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(Expansion 10) Kamigakari :: Super God Evolve

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  1. New (9/15/2022) Additional rules and personality section and Scenario guide and distortions section have been added.
  2. New (9/9/2022) Mononoke Have been added. There is a section between items and mononoke which has distortions, which will be added later.
  3. New (8/24/2022) Updated the pastebin to have the world setting and items
  4.  
  5. TOC
  6. - World Setting information [XXXA]
  7. - Additional Rules and Personality [XXXB]
  8. - Common Talents [XXXC]
  9. - Esper (Race) [XXXD]
  10. - Adapter (Race) [XXXE]
  11. - Esper Extended Talents [XXXF]
  12. - Adapter Extended Talents [XXXG]
  13. - Aura Breaker (Style) [XXXH]
  14. - Treasure Hunter (Style) [XXXI]
  15. - Enigmatic (Style) [XXXJ]
  16. - Items: Weapons [XXXK]
  17. *Form: Sword [XXXK-1]
  18. *Form: Spear [XXXK-2]
  19. *Form: Axe [XXXK-3]
  20. *Form: Hammer [XXXK-4]
  21. *Form: Ranged [XXXK-5]
  22. *Form: Magic [XXXK-6]
  23. - Items: Protector: Suits, Protector: Shields, Accessories, and Consumables [XXXL]
  24. *Protector:Suits [XXXL-1]
  25. *Protector:Shields [XXXL-2]
  26. *Accessories [XXXL-3]
  27. *Consumables [XXXL-4]
  28. * GM Section: Scenario guide and distortions [XXXM]
  29. * GM Section: Mononoke
  30. - Humanoid [XXXN-1]
  31. - Beast [XXXN-2]
  32. - Insectoid [XXXN-3]
  33. - Plant [XXXN-4]
  34. - Mechanical [XXXN-5]
  35. - Undead [XXXN-6]
  36. - Mythic [XXXN-7]
  37. - Chaos [XXXN-8]
  38.  
  39.  
  40. ================================================================================
  41. Super God Evolve -- World Setting Information [XXXA]
  42. ================================================================================
  43. The Age of Chaos and Rebirth
  44. Since 2017, even more chaos has been caused throughout the world due to increased activity from evil beings.
  45. As the godhunters who stand against them have given their lives through fierce battles, the supernatural factions around the world have taken a multitude of different approaches in order to handle the shortage of human resources.
  46. Mechanized, superhuman cyborgs that possess mysterious power and science within their bodies.
  47. Homunculus, a fusion of alchemy and magic to create artificial magicians.
  48. Steel guardians with Artificial Intelligence, self-awareness and ego- Android.
  49. Each of these new races were awoken with unique characteristics, and in some cases, particularly outstanding individuals awakened as Godhunters, becoming the ideal battlefield asset.
  50. However, each has its own inherent problems that cannot be ignored when deploying them in operations.
  51. The spiritual power terminals at the core of cyborgs and androids, are created from Godforged Regalia, resulting in a limited number that can be produced, and they are costly to build and maintain.
  52. Homunculi are artistic works created by a very small number of magi who have mastered the art of alchemy, using a vast amount of rare elixirs and materials who's cost is impossible to convert into a financial sum, and suffer from a short lifespan.
  53. On the othe hand, evil supernatural factions have taken an alternate approach. The "Apostles of Wisdom" and other such factions have no qualms over what is legal, ethical, and moral, and the greatest example of this are the demon beasts and monster insectoids created by "Shady Researcher" Shindou Katsutake.
  54. Ordinary people and animals are used for experimentation as the basis for these monsters. Shindou implants special fragments cultivated and extracted from mononoke into their bodies, and performs a reconstructive surgery to deprive them of will and create a large number of disposable soldiers.
  55. The Apostles of Wisdom also sells these as bio-weapons to False God Cults and other supernatural organizations as a source of funding.
  56. Government-affiliated supernatural organizations across varying countries cooperate with the <B.E.G.> to develop drone and AI to counteract these bio-weapons, but they have not been able to equal them in combat strength.
  57. It's under these circumstances that, in the far east, humans with new, unique powers began to emerge.
  58. Born into this era of chaos are Adapters, those who have the power to remodel their body at will, and Espers, who are able to freely use telekinesis and extrasensory powers.
  59.  
  60. Adapters
  61. A new type of human who can dramatically increase their capabilities by transforming parts of their bodies into beasts, insects, or plants- this is the new race known as "Adapter".
  62. At first glance they resemble ordinary humans, animals, or plants. However, they can draw upon their spiritual power, genetic code, and special fragments in the meridians of their chakra, allowing them to change their physical form.
  63. The transformations vary from one individual to another, from the ability to move at high speed by changing their limbs into an animal, or deflecting bullets by hardening their skin like an insect.
  64. Adapters as a race have been named since the events of purgatory night, although their existence was not confirmed. They were confused with inheritors, bloodline powers, and mononoke, and not classified as their own race.
  65. The name "Adapter" was first used by Sumizuka Pharmaceuticals, a medical company based in Japan.
  66. Sumizuka had been active in both the public as a general-purpose company that prescribes medicines, while in the supernatural world selling special proprietary elixirs.
  67. The catastrophe of Purgatory Night eighteen years ago created a huge public crisis, and as various organizations scrambles to cover up the events and limit the damage, Sumizuka gained a reputation after providing medical supplies free of charge to the disaster area, an act which saved a great number of lives.
  68. Sumizuka maintains a neutral position and distances its corporate activities from all other forces, something made possible by the power of their own private army. Those who wish to join this army are administered an elixir called "Aeon", which transforms ordinary people into supernatural beings.
  69. It's rumored that "Aeon" is an elixir that unlocks the evolutionary tree buried deep in the genetic code of the subject and awakens genes believed to have been possessed by the common ancestor of all living creatures. Those who survive the process of reconstructing their meridians and gain control of their new bodies are named "Adapters" by Sumizuka.
  70. The most important characteristic of an Adapter is they are created through the mutation of a regular person. In the supernatural world, there is an insurmountable wall between ordinary humans and the supernatural- supernatural beings are able to dodge bullets or even shoot them out the air with their own weapons. Even if one were to land a hit, it would barely even dent someone with supernatural abilities.
  71. Even those who are not Godhunters and cannot manipulate spirit energy freely, that gap in ability is too wide for an ordinary person to overcome.
  72.  
  73. Of course, it's not that simple for the average person to evolve into an Adapter. The first obstacle is cost- while relatively inexpensive in the supernatural world, the elixir is extremely expensive for the average person. Therefore, many of them will volunteer their bodies for experimentation in the event of death, or sign an employment contract conditional on becoming an Adapter, as part of a deal to lower the cost.
  74. Additionally, a person must be able to endure the physical mutations that occur during the meridian remodeling surgery and survive the administration of the elixir.
  75. The success rate is very low- just the aptitude test has only a 10% pass rate, and less than half of these are successful in becoming Adapters.
  76. Another risk is that the stronger the influence of the awakened genetics, the more the Adapter's lifespan will be shortened as a result. Since it's not possible to know in advance which genetics will be awakened, the risk is enormous.
  77. Despite this, there's still innumerable people who seek to become an Adapter, and transcend the limits of an ordinary human.
  78. Mercenaries, who had their pride destroyed at the hands of the supernatural.
  79. A collaborator born into a supernatural family but inherited no powers.
  80. A father who swore revenge, after his life was destroyed by a supernatural entity.
  81. The madness brought about by the tremendous pain and mental transformation is far beyond what ordinary people can endure. Only those with the will to overcome hell will be reborn as an Adapter.
  82.  
  83. Life of an Adapter
  84. Most Adapters are former civilians. They have regular family registers and continue to live the majority of their lives after becoming an Adapter.
  85. There are some exceptions to this. Adapters are strongly influenced by their awakened genes. For example, an Adapter with the genes of a cat will become more nocturnal and prefer to eat meat. Insectoid Adapters will be less emotionally expressive and have a much duller sense of pain.
  86. However, some Adapters will retain their mentality from when they were human. They maintain personal connections with loved ones and live stable daily lives. That piece of mind that comes from living the same life as before is often considered the best medicine for stabilizing an Adapter's body and spirit.
  87. Some Adapters though will choose to isolate themselves instead and avoid the risk of something happening to their loved ones.
  88. In order to reduce the impact of those physical mutations on an Adapter's mental state, Sumizuka distributes special stabilizers for Adapters which are encouraged to take whenever they feel it is necessary. These stabilizers are prescribed free of charge as an 'aftercare' program.
  89.  
  90. Espers
  91. Beings who can utilize special powers such as lifting and moving things by just thinking, or glimpsing memories of the past that reside in objects- that is the race known as the Esper.
  92. Physically and mentally speaking, they are no different to ordinary humans. However, they have full control over their own powers, which separates them from regular people.
  93. Espers can broadly be split into two categories, extrasensory perception (ESP) and telekinesis (PK).
  94. ESP is the ability to obtain information that is beyond what the normal senses can accomplish. ESP includes the ability to read minds, uncover the memories within an object, clairvoyance, and precognition of future events.
  95. PK is the ability to influence the world through willpower alone. PK includes telekinesis, levitation, and instantaneous movement, which nullifies the concept of distance by twisting space itself.
  96. There are abilities that do not cleanly fit into either categories, such as creating flames and setting things on fire- it's the subject of lively debate which category such powers belong to.
  97. In the past, ESP was thought of as a special ability that ordinary people could tap into in times of crisis. However, research after World War II made it clear that the only people who awoke to ESP were people who had an innate capacity to do so.
  98. In other words, even though they are genetically the same, Espers are a separate race from ordinary humans.
  99. Supernatural organizations around the world have made various attempts to use this unique ability as a force.
  100. During the time of colonization in the New Continent, during clashes with the supernatural there were very few Espers in existence that could serve as a fighting force, and securing them was a pressing issue.
  101. In the 1970's state agencies and companies with supernatural connections joined forces to make the existence of Espers public knowledge, and even implemented a plan to uncover Espers in the general population.
  102. The Knights-Templar and Mage's Association opposed the plan, and ESP eventually became marketed through various types of entertainment that faded into obscurity.
  103. In the process, however, there were people exposed to the existence of ESP and were able to develop their own powers.
  104. The majority of those were children under the age of six. They were able to embrace their unusual talents because of their flexible minds, that were not yet bound by the common sense of the world.
  105. However, for many of them, their Esper abilities were lost as they grew older, and only a few were able to maintain those powers beyond puberty.
  106. These are called "Children of the beginning" and are frequently incorporated into national agencies and supernatural organizations as a military force.
  107. Due to their rarity and idiosyncrasies, Espers are prized by all supernatural organizations.
  108. There are still many aspects of these psychic powers which are not well understood, and there are Espers who lost their powers due to major emotional trauma or physical injuries. Because of this they are treated with caution within most organizations, with few exceptions.
  109. Most currently confirmed Espers belong to an organization, as it's the surest way to gain protection from other factions who try to take Espers under their control by force. As not all organizations will try to win an Esper over through legitimate means such as high pay or status, it's very difficult for an individual with known Esper powers to live a peaceful daily life, unless they were exceptionally powerful.
  110.  
  111. Precognition and Nostradamus
  112. People with psychic powers have appeared in history since ancient times. However, the term Esper only began to be used in the early 20th century. Until then, psychic powers were thought to be unique abilities that appeared only on rare occasions, or the power of religious figures to break through their limits with rigorous training.
  113. Amongst great historical figures speculated to be an esper, one of the most prominent is Michel de Nostredame who lived in 16th century France, commonly known under the name Nostradamus.
  114. A physician, poet, astrologer, and cookery expert, amongst other titles, he also published a remarkable collection of poems titled "The Prophecies of Master Michel Nostradamus".
  115. It's said The Prophecies contained descriptions of events set to occur in the future. However, the content of the book was extremely difficult to understand, and was often mis-interpreted to as "it was a prediction of 'this' event, at 'that' time", and the majority of people were skeptical about the content.
  116. However, the book of prophecies as it appears in the public domain is merely a copy made with adjusted text, so it does not go beyond mere entertainment.
  117. Nostradamus was a rare freelance Godhunter in Europe at the time. He used his public perceptions as an astrologer, a highly-valued profession amongst royalty and aristocrats, to convey the news of supernatural events.
  118. He was also active as a godhunter himself, making full use of his powers.
  119.  
  120. Nostradamus was able to freelance even though this was the Church's heyday, as he and his family were devout followers and regularly delivered useful prophecies to them. These prophecies were far more reliable and accurate than the group of seers used by the Church in those days.
  121. Even when subjected to Inquisition by a branch of the Church that held disdain for his power, he foresaw this future and averted the crisis.
  122. The genuine prophecies he left behind are still strictly managed by the Knights-Templar, and only consulted in times of emergency. It also contains the last two of his prophecies.
  123. The first is that someone with prophetic power that surpasses even him would emerge in the 21st Century, and he requested the Church entrust his own will to that person when they are found.
  124. The contents of the other prophecy are kept secret even amongst the Knights-Templar, and the details are unknown. However, rumor is that it may have something to do with the recent dispatch of many seasoned knights to an island nation in the far east.
  125.  
  126. Life of an Esper
  127.  
  128. The daily lives of espers can be roughly divided into two ways of life.
  129. Firstly, those belonging to an organization have their daily lives strictly controlled to avoid solicitation, intimidation, kidnapping, and assassination. In return, so long as they contribute to their organization, they will be guaranteed a secure life for them and their family.
