped], [Targets] of the user's [Physical Attacks] reduce their [Armor] by 3 (to a minimum of 0).
  2330.  
  2331. ■ Purifying Baton
  2332. Restrict : Martial
  2333. Mode : One Hand
  2334. ACC : +1
  2335. PD : +10
  2336. INIT : +3
  2337. Cost : 8,000G
  2338. [Form: Hammer / Range: Engaged / Target: 1#]. A metal bludgeoning weapon like a rod that's been converted into an Artificial Regalia. It releases spirit energy as it strikes. While [Equipped], once per combat, the user may force [Targets] who failed their {Evasion} check to move up to 2 Sq. in any direction (this movement ignores [Engagements]).
  2339.  
  2340. ■ Dragon Crested Three-Sectioned Staff
  2341. Restrict : Martial・Utility
  2342. Mode : Switch Hand
  2343. ACC : +1
  2344. PD : +13 / +14
  2345. INIT : None / +1
  2346. Cost : 8,000G
  2347. [Form: Hammer / Range: Engaged / Target: 1#]. A three-sectioned staff Artificial Regalia adorned with an Oriental dragon design. It is a masterwork item treated as an heirloom by East Asian Godhunters. While [Equipped], once per combat, make 1x [Weapon Attack] after performing [Damage Calculation].
  2348.  
  2349. ■ Obsidian Staff
  2350. Restrict : Utility・Arcane
  2351. Mode : Two Hands
  2352. ACC : +1
  2353. PD : +15
  2354. INIT : +2
  2355. Cost : 10,000G
  2356. [Form: Hammer / Range: Engaged / Target: 1#]. A staff-type Artificial Regalia carved from sacramental obsidian. Its bearer's magical power is enhanced. While [Equipped], treat as though [Equipped] with a [Magical Weapon], and when making a [Magical Attack], gain +7 to [Magical Damage].
  2357.  
  2358. ■ Higan's Hammer
  2359. Restrict : Martial
  2360. Mode : Switch Hand
  2361. ACC : +1
  2362. PD : +15 / +16
  2363. INIT : +2 / +3
  2364. Cost : 12,000G
  2365. [Form: Hammer / Range: Engaged / Target: 1#]. A wooden bludgeon-style Artificial Regalia that was constructed using the wood of an ancient holy tree. It is particularly effective against the undead and chaotic entities. While [Equipped], when making a [Physical Attack] against [Class: Undead・Chaos], gain +2 [Physical Rank].
  2366.  
  2367. <----- Arms System :: Additional Effects / Form: Hammer ----->
  2368.  
  2369. ◇ Parry Specification
  2370. Cost: 1,500G / Trade: 2
  2371. By layering in a special spell into the weapon, it's able to respond to sudden attacks.
  2372. While [Equipped], once per combat, [Halve] [Damage] taken from [Weapon Attacks].
  2373.  
  2374. ◇ Expansion Function
  2375. Cost: 1,500G / Trade: 2
  2376. The weapon's head can instantly grow giant, allowing for wide-area attacks.
  2377. While [Equipped], once per combat, change the [Target] of the user's [Physical Attack] to [Area].
  2378.  
  2379. ◇ Emission Device
  2380. Cost: 1,500G / Trade: 2
  2381. The weapon has an emission device installed in its head, allowing it to fire a shell or ignite propellant on impact, enhancing its power.
  2382. While [Equipped], once per combat, after [Influencing], treat the [Roll] result applied at [Damage Calculation] as though it were a "4".
  2383.  
  2384. Compressed Energy
  2385. Cost: 2,000G / Trade: 3
  2386. Compressed spirit energy can be made to burst from the head of this weapon, instantly piercing [Obstacles].
  2387. While [Equipped], once per ound, the user may inflict 1 point of [Physical Damage] on one adjacent [Obstacle], ignoring [Armor].
  2388.  
  2389. Add Element
  2390. Cost: 2,000G / Trade: 3
  2391. Spells are layered into the head or plating of the weapon, letting it draw on the power of the Origins on impact.
  2392. Add any one [Element] to this [Weapon].
  2393.  
  2394. Powerful Blessing
  2395. Cost: 3,000G / Trade: 5
  2396. This weapon has the blessing of Mother Earth bestowed upon it, enhancing its wielder's life energies.
  2397. While [Equipped], increase the user's maximum {HP} by 5 (when the weapon is [Stored], adjust both maximum and current values; when it is re-equipped, current value is not [Recovered]).
  2398.  
  2399. Reload
  2400. Cost: 3,000G / Trade: 5
  2401. The weapon has an automatic reloading function installed to its emission device, allowing it to fire once again.
  2402. [Emission Device] Required. The effect of [Emission Device] can be used one additional time per combat.
  2403.  
  2404. Parry Reinforcement
  2405. Cost: 4,000G / Trade: 7
  2406. By reinforcing the parry functions of the weapon, it can be used repeatedly.
  2407. [Parry Specification] Required. The effect of [Parry Specification] can be used one additional time per combat.
  2408.  
  2409. Symbolism
  2410. Cost: 4,000G / Trade: 7
  2411. Infusing the weapon with divinity as a religious icon, its possessor gains even greater life energies.
  2412. [Powerful Blessing] Required. Change the effect of [Power Blessing] to increase maximum {HP} by 10.
  2413.  
  2414. Range Extension
  2415. Cost: 6,000G / Trade: 9
  2416. Wires or chains are built into the head or haft of the weapon, allowing it to attack even at long distances.
  2417. While [Equipped], once per round, change the [Range] of the user's [Physical Attacks] to [6 Sq.]
  2418.  
  2419. Pile Driver
  2420. Cost: 8,000G / Trade: 12
  2421. By changing the drill installed into the weapon's strike surface into a pile driver, it can achieve even greater force.
  2422. [Drill] Required. Increase the [Weapon]'s [PD] by 2.
  2423.  
  2424. Enhanced Coating
  2425. Cost: 8,000G / Trade: 12
  2426. By adding another layer to the sacramental paint, it can double its effectiveness.
  2427. [Sacrament Coating] Required. Change the effect of [Sacrament Coating] to increase [Armor] by 6.
  2428.  
  2429. Ritual Accessory
  2430. Cost: 10,000G / Trade: 16
  2431. By tailoring the body of the weapon itself for use as an implement in rituals, its user gains incredible life energy.
  2432. [Symbolism] Required. Change the effect of [Symbolism] to increase maximum {HP} by 15.
  2433.  
  2434.  
  2435. Ranged Weapon / Form: Ranged [XXXI-5]
  2436. ----------------------------------------
  2437. Artificial Regalia treated as projectile weapons, such as bow & arrow, throwing weapons, guns, and motorcycles, are collectively called [Ranged Weapons]. All [Ranged Weapons] have [Form: Ranged].
  2438.  
  2439. ■ ※Hellfire
  2440. Restrict : None
  2441. Mode : One Hand
  2442. ACC : None
  2443. PD : (3)
  2444. INIT : -2
  2445. Cost : 500G
  2446. [Range: 7 Sq. / Target: 1#]. An anti-false god handgun manufactured based on the SIG P226. While [Equipped], once per combat, when making a [Physical Attack], the user may force [Targets] that failed their [Reactive Check] to move 1 Sq. in any direction (this movement ignores [Engagements]).
  2447.  
  2448. ■ ※Vorona
  2449. Restrict : None
  2450. Mode : Switch Hand
  2451. ACC : None
  2452. PD : (3) / (4)
  2453. INIT : -1 / None
  2454. Cost : 1,000G
  2455. [Range: 5 Sq. / Target: 1#]. An assault rifle-style Artificial Regalia manufactured based on the AK47. Although fairly old, its performance is unquestioned to this very day. East Asian Godhunters sometimes use it. While [Equipped], once per round, increase [Target] of the user's [Physical Attacks] by 1#.
  2456.  
  2457. ■ ※Cleric
  2458. Restrict : None
  2459. Mode : One Hand
  2460. ACC : None
  2461. PD : (5)
  2462. INIT : -2
  2463. Cost : 1,000G
  2464. [Range: 7 Sq. / Target: 1#]. A semi-automatic handgun Artificial Regalia manufactured based on the Beretta M92FS. It's a favorite with soldiers, as well as the Knights-Templar. While [Equipped], once per combat, while making a [Physical Attack], gain +1 [Physical Rank].
  2465.  
  2466. ■ ※Silent Chief
  2467. Restrict : Martial
  2468. Mode : Switch Hand
  2469. ACC : None
  2470. PD : (4) / (5)
  2471. INIT : -3 / -2
  2472. Cost : 2,000G
  2473. [Range: 8 Sq. / Target: 1#]. A crossbow-style Artificial Regalia manufactured based on a full-sized crossbow. While [Equipped], while making a [Physical Attack], gain +1 [Physical Rank]; however, this [Weapon] may only be used to make a [Physical Attack] once per round.
  2474.  
  2475. ■ ※Peacemaker
  2476. Restrict : Martial・Utility
  2477. Mode : One Hand
  2478. ACC : -1
  2479. PD : (5)
  2480. INIT : None
  2481. Cost : 2,000G
  2482. [Range: 7 Sq. / Target: 1#]. A revolver-style Artificial Regalia manufactured based on the Colt Single Action Army. While [Equipped], once per combat, until [End] of the current round the user gains +1d6 to {Initiative}.
  2483.  
  2484. ■ ※Wildkatze
  2485. Restrict : Martial
  2486. Mode : Switch Hand
  2487. ACC : -1
  2488. PD : (6) / (7)
  2489. INIT : -3 / -2
  2490. Cost : 2,000G
  2491. [Range: 5 Sq. / Target: 1#]. A PDW, or personal defense weapon-style Artificial Regalia manufactured based on the H&K MP7. It boasts high suppressive fire capability. While [Equipped], once per round, change the [Target] of the user's [Physical Attack] to [Area].
  2492.  
  2493. ■ ※Dusk Killer
  2494. Restrict : Martial・Utility
  2495. Mode : One Hand
  2496. ACC : +1
  2497. PD : (5)
  2498. INIT : -1
  2499. Cost : 2,500G
  2500. [Range: 7 Sq. / Target: 1#]. A reinforced semi-automatic handgun Artificial Regalia manufactured based on the Hardballer. It has a characteristic black barrel. While [Equipped], when making a [Physical Attack] against [Class: Beast・Undead], gain +1 [Physical Rank].
  2501.  
  2502. ■ ※Starkville
  2503. Restrict : Martial・Utility
  2504. Mode : One Hand
  2505. ACC : None
  2506. PD : (6)
  2507. INIT : None
  2508. Cost : 2,500G
  2509. [Range: 5 Sq. / Target: 1#]. A semi-automatic handgun Artificial Regalia manufactured based on the Walther P38. A masterwork that laid the foundation for modern handguns, it is old but high performance. While [Equipped], once per combat, increase [Target] of the user's [Physical Attack] by 1#.
  2510.  
  2511. ■ ※Justice
  2512. Restrict : Martial
  2513. Mode : Two Hands
  2514. ACC : -1
  2515. PD : (7) / (8)
  2516. INIT : -3 / -2
  2517. Cost : 2,500G
  2518. [Range: 6 Sq. / Target: 1#]. An assault rifle-style Artificial Regalia based on the latest-model M16. Official weapon of the American anti-Awakened forces. While [Equipped], once per round, increase [Target] of the user's [Physical Attack] by 1#.
  2519.  
  2520. ■ ※Salvation
  2521. Restrict : Martial・Utility
  2522. Mode : Switch Hand
  2523. ACC : +1
  2524. PD : (6) / (7)
  2525. INIT : -1 / None
  2526. Cost : 3,50G
  2527. [Range: 6 Sq. / Target: 1#]. A submachine gun Artificial Regalia based on the KRISS Vector. Due to its superb recoil control, it precisely fires a special 45 ACP round. While [Equipped], twice per round, gain either one of the following effects: increase [Target] of the user's [Physical Attack] by 1#, or gain +1 to the result of an {Accuracy} check.
  2528.  
  2529. ■ ※Lapis
  2530. Restrict : Martial・Utility
  2531. Mode : Switch Hand
  2532. ACC : None
  2533. PD : (6) / (7)
  2534. INIT : None / +1
  2535. Cost : 3,500G
  2536. [Range: 5 Sq. / Target: 1#]. A PDW-style Artificial Regalia based on the P90. It has short range, but excellent handling. When this [Weapon] is [Equipped] as [One Hand], the [Mode] changes to be [One Hand] (use the [One Hand] values in this case, and also «Ambidexterity» may be applied to this weapon).
  2537.  
  2538. ■ ※Sacred Gun of the Golden Bough
  2539. Restrict : Utility
  2540. Mode : Switch Hand
  2541. ACC : +1
  2542. PD : (7) / (8)
  2543. INIT : -2 / -1
  2544. Cost : 3,500G
  2545. [Range: 10 Sq. / Target: 1#]. A rifle Artificial Regalia crafted from blessed silver and consecrated golden boughs, based on the Enfield. While [Equipped], once per combat, when making a [Physical Attack], can inflict [Shift: Dead] on Mononoke with "x#" in their [Name] that failed their [Reactive Check].
  2546.  
  2547. ■ ※Rouge Araignée
  2548. Restrict : Martial・Utility
  2549. Mode : Switch Hand
  2550. ACC : +1
  2551. PD : (6) / (7)
  2552. INIT : -1 / None
  2553. Cost : 4,400G
  2554. [Range: 6 Sq. / Target: 1#]. An assault rifle Artificial Regalia based on the FA-MAS rifle. While [Equipped], once per round, increase [Target] of the user's [Physical Attack] by 2#.
  2555.  
  2556. ■ ※Divine Hunter
  2557. Restrict : Martial・Utility
  2558. Mode : Switch Hand
  2559. ACC : +1
  2560. PD : (7) / (8)
  2561. INIT : -1 / None
  2562. Cost : 4,400G
  2563. [Range: 6 Sq. / Target: 1#]. A large-caliber revolver Artificial Regalia based on the S&W M29. It uses consecrated magnum bullets. While [Equipped], increase [Damage] inflicted against non-[Boss] [Mononoke] by 10.
  2564.  
  2565. ■ ※Flareburst
  2566. Restrict : Martial・Utility
  2567. Mode : Switch Hand
  2568. ACC : +1
  2569. PD : (8) / (9)
  2570. INIT : -2 / -1
  2571. Cost : 4,400G
  2572. [Range: 4 Sq. / Target: Area]. A shotgun Artificial Regalia based on the Ithaca M37. It uses spirit energy-infused shot, and has lethal effect over a wide area. While [Equipped], once per round, gain a +2 modifier to the result of a [Physical Attack]'s {Accuracy} check.
  2573.  
  2574. ■ ※Shadowstrike
  2575. Restrict : Martial・Utility
  2576. Mode : Switch Hand
  2577. ACC : None
  2578. PD : (8) / (9)
  2579. INIT : None / +1
  2580. Cost : 5,000G
  2581. [Range: 8 Sq. / Target: 1#]. A crossbow-style Artificial Regalia that can load a bolt and charge it with spirit energy simultaneously. While [Equipped], when making a [Physical Attack], gain +1 [Physical Rank]; however, this [Weapon] may only be used to make a [Physical Attack] once per round.
  2582.  
  2583. ■ ※Dark Tower
  2584. Restrict : Martial
  2585. Mode : One Hand
  2586. ACC : +1
  2587. PD : (9)
  2588. INIT : None
  2589. Cost : 5,000G
  2590. [Range: 7 Sq. / Target: 1#]. A jet black Peacemaker revolver, enhanced with special modifications. While [Equipped], once per combat, until [End] of the current round, the user gains +2d6 {Initiative}.
  2591.  
  2592. ■ ※Durchbruch
  2593. Restrict : Martial
  2594. Mode : Switch Hand
  2595. ACC : +1
  2596. PD : (9) / (10)
  2597. INIT : -3 / -2
  2598. Cost : 5,000G
  2599. [Range: 6 Sq. / Target: 1#]. A utilitarian automatic rifle Artificial Regalia based on the Steyr AUG. It handles easily, and is high-performance. While [Equipped], once per round, change [Target] of the user's [Physical Attack] to [Area].
  2600.  
  2601. ■ Brave Bow
  2602. Restrict : Martial・Utility
  2603. Mode : Two Hands
  2604. ACC : +1
  2605. PD : +10
  2606. INIT : -3
  2607. Cost : 5,000G
  2608. [Range: {Strength}+1 Sq. / Target: 1#]. A hunting bow-style Artificial Regalia, consecrated many times over. It provides resistance against attacks from particular classes of Mononoke. While [Equipped], reduce [Damage] taken from [Class: Undead・Chaos] by 5.
  2609.  
  2610. ■ ※Light Warrior
  2611. Restrict : Martial・Utility
  2612. Mode : Two Hands
  2613. ACC : +1
  2614. PD : (8)
  2615. INIT : -1
  2616. Cost : 6,000G
  2617. [Range: 6 Sq. / Target: 1#]. An automatic rifle Artificial Regalia based on the M4 Carbine. It is given only to the elite among the American anti-Awakened forces. While [Equipped], once per round, gain either of the following effects: increase [Target] of the user's [Physical Attack] by 1#, or increase [Range] of the user's [Physical Attack] by 2 Sq.
  2618.  
  2619. ■ ※Punishment
  2620. Restrict : Martial
  2621. Mode : Two Hands
  2622. ACC : -1
  2623. PD : (9)
  2624. INIT : None
  2625. Cost : 6,000G
  2626. [Range: 5 Sq. / Target: Area]. A grenade launcher-style Artificial Regalia based on the ARWEN 37. While [Equipped], once per round, gain +2 to the result of a [Physical Attack]'s {Accuracy} check.
  2627.  
  2628. ■ ※Sangue Efferata
  2629. Restrict : Martial・Utility
  2630. Mode : Two Hand
  2631. ACC : +1
  2632. PD : (10)
  2633. INIT : -3
  2634. Cost : 6,000G
  2635. [Range: 4 Sq. / Target: Area]. A shotgun-style Artificial Regalia based on the SPAS. While [Equipped], once per round, gain +2 to the result of a [Physical Attack]'s {Accuracy} check.