  130. However, if an Esper becomes a godhunter, it becomes enough to only need to make regular contact with their organization. This is because a mundane security escort will only slow them down.
  131. The other method of living for Espers is hiding their psychic powers and living as a freelancer who blends in with the general public. This is a path of no restriction, but no guarantee of safety. If it comes to light that a person is an Esper, even a Godhunter, then that will inescapably influence their safety and the safety of their loved ones. The more difficult it is to contact them, the more danger they are in.
  132. Therefore, to make a living as a freelancer, it's necessary to make and maintain a good effort in keeping a low profile and obtain help in hiding one's identity, such as having a competent godhunter as a mentor or guardian. Some may attempt a cooperative relationship with organizations such as Arkham University or Saionji Detective Agency, though these are not usually welcoming to freelancers. An Esper will eventually be faced with a choice of giving up some freedom for security, or taking all the risk upon themselves.
  133.  
  134. <<Apostles of Wisdom>>: Secret Plans and Ripples
  135. Two years ago, in Hisashiro, a magus was subdued by godhunters. Thatc Magus was Nanashiro Yakou. He once belonged to the Mage's Association, and researched forbidden magic. In the process he became possessed with madness, was declared a heretic by the Association, and became a fugitive.
  136. He believed that in order to save mankind, it was necessary to break through its current physical and mental limits. He created the elixirs necessary, and experimented endlessly.
  137. Fortunately, Nanashiro's ambitions were thwarted. However, subsequent investigation revealed that after leaving the Association, Nanashiro had aligned with the Apostles of Wisdom, and had been receiving backing from them.
  138. Treating this as a grave matter, the Association continued to investigate and found the base of Nanashiro's collaborator, a certain Professor, and member of the Apostles.
  139. Raiding the Professor's experimental underground facility where test subjects were held, the Association discovered these elixirs were based on a certain technology.
  140. This technology was also used in the elixir "Aeon" used by Sumizuka Pharmaceuticals, which had rapidly grown over the last decade. In the past, the Apostles had raided Sumizuka's laboratories for research and materials related to "Aeon" and meridian remodeling, and continued to further experiment with this technology.
  141. The Apostles recruited Nanashiro, now nicknamed "Magical Genius", because they believed his great talent would lead to breakthroughs in the research.
  142.  
  143. Nanashiro analyzed "Aeon" and improved on the formula by administering it to those who already had supernatural powers, and was able to dramatically increase their abilities.
  144. Although Nanashiro's Elixir was a masterpiece with unparalleled results, it was too expensive to produce as it required an extremely large amount of lower-grade elixirs to produce.
  145. The Apostles aimed to make it more cost-effective and performed various trials. One of the results was a new narcotic called "Supreme", made from the remains of the elixir.
  146. "Supreme" exploded as a highly addictive drug with powerful, euphoric effects, and this became a source of funding for the Apostles. However, the side effects of Supreme were intense, and could cause sudden death in the user.
  147. One year ago, multiple organizations worked together to subjugate the Apostles executives who were in charge of production and distribution of Supreme. The domestic supply was cut off, however, production of Supreme still continues in South Africa, where it's confirmed that addicts lose their senses and attack innocent people.
  148. The Professor added his own modifications to "Aeon", trying to increase its potency in a different way.
  149. The plan was thwarted again by Godhunters who were involved in securing the escaped Professor, and his research was treated as though it were a forbidden book and sealed away in darkness. However, these incidents related to the Apostles and the elixirs, beginning with the subjugation of Nanashiro, still have ripple effects on the world today.
  150.  
  151. The Dark Side of Sumizuka Pharmaceutical
  152. The information gained from the series of events following the subjugation of Nanashiro Yakou had a great impact on the Mage's Association and Special Provisions Office.
  153. The information was about a special fragment used for meridian remodeling surgery that Sumizuka had kept secret for many years, as well as the elixir "Aeon".
  154. In the materials recovered from the Apostles, it was discovered that both used raw materials that were shards collected from Aramitama known as "Altered Species".
  155. Altered Species is a general term for Aramitama that have the power of Time Travel- their existence confirmed following Purgatory Night.
  156. History has been woven by powerful, world-ordained principles- Fate, fixed pasts that do not change.
  157. However, the Altered Species, using enormous spiritual power, are able to use Time Travel to return to the past and interfere with the "time wedge" at the beginning of history.
  158. By embedding a shard of an entity with the power of Time Travel into their subjects, "Sumizuka" is able to trace back "the genetic information of the spirit", so to speak, engraved in the human soul. Using this extracted information, they administer "Aeon", which mutates the body and spirit, transforming the subject into an Adapter.
  159. The documents even stated that there were rare cases in which those who underwent the surgery became Espers instead of Adapters. There are various theories for this, such as the subject having a genetic ancestor who was previously an Esper in the distant past, or that the psychic power to see the future was influenced and awakened by the power of time.
  160. There are many theories and suspicions about Sumizuka, but none were ever proven by reliable evidence.
  161. What's certain is that the number of Espers and Adapters has rapidly risen since purgatory night. The Mage's Association and Special Provisions Department speculate that Sumizuka has been behind these events, and they are becoming increasingly vigilant.
  162.  
  163.  
  164. ================================================================================
  165. Super God Evolve -- Additional Rules and Personality [XXXB]
  166. ================================================================================
  167. <<Apport>> and <<Aura Barter>>
  168. Here are additional rules on how to use <<Abort>> (→p18 of this book) and <<Aura Barter>> (→p025 of this book).
  169.  
  170. About [Install] details
  171. For example, if the user is in square A1 and the target is in square A4, then [Install] the user into square A4 and the target into square A1.
  172.  
  173. About Damage Calculation
  174. If both the user and the target receive [Damage] at the same time during an [Attack Action] with [Target: x# - Area - Combat Zone], the user makes a [Reactive Check] against the [Attack Action] made against both themselves and the target. If the check is a failure the user takes both sets of damage.
  175.  
  176. Additionally, when the [Attack Action] is a [Critical], a [Reactive Check] may not be performed at all (→pxx Core Book).
  177.  
  178. Same [Timing] priority
  179. If you need to decide on the order of Talents and other effects that are declared on the same [Timing], apply the following rules:
  180.  
  181. [Timing: Unique]: apply effects in reverse order from the most recently-declared [Timing: Unique].
  182.  
  183. Crest Form (1d6)
  184. These tables determine the form or pattern taken by a PC's crest, according to their [Main] [Style].
  185.  
  186. Aura Breaker (1d6) Treasure Hunter (1d6) Enigmatic (1d6)
  187.  
  188. 1. The Sun 1. Jewels 1. Genie
  189. 2. Hands 2. Crown 2. Magic Word
  190. 3. Meteor 3. Pendant 3. Stars
  191. 4. Beast 4. Bracelet 4. Cane
  192. 5. Wings 5. King 5. Ring
  193. 6. Flames 6. Bird 6. Magic Circle
  194.  
  195.  
  196. [Race: Esper] Background Table (d66)
  197.  
  198. This table determines the background for how [Esper] PCs became a godhunter.
  199.  
  200. 11~14: Wandered between life and death
  201. 15~22: Through the use of special drugs
  202. 23~32: Due to the interference of other [Espers]
  203. 33~36: Through extreme anger
  204. 41~44: Becoming a test subject
  205. 45~52: As a result of a fierce battle
  206. 53-56: Unknown Cause
  207. 61-66: Manifested at birth
  208.  
  209. [Race: Adapter] Background Table (d66)
  210.  
  211. This table determines the background for how [Adapter] PCs became a godhunter.
  212.  
  213. 11~14: Becoming a test subject
  214. 15~22: Through the use of special drugs
  215. 23~32: Voluntarily underwent modifications
  216. 33~36: Forcibly underwent modifications
  217. 41~44: Created as a weapon
  218. 45~52: Due to the interference of other [Adapters]
  219. 53-56: Manifested at birth
  220. 61-66: Through a transplant with another body
  221.  
  222.  
  223. ================================================================================
  224. Super God Evolve -- Common Talents [XXXC]
  225. ================================================================================
  226. In this section can be found additional Common Talents. Common Talents may be acquired regardless of [Style].
  227.  
  228. [Common Style] <<Detective God-Eye>>
  229. Timing : Start
  230. Range : User
  231. Target : User
  232. Cost : None
  233. *By using a special divine eye technique, you attempt a second time to identify enemies who could not be identified at the start of battle.*
  234. Unique Effect. The target may perform [Maneuver: Identify ({Intellect} check)] against [Range: Combat Zone / Target: 1#].
  235.  
  236. [Common Style] <<Point Blank Attack>>
  237. Timing : Unique
  238. Range : Engaged
  239. Target : 1#
  240. Cost : [O]
  241. *By narrowing your focus to a very close range, you deliver a reckless block that momentarily halves physical and magical defenses.*
  242. Use on Damage Reduction. [Halve] the target's [Armor] and [Barrier]. This Talent may be used once per session.
  243.  
  244. [Common Style] <<Forward Strike>>
  245. Timing : Unique
  246. Range : User
  247. Target : User
  248. Cost : None
  249. *You make a strong strike while in an unfavorable position, such as flying through the air or rolling forward, to inflict additional damage on your opponent.*
  250. Use on Damage Calculation. The target gains a +5 modifier to [Damage], then gains [Shift: Fallen]. This Talent may be used once per round (or scene).
  251.  
  252. [Common Style] ● <<Decisive Action>>
  253. Timing : Unique
  254. Range : User
  255. Target : User
  256. Cost : None
  257. *By moving so rapidly it leaves an afterimage, you can ignore an opponent's engagements.*
  258. Unique Effect. Use when the target declares a [Combat Move]. The target may ignore [Engagements] during the [Combat Move]. This Talent may be used once per combat (or scene).
  259.  
  260.  
  261. [Common Style] ● <<Concentrated Damaging Strike>>
  262. Timing : Unique
  263. Range : User
  264. Target : User
  265. Cost : None
  266. *By concentrating on a single weak point on an enemy, you raise the effectiveness of your attack.*
  267. Use while Active. The target changes an [Attack Action] with [Target: 2#+] (including [Area - Combat Zone) to [Target: 1#], and gains +1 [Rank] on [Damage Calculation]. This Talent may be used once per round (or scene).
  268.  
  269. [Common Style] ● <<Sure Shot>>
  270. Timing : Unique
  271. Range : User
  272. Target : User
  273. Cost : None
  274. *You can use one-handed weapons quickly and skillfully enough to ensure you pierce the enemy's weak spots.*
  275. Use on Damage Calculation. <<One-Handed Weapon Master>> required. While the target has only one [Item: Weapon / Form: One Hand] (Not including [Form: Switch Hand] equipped, they gain a +[Any one of the user's {Main Stats}] modifier to [Damage Calculation]. This Talent may be used once per combat (or scene).
  276.  
  277. [Common Style] ● <<Experienced Hero>>
  278. Timing : Constant
  279. Range : User
  280. Target : User
  281. Cost : None
  282. *As a supernatural hunter, you have accumulated great experience and have great vitality.*
  283. Passive Effect. <<Strength in Pain>> required. When calculating their {HP}, the target calculates using "[World Influence LV] x5" instead of "[World Influence LV] x3". If <<Combat Expertise>> has been acquired, the target instead calculates using "[World Influence LV] x7".
  284.  
  285. ================================================================================
  286. Super God Evolve -- Esper (Race) [XXXD]
  287. ================================================================================
  288. ●◎※
  289.  
  290. Introduction
  291. ----------------------------------------
  292. A user of psychic powers that very rarely appear within humans. These powers can manifest from birth, due to accidents, or by rigorous training, unlike beings that have been empowered by the connection to gods and the divine. Although they look no different to ordinary humans, when using their racial Talents, their eyes shine with light and a high-pitched resonant sound fills the air.
  293.  
  294.  
  295. Racial Bonus
  296. ----------------------------------------
  297. [New Human]: You are able to acquire Esper Racial Talents. Additionally, you are able to [Equip] [Restrict: Esper] [Items].
  298.  
  299.  
  300. Stat Types S A I W L
  301. +---------+---+---+---+---+---+
  302. | Martial | 5 | 4 | 1 | 3 | 2 |
  303. | Utility | 4 | 3 | 3 | 2 | 3 |
  304. | Arcane | 1 | 2 | 4 | 5 | 3 |
  305. +---------+---+---+---+---+---+
  306.  
  307. [Esper] <<Levitate>>
  308. Timing : Start
  309. Range : User
  310. Target : User
  311. Cost : [E]
  312. *By using your telekinesis, you are able to fly about in the sky for a small period of time.*
  313. Unique Effect. The target gains [Shift: Flight] until [Timing: End] of the round (or scene).
  314.  
  315. [Esper] <<Psychic Blast>>
  316. Timing : Attack
  317. Range : 5 Sq.
  318. Target : Area
  319. Cost : [Steps]
  320. *Using your telekinesis, you create flames, lightning, or frost, and launch them at the same moment you attack.*
  321. Use While Active. The user specifies one [Element] when acquiring <<Psychic Blast>> (Hereafter, the specified [Element] is called [Origin Element F]). Make an [Attack Action] bestowed with [Origin Element F], and gain an effect according to the following:
  322. [Physical Attack]: The user gains +1 [Rank].
  323. [Magical Attack]: Inflict [Rank: 2] [Magical Damage] on the target (Resist [Halves]).
  324.  