  2636.  
  2637. ■ ※Handcannon
  2638. Restrict : Martial
  2639. Mode : One Hand
  2640. ACC : +1
  2641. PD : (8)
  2642. INIT : None
  2643. Cost : 8,000G
  2644. [Range: 5 Sq. / Target: 1#]. A handgun Artificial Regalia based on the Desert Eagle. It's a handgun with high firepower, using large-caliber anti-Awakened magnum bullets. While [Equipped], once per round, [Targets] of the user's [Physical Attack] reduce their [Armor] by 3 (to a minimum of 0).
  2645.  
  2646. ■ ※Blast Carbine
  2647. Restrict : Martial・Utility
  2648. Mode : Switch Hand
  2649. ACC : None
  2650. PD : (8) / (9)
  2651. INIT : None / +1
  2652. Cost : 8,000G
  2653. [Range: 6 Sq. / Target: 1#]. A submachine gun based on the Calico M960. Its rapid-fire capabilities are to be feared. While [Equipped], once per round, increase [Target] of the user's [Physical Attack] by 3#.
  2654.  
  2655. ■ ※Mage Killer
  2656. Restrict : Martial
  2657. Mode : Switch Hand
  2658. ACC : +1
  2659. PD : (11) / (12)
  2660. INIT : -4 / -3
  2661. Cost : 8,000G
  2662. [Range: 10 Sq. / Target: 1#]. A single-shot handgun designed for anti-Magus use, based on the Contender. While [Equipped], while making a [Physical Attack], gain a bonus at [Damage Calculation] equal to the [Target]'s {Conjure} base value. However, this [Weapon] may only be used to make a [Physical Attack] once per round.
  2663.  
  2664. ■ Thundercrack Greatbow
  2665. Restrict : Martial・Utility
  2666. Mode : Two Hands
  2667. ACC : +1
  2668. PD : +11
  2669. INIT : None
  2670. Cost : 10,000G
  2671. [Range: {Agility} Sq. / Target: 1#]. An exorcist bow Artificial Regalia made using catalpa wood. When fired, a metallic chime sounds, manifesting purifying powers. While [Equipped], by spending 1x [Prep] when making an [Attack Action], gain +1 [Rank].
  2672.  
  2673. ■ ※Killing Ghost
  2674. Restrict : Martial
  2675. Mode : Switch Hands
  2676. ACC : +1
  2677. PD : (12) / (13)
  2678. INIT : -1 / None
  2679. Cost : 10,000G
  2680. [Range: 9 Sq. / Target: 1#]. A crossbow-style Artificial Regalia based on an enhanced sporting crossbow. While [Equipped], when making a [Physical Attack], gain +1 [Physical Rank]; however, this [Weapon] may only be used to make a [Physical Attack] once per round.
  2681.  
  2682. ■ ※Disaster
  2683. Restrict : Martial
  2684. Mode : Two Hands
  2685. ACC : +1
  2686. PD : (14)
  2687. INIT : -2
  2688. Cost : 10,000G
  2689. [Range: 4 Sq. / Target: Area]. An anti-Mononoke automatic shotgun Artificial Regalia based on the AA12. Its overwhelming firepower is such that it instantly makes spirit bodies out of weak Mononoke. While [Equipped], increase [Damage] dealt to non-[Boss] [Mononoke] by 20.
  2690.  
  2691. ■ ※Dragonslayer
  2692. Restrict : Martial
  2693. Mode : Two Hands
  2694. ACC : +1
  2695. PD : (16)
  2696. INIT : -2
  2697. Cost : 12,000G
  2698. [Range: 12 Sq. / Target: 1#]. A large-caliber sniper rifle Artificial Regalia based on the Barrett M82. While [Equipped], when making a [Physical Attack], gain +2 [Physical Rank]; however, this [Weapon] may only be used to make a [Physical Attack] once per round.
  2699.  
  2700. <----- Arms System :: Additional Effects / Form: Ranged ----->
  2701.  
  2702. ◇ Penetration
  2703. Cost: 1,500G / Trade: 2
  2704. The weapon can penetrate armor via special modifications.
  2705. While [Equipped], [Targets] of the user's [Physical Attacks] reduce their [Armor] by 2 (to a minimum of 0).
  2706.  
  2707. ◇ Suppression
  2708. Cost: 1,500G / Trade: 2
  2709. Due to a special mechanism, the weapon can inflict high casualties upon Mononoke.
  2710. While [Equipped], increase [Physical Damage] against non-[Boss] [Mononoke] by 5.
  2711.  
  2712. ◇ Spare Weapon
  2713. Cost: 1,500G / Trade: 2
  2714. May only be applied to [Mode: One Hand]. While [Stored], once per combat, change a currently [Equipped] [Weapon] to be [Stored], then [Equip] the [Weapon] that has this [Additional Effect].
  2715.  
  2716. Burst Fire
  2717. Cost: 2,000G / Trade: 3
  2718. The weapon's suppression effects are enhanced.
  2719. [Suppression] Required. Change the effect of [Suppression] to increase [Physical Damage] against non-[Boss] [Mononoke] by 10.
  2720.  
  2721. Enhanced Precision
  2722. Cost: 2,000G / Trade: 3
  2723. The weapon's aiming functions are enhanced.
  2724. [Rapid Aim] Required. Change the effect of [Rapid Aim] to the following: "By spending 1x [Unique], until [End] of the round, the user gains +1d6 to {Initiative}."
  2725.  
  2726. Control Device
  2727. Cost: 3,000G / Trade: 5
  2728. The weapon's handling is improved thanks to a control device.
  2729. While [Equipped], the user gains +1 to the result of {Accuracy} checks for [Physical Attacks].
  2730.  
  2731. Homing Function
  2732. Cost: 3,000G / Trade: 5
  2733. The weapon is equipped with a homing device.
  2734. While [Equipped], once per round, [Targets] of the user's [Physical Attacks] reduce their {Evasion} checks by 1.
  2735.  
  2736. Maneuverability
  2737. Cost: 4,000G / Trade: 7
  2738. Through modifying the weapon to stress maneuverability, it becomes easier to fire after moving.
  2739. While [Equipped], increase the [Speed] of [Simple Moves] by 1 Sq. (for a total of 2 Sq.)
  2740.  
  2741. Add Element
  2742. Cost: 4,000G / Trade: 7
  2743. Spells are layered into bullets or arrows of this weapon, letting it draw on the power of the Origins on impact.
  2744. Add any one [Element] to this [Weapon].
  2745.  
  2746. Enlargement
  2747. Cost: 4,000G / Trade: 7
  2748. By enlarging the weapon, its functions are enhanced.
  2749. Increase the [Weapon]'s [ACC] by 1, and [PD] by 2.
  2750.  
  2751. Unique Materials
  2752. Cost: 6,000G / Trade: 9
  2753. The weapon is reforged using new and unique materials, such as hihi'irokane or adamantine.
  2754. While [Equipped], gain +3 to [Armor] and [Barrier].
  2755.  
  2756. Incantation Etching
  2757. Cost: 6,000G / Trade: 12
  2758. By adding etchings of incantations to the weapon, the force of spells can be amplified.
  2759. [Magical Conversion] Required. Change the effect of [Magical Conversion] to the following: "Increase the [Weapon]'s [CNJ] by 1, and its [MD] by 7."
  2760.  
  2761. Emblem
  2762. Cost: 10,000G / Trade: 16
  2763. By carving your own Spirit Crest onto the weapon, you enhance its affinity for spirit energy, which improves its power.
  2764. While [Equipped], when making a [Physical Attack], gain +1 [Physical Rank].
  2765.  
  2766.  
  2767. Magical Weapons / Form: Magic [XXXI-6]
  2768. ----------------------------------------
  2769. ■ Magecraft Mobile
  2770. Restrict : Digital Sorcerer
  2771. Mode : One Hand
  2772. CNJ : None
  2773. MD : +4
  2774. INIT : -3
  2775. Cost : 1,000G
  2776. [Magical Attack / Range: 5 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. The latest-model smartphone-type Artificial Regalia. Lately, it's been all the rage in the occult world.
  2777.  
  2778. ■ Exorcist's Rosary
  2779. Restrict : None
  2780. Mode : Switch Hand
  2781. CNJ : None
  2782. MD : +3 / +4
  2783. INIT : -5 / -4
  2784. Cost : 2,000G
  2785. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A rosary-style Artificial Regalia that is especially effective against evil Awakened. While [Equipped], when making a [Magical Attack] against [Class: Undead・Chaos], gain +1 [Rank].
  2786.  
  2787. ■ Fetish Doll
  2788. Restrict : Arcane
  2789. Mode : Two Hands
  2790. CNJ : None
  2791. MD : +4
  2792. INIT : -2
  2793. Cost : 2,000G
  2794. [Magical Attack / Range: 10 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 1]. A doll-type Artificial Regalia used as a medium for speaking with the dead and performing sympathetic curses. It comes in a variety of forms. While [Equipped], once per round, when making a [Magical Attack], gain +5 to [Magical Damage].
  2795.  
  2796. ■ Magical Compound
  2797. Restrict : Legion
  2798. Mode : Two Hands
  2799. CNJ : None
  2800. MD : +5
  2801. INIT : -3
  2802. Cost : 2,000G
  2803. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A special plastic explosive refined from spiritual drugs. While [Equipped], once per round, the user may forcibly move [Targets] that failed their {Resist} check 1 Sq. in any direction (this movement ignores [Engagements]).
  2804.  
  2805. ■ Power Clock
  2806. Restrict : Time Wizard
  2807. Mode : Switch Hand
  2808. CNJ : -1
  2809. MD : +4 / +5
  2810. INIT : -1 / None
  2811. Cost : 2,000G
  2812. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A wrist watch or similar made into an Artificial Regalia. While [Equipped],the character is treated as fulfilling the use condition of [Digital Sorcerer] Style Talents, and additionally, once per combat, until [End] of the current round, they gain +1d6 to {Initiative}.
  2813.  
  2814. ■ Ancestral Mirror
  2815. Restrict : Utility・Arcane
  2816. Mode : Two Hands
  2817. CNJ : -2
  2818. MD : +5
  2819. INIT : -1
  2820. Cost : 3,000G
  2821. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An old mirror handed down through a family for generations, and has been made into an Artificial Regalia. Etherlight shoots from its surface, harming enemies. While [Equipped], once per round, increase the [Range] of the user's [Magical Attack] by 2 Sq.
  2822.  
  2823. ■ Ghostly Warrior
  2824. Restrict : Utility・Arcane
  2825. Mode : Two Hands
  2826. CNJ : -1
  2827. MD : +6
  2828. INIT : -4
  2829. Cost : 3,000G
  2830. [Magical Attack / Range: 4 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A zombie or jiangshi made into an Artificial Regalia. [Disguise] can make it pass for a normal human. While [Equipped], once per round, when making a [Magical Attack], gain +5 [Magical Damage].
  2831.  
  2832. ■ Spell Tablet
  2833. Restrict : Digital Sorcerer
  2834. Mode : Two Hands
  2835. CNJ : None
  2836. MD : +5
  2837. INIT : -3
  2838. Cost : 4,000G
  2839. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. The latest-model tablet Artificial Regalia that comes base installed with spell programs. It displays holograms in the air with just a touch. While [Equipped], once per combat, change the value of one [Spirit] die to "1".
  2840.  
  2841. ■ Rune Medal
  2842. Restrict : Arcane
  2843. Mode : Two Hands
  2844. CNJ : None
  2845. MD : +6
  2846. INIT : -4
  2847. Cost : 4,000G
  2848. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A medallion made of metal with various runes etched into it. It can be used as a medium for runic magic. While [Equipped], gain +2 to [Barrier], and +2 to the result of {Agility} and {Intellect} checks.
  2849.  
  2850. ■ Adeptas Jewel
  2851. Restrict : None
  2852. Mode : Switch Hand
  2853. CNJ : None
  2854. MD : +6 / +7
  2855. INIT : -1 / None
  2856. Cost : 5,000G
  2857. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A highly rare jewel made into a spell medium. Aglow with etherlight, it is extremely beautiful. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 1#.
  2858.  
  2859. ■ Scroll of Secrets
  2860. Restrict : Arcane
  2861. Mode : Two Hands
  2862. CNJ : None
  2863. MD : +7
  2864. INIT : -2
  2865. Cost : 5,000G
  2866. [Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An arcane scroll enscribed with East Asian hidden arts, such as those found in ninjutsu, mysticism, or hermetic traditions. While [Equipped], once per round, [Targets] of the user's [Magical Attacks] reduce their [Barrier] by 3 (to a minimum of 0).
  2867.  
  2868. ■ Gallant Mascot
  2869. Restrict : None
  2870. Mode : Switch Hand
  2871. CNJ : None
  2872. MD : +7 / +8
  2873. INIT : -2 / -1
  2874. Cost : 5,000G
  2875. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A gallant mascot creature that serves its possessor, who becomes it master, faithfully. While [Equipped], once per round, increase the [Range] of the user's [Magical Attacks] by 3 Sq.
  2876.  
  2877. ■ Enhanced Shikigami
  2878. Restrict : Arcane
  2879. Mode : Two Hands
  2880. CNJ : None
  2881. MD : +6
  2882. INIT : -1
  2883. Cost : 6,000G
  2884. [Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A familiar employed by onmyoujutsu practitioners made into an Artificial Regalia. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 2#.
  2885.  
  2886. ■ Demon Khakkhara
  2887. Restrict : Utility・Arcane
  2888. Mode : Switch Hand
  2889. CNJ : None
  2890. MD : +5 / +6
  2891. INIT : None / +1
  2892. Cost : 6,000G
  2893. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A khakkhara-type Artificial Regalia that holds sacred power. It is used as a spell medium in shugendo and Buddhist mysticism. While [Equipped], when making a [Magical Attack] against a [Class: Undead・Chaos], gain +1 [Magical Rank].
  2894.  
  2895. ■ Sacramental Scroll
  2896. Restrict : Arcane
  2897. Mode : Two Hands
  2898. CNJ : +1
  2899. MD : +7
  2900. INIT : -4
  2901. Cost : 6,000G
  2902. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A scroll of secrets enscribed with powerful arts. While [Equipped], once per round, [Targets] of the user's [Magical Attack] reduce their [Barrier] by 5 (to a minimum of 0).
  2903.  
  2904. ■ Hourglass
  2905. Restrict : Time Wizard
  2906. Mode : Switch Hand
  2907. CNJ : -1
  2908. MD : +7 / +8
  2909. INIT : None / +1
  2910. Cost : 6,000G
  2911. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An hourglass-style Artificial Regalia. While [Equipped], the character is treated as fulfilling the use conditions of [Restrict: Digitial Sorcerer] Style Talents, and additionally, once per round, until [End] of the current round, [Range: 6 Sq. / Target: 1#] gains +1d6 to {Initiative}.
  2912.  
  2913. ■ Spirit Explosive
  2914. Restrict : Legion
  2915. Mode : Two Hands
  2916. CNJ : None
  2917. MD : +8
  2918. INIT : -3
  2919. Cost : 6,000G
  2920. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A small explosive Artificial Regalia. While [Equipped], the user may forcibly move [Target: 1#] that failed their {Resist} check 1 Sq. in any direction (this movement ignores [Engagements]).
  2921.  
  2922. ■ Energy Cannon
  2923. Restrict : Cyborg
  2924. Mode : Two Hands
  2925. CNJ : +1
  2926. MD : +8
  2927. INIT : -5
  2928. Cost : 6,000G
  2929. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An artillery cannon modified for individual use, and installed on a heavy drone. While [Equipped], when making a [Magical Attack], gain +1 [Magical Rank]; however, this [Weapon] may only be used to make a [Magical Attack] once per round.
  2930.  
  2931. ■ Spiritual Instrument
  2932. Restrict : Arcane
  2933. Mode : Two Hands
  2934. CNJ : +1
  2935. MD : +6
  2936. INIT : -2
  2937. Cost : 8,000G
  2938. [Magical Attack / Range: 5 Sq. / Target: Area / Resist: Cancel / Element: None / Rank: 2]. A musical instrument made using the wood of a holy tree or etherstone. It amplifies the power of songs and spells. While [Equipped], gain +5 [Barrier]. Also, the character is treated as fulfilling the use conditions of [Digital Sorcerer] Style Talents.
  2939.  
  2940. ■ Elder Chalice
  2941. Restrict : Arcane
  2942. Mode : Two Hands
  2943. CNJ : None
  2944. MD : +6
  2945. INIT : +2
  2946. Cost : 8,000G
  2947. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A chalice-style Artificial Regalia engraved with runes or sacramental letters. It enhances healing powers. While [Equipped], gain +5 to [Recovery] effects from [Items] used on the user.
  2948.  
  2949. ■ Mystic Beast's Skull
  2950. Restrict : Arcane
  2951. Mode : Two Hands
  2952. CNJ : None
  2953. MD : +7
  2954. INIT : +1
  2955. Cost : 8,000G
  2956. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. The skull of a legendary mythical Mononoke made into an Artificial Regalia. It is a type of powerful medium used with ancestral magic and hexes. While [Equipped], once per round, change the [Target] of the user's [Magical Attack] to [Area].
  2957.  
  2958. ■ Enhanced Mobile
  2959. Restrict : Digital Sorcerer
  2960. Mode : Two Hands
  2961. CNJ : +1
  2962. MD : +8
  2963. INIT : -2
  2964. Cost : 8,000G
  2965. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A magecraft mobile enhanced to its utmost capabilities. While [Equipped], increase the [Target] and [Range] of the user's [Magical Attack] by 1# and 1 Sq. each (respectively).
  2966.  
  2967. ■ Ghostly Hero
  2968. Restrict : Utility・Arcane
  2969. Mode : Two Hands
  2970. CNJ : -1
  2971. MD : +9
  2972. INIT : +1
  2973. Cost : 8,000G
  2974. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An advanced ghostly warrior that holds even greater power. In extremely rare cases, some are even able to communicate. While [Equipped], once per round, when making a [Magical Attack], gain +5 [Magical Damage].
  2975.  
  2976. ■ Heavenly General
  2977. Restrict : Arcane
  2978. Mode : Two Hands
  2979. CNJ : +1
  2980. MD : +8
  2981. INIT : None
  2982. Cost : 10,000G
  2983. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A high-ranking shikigami employed by practitioners of onmyoujutsu.
  2984.  
  2985. ■ Majestic Tablet
  2986. Restrict : Digital Sorcerer
  2987. Mode : Two Hands
  2988. CNJ : +1
  2989. MD : +10
  2990. INIT : -2
  2991. Cost : 10,000G
  2992. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A lighter, stronger, highly efficient spell tablet. It is highly popular among the foremost Digital Sorcerers. While [Equipped], once per session, change the value of two [Spirit] dice to "1".
  2993.  
  2994. ■ The Secret Hour
  2995. Restrict : Time Wizard
  2996. Mode : Two Hands
  2997. CNJ : -1
  2998. MD : +12
  2999. INIT : None
  3000. Cost : 10,000G
  3001. [Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A codex inscribed with the secrets of time. While [Equipped], once per round, until [End] of the current round, [Range: 8 Sq. / Target: 1#] gains +2d6 to {Initiative}.
  3002.  
  3003. ■ Linked Energy Cannons
  3004. Restrict : Cyborg
  3005. Mode : Two Hands
  3006. CNJ : None
  3007. MD : +14
  3008. INIT : -4
  3009. Cost : 10,000G
  3010. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An energy cannon modified for linked fire. It has even greater firepower. While [Equipped], when making a [Magical Attack], gain +2 [Magical Rank]; however, this [Weapon] may only be used to make a [Magical Attack] once per round.
  3011.  
  3012. ■ Staff of the Golden Bough
  3013. Restrict : Elder Mage
  3014. Mode : Two Hands
  3015. CNJ : +1
  3016. MD : +15
  3017. INIT : -5
  3018. Cost : 10,000G
  3019. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2].
  3020.  
  3021. ■ Ancient Divine Mirror
  3022. Restrict : Arcane
  3023. Mode : Two Hands
  3024. CNJ : None
  3025. MD : +16
  3026. INIT : -4
  3027. Cost : 12,000G
  3028. [Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An ancestral mirror that has, over a long existence, picked up its own divinity. Its etherlight is said to be able to split clouds from the sky. While [Equipped], increase the [Range] of the user's [Magical Attacks] by 2 Sq.
  3029.  
  3030. <----- Arms System :: Additional Effects / Form: Magic ----->
  3031.  
  3032. ◇ Talisman
  3033. Cost: 1,500G / Trade: 2
  3034. By layering the protection of fortune into the implement, its wielder can gain that blessing for an instant.
  3035. While [Equipped], once per session, the user may reroll one [Roll] prior to [Influencing] (cannot be applied to [Criticals] or [Fumbles]).
  3036.  
  3037. ◇ Mobile Circle
  3038. Cost: 1,500G / Trade: 2
  3039. The implement can make the magic circles it erects around its wielder follow them just a little, allowing its wielder to lengthen their stride when they invoke magic.
  3040. While [Equipped], once per combat, increase the [Speed] of a [Simple Move] by 1 Sq.
  3041.  
  3042. ◇ Range Enhancement
  3043. Cost: 1,500G / Trade: 2
  3044. By adding custom modifications into the implement, it can stretch out the range of your spells.
  3045. May only be applied to [Mode: Two Hands]. While [Equipped], increase [Range] of user's [Magical Attacks] by 1 Sq.
  3046.  
  3047. Tactical Deployment
  3048. Cost: 2,000G / Trade: 3
  3049. The tactical aid functions built into the implement are strengthened, allowing it to be used on others.
  3050. [Tactical Aid] Required. Change the [Range/Target] of [Tactical Aid] to [6 Sq. / 1#].
  3051.  
  3052. Deathcurse Specification
  3053. Cost: 2,000G / Trade: 3
  3054. By enhancing the implement's curse strength, its destructive power against weaklings is enhanced.
  3055. While [Equipped], gain +5 [Magical Damage] against non-[Boss] [Mononoke].
  3056.  
  3057. Life Amp
  3058. Cost: 3,000G / Trade: 5
  3059. Utilizing the implement's spirit energy, the wielder's own vital energies are enhanced.
  3060. While [Equipped], increase the user's maximum {HP} by 5 (when the weapon is [Stored], adjust both maximum and current values; when it is re-equipped, current value is not [Recovered]).
  3061.  
  3062. Etherhide Accessory
  3063. Cost: 3,000G / Trade: 5
  3064. By adding an accessory made weaving together an abundance of etherhide, the wielder can gain a powerful blessing.
  3065. Increase the [Weapon]'s [CNJ] by 1.
  3066.  
  3067. Lightening
  3068. Cost: 4,000G / Trade: 7
  3069. By making the frame of the implement lighter, it vastly improves its handling.
  3070. While [Equipped], increase the [Weapon]'s [INIT] by 2.
  3071.  
  3072. Etherstone Accessory
  3073. Cost: 4,000G / Trade: 7
  3074. By adding an accessory made from sacramental etherstone, the implement gains a spiritual blessing.
  3075. While [Equipped], gain +5 [Barrier].
  3076.  
  3077. Spread Circle
  3078. Cost: 6,000G / Trade: 9
  3079. By adding a custom modification to the implement's magic circle deployment functions, the wielder can invoke spells over a greater area.
  3080. While [Equipped], increase the [Target] of user's [Magical Attacks] by 1#.
  3081.  
  3082. Small-Scale Barrier
  3083. Cost: 6,000G / Trade: 9
  3084. By deploying a small-scale barrier around the wielder, the implement can grant resistance against particular [Physical Attacks].
  3085. While [Equipped], reduce [Physical Damage] from [Weapon Attacks] by 5.
  3086.  
  3087. Energy Supply
  3088. Cost: 6,000G / Trade: 9
  3089. A fuction is built into the implement that allows it to accumulate spirit energy, which can be drawn from in times of emergency.
  3090. While [Equipped], once per session, gain 1 [Overflow].
  3091.  
  3092. Defense Form
  3093. Cost: 10,000G / Trade: 16
  3094. While reacting, by having the implement take on a defensive form, the wielder gains extra protection.
  3095. While [Equipped], once per round, gain +5 [Armor] and [Barrier].
  3096.  
  3097. ================================================================================
  3098. True Regalia of Chronos -- Item: Suit, Shield, Accessory, Consumable [XXXJ]
  3099. ================================================================================
  3100.  
  3101. Protector / Form: Suit [XXXJ-1]
  3102. ----------------------------------------
  3103. [Form: Suit] [Protectors] that protect one's body. When not [Equipped] with [Form: Suit], a character doubles the [HP Damage] they take from Talents.
  3104.  
  3105. Spiritual Clothes
  3106. Restrict : None
  3107. EVA : None
  3108. INIT : -3
  3109. Armor : +1
  3110. Barrier : +2
  3111. Cost : 1,000G
  3112. Various clothes that have been made into an Artificial Regalia, whether they are ethnic dress, or priestly vestments. Godhunters all over the world wear all kinds of spiritual clothes.
  3113.  
  3114. Traditional Formal Wear
  3115. Restrict : None
  3116. EVA : None
  3117. INIT : -3
  3118. Armor : +3
  3119. Barrier : None
  3120. Cost : 1,000G
  3121. High class men's and women's wear with an old-fashioned design, made into Artificial Regalia. It is popular among collaborators and Godhunters from overseas, particularly those from Europe.
  3122.  
  3123. Reinforced Bodysuit
  3124. Restrict : None
  3125. EVA : +1
  3126. INIT : -4
  3127. Armor : +2
  3128. Barrier : +2
  3129. Cost : 2,000G
  3130. A finely crafted bodysuit that has additional reinforcement. There are types that look like jumpsuits, and innersuits that can be worn under clothes.
  3131.  
  3132. Shinobi Clothes
  3133. Restrict : Dark Hunter
  3134. EVA : None
  3135. INIT : +1
  3136. Armor : +1
  3137. Barrier : +1
  3138. Cost : 2,000G
  3139. Thin clothes worn by ninja, that have been made into an Artificial Regalia. While [Equipped], once per combat, gain +5 to the result of [Maneuver: Concealment].
  3140.  
  3141. Anti-God Combat Vest
  3142. Restrict : Legion
  3143. EVA : +1
  3144. INIT : -1
  3145. Armor : +2
  3146. Barrier : None
  3147. Cost : 2,000G
  3148. A tactical vest specialized in anti-Awakened combat. At a glance, it doesn't look any different from a normal vest. While [Equipped], gain +3 to the [Physical Damage] of [Form: Ranged].
  3149.  
  3150. Time Traveler Coat
  3151. Restrict : Time Wizard
  3152. EVA : None
  3153. INIT : -2
  3154. Armor : +3
  3155. Barrier : +2
  3156. Cost : 2,000G
  3157. A coat with temporal spells placed over it. Its wearer is protected from the burdens of time acceleration and expansion. While [Equipped], once per combat until [End] of the current round, gain +1d6 to {Initiative}.
  3158.  
  3159. Seeker Vest
  3160. Restrict : None
  3161. EVA : +1
  3162. INIT : -2
  3163. Armor : +3
  3164. Barrier : +1
  3165. Cost : 3,500G
  3166. A vest woven with threads that come from a Mononoke found only in Sanctums. While [Equipped], once per combat, can perform [Action ⑦: Use Item] at [Timing: Prep] without spending [Prep].
  3167.  
  3168. Green Overcoat
  3169. Restrict : None
  3170. EVA : None
  3171. INIT : None
  3172. Armor : +2
  3173. Barrier : +2
  3174. Cost : 3,500G
  3175. An overcoat made by weaving together the sturdy, flexible vines of a Mononoke known as a Yamabiko. While [Equipped], reduce [Element: Wind・Phantom] [Damage] by 5.
  3176.  
  3177. Etherhide Hanten
  3178. Restrict : None
  3179. EVA : None
  3180. INIT : None
  3181. Armor : +3
  3182. Barrier : +1
  3183. Cost : 3,500G
  3184. A hanten-style protector made using the fluffy down of a spiritual bird. It is resistant to heat, and is warm in the winter while cool in the summer. While [Equipped], reduce [Element: Fire・Cold] [Damage] by 5.
  3185.  
  3186. White Robe of Wisdom
  3187. Restrict : None
  3188. EVA : None
  3189. INIT : -1
  3190. Armor : +2
  3191. Barrier : +3
  3192. Cost : 4,000G
  3193. A robe with a unique spell that enhances intelligence woven into it. While in most cases they're presented as a white robe, they also come as school uniforms and coats. While [Equipped], gain +2 to the result of {Intellect} checks.
  3194.  
  3195. Charming Clothes
  3196. Restrict : None
  3197. EVA : None
  3198. INIT : -3
  3199. Armor : +3
  3200. Barrier : +4
  3201. Cost : 4,000G
  3202. Clothes bestowed with a spell of fascination. Many are made into formal wear, such as tuxedos and gowns. While [Equipped], gain +2 to the result of {Will} checks.
  3203.  
  3204. Shinobi Battle Wear
  3205. Restrict : Dark Hunter
  3206. EVA : None
  3207. INIT : +1
  3208. Armor : +3
  3209. Barrier : None
  3210. Cost : 4,000G
  3211. Modernized shinobi clothes created with sacramental techniques. They have a variety of kinds, from old fashioned black to innersuit types. This is gear custom-tailored for anti-demon ninjas. While [Equipped], gain +2 to the result of {Agility} checks.
  3212.  
  3213. Bamboo Mail
  3214. Restrict : None
  3215. EVA : None
  3216. INIT : -2
  3217. Armor : +4
  3218. Barrier : +2
  3219. Cost : 4,000G
  3220. Armor made via special manufacturing techniques using sacred bamboo that grew over a leyline. It is supple and flexible, and is lighter and sturdier than ordinary metal. While [Equipped], reduce [Physical Damage] from [Form: Sword・Spear・Ranged] by 5.
  3221.  
  3222. Power Coat
  3223. Restrict : None
  3224. EVA : None
  3225. INIT : -1
  3226. Armor : +5
  3227. Barrier : None
  3228. Cost : 4,000G
  3229. A coat-type Artificial Regalia made using etherhide. It has a variety of designs, including trench, duffle, and pilot coats. While [Equipped], once per combat (or scene), gain +2 to the result of a [Reactive Check].
  3230.  
  3231. Simple Reinforced Clothes
  3232. Restrict : None
  3233. EVA : None
  3234. INIT : -3
  3235. Armor : +5
  3236. Barrier : +2
  3237. Cost : 4,000G
  3238. Reinforced clothes that have an internally-installed tiny pump and actuator which provide muscular support. It vastly improves one's physical abilities. While [Equipped], gain +2 to the result of {Strength} checks.
  3239.  
  3240. Morphing Clothes
  3241. Restrict : None
  3242. EVA : +1
  3243. INIT : None
  3244. Armor : +2
  3245. Barrier : +2
  3246. Cost : 5,000G
  3247. Outerwear or clothes that a daiyoukai made using etherhide. Due to its spiritual power, it holds the ability to change humans. While [Equipped], once per combat (or scene), the wearer is able to change into the shape of any person (treat as [Maneuver: Disguise / Result: 15], lasts for a whole scene).
  3248.  
  3249. Temporal Robes
  3250. Restrict : Time Wizard
  3251. EVA : None
  3252. INIT : None
  3253. Armor : +2
  3254. Barrier : +4
  3255. Cost : 5,000G
  3256. Sorcerous robes worn by space-time spellcasters as a uniform. They come in a variety of styles. While [Equipped], once per round until [End] of that round, gain +1d6 {Initiative}.
  3257.  
  3258. Tactical Jacket
  3259. Restrict : None
  3260. EVA : None
  3261. INIT : +1
  3262. Armor : +4
  3263. Barrier : +1
  3264. Cost : 5,000G
  3265. Military combat clothes designed specifically for anti-Awakened combat. While [Equipped], reduce [Damage] from [Form: Ranged] by 2. Also, once per combat (or scene), can perform [Action ⑦: Use Item] at [Timing: Prep] without spending [Prep].
  3266.  
  3267. Divine Blouson
  3268. Restrict : None
  3269. EVA : None
  3270. INIT : -1
  3271. Armor : +5
  3272. Barrier : +2
  3273. Cost : 5,000G
  3274. Although it outwardly appears as stylish outerwear, it is a classic piece of protective wear made using etherhide and [Materials], and has a divine protective spell inscribed on its inside. while [Equipped], once per combat (or scene), reduce [Physical Damage] taken by 10.
  3275.  
  3276. Special Bulletproof Clothes
  3277. Restrict : None
  3278. EVA : None
  3279. INIT : -4
  3280. Armor : +6
  3281. Barrier : +4
  3282. Cost : 5,000G
  3283. Bulletproof clothes made using etherhide and aramid fibers. It provides excellent protection against bullets. While [Equipped], once per round, reduce [Physical Damage] from [Form: Ranged] by 5.
  3284.  
  3285. Land Warrior Suit
  3286. Restrict : Legion
  3287. EVA : +1
  3288. INIT : -4
  3289. Armor : +7
  3290. Barrier : +1
  3291. Cost : 5,000G
  3292. An efficient bodysuit installed with a cutting-edge tactical information sharing system. The armor itself provides various kinds of tactical support. While [Equipped], gain +3 to the [Damage Calculation] of [Style: Legion] Style Talents.
  3293.  
  3294. Kuraito Odoshi
  3295. Restrict : None
  3296. EVA : +1
  3297. INIT : +1
  3298. Armor : +4
  3299. Barrier : +5
  3300. Cost : 8,000G
  3301. Anti-Awakened combat clothes colored black with special dyes. It comes in a variety of styles. Its special effect comes from its color, obtained using etherthread. While [Equipped], gain +2 to the result of {Strength} checks, and to [Physical Damage].
  3302.  
  3303. Eternity Clothes
  3304. Restrict : Time Wizard
  3305. EVA : None
  3306. INIT : None
  3307. Armor : +4
  3308. Barrier : +8
  3309. Cost : 8,000G
  3310. Clothes with high level temporal magic woven into them. Because it is separated from the flow of time, it will never decay. While [Equipped], once per session, treat one portion of the [Cost] of a [Style: Time Wizard] Style Talent as already paid.
  3311.  
  3312. Primal Leather Jacket
  3313. Restrict : None
  3314. EVA : +1
  3315. INIT : None
  3316. Armor : +5
  3317. Barrier : +5
  3318. Cost : 8,000G
  3319. A leather jacket made using the tanned hide of a virtuous divine beast. It is popular among modern Godhunters, as it is a stylish designer jacket. While [Equipped], once per combat (or scene), reduce [Damage] taken by 5.
  3320.  
  3321. Muscle Suit
  3322. Restrict : None
  3323. EVA : +1
  3324. INIT : +1
  3325. Armor : +6
  3326. Barrier : +3
  3327. Cost : 8,000G
  3328. An innersuit-style Artificial Regalia with artificial gel-muscles and an exoskeleton built in. It grants extraordinary physical abilities by wearing it. While [Equipped], gain +2 to the result of {Strength} and {Agility} checks.
  3329.  
  3330. Aoito Odoshi
  3331. Restrict : None
  3332. EVA : None
  3333. INIT : None
  3334. Armor : +6
  3335. Barrier : +6
  3336. Cost : 8,000G
  3337. Anti-Awakened combat clothes colored blue with special dyes. It comes in a variety of styles. Its special effect comes from its color, obtained using etherthread. While [Equipped], gain +2 to the result of {Will} checks, and to [Magical Damage].
  3338.  
  3339. Majestic Defense Suit
  3340. Restrict : Legion
  3341. EVA : None
  3342. INIT : +1
  3343. Armor : +7
  3344. Barrier : +4
  3345. Cost : 8,000G
  3346. A special combat function stabproof/bulletproof suit, created using sacramental techniques. It has a slim profile and can be worn comfortably under clothes. While [Equipped], reduce [Physical Damage] taken from [Form: Sword・Axe・Ranged] by 5.
  3347.  