  325. [Esper] <<Hypnosis>>
  326. Timing : Attack
  327. Range : Other
  328. Target : Other
  329. Cost : [O]
  330. *By using telepathy, you implant false memories into the general public to make them forget certain events.*
  331. Unique Effect. May only be used [Out of Combat]. The user may alter or erase the thoughts and memories of Innocents in the [Scene] (the GM decides the details).
  332.  
  333. [Esper] <<Apport>>
  334. Timing : Unique
  335. Range : 7 Sq.
  336. Target : 1#
  337. Cost : [O]
  338. *By using strong telekinesis, instead of pulling the target towards you, instead you teleport to their position.*
  339. Unique Effect. May only be used in [Combat]. Use before the target makes a [Reactive Check]. The user [Installs] by swapping their position with the target, ignoring [Engagements]. Afterwards, the target of the [Attack Action] becomes the user, and the user makes the [Reactive Check] (→p16 for details). This Talent may be used once per round.
  340.  
  341. [Esper] <<Psychokinesis>>
  342. Timing : Unique
  343. Range : User
  344. Target : User
  345. Cost : [E]
  346. *By concentrating your telekinesis on a single point, you can levitate objects that ordinary people are unable to lift, or perform precision work with ease.*
  347. Use On {Strength} or {Agility} Checks. The target succeeds at the {Strength} or {Agility} check regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to any value. This Talent may be used twice per session.
  348.  
  349. [Esper] <<Psychometry>>
  350. Timing : Unique
  351. Range : User
  352. Target : User
  353. Cost : [E]
  354. *By touching an object or person, you are able to read their past memories or histories, and judge their abilities and favorable responses.*
  355. Use On {Intellect} or {Will} Checks. The target succeeds at the {Intellect} or {Will} check regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to any value. This Talent may be used twice per session.
  356.  
  357. [Esper] <<Long Teleport>>
  358. Timing : Unique
  359. Range : User
  360. Target : User
  361. Cost : None
  362. *By using concentrated telekinesis, you can twist space to instantly transfer over long distances.*
  363. Use On [Appearance Checks]. The target succeeds at the [Appearance Check] regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to any value. This Talent may only be used 3 times per session.
  364.  
  365. [Esper] <<Telepathy>>
  366. Timing : Constant
  367. Range : User
  368. Target : User
  369. Cost : None
  370. *Through your connection to others. you are able to communicate across great distances and even through spirit barriers.*
  371. Passive Effect. The target gains a +1 modifier to [Active Checks]. Additionally, the target may speak with one PC who shares a [Bond] with the user, regardless of whether or not they are [Appearing] (the GM may decide if it is possible to communicate). When the conversation takes place, [Information] may be shared between PCs if there is a mutual agreement.
  372.  
  373. [Esper] ● <<Short Teleport>>
  374. Timing : Start
  375. Range : User
  376. Target : User
  377. Cost : [E]
  378. *You quickly teleport over short distances by carefully manipulating a vast amount of telekinetic power.*
  379. Unique Effect. <<Long Teleport>> Required. The target [Installs] up to 7 Sq away. This Talent may be used once per round (or scene).
  380.  
  381. [Esper] ● <<Psychic Destruction>>
  382. Timing : Attack
  383. Range : 7 Sq.
  384. Target : 1#
  385. Cost : [O, O]
  386. *Turning your telekinesis into raw destructive energy, you unleash it through thoughts or weapons to crush your opponents.*
  387. Use while Active. <<Psychokinesis>> required. Perform an [Attack Action] on the target and gain an effect according to the following:
  388. [Physical Attack]: the user gains +2 [Rank]
  389. [Magical Attack]: Inflict [Rank: 3] [Magical Damage] on the target (Resist [Halves]).
  390.  
  391. [Esper] ● <<Asport>>
  392. Timing : Unique
  393. Range : User
  394. Target : User
  395. Cost : [E]
  396. *By using condensed telekinesis, objects in sight disappear or a target is instantly killed.*
  397. Use on Damage Reduction. <<Apport>> Required. The target gains the effect of either ① or ②. This Talent may be used once per combat (or scene).
  398. ①: Destroy one [Obstacle] in the [Combat Zone].
  399. ②: Roll 1d6, and if the result is anything other than a "1" or "2", then apply [Shift: Dead] to a non-[Boss - Aramitama] [Mononoke] that does not have "x#" in the name.
  400.  
  401. [Esper] ● <<Reading>>
  402. Timing : Unique
  403. Range : User
  404. Target : User
  405. Cost : [O]
  406. *Using telepathy to instantly read your opponent's mind, you are able to avoid their attack before they make it.*
  407. Use on {Resist} check. <<Telepathy>> Required. 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).
  408.  
  409. [Esper] ● <<Extrasensory>>
  410. Timing : Constant
  411. Range : User
  412. Target : User
  413. Cost : None
  414. *By mastering the use of telepathy, you can perceive a wider range than your field of vision allows and see things your eyes cannot.*
  415. Passive Effect. <<Psychometry>> Required. The target gains +2 to [Active Checks], always has [Remove: Darkness], and doesn't take [Dark Place] penalties. In addition, the user may make [Physical Attacks] with [Target: x#] against targets with [Shift: Hidden], and gains +10 to [Opposed Checks] made for [Maneuver: Concealment] to remove [Shift: Hidden].
  416.  
  417. [Esper] ● <<Prescience>>
  418. Timing : Unique
  419. Range : Combat Zone
  420. Target : 1#
  421. Cost : [E]
  422. *By focusing your mind, you can predict a few seconds into the future, thus avoiding an attack.*
  423. Unique Effect. <<Extrasensory>> Required. User after an [Opposed Check] with the target. The user swaps the result of their check with the target. This Talent may be used once per session.
  424.  
  425.  
  426. ================================================================================
  427. Super God Evolve -- Adapter (Race) [XXXE]
  428. ================================================================================
  429. ●◎※
  430.  
  431. Introduction
  432. ----------------------------------------
  433. An artificial superhuman created in secret by a company involved with the supernatural - that is an Adapter. By transplanting a special shard into one of the seven meridians (chakras) within the human body, they draw out spiritual power and genetic information that allows the human body to transform into a beast. Their appearance is ordinarily no different to a regular human, but when using their racial talents, certain body parts will take the form of a beast or insect for a short period of time
  434.  
  435.  
  436. Racial Bonus
  437. ----------------------------------------
  438. [Meridian Remodeling]: You are able to acquire Adapter Racial Talents. Also, you are able to [Equip] [Restrict: Adapter] [Items], and change your class to one of [Class: Beast - Insect - Plant].
  439.  
  440.  
  441. Stat Types S A I W L
  442. +---------+---+---+---+---+---+
  443. | Martial | 6 | 4 | 1 | 2 | 2 |
  444. | Utility | 4 | 3 | 4 | 1 | 3 |
  445. | Arcane | 1 | 4 | 6 | 2 | 2 |
  446. +---------+---+---+---+---+---+
  447.  
  448. [Adapter] <<Combat Form>>
  449. Timing : Start
  450. Range : User
  451. Target : User
  452. Cost : [Doubles]
  453. *Drawing on genetic information from insects, beasts, or dinosaurs buried deep within, you transform into a form suitable for combat against Awakened, changing your limbs or entire body into a weapon.*
  454. Unique Effect. For the rest of the combat, the target gains +1 [Rank] at [Damage Calculation].
  455.  
  456. [Adapter] <<Demonic Roar>>
  457. Timing : Prep
  458. Range : User
  459. Target : User
  460. Cost : None
  461. *Unleash a spirit-laden roar to cow your opponents.*
  462. Unique effect. The target gains +1 to [Active Checks].
  463.  
  464. [Adapter] <<Overwhelming Hunger>>
  465. Timing : Attack
  466. Range : 5 Sq.
  467. Target : 1#
  468. Cost : [Steps]
  469. *You launch a large chunk of flesh from your own body at high speed, equipped with huge jaws, scales, or sharpened spines, that devours your opponent with the momentum.*
  470. Use When Active. Make an [Attack Action] against the [Target]. The user gains an effect according to the following.
  471. [Physical Attack]: The user gains +1 [Physical Rank].
  472. [Magical Attack]: Inflict [Rank: 2] [Magical Damage] to the target (Resist [Halves]).
  473.  
  474. [Adapter] <<Grotesque Locomotion>>
  475. Timing : Unique
  476. Range : User
  477. Target : User
  478. Cost : [O]
  479. *As you begin to move, your lower body shifts into the form of a beast, spider, or similar, and you kick off the ground forcefully to launch rapidly into action.*
  480. Unique effect. Unique Effect. Use after the target uses a [Timing: Prep] Talent. The target gains the effect of either ① or ②. This Talent may be used once per round (or scene).
  481. ① The target gains [Shift: Assault].
  482. ② The target may move up to 5 Sq., ignoring [Engagements].
  483.  
  484. [Adapter] <<Unleashed Physical Ability>>
  485. Timing : Unique
  486. Range : User
  487. Target : User
  488. Cost : [E]
  489. *Transform your genes to gain superhuman strength and athletic ability.*
  490. Use On {Strength} or {Agility} Checks. The target succeeds at the {Strength} or {Agility} check regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to any value. This Talent may be used twice per session.
  491.  
  492.  
  493. [Adapter] <<Shell Expansion>>
  494. Timing : Unique
  495. Range : User
  496. Target : User
  497. Cost : [E]
  498. *You transform your skin or hair into a shell like that of an insect or crustacean, dramatically increasing your physical defenses for a moment.*
  499. Use On Damage Reduction. The target gains a +5 modifier to [Armor]. This Talent may be used once per round (or scene).
  500.  
  501. [Adapter] <<Complete Metamorphosis>>
  502. Timing : Constant
  503. Range : User
  504. Target : User
  505. Cost : None
  506. *You are capable of inundating your meridians in spiritual power to completely alter your cells and take on the appearance of another.*
  507. Passive Effect. The target gains a +5 modifier to {HP}. Additionally, the target transforms into any figure they have previously seen for the rest of the scene (treat as [Maneuver: Disguise / Result: 20], or gain +10 to the result of a [Maneuver: Disguise] Check).
  508.  
  509. [Adapter] <<Inner Beast>>
  510. Timing : Constant
  511. Range : User
  512. Target : User
  513. Cost : None
  514. *You possess toughness and physical ability that far outstrips ordinary humans.*
  515. Unique effect. The target gains a +5 modifier to {HP}. Additionally, the target gains +1 modifier to {Strength} or {Agility} checks.
  516.  
  517. [Adapter] ● <<Rampaging Meridians>>
  518. Timing : Start
  519. Range : User
  520. Target : User
  521. Cost : None
  522. *Let the meridians within your body run wild in order to power your abilities and techniques up with a torrent of uncontrollable spirit energy.*
  523. Effect: Unique effect. <<Unleashed Physical Ability>> required. The user changes three [Spirit Die] into [Overflow]. This Talent can be used only once per session.
  524.  
  525. [Adapter] ● <<Flesh Eater>>
  526. Timing : Unique
  527. Range : User
  528. Target : User
  529. Cost : [E]
  530. *The instant that you receive an attack, countless snake or insect heads grow from the affected area and bite at your opponent.*
  531. Unique Effect. Requires <<Inner Beast>>. Use On [Damage Reduction]. The target may make one [Weapon Attack]. This Talent may be used once per round (or scene).
  532.  
  533. [Adapter] ● <<Meridian Regeneration>>
  534. Timing : Unique
  535. Range : User
  536. Target : User
  537. Cost : None
  538. *Circulate spiritual power through your meridians in order to heal your injuries at a supernatural speed.*
  539. Effect: Use On [Damage Reduction]. <<Complete Metamorphosis>> required. The target may spend up to 4 of any [Spirit Dice] (Overflow is unusable) when activating this talent. After that, the target recovers HP equal to [(Number of Dice Spent expended) x 15 (Max 60)]. This Talent may be used once per round (or scene).
  540.  
  541. [Adapter] ● <<Evolved Form>>
  542. Timing : Constant
  543. Range : User
  544. Target : User
  545. Cost : None
  546. *Your combat form has evolved even further, now adorned by a myriad of shells, horns, spines, or more, each of which has strength surpassing steel.*
  547. Passive Effect. <<Combat Form>> Required. While the target is under the effect of <<Combat Form>>, they gain a +5 modifier to [Armor] and [Barrier].
  548.  
  549. [Adapter] ● <<Demonic Advent>>
  550. Timing : Constant
  551. Range : User
  552. Target : User
  553. Cost : None
  554. *By roaring or using another signal, you stimulate all of the cells in your into hyperactivity, enhancing your combat ability.*
  555. Passive Effect. <<Demonic Roar>> required. The target gains a +5 modifier to {HP}. Additionally, whenever the target uses a [Timing: Prep] talent, they gain a +1 modifier to [Rank] at [Damage Calculation] until [Timing: End] of the round.
  556.  
  557. [Adapter] ● <<Crustacean>>
  558. Timing : Unique
  559. Range : User
  560. Target : User
  561. Cost : None
  562. *You are particularly talented at shell creation, allowing you to dramatically increase your defenses while deploying stronger shells and scales.*
  563. Passive Effect. <<Shell Expansion>> required. Change the effect of <<Shell Expansion>> to "The target gains a +10 modifier to [Armor]. This Talent may be used twice per round (or scene)."
  564.  
  565. ================================================================================
  566. Super God Evolve -- Esper Extended Talents [XXXF]
  567. ================================================================================
  568. [Esper] <<Healing>>
  569. Timing : Attack
  570. Range : Engaged
  571. Target : 1#
  572. Cost : [Doubles]
  573. *By touching the wounds of another, you can use your powers to interfere with their spiritual energy and speed up metabolism to heal the wound.*
  574. Magical Attack. The target [Recovers] [Rank: 3] magical damage.
  575.  