  3348. Tactical Suit
  3349. Restrict : Martial
  3350. EVA : +1
  3351. INIT : +2
  3352. Armor : +5
  3353. Barrier : +5
  3354. Cost : 10,000G
  3355. Military combat clothes with even higher performance value. While [Equipped], reduce [Physical Damage] taken from [Form: Ranged] by 5. Also, once per combat (or scene), can perform [Action ⑦: Use Item] at [Timing: Prep] without spending [Prep].
  3356.  
  3357. Feathered Robe of Dreams
  3358. Restrict : None
  3359. EVA : None
  3360. INIT : None
  3361. Armor : +7
  3362. Barrier : +7
  3363. Cost : 10,000G
  3364. A feathered robe taken from a world connected with dreams via a unique method. It shines like a brilliant rainbow, and its weight can hardly be felt at all. While [Equipped], reduce [Damage] taken from [Class: Beast・Insectoid・Mythic・Chaos] by 5.
  3365.  
  3366. Nanoskin Suit
  3367. Restrict : Martial
  3368. EVA : None
  3369. INIT : None
  3370. Armor : +9
  3371. Barrier : +5
  3372. Cost : 10,000G
  3373. A muscle suit that has been dramatically strengthened. It mostly comes in the form of a black innersuit that incorporates a full-body control device. While [Equipped], gain +2 to the result of {Strength} and {Agility} checks, and to [Physical Damage].
  3374.  
  3375. Dragon Palace Robe
  3376. Restrict : None
  3377. EVA : +1
  3378. INIT : -2
  3379. Armor : +6
  3380. Barrier : +10
  3381. Cost : 12,000G
  3382. The daughters of a sea god wove the rare cloth used to construct this robe Artificial Regalia. It allows its wearer to move through water unhindered. While [Equipped], ignore penalties from [Swimming]. Also, gain +3 to the result of [Maneuver: Swimming] checks.
  3383.  
  3384. Sacred Spider Robe
  3385. Restrict : None
  3386. EVA : None
  3387. INIT : +2
  3388. Armor : +7
  3389. Barrier : +7
  3390. Cost : 12,000G
  3391. A Divine Soul spider with a name known to Godhunters wove the cloth used to create this robe using its own etherthread. The one who wears it gains abilities similar to a spider. While [Equipped], gain +3 to the result of [Maneuver: Climbing] ({Strength}) checks, and to the result of [Maneuver: Concealment・Acrobatics] ({Agility}).
  3392.  
  3393. Hachiman Ironshell
  3394. Restrict : Martial
  3395. EVA : None
  3396. INIT : None
  3397. Armor : +10
  3398. Barrier : +6
  3399. Cost : 12,000G
  3400. A modern style of steel armor that has gained the blessing of the great god Hachiman, god of war and blacksmiths alike. It has a slim profile, and can be disguised easily as outerwear. While [Equipped], reduce [Physical Damage] taken from [Form: Sword・Spear] by 10.
  3401.  
  3402. Thermoptic Clothes
  3403. Restrict : Martial
  3404. EVA : +1
  3405. INIT : None
  3406. Armor : +6
  3407. Barrier : +11
  3408. Cost : 15,000G
  3409. Highly efficient thermoptic clothes created through a fusion of science and magic. While [Equipped], once per combat (or scene), the wearer may gain [Shift: Hidden] even if they are not adjacent to an [Obstacle] or hiding place (treat as [Maneuver: Concealment / Result: 20]).
  3410.  
  3411. Reinforced Energy Exoskeleton
  3412. Restrict : Martial
  3413. EVA : None
  3414. INIT : -1
  3415. Armor : +10
  3416. Barrier : +10
  3417. Cost : 15,000G
  3418. Reinforced clothes that are resistant to just about everything. It changes into a form akin to full body armor when worn. While [Equipped], reduce [Damage] taken by 5. Also, the wearer always has [Remove: Poison].
  3419.  
  3420. Hiraishi
  3421. Restrict : Martial
  3422. EVA : +1
  3423. INIT : -5
  3424. Armor : +12
  3425. Barrier : +10
  3426. Cost : 15,000G
  3427. A copy of a legendary armor believed to have been possessed by the king of the Dragon Palace once, reproduced using sacramental techniques. While [Equipped], reduce [Damage] taken from [Form: Ranged] by 10.
  3428.  
  3429. Spellbreaker Armor
  3430. Restrict : Martial
  3431. EVA : None
  3432. INIT : -1
  3433. Armor : +5
  3434. Barrier : +15
  3435. Cost : 20,000G
  3436. Full body armor created using plentiful amounts of rare spellsteel, making use of the latest techniques of magic and science. While [Equipped], reduce [Magical Damage] taken by 10.
  3437.  
  3438. Holy Soul Robe
  3439. Restrict : Martial
  3440. EVA : +1
  3441. INIT : -3
  3442. Armor : +10
  3443. Barrier : +10
  3444. Cost : 20,000G
  3445. A grand Nushi that once guarded a leyline changed itself into this armor, knowing it would never regain its original form. It is believed that it chooses who wears it with its own will, and carries the power of the leyline it once protected with it. While [Equipped], when making a [Physical Attack], gain +1 [Physical Rank].
  3446.  
  3447. Sacred Jacket
  3448. Restrict : Martial
  3449. EVA : None
  3450. INIT : -1
  3451. Armor : +15
  3452. Barrier : +5
  3453. Cost : 20,000G
  3454. An Artificial Regalia jacket made from relics that once laid dormant from each country in the world. Because it has the blessing of a benevolent deity, its wearer obtains absolute defense. While [Equipped], reduce [Physical Damage] taken by 10.
  3455.  
  3456. Protector / Form: Shield [XXXJ-2]
  3457. ----------------------------------------
  3458. [Form: Shield] [Protectors] that protect the body when held in the hand. This book contains special gloves that are treated as [Form: Shield].
  3459.  
  3460. Muleta
  3461. Restrict : None
  3462. Mode : One Hand
  3463. EVA : +1
  3464. INIT : None
  3465. Armor : None
  3466. Barrier : None
  3467. Cost : 1,000G
  3468. A cloth "shield" used by matadors. Rather than be used for defense, it's used to distract. While [Equipped], once per round, when becoming the [Target] of a [Range: Engaged・Charge X Sq.] [Attack Action], gain +1 to the result of the {Evasion} check.
  3469.  
  3470. Buckler
  3471. Restrict : None
  3472. Mode : One Hand
  3473. EVA : None
  3474. INIT : -3
  3475. Armor : +4
  3476. Barrier : +1
  3477. Cost : 1,000G
  3478. A metal shield Artificial Regalia highly effective against light attacks. While [Equipped], once per round, gain +1 to the result of an {Evasion} check.
  3479.  
  3480. Mana Glove
  3481. Restrict : Utility・Arcane
  3482. Mode : One Hand
  3483. EVA : +1
  3484. INIT : -1
  3485. Armor : +2
  3486. Barrier : None
  3487. Cost : 1,500G
  3488. A glove-style Artificial Regalia with anti-spell seals added to it. By swiping the hand through the air, it can disrupt spells. While [Equipped], reduce [Magical Damage] taken by 3.
  3489.  
  3490. Ether Gate
  3491. Restrict : Martial
  3492. Mode : One Hand
  3493. EVA : +1
  3494. INIT : -1
  3495. Armor : +1
  3496. Barrier : +4
  3497. Cost : 3,500G
  3498. A legendary muleta believed to have been used by an unyielding warrior. While [Equipped], once per round, when becoming the [Target] of a [Range: Engaged・Charge X Sq.] [Attack Action], gain +1 to the result of the [Reactive Check].
  3499.  
  3500. Dueling Shield
  3501. Restrict : Martial・Utility
  3502. Mode : One Hand
  3503. EVA : +1
  3504. INIT : -1
  3505. Armor : +3
  3506. Barrier : +1
  3507. Cost : 3,500G
  3508. A sturdy shield-type Artificial Regalia with a sharp spike protruding from the defensive side. While [Equipped], when making a [Physical Attack], gain +3 to [Physical Damage].
  3509.  
  3510. Knight Shield
  3511. Restrict : Martial
  3512. Mode : One Hand
  3513. EVA : +1
  3514. INIT : -4
  3515. Armor : +4
  3516. Barrier : +2
  3517. Cost : 3,500G
  3518. A large shield-type Artificial Regalia used by knights of the Middle Ages. It has a form resembling a large kite, and offers high defense.
  3519.  
  3520. Gauntlet of Strength
  3521. Restrict : None
  3522. Mode : One Hand
  3523. EVA : None
  3524. INIT : +1
  3525. Armor : +3
  3526. Barrier : +3
  3527. Cost : 5,000G
  3528. A gauntlet-type Artificial Regalia that can manifest terrible mystic power. While [Equipped], gain +2 to the result of {Strength} checks.
  3529.  
  3530. Shield Saw
  3531. Restrict : Martial
  3532. Mode : One Hand
  3533. EVA : +1
  3534. INIT : -3
  3535. Armor : +5
  3536. Barrier : +3
  3537. Cost : 5,000G
  3538. A large shield Artificial Regalia with a rotating sawblade on the rim of the shield. The blade, driven by spirit energy, spins at high speeds. While [Equipped], when making a [Physical Attack], gain +4 [Physical Damage].
  3539.  
  3540. Gigant Shield
  3541. Restrict : Martial
  3542. Mode : One Hand
  3543. EVA : +1
  3544. INIT : -4
  3545. Armor : +6
  3546. Barrier : +4
  3547. Cost : 5,000G
  3548. A giant shield Artificial Regalia that fully covers the body. It's pretty heavy, but there's no beating its defense. While [Equipped], the wearer gains +1 [Size].
  3549.  
  3550.  
  3551. Accessories [XXXJ-3]
  3552. ----------------------------------------
  3553. Herein are additional [Item: Accessories]. Please note that a character cannot [Equip] [Accessories] of the same [Slot].
  3554.  
  3555. Etherhide Belt
  3556. Slot : Lower
  3557. Cost : 200G
  3558. A belt made from thick etherhide. One's physical capabilities are enhanced while wearing it.
  3559. While [Equipped], gain +1 to the result of {Strength} checks.
  3560.  
  3561. Magatama Necklace
  3562. Slot : Head
  3563. Cost : 200G
  3564. A necklace with a mysterious jewel that enhances physical performance.
  3565. While [Equipped], gain +1 to the result of {Agility} checks.
  3566.  
  3567. Ring of Wisdom
  3568. Slot : Hand
  3569. Cost : 200G
  3570. A silver ring made into an Artificial Regalia. It enhances intellect by being worn.
  3571. While [Equipped], gain +1 to the result of {Intellect} checks.
  3572.  
  3573. Golden Cufflinks
  3574. Slot : Hand
  3575. Cost : 200G
  3576. Accessories worn in the button holes of collared shirts and blouses, made into an Artificial Regalia. It enhances others' impression of the wearer.
  3577. While [Equipped], gain +1 to the result of {Will} checks.
  3578.  
  3579. Misanga of Fortune
  3580. Slot : Feet
  3581. Cost : 300G
  3582. A misanga-type Artificial Regalia with a simple spell added to it.
  3583. While [Equipped], gain +1 to the result of {Luck} checks.
  3584.  
  3585. Sage's Hairpin
  3586. Slot : Head
  3587. Cost : 300G
  3588. An Artificial Regalia that uses rare metals or <Treasure> jewels for a hairpin.
  3589. While [Equipped], gain +1 to [Magical Damage].
  3590.  
  3591. Stole
  3592. Slot : Head
  3593. Cost : 500G
  3594. A holy shawl worn by exorcist priests during mass. Together with holy water and the cross, it is said to be the three types of exorcist regalia.
  3595. While [Equipped], gain +3 at [Damage Calculation] against [Class: Undead・Chaos].
  3596.  
  3597. Mana Eye
  3598. Slot : Head
  3599. Cost : 500G
  3600. A rare jewel that was once a <Treasure>, made into a pendant-type Artificial Regalia.
  3601. While [Equipped], gain +1 to the result of {Conjure} checks.
  3602.  
  3603. Sacred Silver Bracelet
  3604. Slot : Hand
  3605. Cost : 500G
  3606. A consecrated silver bandle Artificial Regalia. It enhances the melee prowess of whomever wears it.
  3607. While [Equipped], gain +1 to the result of {Accuracy} checks.
  3608.  
  3609. Power Shoes
  3610. Slot : Feet
  3611. Cost : 500G
  3612. Hiking shoe-style Artificial Regalia with a spell added that enhances evasive abilities.
  3613. While [Equipped], gain +1 to the result of {Evasion} checks.
  3614.  
  3615. Baneslayer Chain
  3616. Slot : Lower
  3617. Cost : 500G
  3618. A wallet chain-type Artificial Regalia made with sacred silver that repels magic.
  3619. While [Equipped], gain +1 to the result of {Resist} checks.
  3620.  
  3621. Mystic Parka
  3622. Slot : Upper
  3623. Cost : 500G
  3624. A stylish parka made into an Artificial Regalia. It holds mystic power that allows one to evade dangerous attacks.
  3625. While [Equipped], gain +1 to the result of {Insight} checks.
  3626.  
  3627. Magecraft Anklet
  3628. Slot : Feet・Lower
  3629. Cost : 500G
  3630. A magnificent anklet made into an Artificial Regalia.
  3631. While [Equipped], gain +1 to {Initiative} and [Armor].
  3632.  
  3633. Plated Necktie
  3634. Slot : Head
  3635. Cost : 500G
  3636. A necktie inlaid with metal plates made using Fool's Gold, which gives it defensive capability.
  3637. While [Equipped], gain +2 to [Armor].
  3638.  
  3639. Etherhide Necktie
  3640. Slot : Head
  3641. Cost : 500G
  3642. A necktie woven together from etherhide, then gained a defensive effect against spells when made into an Artificial Regalia.
  3643. While [Equipped], gain +2 to [Barrier].
  3644.  
  3645. Special Magazine
  3646. Slot : Lower・Upper
  3647. Cost : 500G
  3648. A spare magazine for special ammo made into an Artificial Regalia.
  3649. While [Equipped], gain +2 to the [Damage Calculation] of [Weapons] with ※ or "gun" written in the name.
  3650.  
  3651. Small Summoning Aid
  3652. Slot : Lower
  3653. Cost : 500G
  3654. A summoning support item made into an Artificial Regalia. There are many types, all emphasizing portability.
  3655. While [Equipped], gain +1d6 to the [Damage Calculation] of the [Attack Actions] of [Bound Primals].
  3656.  
  3657. Etherhide Extensions
  3658. Slot : Head
  3659. Cost : 1,000G
  3660. Etherhide made into hair extensions.
  3661. While [Equipped], gain +2 to the result of [Maneuver: Identify], and to [Armor].
  3662.  
  3663. Sacramental Cameo
  3664. Slot : Head
  3665. Cost : 1,000G
  3666. A cameo made using [Materials], then made into an Artificial Regalia. It conceals spells that guide its possessor to their enemy's weakpoints.
  3667. While [Equipped], gain +3 to [Physical Damage].
  3668.  
  3669. Etherhide Parka
  3670. Slot : Upper
  3671. Cost : 1,000G
  3672. A stylish parka woven from rare etherhide. In spite of its appearance, it offers tremendous defense.
  3673. While [Equipped], gain +3 [Armor].
  3674.  
  3675. Irataka Prayer Beads
  3676. Slot : Head
  3677. Cost : 1,500G
  3678. A set of warding prayer beads, made into an Artificial Regalia. It bestows on its possessor the power to slay evil.
  3679. While [Equipped], gain +2 at [Damage Calculation].
  3680.  
  3681. Power Ribbon
  3682. Slot : Head・Hand・Feet・Lower
  3683. Cost : 1,500G
  3684. A ribbon charm woven from rare metallic threads and etherhide.
  3685. While [Equipped], gain +1 to {Initiative}, [Armor], and [Barrier].
  3686.  
  3687. Reinforced Magazine
  3688. Slot : Lower・Upper
  3689. Cost : 1,500G
  3690. A spare magazine for special ammo with reinforcing modifications.
  3691. While [Equipped], gain +3 to the [Damage Calculation] of [Weapons] with ※ or "gun" written in the name.
  3692.  
  3693. Majestic Hairpin
  3694. Slot : Head
  3695. Cost : 1,500G
  3696. An Artificial Regalia that uses precious gems and high-value metals in a hairpin. It enhances its possessor's mana.
  3697. While [Equipped], gain +3 to [Magical Damage].
  3698.  
  3699. Hex Glasses
  3700. Slot : Head
  3701. Cost : 1,500G
  3702. Artificial Regalia glasses that strengthen evil eyes.
  3703. While [Equipped], gain +4 to the [Damage Calculation] of «Wicked Eyes of the Darkstalker» «Eyes of Ruin» and «Bewitching Gaze».
  3704.  
  3705. Mythic Extensions
  3706. Slot : Head
  3707. Cost : 2,000G
  3708. The etherhide of a very rare mythical beast, made into hair extensions.
  3709. While [Equipped], gain +3 to the result of [Maneuver: Identify], and to [Armor].
  3710.  
  3711. Morphic Wrist
  3712. Slot : Hand
  3713. Cost : 2,000G
  3714. A wristband-style Artificial Regalia that releases the power of a Dragon Carrier. It has the appearance of a futuristic wristwatch.
  3715. While [Equipped], when using either «Crystal Transformation» or «Crystal Install», gain +4 to [Barrier]. (Even if both «Crystal Transformation» and «Crystal Install» are used, this effect does not stack.)
  3716.  
  3717. Power Belt
  3718. Slot : Lower
  3719. Cost : 3,000G
  3720. A belt-style Artificial Regalia that releases the power of a Dragon Carrier.
  3721. While [Equipped], when using either «Crystal Transformation» or «Crystal Install», gain +6 to [Barrier]. (Even if both «Crystal Transformation» and «Crystal Install» are used, this effect does not stack.)
  3722.  
  3723. Heroic Cameo
  3724. Slot : Hand・Head
  3725. Cost : 4,000G
  3726. A cameo made from [Materials], then made into an Artificial Regalia. The forms of heroes and legendary figures are carved into it, letting it impart offensive power.
  3727. While [Equipped], gain +4 to [Physical Damage].
  3728.  