  576. [Esper] <<Thoughtography>>
  577. Timing : Attack
  578. Range : Other
  579. Target : Other
  580. Cost : [Steps]
  581. *By using telekinesis, you can interfere with mobile devices, cameras, and even the thoughts of others to extract information.*
  582. Unique Effect. Only usable [Out of Combat]. The target gains the effect of either ① or ②. This Talent may be used once per session.
  583. ①: Gain [Information] regardless of the outcome of the roll.
  584. ②: Succeed at a [Sense (Luck)] check to discover a [Distortion] regardless of the outcome of the roll (Treat as having succeeded at the higher [Target Number]).
  585.  
  586. [Esper] <<Psychic Shield>>
  587. Timing : Defense
  588. Range : 7 Sq.
  589. Target : 1#
  590. Cost : [O]
  591. *Using your telekinesis, you interfere with attacks made against allies to reduce their power.*
  592. Use on Damage Reduction. The target reduces [Damage] by 3. This Talent does not spend [Timing: Defense].
  593.  
  594. [Esper] ● <<Empath>>
  595. Timing : Start
  596. Range : Combat Zone
  597. Target : Combat Zone
  598. Cost : [E]
  599. *You use your telekinesis to interact with the surrounding spirit energy and raise the defensive ability of all your allies.*
  600. Unique Effect. <<Hypnosis>> Required. The target gains +2 to [Reactive Checks] and a +3 modifier to [Armor] and [Barrier]. This Talent may only be used once per round (or scene).
  601.  
  602. [Esper] ● <<Psychic Barrier>>
  603. Timing : Unique
  604. Range : User
  605. Target : User
  606. Cost : [Steps]
  607. *You use telekinesis to interfere with long-range attacks, rapidly diminishing their power.*
  608. Use on Damage Reduction. <<Psychic Shield>> Required. The target [Halves] [Damage] they take from targets other than [Range: Engaged]. This Talent may only be used once per round (or scene).
  609.  
  610. [Esper] ● <<Spiritual Therapy>>
  611. Timing : Constant
  612. Range : User
  613. Target : User
  614. Cost : None
  615. *By specializing in the healing effects of telekinesis, you can use enhanced recovery techniques.*
  616. Passive Effect. <<Healing>> Required. When the target uses <<Healing>>, add the following effect: "The target [Recovers] {HP] equal to [Any one of the user's {Main Stats}], and may remove one [Negative Shift] other than [Downed - Taken Out - Dead].
  617.  
  618. [Esper] ● <<Psychic Field>>
  619. Timing : Constant
  620. Range : User
  621. Target : User
  622. Cost : None
  623. *By mastering the use of telekinesis, you can constantly deploy a force field around yourself and improve your defensive ability.*
  624. Passive Effect. <<Psychic Shield>> Required. When using <<Psychic Shield>> or <<Psychic Barrier>>, the target treats 1 portion of the [Cost] as though it were already paid. Additionally, change the effect of <<Psychic Shield>> to "Use on Damage Reduction. The target reduces damage by 5. This Talent does not spend [Timing: Defense]."
  625.  
  626.  
  627. ================================================================================
  628. Super God Evolve -- Adapter Extended Talents [XXXG]
  629. ================================================================================
  630.  
  631. [Adapter] <<Poison Generation>>
  632. Timing : Defense
  633. Range : User
  634. Target : User
  635. Cost : [O]
  636. *You are capable of producing highly toxic bodily fluids, which can be injected into opponents at the same time they attack.*
  637. Use On [Damage Reduction]. [Range: 5 Sq. / Target: 1#] who inflicted [Damage] on the target gains [Shift: Poison] (Result: 22 / Rating: 10).
  638.  
  639. [Adapter] <<Compound Eyes>>
  640. Timing : Constant
  641. Range : User
  642. Target : User
  643. Cost : None
  644. *Whether it's by altering your own eyes, or by making insectoid compound eyes appear across your body, you gain supernatural vision.*
  645. Passive Effect. The target gains +1 to [Active Checks], always has [Remove: Darkness], and doesn't take [Dark Place] penalties.
  646.  
  647. [Adapter] <<Mutant Movement>>
  648. Timing : Constant
  649. Range : User
  650. Target : User
  651. Cost : None
  652. *Transform your body and limbs into those of any living creature, and freely traverse walls and ceilings with claws, suction cups, or other features.*
  653. Passive Effect. When the target [Climbs], they succeed at the [Check] regardless of the outcome of the [Roll]. Also, the target ignores [Engagements] when making [Combat Moves].
  654.  
  655. [Adapter] ● <<Hormone Control>>
  656. Timing : Unique
  657. Range : User
  658. Target : User
  659. Cost : [O]
  660. *Instantly eliminate pain or poisons by manipulating chemicals and hormones produced in your brain.*
  661. Unique Effect. <<Poison Generation>> required. Use at Any Time. The target [Recovers] 5 HP. Additionally, the [Target] may [Remove] a negative shift other than [Shift: Downed, Taken Out, Dead]. This talent is usable once per round (or scene).
  662.  
  663. [Adapter] ● <<Tentacle Sweep>>
  664. Timing : Unique
  665. Range : Combat Zone
  666. Target : 1#
  667. Cost : [O]
  668. *Eject numerous fanged tentacles from any part of your body to hinder an opponent's evasion. These appendages are difficult to control, however, and nonhuman senses are required for accurate use.*
  669. Use on Reactive Check. <<Compound Eyes>> required. The target takes a -10 penalty to the [Reactive Check]. This talent may only be used once per session.
  670.  
  671. [Adapter] ● <<Anomalous Defense>>
  672. Timing : Unique
  673. Range : User
  674. Target : User
  675. Cost : [Steps]
  676. *By enlarging the limbs you use to block, or twisting your entire body into an odd shape, you drastically reduce the power of an attack.*
  677. Use On Damage Reduction. <<Mutant Movement>> required. The target [Halves] [Physical Damage] they take. If that damage is not bestowed with an element, they [Halve] it again (making it a quarter). This Talent may be used once per round.
  678.  
  679. [Adapter] ● <<Meridian Control>>
  680. Timing : Constant
  681. Range : User
  682. Target : User
  683. Cost : None
  684. *You have complete control over your meridians through a will of steel, allowing you to mutate your cells at will.*
  685. Passive Effect. <<Evolved Form>> Required. Each time the target uses a [Race: Adapter / Timing: Unique / Cost: X] Talent, they may treat one portion of the [Cost] as already paid.
  686.  
  687.  
  688. ================================================================================
  689. Super God Evolve -- Aura Breaker (Style) [XXXH]
  690. ================================================================================
  691. Characters with this Style as their Main are able to [Equip] [Items] with [Restrict: Martial] and [Restrict: Aura Breaker].
  692.  
  693. ACC EVA CNJ RES INS PD MD INI HP
  694. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  695. | 1 | 0 | 1 | 0 | 0 | 2 | 2 | 6 | 38 |
  696. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  697. Combat Modifiers (When Main)
  698.  
  699. Those who bear a shard of power from a crown, jewels, and royal treasures used by the gods as amplifiers or sources of spiritual power are known as "spirit amplifiers" - commonly called [Aura Breaker].
  700. Those who acquire the Style of Aura Breaker are able to circulate and amplify spiritual power within their body and convert it to pure destructive "ki". When using their techniques they emit a more intense spirit energy than usual, and their destructive power increases dramatically. They are terrifying users of "Ki", masters of telekinesis, and have superior strengthening techniques.
  701.  
  702.  
  703.  
  704. --------------------------------------------------------------------------------
  705. TYPE A
  706. This type is excellent at attacking. There are no limits on using [Aura Breaker: Type A] Talents.
  707. --------------------------------------------------------------------------------
  708. [Aura Breaker A] ※ <<Aura Bash>>
  709. Timing : Unique
  710. Range : User
  711. Target : User
  712. Cost : [4, 4]
  713. *When an attack lands, you release a burst of ki at the moment of impact, crushing the target with tremendous spiritual light.*
  714. Use on Damage Calculation. The target gains +2 [Rank]. This Talent may be used once per round (or scene).
  715.  
  716. [Aura Breaker A] <<Aura Rage>>
  717. Timing : Prep
  718. Range : User
  719. Target : User
  720. Cost : [4]
  721. *By circulating ki throughout your body, you are engulfed in a blue-white flame-like spiritual light, increasing the power of your techniques.*
  722. Unique Effect. The target gains +1 [Rank] on [Damage Calculation]. This Talent does not spend [Prep], but may only be used once per round (or scene).
  723.  
  724. [Aura Breaker A] <<Aura Ray>>
  725. Timing : Attack
  726. Range : 7 Sq.
  727. Target : 1#
  728. Cost : [Steps]
  729. *You focus pure destructive energy in your fingertips or palms and release it in a shot at an opponent.*
  730. Magical Attack. Inflict [Rank: 2] [Magical Damage] (Resist [Halves]). If the target has [Shift: Flight] or [Move: Fly], gain an additional +1 [Rank] (for a total of [Rank: 3]).
  731.  
  732. [Aura Breaker A] <<Aura Strike>>
  733. Timing : Attack
  734. Range : Item
  735. Target : 1#
  736. Cost : [4, 4]
  737. *By charging your attack with a vast amount of cultivated ki, you crush the enemy's defenses.*
  738. Physical Attack. The user gains +1 [Physical Rank] on [Damage Calculation], and the target cannot apply [Halve] effects on [Damage Reduction].
  739.  
  740. [Aura Breaker A] <<Aura Reflection>>
  741. Timing : Defense
  742. Range : User
  743. Target : User
  744. Cost : [Steps]
  745. *You flood power into your weapon or similar in order to intercept an attack, and deflect the incoming damage. *
  746. Use on Damage Reduction. The target gains a modifier to [Armor] equal to the [PD] or [MD] of one [Equipped] [Weapon].
  747.  
  748. [Aura Breaker A] <<Aura Boost>>
  749. Timing : Unique
  750. Range : Combat Zone
  751. Target : 1#
  752. Cost : [E]
  753. *You channel your ki towards an ally to boost the destructive power of their techniques.*
  754. Use on Damage Calculation. Targets other than the user gain +1 [Rank]. This Talent may be used once per round (or scene).
  755.  
  756. [Aura Breaker A] <<Aura Convert>>
  757. Timing : Constant
  758. Range : User
  759. Target : User
  760. Cost : None
  761. *You convert your own spiritual power into ki by using the ripples of energy that occur when using a technique.*
  762. Passive Effect. The target may change 1 [Spirit Dice] into [Overflow] when using a [Timing: Prep] Style Talent (Including [Timing: Prep / Unique]).
  763.  
  764. [Aura Breaker A] <<Aura Enhance>>
  765. Timing : Constant
  766. Range : User
  767. Target : User
  768. Cost : None
  769. *By strengthening the circulation of your ki, you enhance your own vitality while also making it easier to convert into destructive power.*
  770. Passive Effect. The target gains a +5 modifier to {HP}, and the target may use <<Aura Bash>> as though it were [Cost: Steps].
  771.  
  772. [Aura Breaker A] ● <<Aura Penetrate>>
  773. Timing : Unique
  774. Range : 7 Sq.
  775. Target : 1#
  776. Cost : [4]
  777. *You manipulate the release of ki to produce high-frequency wavelengths that pierces through armor like wood and barriers like paper.*
  778. Use on Damage Reduction. The target [Halves] their [Armor] or [Barrier]. This Talent may be used once per round (or scene).
  779.  
  780. [Aura Breaker A] ● <<Aura Defender>>
  781. Timing : Constant
  782. Range : User
  783. Target : User
  784. Cost : None
  785. *By enhancing the circulation of your ki you can boost your physical strength and reflexes, enhancing your defenses.*
  786. Passive effect. <<Aura Reflection>> Required. The target may use [Group: Martial / Timing: Defense] Style talents as though they were [Cost: E]. If it is already [Cost: E], then treat the cost as already paid.
  787.  
  788. [Aura Breaker A] ● <<Aura Control>>
  789. Timing : Constant
  790. Range : User
  791. Target : User
  792. Cost : None
  793. *You learn how to manipulate the ki circulating in your body in precise timing with your techniques, creating a unique spiritual wavelength.*
  794. Passive Effect. When the target uses a [Group: Martial / Timing: Prep - Unique] Style Talent, they may add or subtract 1 from the value of one of their [Spirit Dice] (cannot go above 6 or below 1).
  795.  
  796. [Aura Breaker A] ● <<Aura Focus>>
  797. Timing : Constant
  798. Range : User
  799. Target : User
  800. Cost : None
  801. *By learning how to efficiently focus your ki, you reduce the amount of power necessary to perform the technique.*
  802. Passive Effect. <<Aura Enhance>> Required. The target may use <<Aura Bash>> as though one portion of the cost has already been paid.
  803.  
  804. [Aura Breaker A] ◎ <<Aura Liberate>>
  805. Timing : Unique
  806. Range : User
  807. Target : User
  808. Cost : None
  809. *Through great skill at manipulating ki, you are capable of converting all the hidden spiritual power within your body to pure destruction.*
  810. Unique Effect. Use at Any Time. The target gains 1 [Overflow], and may convert 1~4 [Spirit Dice] into [Overflow]. This Talent may be used once per combat.
  811.  
  812. [Aura Breaker A] ◎ <<Aura Condense>>
  813. Timing : Unique
  814. Range : User
  815. Target : User
  816. Cost : None
  817. *By mastering the output of ki, you greatly increase the efficiency of conversion into destructive power.*
  818. Unique Effect. Use when the target is using a [Cost: 4, 4] Style Talent. The target gains a +[Any one of the user's {Main Stats}] modifier during [Damage Calculation]. This Talent may be used once per round (or scene).
  819.  
  820. [Aura Breaker A] <<Aura Extend>>
  821. Timing : Unique
  822. Range : User
  823. Target : User
  824. Cost : [4]
  825. *Pure destructive power is unleashed as you use your technique.*
  826. Unique Effect. Use before [Active Check]. Change the [Range] of a [Timing: Attack] Talent to [Combat Zone]. This Talent may be used once per round (or scene).
  827.  
  828. [Aura Breaker A] ● <<Aura Device>>
  829. Timing : Unique
  830. Range : Combat Zone
  831. Target : 1#
  832. Cost : None
  833. *By training your ki, you can amplify and instantly generate energy.*
  834. Unique Effect. Use at Any Time. The target gains 1 [Overflow]. This Talent may be used once per combat (or scene).
  835.  
  836. [Aura Breaker A] ● <<Aura Mail>>
  837. Timing : Unique
  838. Range : User
  839. Target : User
  840. Cost : None
  841. *By using a powerful shout to release ki, you offset the impact of magical attacks and abilities.*
  842. Use on Damage Reduction. The target gains a +10 modifier to [Barrier]. This Talent may be used once per round (or scene).
  843.  
  844.  
  845. [Aura Breaker A] ● <<Aura Buster>>
  846. Timing : Constant
  847. Range : User
  848. Target : User
  849. Cost : None
  850. *You learn a technique to cultivate a huge amount of ki, and are able to radiate destructive power in all directions.*
  851. Passive effect. <<Aura Convert>> Required. The target gains a +5 modifier to [Magical Damage]. Additionally, the target may change the [Target] of <<Aura Ray>> to [Area], and the effect to "Magical Attack. Inflict [Rank: 3] [Magical Damage] (Resist [Halves]). If the target has [Shift: Flight] or [Move: Fly], gain an additional +1 [Rank] (Total [Rank: 4]).
  852.  
  853.  
  854. [Aura Breaker A] ● <<Aura Refrain>>
  855. Timing : Constant
  856. Range : User
  857. Target : User
  858. Cost : None
  859. *You use a higher level ki control that imitates the wavelengths of spiritual power used for specific techniques, enabling them to be used repeatedly.*
  860. Passive Effect. The target is able to use [Group: Martial / Timing: Unique / Range: User / Target: User / Cost: None] Style Talents marked with ● with the effect "This Talent may be used once per round", one additional time per round.
  861.  
  862. [Aura Breaker A] ◎ <<Aura Traffic>>
  863. Timing : Constant
  864. Range : User
  865. Target : User
  866. Cost : None
  867. *By transforming your own soul into a central point for the cultivation of surrounding spirit energy, you gain great vitality and can instantly convert spirit energy into destructive power.*
  868. Passive Effect. The target gains a +10 modifier to {HP}. Additionally, the target may use <<Aura Bash>> one additional time per round, and change it to [Range: Combat Zone / Target: 1#].
  869.  
  870. [Aura Breaker A] ◎ <<Aura Master>>
  871. Timing : Constant
  872. Range : User
  873. Target : User
  874. Cost : None
  875. *You become the master of cultivating ki, and skilled in the use of all forms of secret techniques.*
  876. Passive Effect. <<Aura Liberate>> Required. The target may use ※ Talents as though one portion of the cost is already paid. If it is [Cost: None], instead add or subtract 1 from the value of two of their [Spirit Dice] (One dice may be adjusted by 2, cannot go above 6 or below 1).
  877.  
  878. --------------------------------------------------------------------------------
  879. TYPE B
  880. This type is excellent at defense and support. There are no limits on using [Aura Breaker: Type B] Talents.
  881. --------------------------------------------------------------------------------
  882. [Aura Breaker B] ※ <<Aura Wall>>
  883. Timing : Unique
  884. Range : User
  885. Target : User
  886. Cost : [4, 4]
  887. *You instantly deploy a cultivated ki and create a shining barrier to block enemy blows.*
  888. Use on Damage Reduction. The target [Halves] [Damage] they take. This Talent may be used once per round (or scene).
  889.  
  890. [Aura Breaker B] <<Aura Alter>>
  891. Timing : Attack
  892. Range : 7 Sq.
  893. Target : 1#
  894. Cost : [O]
  895. *By radiating your ki as spiritual light, you convert the target's spiritual power.*
  896. Magical Attack. The target changes 1 [Spirit Dice] into [Overflow] (Resist [Cancels]).
  897.  
  898. [Aura Breaker B] <<Aura Barter>>
  899. Timing : Unique
  900. Range : 7 Sq.
  901. Target : 1#
  902. Cost : [E]
  903. *You have mastered instantaneous movement using ki, and can swap positions with another.*
  904. Unique Effect. May only be used in [Combat]. Use before the target makes a [Reactive Check]. The user [Installs] by swapping their position with the target, ignoring [Engagements]. Afterwards, the target of the [Attack Action] becomes the user, and the user makes the [Reactive Check] (→p16 for details). This Talent may be used once per round.
  905.  
  906. [Aura Breaker B] <<Aura Response>>
  907. Timing : Unique
  908. Range : User
  909. Target : User
  910. Cost : [4]
  911. *At the moment you are attacked by an enemy, you circulate your own ki and automatically trigger an acquired technique.*
  912. Use on Damage Reduction. Change the [Range / Target] of one [Timing: Attack] Talent the user has acquired that does not deal [Damage] (<<Aura Alter>>, <<High Cure>>, etc), to [User / User] and use it immediately, treating the cost as though it has already been paid. This Talent may be used once per round (or scene).
  913.  
  914. [Aura Breaker B] <<Aura Counter>>
  915. Timing : Unique
  916. Range : User
  917. Target : User
  918. Cost : [4]
  919. *By circulating ki, you block the sensation of pain from taking a powerful attack and instantly counter.*
  920. Use on Damage Reduction. The target performs x1 [Weapon Attack]. This Talent may be used once per round.
  921.  
  922. [Aura Breaker B] <<Aura Vacuum>>
  923. Timing : Unique
  924. Range : Combat Zone
  925. Target : 1#
  926. Cost : [Steps]
  927. *You manipulate the ambient spiritual power in the air and draw it into yourself.*
  928. Use on Damage Reduction. Change the target of an [Attack Action] to [Target: 1#], and the user receives the [Damage] (treat as though the {Resist} check had failed). This Talent may be used once per round.
  929.  
  930. [Aura Breaker B] <<Selling Aura>>
  931. Timing : Constant
  932. Range : User
  933. Target : User
  934. Cost : None
  935. *You bolster your vitality and improve the efficiency of your spiritual power required to deploy barriers with ki.*
  936. Passive Effect. The target gains a +5 modifier to {HP}, and may use <<Aura Wall>> as though it were [Cost: Doubles].
  937.  
  938. [Aura Breaker B] <<Enchantment Aura>>
  939. Timing : Constant
  940. Range : User
  941. Target : User
  942. Cost : None
  943. *You improve the defensive effect of your protective regalia by imbuing it with ki.*
  944. Effect: Item. One item selected by the target gains a +5 modifier to [Armor].
  945.  
  946. [Aura Breaker B] ● <<Aura Cyclone>>
  947. Timing : Unique
  948. Range : User
  949. Target : User
  950. Cost : [4]
  951. *By deploying multiple shields of destructive energy and rotating them at high speed, you create an effective defense against long-range attacks.*
  952. Use on Damage Reduction. The target [Halves] [Damage] from targets other than [Range: Engaged]. This Talent may be used once per round (or scene).
  953.  
  954.  
  955. [Aura Breaker B] ● <<Optimal Aura>>
  956. Timing : Constant
  957. Range : User
  958. Target : User
  959. Cost : None
  960. *By optimizing the circulation of ki, you require less spiritual power to execute techniques, as well as strengthening your vitality.*
  961. Passive effect. The target gains a +5 modifier to {HP}. Additionally, the target may use <<Aura Wall>> as though one portion of the [Cost] has already been paid.
  962.  
  963. [Aura Breaker B] ● <<Pile Aura>>
  964. Timing : Constant
  965. Range : User
  966. Target : User
  967. Cost : None
  968. *By training to accumulate and cultivate excess ki within your body, you boost your vitality and can continuously deploy barriers of ki.*
  969. Passive Effect. The target gains a +5 modifier to {HP}, and may use <<Aura Wall>> one additional time per round.
  970.  
  971. [Aura Breaker B] ● <<Enhanced Aura>>
  972. Timing : Constant
  973. Range : User
  974. Target : User
  975. Cost : None
  976. *By infusing ki into your equipped armor, you can dramatically reinforce your body.*
  977. Passive effect. The target gains a +10 modifier to {HP}. Additionally, the target gains a modifier to {HP} equal to "Number of Talents with [Effect: Item]" x10 (maximum 30) that the target has already acquired.
  978.  
  979. [Aura Breaker B] ◎ <<Aura Revive>>
  980. Timing : Unique
  981. Range : User
  982. Target : User
  983. Cost : None
  984. *By concentrating the ki you have cultivated within your body, you can stand up even from fatal injuries and maintain your physical strength for a while longer.*
  985. Use on Damage Reduction. The target changes the [Damage] they take to 0, and sets their current {HP} to 10. This Talent may be used once per combat.
  986.  
  987. [Aura Breaker B] ◎ <<Aura Expert>>
  988. Timing : Constant
  989. Range : User
  990. Target : User
  991. Cost : None
  992. *By mastering the circulation and cultivation of ki, you achieve an extremely high threshold of vitality and tremendous efficiency when using spirit energy.*
  993. Passive Effect. The target gains a +10 modifier to {HP}. Additionally, the target may treat [Cost: 4, 4] Style Talents marked with ※ as though one portion of the cost has already been paid.
  994.  
  995. [Aura Breaker B] <<Aura Shoot>>
  996. Timing : Attack
  997. Range : 7 Sq.
  998. Target : 1#
  999. Cost : [Steps]
  1000. *You transform your ki into a hand-sized projectile of light, which strikes the target at high speed and explodes on impact.*
  1001. Physical Attack. The user gains +1 [Physical Rank] during [Damage Calculation].
  1002.  
  1003. [Aura Breaker B] ● <<Landing Aura>>
  1004. Timing : Unique
  1005. Range : User
  1006. Target : User
  1007. Cost : None
  1008. *When struck by a projectile, you dissipate the impact using your ki.*
  1009. Use on Damage Reduction. The target makes an [Appearance Check] and gains an effect based on the value of the [Check], according to the following. This Talent may be used once per round (or scene).
  1010. Check value 14 or less, or [Pomander] used: reduce [Damage] by 10.
  1011. Check value 15 to 24: reduce [Damage] by 20.
  1012. Check value 25 or higher, or <<Scion's Advent>> used: [Halve] [Damage].
  1013.  
  1014. [Aura Breaker B] ● <<Aura Shield>>
  1015. Timing : Unique
  1016. Range : Combat Zone
  1017. Target : 1#
  1018. Cost : [4]
  1019. *Reduce the power of attacks by deploying a ki shield in front of your allies.*
  1020. Use on Damage Reduction. The target reduces [Damage] by [Any one of the user's {Main Stats}]. This Talent may be used once per round (or scene).
  1021.  
  1022.  
  1023. [Aura Breaker B] ● <<Aura Explosion>>
  1024. Timing : Unique
  1025. Range : User
  1026. Target : User
  1027. Cost : [Steps]
  1028. *At the moment you are attacked, you explode your ki from within your body and blast away the surrounding enemies.*
  1029. Use on Damage Reduction. The user inflicts 40 [Magical Damage] against [Range: Engaged / Target: Area] (This damage is fixed and cannot be increased by using items, Talents, etc), and [Installs] each target that takes [Damage] up to 4 Sq away. This Talent may be used once per combat.
  1030.  
  1031.  
  1032. [Aura Breaker B] ● <<Aura Swing>>
  1033. Timing : Unique
  1034. Range : User
  1035. Target : User
  1036. Cost : [4]
  1037. *In the midst of an attack, you grab an opponent and carelessly toss them aside.*
  1038. Unique Effect. Use on Damage Calculation or Damage Reduction. [Install] [Range: Engaged / Target: 1#] that either performed [Damage Calculation], or received [Damage] from the user up to 7 Sq away, and they gain [Shift: Fallen]. This Talent may be used once per round (or scene).
  1039.  
  1040. [Aura Breaker B] ◎ <<Aura Dexterity>>
  1041. Timing : Constant
  1042. Range : User
  1043. Target : User
  1044. Cost : None
  1045. *By mastering a specific technique using ki, you achieve a synergistic effect between your vitality and spiritual circulation.*
  1046. Passive Effect. The target gains a +10 modifier to {HP}. Additionally, the target may use [Style: Aura Breaker / Timing: Unique / Cost: X] Style Talents as though they were [Cost: O].
  1047.  
  1048. [Aura Breaker B] ◎ <<Aura Disturb>>
  1049. Timing : Unique
  1050. Range : Combat Zone
  1051. Target : 1#
  1052. Cost : [4]
  1053. *At the instant an opponent tries to draw out the power of a regalia, you use a ki technique to extinguish its spiritual power.*
  1054. Unique Effect. Use when the target declares an [Additional Effect]. Cancel one [Additional Effect] declared by the target. This Talent may be used once per round (or scene).