  3729.  
  3730. Consumables [XXXJ-4]
  3731. ----------------------------------------
  3732. Maintenance
  3733. Use : Other
  3734. Cost : 100G
  3735. A maintenance service for cyborgs and androids.
  3736. With the GM's permission, this [Item] may be purchased once per scene while [Appearing]. However, it can only be used [Out of Combat], and only by [Class: Mechanical] characters. Use as [Range: User / Target: User]. The target [Recovers] 10 {HP}.
  3737.  
  3738. Nutrition Capsule
  3739. Use : Other
  3740. Cost : 150G
  3741. A sacramental nutrition capsule created through compounding a special spiritual drug. One can stay active for three days with just one tablet.
  3742. Use as [Range: Engaged / Target: 1#]. The target [Recovers] 10 {HP}.
  3743.  
  3744. Restore Paste
  3745. Use : Other
  3746. Cost : 250G
  3747. A sacramental restoration nanopaste applied to wounds.
  3748. Use as [Range: Engaged / Target: 1#]. The target [Recovers] 10 {HP}. If the target is [Class: Mechanical], they [Recover] an additional 5 {HP} (total 15).
  3749.  
  3750. Power Grenade
  3751. Use : Other
  3752. Cost : 300G
  3753. A hand grenade made via a sacramental technique.
  3754. Use as a [Weapon Attack] with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. If the user deals [Physical Damage], they gain +1 [Physical Rank]. Do not apply the [PD] of [Equipped] [Weapons] to this [Consumable].
  3755.  
  3756. Stardust Hourglass
  3757. Use : Other
  3758. Cost : 500G
  3759. The powder of a meteorite made into a spiritual drug, then placed inside of an hourglass. It only works when it's shattered.
  3760. Use as [Timing: Unique / Range: User / Target: User]. Until [End] of the current round, the target gains +1d6 {Initiative}.
  3761.  
  3762. Rocket Launcher
  3763. Use : Other
  3764. Cost : 700G
  3765. A portable anti-aircraft rocket launcher.
  3766. Use as a [Physical Attack] with [Ranged Attack / Range: 10 Sq. / Target: Area]. If the user deals [Physical Damage], they gain +3 [Physical Rank]. This [Consumable] may only be used with [Timing: Attack]. Do not apply the [PD] of [Equipped] [Weapons], or {Combat Stats}, to this [Consumable].
  3767.  
  3768. Panacea
  3769. Use : Other
  3770. Cost : 800G
  3771. A high-quality panacea created with mistletoe.
  3772. Use as [Range: Engaged / Target: 1#]. The target gains all of the following: [Remove: Darkness・Poison・Pain・Paralysis]
  3773.  
  3774. Tengu's Rice Ball
  3775. Use : Other
  3776. Cost : 1,000G
  3777. Spirit energy crystals made into a rice ball. It can be eaten.
  3778. Use as [Range: Engaged / Target: 1#]. The target gains [Remove: Darkness・Poison], and additionally [Recovers] 20 {HP}.
  3779.  
  3780. Holy Wafer
  3781. Use : Other
  3782. Cost : 1,500G
  3783. A kind of spiritual drug believed to have been created by a great Heroic Spirit. Its method of creation is only taught within the <Church>.
  3784. Use as [Range: Engaged / Target: 1#]. The target [Recovers] 35 {HP}.
  3785.  
  3786.  
  3787. ================================================================================
  3788. True Regalia of Chronos -- Godforged Regalia Rules [XXXK]
  3789. ================================================================================
  3790. Here, you will find the rules concerning [Godforged Regalia] and the data for each of the [Forms].
  3791.  
  3792. Godforged Regalia Rules
  3793. ----------------------------------------
  3794. The following rules exist where it concerns [Godforged Regalia].
  3795.  
  3796. * Characters have a limit on the number of times they can purchase [Godforged Regalia], which is equal to the amount of times they have acquired the [Legacy User] [Style]. For example, if they are a [Legacy User A / Legion A], then they may only purchase a [Godforged Regalia: Weapon] once. If they are [Legacy User A / Legacy User B], then they may purchase one EACH of [Godforged Regalia: Weapon] and [Godforged Regalia: Armor, Accessory (one of)]. Though the acquisition of certain Style Talents may increase this limit, it should be noted that re-acquiring [Legacy User] through «Origin Awakening», and/or re-acquiring «Matched Pair» or «Ritual Set» repeatedly through changing Talents at level up, does NOT increase the limit (past what those Talents would naturally provide.)
  3797.  
  3798. * [Godforged Regalia] are [Items]. Characters purchase them by spending [G] in the same way as conventional [Items]. This is done in the name of balance.
  3799.  
  3800. * Even if you possess the necessary amount of [G], unless the character has "limit" remaining on the number of [Godforged Regalia] they may own, they cannot purchase [Godforged Regalia]. Also, if the character does not spend enough [G] to equal the [Cost] of the [Godforged Regalia], then even if they still have "limit" remaining, they cannot purchase [Godforged Regalia].
  3801.  
  3802. * Even in the case of a [Godforged Regalia] being lost, unless the character has "limit" remaining, they cannot re-purchase the [Godforged Regalia] (or any other). For example, a character who has acquired «Matched Pair» is allowed to purchase a [Godforged Regalia] twice. After they do, if they lose one for some reason (the character sells it, it's destroyed, or stolen, or taken away; the circumstances of the scenario might also contrive for this to happen), then because the character has no more "limit" remaining, they cannot repurchase any [Godforged Regalia]. This represents that, in the world of Kamigakari, [Godforged Regalia] are extremely rare. For that reason, in order for a [Legacy User] to regain a [Godforged Regalia], it's necessary for them to steal one, or inherit one from someone else, or some other method or reason. (The GM decides the details.)
  3803.  
  3804. * If a [Legacy User] loses all of their [Godforged Regalia] through sale, theft, destruction, or whatever, then they become unable to use [Legacy User] Style Talents.
  3805.  
  3806. * If a [Legacy User] receives a [Godforged Regalia] that agrees with their [Type], then they are once again able to use [Style: Legacy User] Style Talents, and are able to use the [Additional Effects] already on that [Godforged Regalia] up to their [World Influence LV (LV)].
  3807.  
  3808. * The types of [Godforged Regalia] that can be purchased are limited by the [Style: Legacy User]'s [Type]. The following lists the specifics.
  3809. + [Style: Legacy User / Type: A] = Only [Godforged Regalia: Weapons] may be purchased.
  3810. + [Style: Legacy User / Type: B] = Only [Godforged Regalia: Armor, Accessory (one of)] may be purchased.
  3811.  
  3812. * For [Godforged Regalia: Weapons], characters may apply the [Arms System] of the same [Form]. In other words, a character can purchase and apply the [Additional Effects / Form: Sword] of Artificial Regalia (normal [Items]) to [Godforged Regalia: Weapon / Form: Sword]. Also, at [Initial Creation], a character may purchase at no cost and apply a single ◇ [Additional Effect].
  3813.  
  3814. * [Godforged Regalia] may be sold off. The [Cost] when this happens is obtained by adding together the following factors (it is not halved like normal items.)
  3815. + [Cost] of the [Godforged Regalia]
  3816. + The total [G] of purchased [Additional Effects]
  3817. + The total [G] of [Materials] applied through [Material Synthesis]
  3818.  
  3819. * If a non-[Legacy User] character [Equips] a [Godforged Regalia] by ignoring its [Restrict] or using something akin to «Weapon Master» or «Unlock Restrictions», they are unable to use any acquired [Godforged Powers] higher than [LV: 3] (they may use any non-[Godforged Power] [Additional Effects].)
  3820.  
  3821.  
  3822. Godforged Regalia Summary
  3823. ----------------------------------------
  3824. Next, you'll find an explanation of each of the data of [Godforged Regalia].
  3825.  
  3826. > Restrict ~ Cost
  3827. These are all the same as normal [Items].
  3828.  
  3829. > Effect
  3830. A simple explanation of the [Godforged Regalia], as well as specialized [Additional Effects] that can be acquired according to [World Influence LV]. These [Additional Effects] are described in the following manner.
  3831. (1) LV: 1 / Cost: None
  3832. (2) Acquire 1 [Godforged Power: Weapon]
  3833.  
  3834. >> 1. LV / Cost
  3835. The [World Influence LV] and [G] necessary to acquire the [Additional Effect]. If you are the specified [World Influence LV (LV)], and on top of that, are able to spend the [G], then you gain the [Additional Effect] while the [Godforged Regalia] is [Equipped]. It should be noted that spending the [G] can be done at any time. You must purchase the [Additional Effects] of [Godforged Regalia] starting from the lowest [World Influence LV (LV)]. In other words, purchasing the [LV: 5] or [LV: 7] [Additional Effects] can't be done until you have purchased the [LV: 3] [Additional Effect].
  3836.  
  3837. >> 2. Additional Effect
  3838. A unique [Additional Effect] that the [Godforged Regalia] itself has acquired. If something like "one of the following" is written in the effect, then select only one of the choices, and apply it. The details of the [Additional Effects] are described in the following manner.
  3839.  
  3840. * Acquire 1 [Godforged Power: X (where is X is type)]
  3841. The unique [Additional Effects] that the [Godforged Regalia] possesses are called [Godforged Powers]. If this is written in the effect field, then you are able to acquire just one [Godforged Regalia], according to the type specified (like [Weapon] or [Protector]). In the case of "Acquire 1 [Godforged Power: X, Common] Each", then you may acquire one EACH of the specified type and [Common] type of [Godforged Power]. Also, the use method for [Godforged Power] is the same as using normal [Additional Effects].
  3842.  
  3843. * {Main Stat} +X
  3844. While the [Godforged Regalia] is [Equipped], the wielder gains a +X modifier to results of checks using the specified {Main Stat}.
  3845.  
  3846. * {Accuracy} ~ {Insight} +X
  3847. While the [Godforged Regalia] is [Equipped], the wielder gains a +X modifier to results of checks using the specified {Combat Stat}.
  3848.  
  3849. * [PD] [MD] [INIT] +X
  3850. The [Godforged Regalia] gets +X to its [PD] [MD] or [INIT].
  3851.  
  3852. * {HP} +X
  3853. While the [Godforged Regalia] is [Equipped], the wielder gains a +X modifier to their maximum {HP} (When [Stored], the wielder reduces their current HP by the same amount, and does not [Recover] when re-[Equipped].)
  3854.  
  3855. * [Armor] [Barrier] +X
  3856. The [Godforged Regalia] gets +X to its [Armor] or [Barrier].
  3857.  
  3858. ================================================================================
  3859. True Regalia of Chronos -- Godforged Regalia Data [XXXL]
  3860. ================================================================================
  3861. Blade of Legend
  3862. Restrict : Legacy User
  3863. Mode : One Hand
  3864. ACC : None
  3865. PD : +5
  3866. INIT : None
  3867. Cost : 2000G
  3868. [Form: Sword / Range: Engaged / Target: 1#] A one-handed sword Godforged Regalia created by the hands of a god. This includes famous blades used by legendary knights and warriors. While [Equipped], once per combat, when making a [Physical Attack], gain +1 [Physical Rank].
  3869. ----- Additional Effects -----
  3870. LV: 1 / Cost: None
  3871. - Acquire 1 [Godforged Power: Weapon, Common] Each
  3872.  
  3873. LV: 3 / Cost: 1,500G
  3874. - Gain one of the following effects.
  3875. 1: {Accuracy} +1
  3876. 2: [PD] +2
  3877.  
  3878. LV: 5 / Cost: 1,000G
  3879. - Gain one of the following effects.
  3880. 1: {Strength} +1
  3881. 2: {Intellect} +1
  3882.  
  3883. LV: 7 / Cost: 1,500G
  3884. 1: [PD] +2
  3885. 2: [Init] +2
  3886.  
  3887. LV: 9 / Cost: 1,500G
  3888. - Acquire 1 [Godforged Power: Weapon]
  3889.  
  3890. LV: 11 / Cost: 1,500G
  3891. 1: [Init] +2
  3892. 2: {HP} +5
  3893.  
  3894. LV: 13 / Cost: 1,500G
  3895. 1: [PD] +2
  3896. 2: [Init] +2
  3897.  
  3898. LV: 15 / Cost: 1,000G
  3899. 1: {Will} +1
  3900. 2: {Luck} +1
  3901.  
  3902. LV: 17 / Cost: 1,500G
  3903. 1: [PD] +2
  3904. 2: [Init] +2
  3905.  
  3906. LV: 19 / Cost: 2,000G
  3907. - Acquire 1 [Godforged Power: Weapon]
  3908.  
  3909. ----------------------------------------
  3910. Blade of Victory
  3911. Restrict : Legacy User
  3912. Mode : Switch Hand
  3913. ACC : +1
  3914. PD : +7/+8
  3915. INIT : -1/None
  3916. Cost : 3000G
  3917. [Form: Sword / Range: Engaged / Target: 1#] A one-and-a-half handed sword type Godforged Regalia created by the hands of a god. This includes sidearms of great gods of war and heroes. While [Equipped], once per combat, change the [Target] of the users [Physical Attack] to [Area]
  3918. ----- Additional Effects -----
  3919. LV: 1 / Cost: None
  3920. - Acquire 1 [Godforged Power: Weapon, Common] Each
  3921.  
  3922. LV: 3 / Cost: 1,500G
  3923. - Gain one of the following effects.
  3924. 1: [PD] +2
  3925. 2: [Init] +2
  3926.  
  3927. LV: 5 / Cost: 1,000G
  3928. - Gain one of the following effects.
  3929. 1: {Intellect} +1
  3930. 2: {Luck} +1
  3931.  
  3932. LV: 7 / Cost: 1,500G
  3933. 1: [PD] +2
  3934. 2: [Init] +2
  3935.  
  3936. LV: 9 / Cost: 1,500G
  3937. 1: [Armor] +2
  3938. 2: [Barrier] +2
  3939.  
  3940. LV: 11 / Cost: 1,500G
  3941. 1: [PD] +2
  3942. 2: [Init] +2
  3943.  
  3944. LV: 13 / Cost: 2,000G
  3945. - Acquire 1 [Godforged Power: Weapon]
  3946.  
  3947. LV: 15 / Cost: 1,500G
  3948. - Acquire 1 [Godforged Power: Common]
  3949.  
  3950. LV: 17 / Cost: 2,000G
  3951. - [PD] +3
  3952.  
  3953. LV: 19 / Cost: 2,000G
  3954. - Acquire 1 [Godforged Power: Weapon]
  3955.  
  3956. ----------------------------------------
  3957. Blade of the Sovereign
  3958. Restrict : Legacy User
  3959. Mode : Two Hands
  3960. ACC : None
  3961. PD : +11
  3962. INIT : None
  3963. Cost : 4000G
  3964. [Form: Sword / Range: Engaged / Target: 1#] A two-handed sword Godforged Regalia created by the hands of a god. This weapon is equal to the blades favored by sovereigns of old. While [Equipped], once per combat, when making a [Physical Attack], gain +2 [Physical Rank].
  3965. ----- Additional Effects -----
  3966. LV: 1 / Cost: None
  3967. - Acquire 1 [Godforged Power: Weapon, Common] Each
  3968.  
  3969. LV: 3 / Cost: 1,500G
  3970. - Gain one of the following effects.
  3971. 1: {Accuracy} +1
  3972. 2: [PD] +2
  3973.  
  3974. LV: 5 / Cost: 1,000G
  3975. - Gain one of the following effects.
  3976. 1: {Intellect} +1
  3977. 2: {Will} +1
  3978.  
  3979. LV: 7 / Cost: 2,000G
  3980. - Acquire 1 [Godforged Power: Weapon]
  3981.  
  3982. LV: 9 / Cost: 2,000G
  3983. - [PD] +3
  3984.  
  3985. LV: 11 / Cost: 2,000G
  3986. - {HP} +7
  3987.  
  3988. LV: 13 / Cost: 2,000G
  3989. - Acquire 1 [Godforged Power: Weapon]
  3990.  
  3991. LV: 15 / Cost: 1,500G
  3992. - Acquire 1 [Godforged Power: Common]
  3993.  
  3994. LV: 17 / Cost: 2,000G
  3995. - [PD] +3
  3996.  
  3997. LV: 19 / Cost: 2,000G
  3998. - Acquire 1 [Godforged Power: Weapon]
  3999.  
  4000. ----------------------------------------
  4001. Supernatural Divine Spear
  4002. Restrict : Legacy User
  4003. Mode : Two Hands
  4004. ACC : +1
  4005. PD : +9
  4006. INIT : -2
  4007. Cost : 4000G
  4008. [Form: Spear / Range: 2 Sq. / Target: 1#] A long spear Godforged Regalia that holds tremendous supernatural power, having transcended both physical laws and concepts themselves.
  4009. While [Equipped], once per round, the [Range/Target] of the user's [Physical Attack] gets +1 Sq/+1#.
  4010. ----- Additional Effects -----
  4011. LV: 1 / Cost: None
  4012. - Acquire 1 [Godforged Power: Weapon, Common] Each
  4013.  
  4014. LV: 3 / Cost: 1,500G
  4015. - Gain one of the following effects.
  4016. 1: {Accuracy} +1
  4017. 2: [PD] +2
  4018.  
  4019. LV: 5 / Cost: 1,000G
  4020. - Gain one of the following effects.
  4021. 1: {Agility} +1
  4022. 2: {Intellect} +1
  4023.  
  4024. LV: 7 / Cost: 2,000G
  4025. - Acquire 1 [Godforged Power: Weapon]
  4026.  
  4027. LV: 9 / Cost: 1,500G
  4028. - Gain one of the following effects.
  4029. 1: [PD] +2
  4030. 2: [INIT] +2
  4031.  
  4032. LV: 11 / Cost: 1,500G
  4033. - Gain one of the following effects.
  4034. 1: [PD] +2
  4035. 2: [INIT] +2
  4036. 3: {HP} +5
  4037.  
  4038. LV: 13 / Cost: 2,000G
  4039. - Acquire 1 [Godforged Power: Weapon]
  4040.  
  4041. LV: 15 / Cost: 1,500G
  4042. - Acquire 1 [Godforged Power: Common]
  4043.  
  4044. LV: 17 / Cost: 2,000G
  4045. - [PD] +3
  4046.  
  4047. LV: 19 / Cost: 2,000G
  4048. - Acquire 1 [Godforged Power: Weapon]
  4049.  
  4050. ----------------------------------------
  4051.  
  4052. Anti-Demon God Driver
  4053. Restrict : Legacy User
  4054. Mode : Switch Hand
  4055. ACC : None
  4056. PD : +9 / +10
  4057. INIT : -2 / -1
  4058. Cost : 3,000G
  4059. [Form: Hammer / Range: Engaged / Target: 1#]. A warhammer or glove-style Godforged Regalia believed to have been a favorite of the old gods of the martial arts. When [Equipped] as [Mode: Two Hands], treat as though [Equipped] with [Unarmed].
  4060. ----- Additional Effects -----
  4061. LV: 1 / Cost: None
  4062. - Acquire 1 [Godforged Power: Weapon・Common] each.
  4063.  
  4064. LV: 3 / Cost: 1,500G
  4065. - Gain the effect of either ① or ②.
  4066. ①: {Accuracy} +1 | ②: [PD] +2
  4067.  
  4068. LV: 5 / Cost: 1,000G
  4069. - Gain the effect of either ① or ②.
  4070. ①: {Intellect} +1 | ②: {Will} +1
  4071.  
  4072. LV: 7 / Cost: 1,500G
  4073. - Gain the effect of one of ① ② or ③.
  4074. ①: [PD] +2 | ②: [Armor] +2 | ③: [Barrier] +2
  4075.  
  4076. LV: 9 / Cost: 2,000G
  4077. - Acquire 1 [Godforged Power: Weapon].
  4078.  
  4079. LV: 11 / Cost: 1,500G
  4080. - Gain the effect of either ① or ②.
  4081. ①: [PD] +2 | ②: [INIT] +2
  4082.  
  4083. LV: 13 / Cost: 1,500G
  4084. - Gain the effect of one of ① ② or ③.
  4085. ①: [Armor] +2 | ②: [Barrier] +2 | ③: {HP} +5
  4086.  
  4087. LV: 15 / Cost: 1,500G
  4088. - Acquire 1 [Godforged Power: Common].
  4089.  
  4090. LV: 17 / Cost: 1,500G
  4091. - Gain the effect of one of ① ② or ③.
  4092. ①: [PD] +2 | ②: [Armor] +2 | ③: [Barrier] +2
  4093.  
  4094. LV: 19 / Cost: 2,000G
  4095. - Acquire 1 [Godforged Power: Weapon].
  4096.  
  4097. ----------------------------------------
  4098.  
  4099. Godbinding Chains
  4100. Restrict : Legacy User
  4101. Mode : Switch Hand
  4102. ACC : +1
  4103. PD : +6 / +7
  4104. INIT : -1 / None
  4105. Cost : 3,000G
  4106. [Form: Ranged / Range: 10 Sq. / Target: 1#]. A chain-style Godforged Regalia used for sealing away gods. Because it strikes at odd angles, it is supremely difficult to perceive. While [Equipped], treat [Physical Attacks] as [Special Attacks].
  4107. ----- Additional Effects -----
  4108. LV: 1 / Cost: None
  4109. - Acquire 1 [Godforged Power: Weapon・Common] each.
  4110.  
  4111. LV: 3 / Cost: 1,500G
  4112. - Gain the effect of either ① or ②.
  4113. ①: [PD] +2 | ②: [INIT] +2
  4114.  
  4115. LV: 5 / Cost: 1,500G
  4116. - Acquire 1 [Godforged Power: Common].
  4117.  
  4118. LV: 7 / Cost: 1,500G
  4119. - Gain the effect of either ① or ②.
  4120. ①: {Evasion} +1 | ②: [Armor] +2
  4121.  
  4122. LV: 9 / Cost: 2,000G
  4123. - Acquire 1 [Godforged Power: Weapon].
  4124.  
  4125. LV: 11 / Cost: 1,500G
  4126. - Gain the effect of either ① or ②.
  4127. ①: {Accuracy} +1 | ②: [PD] +2
  4128.  
  4129. LV: 13 / Cost: 1,500G
  4130. - Gain the effect of either ① or ②.
  4131. ①: {Insight} +1 | ②: {HP} +5
  4132.  
  4133. LV: 15 / Cost: 1,000G
  4134. - Gain the effect of either ① or ②.
  4135. ①: {Agility} +1 | ②: {Will} +1
  4136.  
  4137. LV: 17 / Cost: 1,500G
  4138. - Gain the effect of one of ① ② or ③.
  4139. ①: [PD] +2 | ②: [INIT] +2 | ③: [Armor] +2
  4140.  
  4141. LV: 19 / Cost: 2,000G
  4142. - Acquire 1 [Godforged Power: Weapon].
  4143.  
  4144. ----------------------------------------
  4145.  
  4146. ※ Divine Authority Gun
  4147. Restrict : Legacy User
  4148. Mode : Switch Hand
  4149. ACC : +1
  4150. PD : +8 / +9
  4151. INIT : -3 / -2
  4152. Cost : 3,000G
  4153. [Form: Ranged / Range: 7 Sq. / Target: 1#]. A gun-style Godforged Regalia that carries the will of the gods themselves. It has a curious design, and it's unknown as when it was created. While [Equipped], once per round, increase the [Target] of [Physical Attacks] by 2#.
  4154. ----- Additional Effects -----
  4155. LV: 1 / Cost: None
  4156. - Acquire 1 [Godforged Power: Weapon・Common] each.
  4157.  
  4158. LV: 3 / Cost: 1,500G
  4159. - Gain the effect of either ① or ②.
  4160. ①: [PD] +2 | ②: [INIT] +2
  4161.  
  4162. LV: 5 / Cost: 1,000G
  4163. - Gain the effect of either ① or ②.
  4164. ①: {Agility} +1 | ②: {Luck} +1
  4165.  
  4166. LV: 7 / Cost: 2,000G
  4167. - Acquire 1 [Godforged Power: Weapon].
  4168.  
  4169. LV: 9 / Cost: 1,500G
  4170. - Gain the effect of either ① or ②.
  4171. ①: [PD] +2 | ②: [INIT] +2
  4172.  
  4173. LV: 11 / Cost: 1,500G
  4174. - Gain the effect of one of ① ② or ③.
  4175. ①: [PD] +2 | ②: [INIT] +2 | ③: [Armor] +2
  4176.  
  4177. LV: 13 / Cost: 1,500G
  4178. - Gain the effect of one of ① ② or ③.
  4179. ①: [Armor] +2 | ②: [Barrier] +2 | ③: {HP} +5
  4180.  
  4181. LV: 15 / Cost: 1,000G
  4182. - Gain the effect of either ① or ②.
  4183. ①: {Agility} +1 | ②: {Luck} +1
  4184.  
  4185. LV: 17 / Cost: 1,500G
  4186. - Gain the effect of one of ① ② or ③.
  4187. ①: [PD] +2 | ②: [Armor] +2 | ③: [Barrier] +2
  4188.  
  4189. LV: 19 / Cost: 2,000G
  4190. - Acquire 1 [Godforged Power: Weapon].
  4191.  
  4192. ----------------------------------------
  4193. Phantom Vassal
  4194. Restrict : Legacy User
  4195. Mode : Two Hands
  4196. ACC : -1
  4197. PD : +13
  4198. INIT : -1
  4199. Cost : 4,000G
  4200. [Form: Ranged / Range: Charge 5 Sq. / Target: 1#]. One of the various minions or a divine beast created by the gods, or a vehicle with its own will, or something of that nature. Once upon time, such a creature obeyed the gods, or else carried a god upon its back as it charged through the world. While [Equipped], the user may make [Ranged Attacks] and [Magical Attacks] even after making a [Combat Move].
  4201. ----- Additional Effects -----
  4202. LV: 1 / Cost: None
  4203. - Acquire 1 [Godforged Power: Weapon・Common] each.
  4204.  
  4205. LV: 3 / Cost: 1,500G
  4206. - Gain the effect of either ① or ②.
  4207. ①: [PD] +2 | ②: [INIT] +2
  4208.  
  4209. LV: 5 / Cost: 1,500G
  4210. - Acquire 1 [Godforged Power: Common].
  4211.  
  4212. LV: 7 / Cost: 2,000G
  4213. - Acquire 1 [Godforged Power: Weapon].
  4214.  
  4215. LV: 9 / Cost: 1,500G
  4216. - Gain the effect of either ① or ②.
  4217. ①: [INIT] +2 | ②: {HP} +5
  4218.  
  4219. LV: 11 / Cost: 1,500G
  4220. - Gain the effect of either ① or ②.
  4221. ①: [ACC] +1 | ②: [PD] +2
  4222.  
  4223. LV: 13 / Cost: 2,000G
  4224. - Acquire 1 [Godforged Power: Weapon].
  4225.  
  4226. LV: 15 / Cost: 1,500G
  4227. - Acquire 1 [Godforged Power: Common].
  4228.  
  4229. LV: 17 / Cost: 1,500G
  4230. - Gain the effect of one of ① ② or ③.
  4231. ①: [ACC] +1 | ②: [PD] +2 | ③: [INIT] +2
  4232.  
  4233. LV: 19 / Cost: 2,000G
  4234. - Acquire 1 [Godforged Power: Weapon].
  4235.  
  4236.  
  4237. ----------------------------------------
  4238. Priestess Brace
  4239. Restrict : Legacy User
  4240. Mode : One Hand
  4241. Conj : None
  4242. MD : +4
  4243. INIT : -3
  4244. Cost : 2000G
  4245. [Form: Magic / Range: 6sq / Target: 1# / Element: none / Resist: cancels / Rank 2] A piece of jewelry forged by the gods. Whoever holds it would wield tremendous magical power. While [Equipped], when you perform a [Magical Attack], you gain +1 Rank to [Magical Damage] 1/combat.
  4246. ----- Additional Effects -----
  4247. LV: 1 / Cost: None
  4248. - Acquire 1 [Godforged Power: Weapon, Common] Each
  4249.  
  4250. LV: 3 / Cost: 1,500G
  4251. - Gain one of the following effects.
  4252. 1: {Conjure} +1
  4253. 2: [MD] +2
  4254.  
  4255. LV: 5 / Cost: 1,500G
  4256. -Acquire 1 [Godforged Power: Common]
  4257.  
  4258. LV: 7 / Cost: 1500G
  4259. - You get one of the following effects from ① or ②.
  4260. ① [MD] + 2
  4261. ② [Initiative] + 2
  4262.  
  4263. LV: 9 / Cost: 1500G
  4264. -Acquire 1 [Godforged Power: Common]
  4265.  
  4266. LV: 11 / Cost: 1500G
  4267. -Effect: You get one of the following effects from ① or ②.
  4268. ① [MD] + 2
  4269. ② [Initiative] + 2
  4270.  
  4271. LV: 13 / Cost: 1500G
  4272. -Effect: You get one of the following effects from ① or ②.
  4273. ① [resist] +1
  4274. ② [barrier] + 2
  4275.  
  4276. LV: 15 / Cost: 1000G
  4277. -Effect: You get one of the following effects from ① or ②.
  4278. ① [Strength] +1
  4279. ② [Intelligence] +1
  4280.  
  4281. LV: 17 / Cost: 1500G
  4282. -Effect: You get one of the following effects from ①, ②, or ③.
  4283. ① [MD] + 2
  4284. ② [Initiative] + 2
  4285. ③ [barrier] + 2
  4286.  
  4287. LV: 19 / Cost: 2000 G
  4288. Effect: [Godforged Power: Weapon] acquired
  4289.  
  4290. ----------------------------------------
  4291.  
  4292. Forbidden Magical Tome
  4293. Restrict: Legacy User
  4294. Mode: Switch hand
  4295. Conjure: -1
  4296. MD: +6/+7
  4297. Initiative: -2/-1
  4298. Cost: 3000 G
  4299. Effect: [Form: Magic / Magical Attack / Range: 7sq / Target: 1# / resist: Cancel / Element: none / rank: 2]. Mysterious prophecies and magical books that the gods wrote. The one to decipher it is said to obtain a mighty power. While [Equipped] with this item, [Halve] the [Barrier] of a [target] of your [Magical attack], 1/Combat.
  4300.  
  4301. ----- Additional Effects -----
  4302. LV: 1 / Cost: None
  4303. -Effect: Acquire 1 [Godforged Power: Weapon, Common] Each
  4304.  
  4305. LV: 3 / Cost: 1500 G
  4306. -Effect: You get one of the following effects from ① or ②.
  4307. ① {Conjure} +1
  4308. ② [MD] + 2
  4309.  
  4310. LV: 5 / Cost: 1500 G
  4311. -Effect: Acquire 1 [Godforged Power: Common].
  4312.  
  4313. LV: 7 / Cost: 1500 G
  4314. -Effect: You get one of the following effects from ① or ②.
  4315. ① [MD] + 2
  4316. ② [Initiative] + 2
  4317.  
  4318. LV: 9 / Cost: 1500 G
  4319. -Effect: You get one of the following effects from ① or ②.
  4320. ① [Resistance] +1
  4321. ② [HP] + 5
  4322.  
  4323. LV: 11 / Cost: 2000 G
  4324. -Effect: Acquire 1 [Godforged Power: Weapon].
  4325.  
  4326. LV: 13 / Cost: 1500 G
  4327. -Effect: You get one of the following effects from ① or ②.
  4328. ① [Initiative] +2
  4329. ② [HP] + 5
  4330.  
  4331. LV: 15 / Cost: 1500 G
  4332. -Effect: Acquire 1 [Godforged Power: Common].
  4333.  
  4334. LV: 17 / Cost: 1500 G
  4335. -Effect: You get one of the following effects from ①, ②, or ③.
  4336. ① {Conjure} +1
  4337. ② [MD] +2
  4338. ③ [Initiative] +2
  4339.  
  4340. LV: 19 / Cost: 2000G
  4341. -Effect: [Godforged Power: Weapon] acquired.
  4342.  
  4343. ----------------------------------------
  4344.  
  4345. Cane Of the Old Gods
  4346. Restrict: Legacy User
  4347. Mode: Two hand
  4348. Conjure: None
  4349. MD: +7
  4350. Initiative: -2
  4351. Cost: 4000 G
  4352. Effect: [Form: Magic / Magical Attack / Range: 5sq / Target: 1# / resist: Cancel / Element: none / rank: 2]. This staff is said to have been used by a great divine spirit. It is said to confer a mighty spiritual power and wisdom to those who have it. While [Equipped], set the [Barrier] of the [Target] of your [Magical Attack] to 0, 1/session.
  4353.  
  4354. ----- Additional Effects -----
  4355. LV: 1 / Cost: None
  4356. -Effect: Acquire 1 [Godforged Power: Weapon, Common] Each
  4357.  
  4358. LV: 3 / Cost: 1500 G
  4359. -Effect: You get one of the following effects from ① or ②.
  4360. ① {Conjure} +1
  4361. ② [MD] + 2
  4362.  
  4363. LV: 5 / Cost: 1500 G
  4364. -Effect: Acquire 1 [Godforged Power: Common].
  4365.  
  4366. LV: 7 / Cost: 2000 G
  4367. -Effect: Acquire 1 [Godforged Power: Weapon].
  4368.  
  4369. LV: 9 / Cost: 1500 G
  4370. -Effect: You get one of the following effects from ① or ②.
  4371. ① [MD] + 2
  4372. ② [Armor] + 2
  4373. ③ [Barrier] +2
  4374.  
  4375. LV: 11 / Cost: 1500 G
  4376. -Effect: You get one of the following effects from ① or ②.
  4377. ① [MD] +2
  4378. ② [Initiative] +2
  4379.  
  4380. LV: 13 / Cost: 2000 G
  4381. -Effect: Acquire 1 [Godforged Power: Weapon].
  4382.  
  4383. LV: 15 / Cost: 1500 G
  4384. -Effect: Acquire 1 [Godforged Power: Common].
  4385.  
  4386. LV: 17 / Cost: 2000 G
  4387. -Effect: [MD] +3
  4388.  
  4389. LV: 19 / Cost: 2000G
  4390. -Effect: [Godforged Power: Weapon] acquired.
  4391.  
  4392. ----------------------------------------
  4393.  
  4394. Guardian Spirit
  4395. Restrict: Legacy User
  4396. Mode: Two hand
  4397. Conjure: -1
  4398. MD: +9
  4399. Initiative: -2
  4400. Cost: 4000 G
  4401. Effect: [Form: Magic / Magical Attack / Range: 4sq / Target: 1# / resist: Cancel / Element: none / rank: 2]. A great subordinate, a divine beast, a riding device with a will, etc, which were taken from the gods, who are said to have been protected by them.. It possesses enormous spiritual power in its body, and overwhelm those who oppose their Lord. While [Equipped], you may make a [Ranged Attack] or [Magical Attack] after a [Combat Move].
  4402.  
  4403. ----- Additional Effects -----
  4404. LV: 1 / Cost: None
  4405. -Effect: Acquire 1 [Godforged Power: Weapon, Common] Each
  4406.  
  4407. LV: 3 / Cost: 1500 G
  4408. -Effect: You get one of the following effects from ① or ②.
  4409. ① {Conjure} +1
  4410. ② [MD] + 2
  4411.  
  4412. LV: 5 / Cost: 1500 G
  4413. -Effect: Acquire 1 [Godforged Power: Common].
  4414.  
  4415. LV: 7 / Cost: 2000 G
  4416. -Effect: Acquire 1 [Godforged Power: Weapon].
  4417.  
  4418. LV: 9 / Cost: 1500 G
  4419. -Effect: You get one of the following effects from ① or ②.
  4420. ① [MD] + 2
  4421. ② [Armor] + 2
  4422. ③ [Barrier] +2
  4423.  
  4424. LV: 11 / Cost: 1500 G
  4425. -Effect: You get one of the following effects from ①, ②, or ③.
  4426. ① [Armour] +2
  4427. ② [Barrier] +2
  4428. ③ [HP] +5
  4429.  