  1055.  
  1056.  
  1057. ================================================================================
  1058. Super God Evolve -- Treasure Hunter (Style) [XXXI]
  1059. ================================================================================
  1060. Characters with this Style as their Main are able to [Equip] [Items] with [Restrict: Utility] and [Restrict: Treasure Hunter].
  1061.  
  1062. ACC EVA CNJ RES INS PD MD INI HP
  1063. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1064. | 0 | 1 | 0 | 1 | 1 | 2 | 2 | 7 | 35 |
  1065. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1066. Combat Modifiers (When Main)
  1067.  
  1068. Those who bear a shard of spiritual medicine or a sacred artifact that once held the power of the gods are referred to as "Ruins Explorers" - better known as the Style [Treasure Hunter].
  1069. Those with the Style [Treasure Hunter] are able to draw out vast amounts of power from items called spiritual materials or treasures, and will be able to control special effects and unleash strengthening powers. When they use these powers, roaring sounds and lightning bolts burst from the materials in their hands.
  1070. They are experienced explorers and ex-military personnel, or unique sorcerers and alchemists who specialize in drawing out the full power of materials.
  1071.  
  1072.  
  1073.  
  1074. --------------------------------------------------------------------------------
  1075. TYPE A
  1076. This type is excellent at attacking and gathering materials. There are no limits on using [Treasure Hunter: Type A] Talents.
  1077. --------------------------------------------------------------------------------
  1078.  
  1079. [Treasure Hunter A] ※ <<Mysterious Treasure>>
  1080. Timing : Unique
  1081. Range : User
  1082. Target : User
  1083. Cost : [Doubles]
  1084. *Withdraw a mystic treasure from your spirit barrier in preparation for battle.*
  1085. Unique Effect. Use at Any Time during [Combat]. The target immediately acquires and [Stores] one [Material / Name: Treasure / PD+2: 1000G (Potency: 2)]. All materials acquired through <<Mysterious Treasure>> are destroyed at the end of combat. This Talent may be used once per round, but cannot be used [Out of Combat].
  1086.  
  1087. [Treasure Hunter A] <<Anti-Mononoke Attack>>
  1088. Timing : Attack
  1089. Range : Item
  1090. Target : 1#
  1091. Cost : [E]
  1092. *Utilizing your experience as a treasure hunter, you perform an attack that is effective against mononoke.*
  1093. Physical Attack. The user gains +1 [Rank] at [Damage Calculation]. Additionally, if the target is a non-Boss [Mononoke], the user can expend 1 [Material] to gain a +10 modifier at [Damage Calculation].
  1094.  
  1095. [Treasure Hunter A] <<Anti-Aramitama Attack>>
  1096. Timing : Attack
  1097. Range : Item
  1098. Target : 1#
  1099. Cost : [O, 1]
  1100. *Utilizing a holy artifact, you make an attack particularly effective against unusual supernatural beings.*
  1101. Physical Attack. The user gains +2 [Rank] at [Damage Calculation]. Additionally, if the target is a Boss [Mononoke], the user can expend 1 [Material] to gain a +10 modifier at [Damage Calculation].
  1102.  
  1103. [Treasure Hunter A] <<Action Leap>> (Note: Action as in action movie)
  1104. Timing : Unique
  1105. Range : User
  1106. Target : User
  1107. Cost : [E]
  1108. *After taking damage, you make an extremely flashy jump to move out of range.*
  1109. Unique Effect. Use on [Damage Reduction]. The target [Installs] up to 4 squares away, ignoring [Engagements]. This talent is usable once per round (or scene).
  1110.  
  1111. [Treasure Hunter A] <<Shining Treasure>>
  1112. Timing : Unique
  1113. Range : Combat Zone
  1114. Target : 1#
  1115. Cost : [1]
  1116. *Fill a treasure with an excessive amount of spiritual energy in order to boost your target's power.*
  1117. Use On Check. The user expends 1 [Material], then the target gains a +[Potency of the expended Material] modifier to the result of that check. This talent is usable once per round (or scene).
  1118.  
  1119. [Treasure Hunter A] <<Intuitive Grasp>>
  1120. Timing : Prep
  1121. Range : Combat Zone
  1122. Target : Area
  1123. Cost : [O]
  1124. *Draw on your experiences as a treasure hunter to discern the abilities of an enemy.*
  1125. Unique Effect. The user may perform [Maneuver: Identify ({Intellect} check)] or an [Insight] [Check] on the [Target].
  1126. Note: The Talent does not specifically say so but I have to assume this means making an Insight check in place of an ID check
  1127.  
  1128. [Treasure Hunter A] <<Brilliant Taijutsu>>
  1129. Timing : Prep
  1130. Range : User
  1131. Target : User
  1132. Cost : [1]
  1133. *Using exquisite technique, you instantly escape an opponent's grasp and make use of a spell or elixir.*
  1134. Unique Effect. The target may [Install] themselves in a square up to 3 Sq away from their current square, then perform [Action 7: Use Item] (→Core p237) once.
  1135.  
  1136. [Treasure Hunter A] <<Survival>>
  1137. Timing : Constant
  1138. Range : User
  1139. Target : User
  1140. Cost : None
  1141. *Use your skill as a treasure hunter to adapt to any situation.*
  1142. Passive Effect. The target gains a +5 modifier to {HP}. Also, the target ignores all environmental penalties ("Dark Place", "Bad Footing", "Submerged", etc).
  1143.  
  1144. [Treasure Hunter A] ● <<Hunter's Assault>>
  1145. Timing : Attack
  1146. Range : Engaged
  1147. Target : 1#
  1148. Cost : [Doubles]
  1149. *Launch a powerful physical attack while simultaneously stripping materials from an opponent.*
  1150. Physical Attack. The user gains +3 [Physical Rank] at [Damage Calculation]. When the target that failed their [Reactive Check] is an NPC with [Materials], the user immediately rolls 2d6 to obtain [Materials] from them (If the target has been changed to 2 or more, select any 1 NPC to obtain [Materials] from). Note that this has no effect on the amount of materials the user receives after the battle. This Talent may be used once per combat (or scene).
  1151.  
  1152. [Treasure Hunter A] ● <<Protective Treasure>>
  1153. Timing : Unique
  1154. Range : Combat Zone
  1155. Target : 1#
  1156. Cost : None
  1157. *Fill a treasure with spiritual energy and throw it to an ally in order to remove a negative influence from an ally and bolster their power.*
  1158. Unique Effect. Usable at any time. The user expends 1 [Material], and the target changes 1 [Spirit Dice] into [Overflow]. Additionally, target may [Remove] a number of negative [Shifts] other than [Shift: Downed, Taken Out, Dead] equal to the [Potency] of the expended material. This Talent may be used once per round (or scene)
  1159.  
  1160. [Treasure Hunter A] ● <<Dazzling Treasure>>
  1161. Timing : Unique
  1162. Range : Combat Zone
  1163. Target : 1#
  1164. Cost : [1]
  1165. *By holding a treasure skywards and praising its power, you can grant an ally's technique a surge of spirit energy.*
  1166. Unique Effect. Use on Damage Calculation. <<Shining Treasure>> Required. The user may expend 1 [Material] to gain a modifier to [Damage Calculation] equal to +"[Potency of the expended Material] x 5". This Talent may be used once per round (or scene).
  1167.  
  1168. [Treasure Hunter A] ● <<Radiant Treasure>>
  1169. Timing : Unique
  1170. Range : Combat Zone
  1171. Target : 1#
  1172. Cost : [1]
  1173. *Fill a treasure with spiritual power and throw it to an ally, granting all of its spirit energy to them.*
  1174. Unique Effect. Use on Damage Calculation. <<Survival>> Required. The user may expend 1 [Material] to gain a modifier to [Rank] equal to +"[Potency of the expended Material]". This Talent may be used once per round (or scene).
  1175.  
  1176. [Treasure Hunter A] ◎ <<Greatest Treasure>>
  1177. Timing : Constant
  1178. Range : User
  1179. Target : User
  1180. Cost : None
  1181. *You've collected a huge number of treasures throughout your adventures and stored them in your spirit barrier.*
  1182. Passive Effect. Change the effect of the [Material] acquired via <<Mysterious Treasure>> to [Material / Name: Legendary Treasure / PD+3: 1000G (Potency: 3)]. Also, the target may use <<Mysterious Treasure>> as though it were [Cost: E].
  1183.  
  1184. [Treasure Hunter A] ◎ <<Master Adventurer>>
  1185. Timing : Constant
  1186. Range : User
  1187. Target : User
  1188. Cost : None
  1189. *Your many adventures as a treasure hunter have endowed you with extreme physical abilities.*
  1190. Passive Effect. When using [Timing: Attack] Style Talents, the target gains +1 [Rank] at [Damage Calculation]. Additionally, the target may create one additional [Material] when using <<Mysterious Treasure>>.
  1191.  
  1192. [Treasure Hunter A] <<Siege Breaker>>
  1193. Timing : Constant
  1194. Range : User
  1195. Target : User
  1196. Cost : None
  1197. *After preparing for an attack, moving, or using an item, use a physical technique to breakaway.*
  1198. Passive Effect. After spending [Timing: Prep], the target [Installs] themselves anywhere within 2 Sq. of their current square.
  1199.  
  1200. [Treasure Hunter A] ● <<Continuous Leaps>>
  1201. Timing : Unique
  1202. Range : Combat Zone
  1203. Target : 1#
  1204. Cost : [E]
  1205. *Jump repeatedly to bypass enemies and move a long distance in the blink of an eye.*
  1206. The user makes an [Appearance Check / TN: 15] (Pomanders cannot be used). On a success, the user may [Install] themselves into a square that will be [Engaged] with a [Mononoke] in the [Combat Zone]. This Talent may be used once per combat (or scene).
  1207.  
  1208. [Treasure Hunter A] ● <<High Spirits>>
  1209. Timing : Unique
  1210. Range : User
  1211. Target : User
  1212. Cost : None
  1213. *Uplift your spirit while launching an attack in order to project both your inner courage, and spirit energy.*
  1214. Use on Active Check. The target gains +2 to the [Check]. Additionally, the user gains 1 [Overflow]. This Talent may be used once per combat (or scene).
  1215.  
  1216. [Treasure Hunter A] ● <<Demon and God Dissection>>
  1217. Timing : Unique
  1218. Range : User
  1219. Target : User
  1220. Cost : None
  1221. *Uplift your spirit while launching an attack in order to project both your inner courage, and spirit energy.*
  1222. Unique Effect. <<Intuitive Grasp>> required. Use before or after the target acquires [Materials]. When the target obtains [Materials] from a [Mononoke], add +2 to the roll. This Talent may be used once per combat (or scene).
  1223.  
  1224. [Treasure Hunter A] ● <<Curse Perception>>
  1225. Timing : Unique
  1226. Range : User
  1227. Target : User
  1228. Cost : [1]
  1229. *Instantly detect the existence of nearby distortions and the trajectory of special attacks.*
  1230. Passive Effect. Use when performing {Luck} or {Insight} checks. The target gains a +5 modifier to the [Result] of {Luck} or {Insight} checks. This Talent may be used once per round (or scene).
  1231.  
  1232. [Treasure Hunter A] ◎ <<Motion Mastery>>
  1233. Timing : Constant
  1234. Range : User
  1235. Target : User
  1236. Cost : None
  1237. *You've improved your efficiency and become extremely skilled in physical techniques and arts through your experiences as a treasure hunter.*
  1238. Passive Effect. When using [Timing: Prep] Style Talents, the target may treat them as though one portion of the [Cost] has already been paid. Additionally, the target may use <<Mysterious Treasure>> one additional time per round.
  1239.  
  1240. [Treasure Hunter A] ◎ <<Peerless Accuracy>>
  1241. Timing : Constant
  1242. Range : User
  1243. Target : User
  1244. Cost : None
  1245. *By eliminating every wasted move, you can unleash physical attacks with unerring accuracy.*
  1246. Passive Effect. When using [Style: Treasure Hunter / Timing: Attack] Talents, the target may treat them as though one portion of the [Cost] has already been paid.
  1247.  
  1248.  
  1249. --------------------------------------------------------------------------------
  1250. TYPE B
  1251. This type is excellent at magical attacks and defense. There are no limits on using [Treasure Hunter: Type B] Talents.
  1252. --------------------------------------------------------------------------------
  1253.  
  1254. [Treasure Hunter B] ※ <<Legendary Treasure>>
  1255. Timing : Unique
  1256. Range : User
  1257. Target : User
  1258. Cost : [Steps]
  1259. *You pull a legendary treasure from your spirit barrier in preparation for combat.*
  1260. Unique Effect. Use at Any Time during [Combat]. The target immediately acquires and [Stores] one [Material / Name: Relic / MD+2: 1000G (Potency: 2)]. All materials acquired through <<Legendary Treasure>> are destroyed at the end of combat. This Talent may be used once per round, but cannot be used [Out of Combat].
  1261.  
  1262. [Treasure Hunter B] <<Treasure Sorcery>>
  1263. Timing : Attack
  1264. Range : 8 Sq.
  1265. Target : 1#
  1266. Cost : [E]
  1267. *Utilizing a special magic that uses a spiritual treasure as a power source, you perform a magic attack that is especially effective on mononoke.*
  1268. Inflict [Rank: 2] [Magical Damage] on the target (Resist Halves). Additionally, if the target is a non-Boss [Mononoke], the user can expend 1 [Material] to gain a +10 modifier at [Damage Calculation].
  1269.  
  1270. [Treasure Hunter B] <<Treasure Ritual>>
  1271. Timing : Attack
  1272. Range : 8 Sq.
  1273. Target : 1#
  1274. Cost : [E, 1]
  1275. *You perform an attack that is especially dangerous to peculiar supernatural beings by using a treasure as a power source.*
  1276. Inflict [Rank: 3] [Magical Damage] on the target (Resist Halves). Additionally, if the target is a [Boss], the user can expend 1 [Material] to gain a +10 modifier at [Damage Calculation].
  1277.  
  1278. [Treasure Hunter B] <<Identification>>
  1279. Timing : Unique
  1280. Range : Combat Zone
  1281. Target : 1#
  1282. Cost : [E]
  1283. *Utilizing your knowledge and experience, you immediately discern what kind of being has appeared.*
  1284. Unique Effect. Use at any time. The target may perform [Maneuver: Identify ({Intellect} check)].
  1285.  
  1286. [Treasure Hunter B] <<Discordant Treasure>>
  1287. Timing : Unique
  1288. Range : Combat Zone
  1289. Target : 1#
  1290. Cost : [1]
  1291. *Fill a treasure with an excessive amount of spiritual energy and detonate it near an opponent in order to interfere with their actions.*
  1292. Use On Check. The user expends 1 [Material], then the target gains a -[Potency of the expended Material] modifier to the result of that check. This Talent is usable once per round (or scene).
  1293.  
  1294. [Treasure Hunter B <<Treasure's Blessing>>
  1295. Timing : Unique
  1296. Range : Combat Zone
  1297. Target : 1#
  1298. Cost : [1]
  1299. *Transform a treasure into a spiritual shield in order to protect an ally.*
  1300. Use on Damage Reduction. The user may expend 1 [Material] to gain a modifier to [Armor] and [Barrier] equal to +"[Potency of the expended Material] x 5". This Talent may be used once per round (or scene).
  1301.  
  1302. [Treasure Hunter B] <<Tracking Proficiency>>
  1303. Timing : Constant
  1304. Range : User
  1305. Target : User
  1306. Cost : None
  1307. *You can identify various treasures based on your experiences, rather than actual knowledge.*
  1308. Passive Effect. The target gains a +2 modifier to {Initiative}. Also, the target may substitute {Intellect} in place of {Agility} when making [Tracking] checks, treating the result of the former as though it were the latter.
  1309.  
  1310. [Treasure Hunter B] <<Plunderer>>
  1311. Timing : Constant
  1312. Range : User
  1313. Target : User
  1314. Cost : None
  1315. *Your skills as a treasure hunter enable you to increase your probability of acquiring materials.*
  1316. Passive Effect. The target gains a +1 modifier to [Active Checks]. Also, whenever the target acquires [Materials] from a [Mononoke], they gain a +1 modifier to the acquisition roll.
  1317.  
  1318. [Treasure Hunter B] ● <<Pillaging Spell>>
  1319. Timing : Attack
  1320. Range : 5 Sq.
  1321. Target : 1#
  1322. Cost : [Steps]
  1323. *A special spell that strips an opponent of their materials.*
  1324. Magical Attack. Inflict [Rank: 4] [Magical Damage] on the target (Resist Halves). When the target that failed their [Reactive Check] is an NPC with [Materials], the user immediately rolls 2d6 to obtain [Materials] from them (If the target has been changed to 2 or more, select any 1 NPC to obtain [Materials] from). Note that this has no effect on the amount of materials the user receives after the battle. This Talent may be used once per combat (or scene).
  1325.  
  1326. [Treasure Hunter B] ● <<Treasure of Life>>
  1327. Timing : Unique
  1328. Range : User
  1329. Target : User
  1330. Cost : None
  1331. *The moment you're injured, you trigger a regenerative effect using the power of a treasure to heal your wounds.*
  1332. Use on Damage Reduction. <<Tracking Proficiency>> Required. The user expends 1 [Material], then [Recovers] HP equal to "[Potency of the expended Material] x 10". This Talent may be used once per combat (or scene).
  1333.  
  1334. [Treasure Hunter B] ● <<Treasure Extension>>
  1335. Timing : Unique
  1336. Range : Combat Zone
  1337. Target : 1#
  1338. Cost : [1]
  1339. *By expending all of the energy in a treasure, you forcibly extend the range of a technique.*
  1340. Use on Active Check. The user may expend 1 [Material] to gain a modifier to [Range] equal to +"[Potency of the expended Material]" (If [Engaged], it becomes 2 Sq.; if [Charge 2 Sq] it becomes [Charge 4 Sq]). This Talent may be used once per round (or scene).
  1341.  
  1342. [Treasure Hunter B] ● <<Treasure Expansion>>
  1343. Timing : Unique
  1344. Range : Combat Zone
  1345. Target : 1#
  1346. Cost : [1]
  1347. *By expending all of the energy in a treasure, you forcibly expand the scope of a technique.*
  1348. Use when the target declares a talent. The user may expend 1 [Material] to gain a modifier to [Target] equal to +"[Potency of the expended Material]". This talent has no effects on [Target: Area / Combat Zone]. This Talent may be used once per round (or scene).
  1349.  
  1350. [Treasure Hunter B] ◎ <<Phantom Treasure>>
  1351. Timing : Constant
  1352. Range : User
  1353. Target : User
  1354. Cost : None
  1355. *You are an expert at using treasures you previously obtained in your adventures.*
  1356. Passive Effect. Change the effect of the [Material] acquired via <<Legendary Treasure>> to [Material / Name: Legendary Relic / MD+3: 1000G (Potency: 3)]. Also, the target may use <<Legendary Treasure>> as though it were [Cost: O].
  1357.  
  1358. [Treasure Hunter B] ◎ <<Treasure Master>>
  1359. Timing : Constant
  1360. Range : User
  1361. Target : User
  1362. Cost : None
  1363. *Your many adventures as a treasure hunter have endowed you with extreme physical abilities.*
  1364. Passive Effect. The target gains a +7 modifier to {Initiative}. Additionally, the target may create one additional [Material] when using <<Legendary Treasure>>.
  1365.  
  1366. [Treasure Hunter B] <<Emergency Withdrawal>>
  1367. Timing : Unique
  1368. Range : User
  1369. Target : User
  1370. Cost : [1]
  1371. *You are extremely talented at keeping track of your location in a sanctum, and can withdraw to another point in the case of emergency.*
  1372. Unique Effect. Use on an [Appearance Check]. The target succeeds at the [Appearance Check] regardless of the outcome of their [Roll]. Also, if used during [Sanctum Purge], all PCs may, when performing "Change Area," move to any [Area] where "Resolved" has been checked off. This Talent may be used twice per session.
  1373.  
  1374. [Treasure Hunter B] ● <<Mystic Treasure>>
  1375. Timing : Unique
  1376. Range : User
  1377. Target : User
  1378. Cost : None
  1379. *Utilizing a unique technique, you pull a large amount of power from a treasure and double your own attack power.*
  1380. Use on Damage Calculation. The user may expend 1 [Material] to gain a modifier to magic [Damage Calculation] equal to +"[Potency of the expended Material] x 10. This Talent may be used once per combat (or scene).
  1381.  
  1382. [Treasure Hunter B] ● <<Breakthrough>>
  1383. Timing : Unique
  1384. Range : User
  1385. Target : User
  1386. Cost : None
  1387. *You utilize your experience as a treasure hunter to present an effective solution to a difficult problem.*
  1388. Unique Effect. Use at any time while [Out of Combat]. The target value to [Destroy] a [Distortion] or [Sanctum Event] is reduced by 5. This Talent may be used once per scene.
  1389.  
  1390. [Treasure Hunter B] ● <<Material Expertise>>
  1391. Timing : Constant
  1392. Range : User
  1393. Target : User
  1394. Cost : None
  1395. *You possess excellent knowledge of harvesting materials from curses.*
  1396. Passive Effect. The target gains a +5 modifier to [Magic Damage]. Additionally, when rolling to acquire randomly-generated [Materials] (→Core p327), treat the outcome of "Determine X" as though it is a "9" or higher."
  1397.  
  1398. [Treasure Hunter B] ● <<Treasure Memory>>
  1399. Timing : Constant
  1400. Range : User
  1401. Target : User
  1402. Cost : None
  1403. *Using special magic, you draw out the thoughts and memories that reside within treasure, and, using it as a catalyst, expand its influence over a wide area.*
  1404. Passive Effect. The target gains a +5 modifier to {HP}. In addition, the target can perform the action "Use Material"(→Core p326) as [Timing: Unique / Effect Class: Use at Any Time / Range: Combat Zone / Target: Combat Zone].
  1405.  
  1406. [Treasure Hunter B] ◎ <<Treasure Sublimation>>
  1407. Timing : Unique
  1408. Range : Combat Zone
  1409. Target : 1#
  1410. Cost : [1]
  1411. *You transform a treasure into pure spirit energy and then transfer it into an ally.*
  1412. Unique Effect. Use at Any Time. The user expends 1 [Material], then the target gains [Overflow] equal [Potency of the expended Material]. This Talent may be used once per session.
  1413.  
  1414. [Treasure Hunter B] ◎ <<Sleight of Hand>>
  1415. Timing : Constant
  1416. Range : User
  1417. Target : User
  1418. Cost : None
  1419. *You demonstrate amazing dexterity via the skills you've cultivated as a treasure hunter.*
  1420. Passive Effect. The target may use [Style: Treasure Hunter / Cost: 1] Style Talents as though they were [Cost: O]. Additionally, the target may use <<Legendary Treasure>> one additional time per round.
  1421.  
  1422.  
  1423. ================================================================================
  1424. Super God Evolve -- Enigmatic (Style) [XXXJ]
  1425. ================================================================================
  1426. Characters with this Style as their Main are able to [Equip] [Items] with [Restrict: Arcane] and [Restrict:Enigmatic].
  1427.  
  1428. ACC EVA CNJ RES INS PD MD INI HP
  1429. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1430. | 0 | 1 | 0 | 1 | 0 | 3 | 3 | 4 | 41 |
  1431. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1432. Combat Modifiers (When Main)
  1433.  
  1434. Those who bear the shards of divine weapons such as crystals and spirit mirrors that once reflected the images of the gods are granted the power of "Divine Workers" - the Style known as [Enigmatic].
  1435. Those who have gained the Style of [Enigmatic] are able to use the magical art of "Eulogia", drawing various divinities into their bodies and controlling their power at will. When using this technique, a huge apparition of divinity appears behind them, visible even to the general public.
  1436. In other words, they are literal divinities, prophets, and shamans who deliver oracles, and are chosen by the gods.
  1437.  
  1438.  
  1439. --------------------------------------------------------------------------------
  1440. TYPE A
  1441. This type is excellent at magical attacks and strengthening. There are no limits on using [Enigmatic: Type A] Talents.
  1442. --------------------------------------------------------------------------------
  1443.  
  1444. [Enigmatic A] ※ <<Divine Descent>>
  1445. Timing : Start
  1446. Range : User
  1447. Target : User
  1448. Cost : [6]
  1449. *You learn the principle technique of divine workers, which allows a deity to manifest itself in your presence and bolster your combat ability.*
  1450. Unique Effect. For the rest of combat, the target gains +3 modifier to [Damage Calculation]. This Talent does not spend [Start].
  1451.  
  1452. [Enigmatic A] <<Divine Explosion>>
  1453. Timing : Attack
  1454. Range : 7 Sq.
  1455. Target : 1#
  1456. Cost : [Doubles]
  1457. *The deity itself launches an attack.*
  1458. Magical Attack. Inflict [Rank: 2] [Magical Damage] (Resist [Halves]). While the user is under the effect of ※ <<Divine Descent>>, instead inflict [Rank: 3] [Magical Damage] (Resist [Halves]).
  1459.  
  1460. [Enigmatic A] <<Divinity Change>>
  1461. Timing : Start
  1462. Range : User
  1463. Target : User
  1464. Cost : [6]
  1465. *You have learned how to call on a variety of deities, and reacting to the situation, you call forth one that is the natural enemy of your opponent.*
  1466. Unique Effect. This Talent may only be used while under the effect of ※ <<Divine Descent>>. For the rest of combat, the target bestows one of [Element: Fire - Cold - Shock] to their [Damage].
  1467.  
  1468. [Enigmatic A] <<Divine Prayer>>
  1469. Timing : Prep
  1470. Range : User
  1471. Target : User
  1472. Cost : None
  1473. *You offer a prayer to your deity in order to receive various benefits.*
  1474. Unique Effect. This Talent may only be used while under the effect of ※ <<Divine Descent>>. The target gains the effect of either ① or ②.
  1475. ①: The target [Recovers] 5 {HP}.
  1476. ②: The target [Installs] up to 2 Sq away.
  1477.  
  1478. [Enigmatic A] <<Divine Expansion>>
  1479. Timing : Unique
  1480. Range : User
  1481. Target : User
  1482. Cost : [E]
  1483. *By drawing power from your deity, you temporarily boost the effective range of your technique.*
  1484. Use when the target declares a Talent. The target increases the [Target] of a [Timing: Attack] Talent by 2# (If [Area - Combat Zone], this has no effect). This Talent may be used once per round.
  1485.  