  4430. LV: 13 / Cost: 2000 G
  4431. -Effect: Acquire 1 [Godforged Power: Weapon].
  4432.  
  4433. LV: 15 / Cost: 1500 G
  4434. -Effect: Acquire 1 [Godforged Power: Common].
  4435.  
  4436. LV: 17 / Cost: 1500 G
  4437. -Effect: You get one of the following effects from ①, ②, or ③.
  4438. ① [MD] +2
  4439. ② [Armour] +2
  4440. ③ [Barrier] +2
  4441.  
  4442. LV: 19 / Cost: 2000G
  4443. -Effect: [Godforged Power: Weapon] acquired.
  4444.  
  4445. ----------------------------------------
  4446. Shining Vestments
  4447. Restrict : Legacy User
  4448. EVA : None
  4449. INIT : -2
  4450. Armor : +2
  4451. Barrier : +2
  4452. Cost : 1,000G
  4453. [Form: Suit]. Clothes or divine vestments believed to have once been worn by a god, that has now become a Godforged Regalia. Its appearance may freely change according to the wearer's will. While [Equipped], reduce [Damage] taken by 2.
  4454. ----- Additional Effects -----
  4455. LV: 1 / Cost: None
  4456. - Acquire 1 [Godforged Power: Protector・Common] Each.
  4457.  
  4458. LV: 3 / Cost: 2,500G
  4459. - Gain the effect of one of ① or ②.
  4460. ①: [Armor] +4 | ②: [Barrier] +4
  4461.  
  4462. LV: 5 / Cost: 1,000G
  4463. - Gain the effect of one of ① or ②.
  4464. ①: {Agility} +1 | ②: {Will} +1
  4465.  
  4466. LV: 7 / Cost: 1,500G
  4467. - Gain the effect of one of ① ② or ③.
  4468. ①: [Armor] +2 | ②: [Barrier] +2 | ③: [INIT] +2
  4469.  
  4470. LV: 9 / Cost: 2,000G
  4471. - Acquire 1 [Godforged Power: Protector].
  4472.  
  4473. LV: 11 / Cost: 1,500G
  4474. - Acquire 1 [Godforged Power: Common].
  4475.  
  4476. LV: 13 / Cost: 2,000G
  4477. - Gain +3 [Armor].
  4478.  
  4479. LV: 15 / Cost: 1,500G
  4480. - Gain +1 {Will} and {Luck}.
  4481.  
  4482. LV: 17 / Cost: 2,000G
  4483. - Gain +3 [Barrier].
  4484.  
  4485. LV: 19 / Cost: 2,000G
  4486. - Acquire 1 [Godforged Power: Protector].
  4487.  
  4488.  
  4489. ----------------------------------------
  4490. Battle Armor of Glory
  4491. Restrict : Legacy User
  4492. EVA : None
  4493. INIT : -4
  4494. Armor : +4
  4495. Barrier : +4
  4496. Cost : 2,000G
  4497. [Form: Suit]. An armor-type Godforged Regalia that a god used to protect themselves, it is believed. Because invisible power wreathes the armor, it has a higher defense than its appearance indicates. While [Equipped], reduce [Damage] taken by 2.
  4498. ----- Additional Effects -----
  4499. LV: 1 / Cost: None
  4500. - Acquire 1 [Godforged Power: Protector・Common] Each.
  4501.  
  4502. LV: 3 / Cost: 2,500G
  4503. - Gain the effect of one of ① or ②.
  4504. ①: [Armor] +4 | ②: [Barrier] +4
  4505.  
  4506. LV: 5 / Cost: 1,000G
  4507. - Gain the effect of one of ① or ②.
  4508. ①: {Strength} +1 | ②: {Luck} +1
  4509.  
  4510. LV: 7 / Cost: 2,500G
  4511. - Gain the effect of one of ① or ②.
  4512. ①: [Armor] +4 | ②: [Barrier] +4
  4513.  
  4514. LV: 9 / Cost: 1,500G
  4515. - Gain the effect of one of ① or ②.
  4516. ①: [INIT] +2 | ②: {HP} +5
  4517.  
  4518. LV: 11 / Cost: 2,000G
  4519. - Acquire 1 [Godforged Power: Protector].
  4520.  
  4521. LV: 13 / Cost: 1,500G
  4522. - Gain the effect of one of ① ② or ③.
  4523. ①: {Evasion} +1 | ②: [Armor] +2 | ③: [Barrier] +2
  4524.  
  4525. LV: 15 / Cost: 1,500G
  4526. - Acquire 1 [Godforged Power: Common].
  4527.  
  4528. LV: 17 / Cost: 2,500G
  4529. - Gain the effect of one of ① ② or ③.
  4530. ①: [Armor] +2 | ②: [Barrier] +2 | ③: [INIT] +2
  4531.  
  4532. LV: 19 / Cost: 2,000G
  4533. - Acquire 1 [Godforged Power: Protector].
  4534.  
  4535.  
  4536. ----------------------------------------
  4537. Titan Armor
  4538. Restrict : Legacy User
  4539. EVA : None
  4540. INIT : -6
  4541. Armor : +6
  4542. Barrier : +6
  4543. Cost : 3,000G
  4544. [Form: Suit]. A full-body armored suit Godforged Regalia believed to have been worn by a god. The huge armor is equipped by the possessor stepping "aboard" and piloting it. While [Equipped], gain +2 [Size], and reduce [Damage] taken by 2.
  4545. ----- Additional Effects -----
  4546. LV: 1 / Cost: None
  4547. - Acquire 1 [Godforged Power: Protector・Common] Each
  4548.  
  4549. LV: 3 / Cost: 2,500G
  4550. - Gain the effect of one of ① or ②.
  4551. ①: [Armor] +4 | ②: [Barrier] +4
  4552.  
  4553. LV: 5 / Cost: 1,500G
  4554. - Acquire 1 [Godforged Power: Common].
  4555.  
  4556. LV: 7 / Cost: 2,000G
  4557. - Acquire 1 [Godforged Power: Protector].
  4558.  
  4559. LV: 9 / Cost: 2,500G
  4560. - Gain the effect of one of ① or ②.
  4561. ①: [Armor] +4 | ②: [Barrier] +4
  4562.  
  4563. LV: 11 / Cost: 1,500G
  4564. - Gain the effect of one of ① ② or ③.
  4565. ①: [Armor] +2 | ②: [Barrier] +2 | ③: {HP} +5
  4566.  
  4567. LV: 13 / Cost: 1,500G
  4568. - Gain the effect of one of ① ② or ③.
  4569. ①: [Armor] +2 | ②: [Barrier] +2 | ③: {HP} +5
  4570.  
  4571. LV: 15 / Cost: 1,500G
  4572. - Acquire 1 [Godforged Power: Common].
  4573.  
  4574. LV: 17 / Cost: 2,500G
  4575. - Gain the effect of one of ① or ②.
  4576. ①: [Armor] +4 | ②: [Barrier] +4
  4577.  
  4578. LV: 19 / Cost: 2,000G
  4579. - Acquire 1 [Godforged Power: Protector].
  4580.  
  4581.  
  4582. ----------------------------------------
  4583. Shield of Merit
  4584. Restrict : Legacy User
  4585. Mode : One Hand
  4586. EVA : +1
  4587. INIT : -3
  4588. Armor : +1
  4589. Barrier : +1
  4590. Cost : 1,000G
  4591. [Form: Shield]. A shield-type Godforged Regalia thought to have been used by a war god. It increases one's combat prowess just by holding it. While [Equipped], when making an [Attack Action], gain +2 at [Damage Calculation].
  4592. ----- Additional Effects -----
  4593. LV: 1 / Cost: None
  4594. - Acquire 1 [Godforged Power: Protector・Common] each.
  4595.  
  4596. LV: 3 / Cost: 2,000G
  4597. - Gain the effect of one of ① ② or ③.
  4598. ①: [Armor] +3 | ②: [Barrier] +3 | ③: [INIT] +3
  4599.  
  4600. LV: 5 / Cost: 1,500G
  4601. - Acquire 1 [Godforged Power: Common].
  4602.  
  4603. LV: 7 / Cost: 2,000G
  4604. - Gain the effect of one of ① or ②.
  4605. ①: [Armor] +3 | ②: [Barrier] +3
  4606.  
  4607. LV: 9 / Cost: 2,000G
  4608. - Acquire 1 [Godforged Power: Protector].
  4609.  
  4610. LV: 11 / Cost: 1,500G
  4611. - Gain +1 {Agility} and {Luck}.
  4612.  
  4613. LV: 13 / Cost: 1,500G
  4614. - Gain the effect of one of ① or ②.
  4615. ①: {Resist} +1 | ②: {Insight} +1
  4616.  
  4617. LV: 15 / Cost: 1,500G
  4618. - Acquire 1 [Godforged Power: Common].
  4619.  
  4620. LV: 17 / Cost: 2,500G
  4621. - Gain the effect of one of ① ② or ③.
  4622. ①: [Armor] +3 | ②: [Barrier] +3 | ③: [INIT] +3
  4623.  
  4624. LV: 19 / Cost: 2,000G
  4625. - Acquire 1 [Godforged Power: Protector].
  4626.  
  4627.  
  4628. ----------------------------------------
  4629. High God's Shield
  4630. Restrict : Legacy User
  4631. Mode : One Hand
  4632. EVA : +1
  4633. INIT : -2
  4634. Armor : +4
  4635. Barrier : +2
  4636. Cost : 2,000G
  4637. [Form: Shield]. A great shield-type Godforged Regalia believed to have been held by a god of war, or a goddess. While [Equipped], once per combat, reduce [Damage] taken by 10.
  4638. ----- Additional Effects -----
  4639. LV: 1 / Cost: None
  4640. - Acquire 1 [Godforged Power: Protector・Common] each.
  4641.  
  4642. LV: 3 / Cost: 2,000G
  4643. - Gain the effect of one of ① ② or ③.
  4644. ①: [Armor] +3 | ②: [Barrier] +3 | ③: [INIT] +3
  4645.  
  4646. LV: 5 / Cost: 1,500G
  4647. - Acquire 1 [Godforged Power: Common].
  4648.  
  4649. LV: 7 / Cost: 2,000G
  4650. - Acquire 1 [Godforged Power: Protector].
  4651.  
  4652. LV: 9 / Cost: 1,500G
  4653. - Gain the effect of one of ① ② or ③.
  4654. ①: [Armor] +2 | ②: [Barrier] +2 | ③: [INIT] +2
  4655.  
  4656. LV: 11 / Cost: 1,500G
  4657. - Gain the effect of one of ① or ②.
  4658. ①: [INIT] +2 | ②: {HP} +5
  4659.  
  4660. LV: 13 / Cost: 2,000G
  4661. - Acquire 1 [Godforged Power: Protector].
  4662.  
  4663. LV: 15 / Cost: 1,500G
  4664. - Acquire 1 [Godforged Power: Common].
  4665.  
  4666. LV: 17 / Cost: 2,000G
  4667. - Gain the effect of one of ① ② or ③.
  4668. ①: [Armor] +3 | ②: [Barrier] +3 | ③: [INIT] +3
  4669.  
  4670. LV: 19 / Cost: 2,000G
  4671. - Acquire 1 [Godforged Power: Protector].
  4672.  
  4673.  
  4674. ----------------------------------------
  4675. Divine Relic
  4676. Restrict : Legacy User
  4677. Slot : Head
  4678. Cost : 2,000G
  4679. [Item: Accessory]. A helmet, crown, necklace, or jewel-type Godforged Regalia the gods regularly used. It is said to bestow wisdom and great spirit energy upon its possessor.
  4680. While [Equipped], gain +2 to [PD] [MD] [Armor] and [Barrier] each.
  4681. ----- Additional Effects -----
  4682. LV: 1 / Cost: None
  4683. - Acquire 1 [Godforged Power: Accessory・Common] each.
  4684.  
  4685. LV: 3 / Cost: 1,500G
  4686. - Gain the effect of one of ① or ②.
  4687. ①: {Accuracy} +1 | ②: {Conjure} +1
  4688.  
  4689. LV: 5 / Cost: 1,500G
  4690. - Acquire 1 [Godforged Power: Common].
  4691.  
  4692. LV: 7 / Cost: 2,000G
  4693. - Acquire 1 [Godforged Power: Accessory].
  4694.  
  4695. LV: 9 / Cost: 1,500G
  4696. - Gain +1 {Intellect} and {Will}.
  4697.  
  4698. LV: 11 / Cost: 1,500G
  4699. - Gain the effect of one of ① or ②.
  4700. ①: {Evasion} +1 | ②: {Resist} +1
  4701.  
  4702. LV: 13 / Cost: 2,000G
  4703. - Acquire 1 [Godforged Power: Accessory].
  4704.  
  4705. LV: 15 / Cost: 1,500G
  4706. - Acquire 1 [Godforged Power: Common].
  4707.  
  4708. LV: 17 / Cost: 1,500G
  4709. - Gain the effect of one of ① or ②.
  4710. ①: {Insight} +1 | ②: {HP} +5.
  4711.  
  4712. LV: 19 / Cost: 2,000G
  4713. - Acquire 1 [Godforged Power: Accessory].
  4714.  
  4715.  
  4716. ----------------------------------------
  4717. Silver Relic
  4718. Restrict : Legacy User
  4719. Slot : Hand
  4720. Cost : 1,000G
  4721. [Item: Accessory]. A Godforged Regalia in the form of a ring, bracelet, glove, or artificial limb that once protected the body of gods. It conceals a blessing that enhances vitality.
  4722. While [Equipped], gain +10 to maximum {HP}.
  4723. ----- Additional Effects -----
  4724. LV: 1 / Cost: None
  4725. - Acquire 1 [Godforged Power: Accessory・Common] each.
  4726.  
  4727. LV: 3 / Cost: 1,000G
  4728. - Gain +5 {HP}.
  4729.  
  4730. LV: 5 / Cost: 1,500G
  4731. - Acquire 1 [Godforged Power: Common].
  4732.  
  4733. LV: 7 / Cost: 2,000G
  4734. - Acquire 1 [Godforged Power: Accessory].
  4735.  
  4736. LV: 9 / Cost: 1,500G
  4737. - Acquire 1 [Godforged Power: Common].
  4738.  
  4739. LV: 11 / Cost: 2,000G
  4740. - Gain +7 {HP}.
  4741.  
  4742. LV: 13 / Cost: 2,000G
  4743. - Acquire 1 [Godforged Power: Accessory].
  4744.  
  4745. LV: 15 / Cost: 1,500G
  4746. - Gain +1 {Strength} and {Will}.
  4747.  
  4748. LV: 17 / Cost: 2,000G
  4749. - Gain +7 {HP}.
  4750.  
  4751. LV: 19 / Cost: 2,000G
  4752. - Acquire 1 [Godforged Power: Accessory].
  4753.  
  4754. ================================================================================
  4755. True Regalia of Chronos -- Godforged Powers: Weapon [XXXM]
  4756. ================================================================================
  4757.  
  4758. Phantasmal Magic
  4759. Effect: When using your Godforged, its blade its wreathed in illusion, making it difficult to avoid.
  4760. While [Equipped], once per combat, [Targets] of the user's [Attack Action] reduce their [Reactive Check] result by 2.
  4761.  
  4762. Anti-Army
  4763. Effect: Your Godforged has the power to slaughter the weak.
  4764. While [Equipped], increase [Damage] inflicted against non-[Boss] [Mononoke] by 10.
  4765.  
  4766. Spirit Implosion
  4767. Effect: While attacking, you gain astounding destructive power by imploding the spirit energy within your Godforged.
  4768. While [Equipped], once per combat, when making an [Attack Action], gain a +10 modifier at [Damage Calculation].
  4769.  
  4770. Draining Armament
  4771. Effect: When you inflict a wound on an opponent, your Godforged drains their life energies.
  4772. While [Equipped], once per round, when at least 1 point of [Damage] has been inflicted on the [Target] of an [Attack Action], [Recover] 5 {HP}.
  4773.  
  4774. Inevitable Curse
  4775. Effect: Your Godforged conceals a special power, wherein if you strike with it, you will always hit.
  4776. While [Equipped], once per combat, change an [Attack Action] to a [Special Attack].
  4777.  
  4778. Transcend Space
  4779. Effect: Your Godforged conceals the power to abbreviate space itself, striking an opponent no matter the distance.
  4780. While [Equipped], once per round, change the [Range] of an [Attack Action] to [Combat Zone].
  4781.  
  4782. Certain Victory
  4783. Effect: Your Godforged conceals the power to bring victory at the last second.
  4784. While [Equipped], once per session, after [Influencing], treat the [Roll] result adopted for use at [Damage Calculation] as a "6".
  4785.  
  4786. Spatial Collapse
  4787. Effect: Your Godforged holds the power to attack the space your opponent occupies itself.
  4788. While [Equipped], once per round, change the [Target] of an [Attack Action] to [Area].
  4789.  
  4790. Spirit Source
  4791. Effect: You can wield a technique or spell without difficulty by utilizing the massive spirit energy within your Godforged.
  4792. While [Equipped], once per session, change the [Cost] of one [Timing: Attack] Talent as though it were [None].
  4793.  
  4794. Scattered Etherlight
  4795. Effect: You scatter the divine power of your Godforged while using it, expanding the scope of your attack.
  4796. While [Equipped], once per round, change the [Target] of an [Attack Action] to [3#]. This [Godforged Power] may only be applied to [Melee Weapons].
  4797.  
  4798. Concept: Cleave
  4799. Effect: Your Godforged carries a concept within it: "Cut everything."
  4800. While [Equipped], once per session, [Targets] of the user's [Attack Action] change their [Armor] and [Barrier] to 0.
  4801.  
  4802. Power Shockwave
  4803. Effect: When using your Godforged, it emits a tremendous shockwave after your attack.
  4804. While [Equipped], once per combat, can make 1x [Weapon Attack] after [Damage Calculation].
  4805.  
  4806. Absorbing Souls Curse
  4807. Effect: Those who are wounded by your Godforged have parts of their souls taken by it.
  4808. While [Equipped], once per session, when making an [Attack Action], if at least 1 point of [Damage] is dealt to a [Target], gain 1 [Overflow].
  4809.  
  4810.  
  4811. ================================================================================
  4812. True Regalia of Chronos -- Godforged Powers: Protector [XXXN]
  4813. ================================================================================
  4814.  
  4815. Frenzying Magic
  4816. Effect: While [Equipped], by spending 1x [Start], the target reduces their maximum {HP} by X (maximum 10). Afterwards, until [Combat End], the target gains a bonus equal to the amount maximum {HP} was reduced by at [Damage Calculation]. After [Combat End], maximum {HP} returns to normal (but current HP does not recover).
  4817.  
  4818. Magic of Steel
  4819. Effect: Due to your shield's strong conceptualization, it holds a powerful defensive effect.
  4820. May only be applied to [Form: Shield]. Increase the [Shield]'s [Armor] by 5.
  4821.  
  4822. Golden Etherlight
  4823. Effect: A golden light radiates from your Regalia, and by applying its power, you can invoke a technique flawlessly.
  4824. While [Equipped], once per session, change the [Cost] of a [Timing: Unique] Style Talent to [None].
  4825.  
  4826. High God's Blessing
  4827. Effect: Due to your shield's strong conceptualization, it holds a fearsome spiritual blessing.
  4828. May only be applied to [Form: Shield]. Increase the [Shield]'s [Barrier] by 5.
  4829.  
  4830. Regalia's Guidance
  4831. Effect: The will within your Regalia guides you, aiding your use of a defensive technique.
  4832. While [Equipped], once per session, change the [Cost] of a [Timing: Defense] Style Talent to [None].
  4833.  
  4834. Arrow Ward
  4835. Effect: The one who wears this Regalia repels arrows and bullets alike.
  4836. While [Equipped], once per round, reduce [Physical Damage] taken from [Ranged Weapons] by 10.
  4837.  
  4838. Concept: Unbreakable
  4839. Effect: This Regalia holds the power to repel attacks.
  4840. While [Equipped], one per session, reduce taken [Damage] by either the [Armor] or [Barrier] value of the [Godforged Regalia: Suit・Shield].
  4841.  
  4842. Blessing of Exorcism
  4843. Effect: The one who wears this Regalia repels spells and curses.
  4844. While [Equipped], once per round, reduce [Magical Damage] taken from [Magical Weapons] by 10.
  4845.  
  4846. Power Absorption
  4847. Effect: By using the abilities of your Regalia, you drain another's power.
  4848. While [Equipped], once per session, when you take at least 1 point of damage at [Damage Reduction], gain 1 [Overflow].
  4849.  
  4850. Purge Disease
  4851. Effect: The one who wears this Regalia knows no disease.
  4852. While [Equipped], twice per combat, [Remove] any one negative [Shift] other than [Fallen・Downed・Taken Out・Dead].
  4853.  
  4854. Deathless Magic
  4855. Effect: By utilizing the abilities dwelling within your Regalia, you reject even a blow that spelled certain death.
  4856. While [Equipped], once per session, change [HP Damage] taken to 0, and current {HP} to 10.
  4857.  
  4858. Sacrificial Ritual
  4859. Effect: While [Equipped], once per combat, change the [Target] of an [Attack Action] made by [Range: 7 Sq. / Target: 1#] to [1#], and the user receives the [Damage]. Treat the taken [Damage] as though a {Resist} check had failed.
  4860.  
  4861. Roar of Agony
  4862. Effect: Using the abilities of your Regalia, you reflect the wounds you have taken onto your foe.
  4863. While [Equipped], once per session, inflict the [Damage] you take onto [Range: Engaged / Target: 1#] who made the [Damage Calculation] on you.
  4864.  
  4865. ================================================================================
  4866. True Regalia of Chronos -- Godforged Powers: Accessory [XXXO]
  4867. ================================================================================
  4868.  
  4869. Heavenly Flight
  4870. Effect: By using the power within your Regalia, you're able to race freely through the sky.
  4871. While [Equipped], once per combat, gain [Shift: Flight]. This effect lasts for the rest of the combat, or until you take a [Charge X Sq.] [Attack Action], or [Shift: Fallen].
  4872.  
  4873. Magic of Glory
  4874. Effect: This Regalia brings glory and mighty deeds to its possessor.
  4875. While [Equipped], when making an [Attack Action] using a [Timing: Attack] Style Talent, gain +1 [Rank] (maximum +1).
  4876.  
  4877. Magic of the Thunderclap
  4878. Effect: By using the abilities of your Regalia, you can act with tremendous speed.
  4879. While [Equipped], once per combat until [Combat End], gain +2d6 to {Initiative}.
  4880.  
  4881. Healing Powers
  4882. Effect: This Regalia brings the blessing of powerful healing to its possessor.
  4883. While [Equipped], once per round by spending 1x [End], [Recover] 10 {HP}.
  4884.  
  4885. Magic of Disbelief
  4886. Effect: By using the abilities within your Regalia, you pierce through your enemy's illusions.
  4887. While [Equipped], once per combat, inflict [Remove: Hidden] on [Range: Combat Zone / Target: Area]. Or, change the [Result] of [Target: 1#]'s [Disguise] to 5 (the opponent does not get a [Reactive Check] for either).
  4888.  
  4889. Power of Protection
  4890. Effect: The abilities within this Regalia repel all killing intent directed towards its posessor.
  4891. While [Equipped], once per combat, [Halve] [Physical Damage] taken.
  4892.  
  4893. Regalia of Luck
  4894. Effect: The power within this Regalia brings powerful luck to its possessor.
  4895. While [Equipped], once per session, change [Range: Combat Zone / Target: 1#]'s [Fumble] into a [Critical].
  4896.  
  4897. Power of Exorcism
  4898. Effect: The abilities within this Regalia repel curses directed towards its possessor.
  4899. While [Equipped], once per combat, [Halve] [Magical Damage] taken.
  4900.  
  4901. Regalia of Equivalence
  4902. Effect: Spirit energy that can create food a medicine from Fool's Gold sleeps within this Regalia.
  4903. Only usable [Out of Combat]. While [Equipped], once per session, the user is able to [Purchase] [Item: Consumable] up to the number of [Appearing] PCs, while [Appearing].
  4904.  
  4905. Power of Concealment
  4906. Effect: While [Equipped], once per combat, gain [Shift: Hidden] even if there are no adjacent [Obstacles]. (If used [Out of Combat], lasts for the rest of the scene. Treat as [Maneuver: Concealment / Result: 20].) Or, gain +10 to the result of [Maneuver: Concealment].
  4907.  
  4908. Divine Revelation
  4909. Effect: Dazzling etherlight wraps around this Regalia, and you can draw enormous spirit energy from that.
  4910. While [Equipped], once per session, gain 1 [Overflow].
  4911.  
  4912. Traveling
  4913. Effect: By using this Regalia, you can cross space itself.
  4914. While [Equipped], once per combat, until [End] of that round, ignore [Engagements].
  4915.  
  4916. Basis of Fate
  4917. Effect: While [Equipped], once per session, may reroll the outcome of a [Roll] before [Influencing] (including a [Critical] or [Fumble]; after rerolling, may [Influence]).
  4918.  
  4919.  
  4920. ================================================================================
  4921. True Regalia of Chronos -- Godforged Powers: Common [XXXP]
  4922. ================================================================================
  4923.  
  4924. Guidance of Fortune
  4925. Effect: By applying the fortune held within your Regalia, you gain powerful luck.
  4926. Only usable [Out of Combat]. While [Equipped], once per session, gain +2 to the result of a {Luck} check.
  4927.  
  4928. Transportation Mode
  4929. Effect: Transforming your Regalia into a transportation mode, you can move while taking your friends along.
  4930. Only usable [Out of Combat]. While [Equipped], once per scene, the user may move or fly at around the rate of a car, taking along up to five others.
  4931.  
  4932. Unseen Spirit
  4933. Effect: Causing your Regalia to emit strong spirit energy, you become invisible by cloaking yourself in it.
  4934. Only usable [Out of Combat]. While [Equipped], the user cannot be seen by Innocents.
  4935.  
  4936. Giant Growth
  4937. Effect: By releasing the power of your Regalia, you cause it grow gigantic.
  4938. While [Equipped], gain +1 [Size]. Also, if [Transportation Mode] is already acquired, increase the number of people that can be transported by 20. This [Godforged Power] may be acquired multiple times, and its effects stack.
  4939.  
  4940. Facility Creation
  4941. Effect: By using the power of your Regalia, you can erect a facility anywhere, and be able to rest there.
  4942. Only usable while [Backstage]. While [Equipped], once per session, increase [Rest Recovery Amount] while [Resting] by 20.
  4943.  
  4944. Transforming Spirit
  4945. Effect: Due to the power of your Regalia, you can change into any form.
  4946. Only usable [Out of Combat]. While [Equipped], once per scene, the user may change into any form. (Lasts for the rest of the scene. Treat as [Maneuver: Disguise / Result: 20] or gain +10 to the result of [Maneuver: Disguise].)
  4947.  
  4948. Regalia Change
  4949. Effect: Your Regalia changes into a different form.
  4950. Only usable [Out of Combat]. Once per scene, one [Equipped] [Godforged Regalia] can be changed into another [Item: Gear] of [Cost: 1000G] or less (does not include 'unsellable'). Gain the effect of the [Item] for the rest of the scene.
  4951.  
  4952. Regalia's Spirit
  4953. Effect: Summoning the essence of your Regalia, you send it to gather necessary supplies.
  4954. Only usable [Out of Combat]. While [Equipped], once per session, the user is able to [Purchase] [Item: Gear] up to the number of [Appearing] PCs, while [Appearing].
  4955.  
  4956. Regalia's Halo
  4957. Effect: Emitting a sublime etherlight from your Regalia, you continually illuminate your surroundings.
  4958. While [Equipped], ignore "dark place" penalties.
  4959.  
  4960. Half-Sacred Half-Treasure
  4961. Effect: Your Regalia changes into another form, providing you with assistance and support.
  4962. Only usable [Out of Combat]. While [Equipped], once per session, gain +2 to the result of a {Strength} or {Agility} check.
  4963.  
  4964. Empathic Regalia
  4965. Effect: Utilizing your Regalia, you can communicate with a distant person.
  4966. While [Equipped], once per scene, the user is able to speak with one character regardless of whether they are [Appearing] [Backstage] or have [Exited] (the GM determines whether they can be reached).
  4967.  
  4968. Intelligence
  4969. Effect: Your Regalia possesses a self, as well as great wisdom, and will impart useful advice to you.
  4970. Only usable [Out of Combat]. While [Equipped], once per session, gain +2 to the result of an {Intellect} or {Will} check.
  4971.  
  4972. Original
  4973. Effect: Gain an effect the GM determines. Discuss with the GM the details.
  4974.  
  4975. ================================================================================
  4976. True Regalia of Chronos -- Mononoke [XXXQ]
  4977. ================================================================================
  4978.  
  4979. Combatant x4 / Class: Humanoid / LV: 1 (1)
  4980. Size : 2
  4981. Wits : High
  4982. Senses : Normal
  4983. Speech : Yes
  4984. Reaction : Hostile
  4985. ID : 10
  4986. Weakness : [Phantom] [Toxin]
  4987. Movement : Walk
  4988. | ACC | EVA | CNJ | RES | CHK
  4989. {Combat Stats} | 06 | 06 | 03 | 03 | 03
  4990. {Fixed Values} | 13 | 13 | 10 | 10 | 10
  4991. {Initiative} : 12 (6)
  4992. {HP} : 30
  4993. Armor : 1
  4994. Barrier : 0
  4995.  
  4996. Attack Methods
  4997.  
  4998. [Weapon Attack]: Melee Attack / Engaged / 1#
  4999. - [Form: Hammer] 2d6+6 physical damage.
  5000.  
  5001. <<High-Speed Rotation>>: Unique / User
  5002. - Unique Effect. Used before or after a [Move Action]. The target moves up to 3 Sq. igoring [Engagements].
  5003.  
  5004. <<Professional Combatant>>: Constant / User
  5005. - For each mononoke with "x#" in the name [Engaged] to the user (including the user), the target gains +1 {Accuracy} and +3 [Physical Damage].
  5006.  
  5007. Materials (2d6)
  5008. 2~9: None
  5009. 10+: Uniform/PD+2: 1000G (Potency: 2)
  5010.  
  5011. Description:
  5012. Powerful fighters in the employ of large companies, nations, and dark associations. They are masters of both martial and weapon arts, equivalent to master martial artists among Innocents. In most cases they are dressed in fighting uniforms, reinforced outfits or gear unique to the organization.
  5013.  
  5014. ----------
  5015. Bestial Demon / Class: Beast / LV: 3 (1)
  5016. Size : 3
  5017. Wits : Clever
  5018. Senses : Normal
  5019. Speech : Yes
  5020. Reaction : Hostile
  5021. ID : 13
  5022. Weakness : [Fire] [Shock]
  5023. Movement : Walk
  5024. | ACC | EVA | CNJ | RES | CHK
  5025. {Combat Stats} | 9 | 8 | 1 | 1 | 5
  5026. {Fixed Values} | 16 | 15 | 8 | 8 | 12
  5027. {Initiative} : 15 (7)
  5028. {HP} : 58
  5029. Armor : 3
  5030. Barrier : 1
  5031.  
  5032. Attack Methods
  5033. [Weapon Attack]: Melee Attack / Engaged / 1#
  5034. - [Form: Spear] 3d6+9 physical damage to the target. [Additional Effect]: 1/Combat, change an [Attack Action] to [Range: Charge 3 Sq.]
  5035.  
  5036. «Quickening Mystic Power»: Start / 7 Sq. / 1#
  5037. - The target gains +2d6 to {Initiative}.
  5038.  
  5039. «Elemental Attack I»: Physical Attack / Engaged / 1#
  5040. - [Form: Hammer / Element: Wind] 2d6+35 physical damage to target. 1/Round.
  5041.  
  5042. «Hunter»: Constant / User
  5043. - When the target takes their [Turn], they gain +1x [Timing: Prep].
  5044.  
  5045. Materials (2d6)
  5046. 2~10: Carapace Casing/PD+1: 500G (Potency: 1)
  5047. 11+: Decayed Limb/Strength+2: 1,000G (Potency: 2)
  5048.  
  5049. A man-made demonic beast created by a dark organization. In most cases, they're former lions or rhinoceroses that have had their characteristic traits augmented via spirit energy infusions. They possess cunning intellect and are highly dangerous, making them formidable foes for inexperienced Godhunters.
  5050.  
  5051. ----------
  5052. Augmented Beast / Class: Beast / LV: 6 (2)
  5053. Size : 3
  5054. Wits : Clever
  5055. Senses : Heat
  5056. Speech : Yes
  5057. Reaction : Hostile
  5058. ID : 15
  5059. Weakness : [Fire] [Shock]
  5060. Movement : Walk
  5061. | ACC | EVA | CNJ | RES | CHK
  5062. {Combat Stats} | 15 | 13 | 1 | 1 | 4
  5063. {Fixed Values} | 22 | 20 | 8 | 8 | 11
  5064. {Initiative} : 22 (9)
  5065. {HP} : 75
  5066. Armor : 3
  5067. Barrier : 10
  5068.  
  5069. Attack Methods
  5070. [Weapon Attack]: Melee Attack / Engaged / 1#
  5071. - [Form: Spear] 3d6+15 physical damage to the target.
  5072.  
  5073. «Tyranny III»: Physical Attack / Combat Zone / Combat Zone
  5074. - [Form: Hammer] 4d6+38 physical damage to the target. 1/Round.
  5075.  
  5076. «Composite Beast»: Defense / User
  5077. - Use On {Evasion} Check. Target gains +2 to the result of the {Evasion} check.
  5078.  
  5079. «Counter»: Unique / User
  5080. - Use when successful at an {Evasion} check. The target makes 1x [Weapon Attack] against [Range: Engaged / Target: 1#].
  5081.  
  5082. «Freak Ballistic Resist»: Constant / User
  5083. - The target [Halves] [Damage] from [Form: Ranged・Magic].
  5084.  
  5085. Materials (2d6)
  5086. 2~10: Unique Armament/MD+1: 500G (Potency: 1)
  5087. 11+: Enhanced Limb/Strength+3: 1,500G (Potency: 3)
  5088.  
  5089. Rather than being a single animal, this chimera-like demonic beast is a superior being, bearing the traits of multiple animals. It has sworn loyalty to the dark organization that created it, and often is found leading other combatants, as well as its lesser bestial demon kin. Needless to say, its combat power is fearsome.
  5090.  
  5091. ----------
  5092. Minor God / Class: Mythical / LV: 2 (1)
  5093. Size : 1
  5094. Wits : High
  5095. Senses : Magic
  5096. Speech : Yes
  5097. Reaction : Friendly
  5098. ID : 15
  5099. Weakness : [Cold] [Toxin]
  5100. Movement : Walk
  5101. | ACC | EVA | CNJ | RES | CHK
  5102. {Combat Stats} | 05 | 06 | 08 | 05 | 04
  5103. {Fixed Values} | 12 | 13 | 15 | 12 | 11
  5104. {Initiative} : 12 (6)
  5105. {HP} : 52
  5106. Armor : 3
  5107. Barrier : 1
  5108.  
  5109. Attack Methods
  5110.  
  5111. [Weapon Attack]: Magic Attack / 5 Sq. / 1# / Cancels
  5112. - [Form: Magic] 1d6+8 magical damage.
  5113.  
  5114. <<Recovery Magic 1>>: Magic Attack / 7 Sq. / 1#
  5115. - The target [Recovers] {HP} equal to 1d6+17 [Magical Damage]. 1/Round.
  5116.  
  5117. <<Land Spirit>>: End / 5 Sq. / 1#
  5118. The target moves up to 3 Sq, ignoring [Engagements].
  5119.  
  5120. Materials (2d6)
  5121. 2~10: None
  5122. 11+: Jewel/Luck+3: 1500G (Potency: 3)
  5123.  
  5124. Description:
  5125. A young god who recently attained deification. For unknown reasons it was born with very little faith. Those who can grow their worship will eventually become tochigami or great monsters, but many don't succeed in gaining faith and become forgotten and disappear.
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