  1486. [Enigmatic A] <<Divine Wave>>
  1487. Timing : Unique
  1488. Range : User
  1489. Target : User
  1490. Cost : [O]
  1491. *At the moment you are hit by an attack, your deity releases its spiritual power and blasts the attacker away.*
  1492. Use on Damage Reduction. The target rolls 1d6, and then [Installs] [Range: 7 Sq / Target: 1#] who inflicted damage on the target a number of squares away equal to the result of the roll. This Talent may be used once per round (or scene).
  1493.  
  1494. [Enigmatic A] <<Giant Manifestation>>
  1495. Timing : Unique
  1496. Range : Engaged
  1497. Target : Area
  1498. Cost : [Steps]
  1499. *Your deity temporarily becomes giant and releases a burst of spiritual power, blasting away enemies that were nearby.*
  1500. Unique Effect. Use at Any Time. The users [Installs] the target up to 2 Sq away, then the target loses 2d6 {HP}. This Talent may be used once per round (or scene).
  1501.  
  1502. [Enigmatic A] <<Divine Strengthening>>
  1503. Timing : Constant
  1504. Range : User
  1505. Target : User
  1506. Cost : None
  1507. *You are further empowered by the deity that has manifested itself upon you.*
  1508. Passive Effect. While under the effect of ※ <<Divine Descent>>, the target gains a +2 modifier to [Damage Calculation (for a total of +5). Additionally, when the target uses a [Timing: Prep] Talent while under the effect of ※ <<Divine Descent>>, gain +1 [Rank] until [Timing: End] of the current round.
  1509.  
  1510. [Enigmatic A] ● <<Legendary Divinity>>
  1511. Timing : Attack
  1512. Range : 5 Sq.
  1513. Target : Area
  1514. Cost : [6, 6, 6]
  1515. *A secret technique of divine workers that reproduces the authority of your deity in a concentrated area.*
  1516. Magical Attack. Inflict [Rank: 5] [Magical Damage] (resist [Halves]). While under the effect of ※ <<Divine Descent>>, increase the [Magical Damage] by +[Any one of user's {Main Stats}]. This Talent may be used once per round (or scene).
  1517.  
  1518. [Enigmatic A] ● <<Divine Shackles>>
  1519. Timing : Unique
  1520. Range : Combat Zone
  1521. Target : 1#
  1522. Cost : [6]
  1523. *By harnessing the power of your deity, you temporarily bind a target's movement.*
  1524. Unique Effect. Use when the target declares a [Move Action]. Change the [Speed] of the [Move Action] to 1 Sq, and the target loses 1d6 {HP}. This Talent may be used once per round (or scene).
  1525.  
  1526. [Enigmatic A] ● <<Full-Power Divinity>>
  1527. Timing : Unique
  1528. Range : User
  1529. Target : User
  1530. Cost : [6]
  1531. *Temporarily drawing a vast amount of spiritual power from your deity, you dramatically boost the power of a technique.*
  1532. Use on Damage Calculation. The target gains a +[Any one of the user's {Main Stats}] modifier to [Damage]. This Talent may not apply to [Weapon Attacks], and may be used once per round.
  1533.  
  1534. [Enigmatic A] ● <<Divine Connection>>
  1535. Timing : Unique
  1536. Range : User
  1537. Target : User
  1538. Cost : None
  1539. *You rapidly circulate spiritual power received directly from your deity.*
  1540. Unique Effect. Use at Any Time. The target changes all "1" and "2" [Spirit Dice] to "6". This Talent may be used once per round.
  1541.  
  1542. [Enigmatic A] ◎ <<Ultimate Divine Wisdom>>
  1543. Timing : Constant
  1544. Range : User
  1545. Target : User
  1546. Cost : None
  1547. *By receiving magical training from your deity, you become skilled at handling specifical magical arts.*
  1548. Passive Effect. <<Divine Connection>> Required. The target may use [Group: Arcane / Timing: Unique / Cost: X] Talents as though one portion of the [Cost] was already paid.
  1549.  
  1550. [Enigmatic A] ◎ <<Advent>>
  1551. Timing : Constant
  1552. Range : User
  1553. Target : User
  1554. Cost : None
  1555. *By perfectly combining the soul of your deity with your own body, you gain mastery over certain techniques.*
  1556. Passive Effect. The target may use [Timing: Start] Talents as though one portion of the cost was already paid.
  1557.  
  1558. [Enigmatic A] <<Divine Power>>
  1559. Timing : Unique
  1560. Range : User
  1561. Target : User
  1562. Cost : [E]
  1563. *By borrowing spiritual power from your deity, you improve the accuracy of your attacks.*
  1564. Use on Active check. The target gains a +1 modifier to the check. This Talent may be used once per round.
  1565.  
  1566. [Enigmatic A] ● <<Regalia Inclusion>>
  1567. Timing : Constant
  1568. Range : User
  1569. Target : User
  1570. Cost : None
  1571. *By containing your deity entirely within your regalia, it continually outputs massive power.*
  1572. Passive Effect. The target gains a +5 modifier to {HP}, and while under the effect of ※ <<Divine Descent>>, the target gains a +5 modifier to [Physical Damage].
  1573.  
  1574. [Enigmatic A] ● <<Permanent Descent>>
  1575. Timing : Constant
  1576. Range : User
  1577. Target : User
  1578. Cost : None
  1579. *By internalizing your descended deity completely within your body, you can draw power from them at any time.*
  1580. Passive Effect. While under the effect of ※ <<Divine Descent>>, the target gains a +5 modifier to {Initiative} and [Magical Damage].
  1581.  
  1582.  
  1583. [Enigmatic A] ● <<Contract With The Gods>>
  1584. Timing : Constant
  1585. Range : User
  1586. Target : User
  1587. Cost : None
  1588. *By forging a contract with many deities, you gain incredible vitality and spiritual power.*
  1589. Passive Effect. The target gains a +10 modifier to {HP}. Additionally, the target adds [Wind - Magnet - Phantom] to the list of [Elements] they can bestow with <<Divinity Change>>.
  1590.  
  1591.  
  1592. [Enigmatic A] ● <<Higher Deity Contract>>
  1593. Timing : Constant
  1594. Range : User
  1595. Target : User
  1596. Cost : None
  1597. *By forging a contract with a high-ranking deity, you gain tremendous combat ability.*
  1598. Passive Effect. While under the effect of ※ <<Divine Descent>>, the target gains a +5 modifier to [Damage Calculation]. Additionally, the target adds [Light - Toxin] to the list of [Elements] they can bestow with <<Divinity Change>>.
  1599.  
  1600. [Enigmatic A] ◎ <<Divine Union>>
  1601. Timing : Constant
  1602. Range : User
  1603. Target : User
  1604. Cost : None
  1605. *Each time you unite with your deity, you temporarily become a pseudo-leyline and overflow with spiritual power you can manipulate at will.*
  1606. Passive Effect. The target gains a +10 modifier to {HP}. Additionally, the target may add or subtract 1 from the value of two [Spirit Dice] when using either ※ <<Divine Descent>> or <<Divinity Change>> (May not go above 6 or below 1).
  1607.  
  1608. [Enigmatic A] ◎ <<Second Coming>>
  1609. Timing : Constant
  1610. Range : User
  1611. Target : User
  1612. Cost : None
  1613. *By amplifying your power at calling down the divine, it near-perfectly reproduces the divine authority possessed by your deity.*
  1614. Passive Effect. When the target uses <<Legendary Divinity>>, after performing [Influence], the target treats the highest value die applied at [Damage Calculation] as though it were a "7" (Even if the result is "4", it is treated as though it is "7", such that [Rank: 4] would mean the damage would be 7 * 4 = 28).
  1615.  
  1616.  
  1617. --------------------------------------------------------------------------------
  1618. TYPE B
  1619. This type is excellent at attacking and supporting. There are no limits on using [Enigmatic: Type B] Talents.
  1620. --------------------------------------------------------------------------------
  1621.  
  1622. [Enigmatic B] ※ <<Divine Possession>>
  1623. Timing : Start
  1624. Range : User
  1625. Target : User
  1626. Cost : [6]
  1627. *You learn the principle technique of divine workers, which allows a deity of your choosing to possess you while rejecting the influence of its spiritual power.*
  1628. Unique Effect. For the rest of combat, the target reduces [Damage] by 3. This Talent does not spend [Timing: Start].
  1629.  
  1630. [Enigmatic B] <<Possession Change>>
  1631. Timing : Start
  1632. Range : User
  1633. Target : User
  1634. Cost : [Steps]
  1635. *You learn the secret of being possessed by various deities, and depending on the situation, you are able to call upon a suitable deity.*
  1636. Unique Effect. This Talent may only be used while under the effect of ※ <<Divine Possession>>. The target chooses one of [Element: Fire - Cold - Shock], and for the rest of combat, [Halves] [Damage] they take from that [Element].
  1637.  
  1638. [Enigmatic B] <<Divine Transfer>>
  1639. Timing : Prep
  1640. Range : User
  1641. Target : User
  1642. Cost : [E]
  1643. *With the help of your possessed deity, you temporarily take on a spirit-life form to pass through space.*
  1644. Unique Effect. The target [Installs] up to 4 Sq away from their current square.
  1645.  
  1646. [Enigmatic B] <<Divine Healing>>
  1647. Timing : Attack
  1648. Range : 7 Sq.
  1649. Target : 1#
  1650. Cost : [Steps]
  1651. *With the help of your possessed deity, you rapidly heal the injured.*
  1652. Magical Attack. The target [Recovers] {HP} equal to [Rank: 2] [Magical Damage].
  1653.  
  1654. [Enigmatic B] <<Resurrection>>
  1655. Timing : Attack
  1656. Range : Combat Zone
  1657. Target : 1#
  1658. Cost : [Doubles]
  1659. *With the power of your possessed deity, you revive an unconscious ally.*
  1660. Magical Attack. Remove the target's [Shift: Downed] and set their {HP} to 1. The target may refuse this effect.
  1661.  
  1662. [Enigmatic B] <<Divine Protection>>
  1663. Timing : Defense
  1664. Range : 5 Sq.
  1665. Target : 1#
  1666. Cost : [6]
  1667. *Your deity extends a hand or wields a weapon to shield allies from attacks.*
  1668. Use on Damage Reduction. The user receives the [Damage] and other effects instead of the target. Treat this [Damage] as though a {Resist} check had failed. This Talent has no effect on [Target: Area - Combat Zone].
  1669.  
  1670. [Enigmatic B] <<Divine Embrace>>
  1671. Timing : Unique
  1672. Range : Combat Zone
  1673. Target : 1#
  1674. Cost : [Doubles]
  1675. *Your deity grows to a gigantic size to intercept attacks as if embracing them.*
  1676. Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage]. Treat this [Damage] as though a {Resist} check had failed. This Talent may be used once per round (or scene).
  1677.  
  1678. [Enigmatic B] <<Divine Enhancement>>
  1679. Timing : Constant
  1680. Range : User
  1681. Target : User
  1682. Cost : None
  1683. *Further strengthen the power from your possession.*
  1684. While the target is under the effect of ※ <<Divine Possession>>, reduce [Damage] by 2 (toal -5), and when the target uses a [Timing: Prep] Talent while under the effect of ※ <<Divine Possession>>, they gain a +5 modifier to [Armor] until [Timing: End] of the current round.
  1685.  
  1686. [Enigmatic B] ● <<Divine Splendor>>
  1687. Timing : Unique
  1688. Range : Combat Zone
  1689. Target : 1#
  1690. Cost : [Steps]
  1691. *You entrust yourself to the deity and react to your opponent with an appropriate technique.*
  1692. Use when the target declares a Talent. Use one [Timing: Attack] Talent that does not deal [Damage] as though the [Cost] had already been paid. This Talent may be used once per round (or scene).
  1693.  
  1694.  
  1695. [Enigmatic B] ● <<Divine Counter>>
  1696. Timing : Unique
  1697. Range : User
  1698. Target : User
  1699. Cost : [6]
  1700. *You make a prayer to your deity in advance, and it counters semi-automatically.*
  1701. Use on Damage Reduction. The target makes x1 [Weapon Attack]. This Talent may be used once per round (or scene).
  1702.  
  1703.  
  1704. [Enigmatic B] ● <<Divine Regeneration>>
  1705. Timing : Unique
  1706. Range : User
  1707. Target : User
  1708. Cost : [6]
  1709. *Upon being wounded, you immediately regenerate the damage using spiritual power from your deity.*
  1710. Use on Damage Reduction. The target [Recovers] 20 {HP}. This Talent may be used once per round (or scene).
  1711.  
  1712.  
  1713. [Enigmatic B] ● <<Divine Defense>>
  1714. Timing : Unique
  1715. Range : User
  1716. Target : User
  1717. Cost : [6]
  1718. *Your deity instantly enlarges and takes a defensive stance, halving the power of incoming attacks.*
  1719. Use on Damage Reduction. The target [Halves] [Damage] they take.
  1720.  
  1721. [Enigmatic B] ◎ <<Inner Divinity>>
  1722. Timing : Constant
  1723. Range : User
  1724. Target : User
  1725. Cost : None
  1726. *You maintain the possession indefinitely within your body, facilitating the use of your deity's power.*
  1727. Passive Effect. The target gains a +5 modifier to {HP}. Additionally, the target may use ※ <<Divine Possession>>, <<Possession Change>>, and <<Divine Protection>> as though one portion of the cost had already been paid.
  1728.  
  1729. [Enigmatic B] ◎ <<World Soul>>
  1730. Timing : Constant
  1731. Range : User
  1732. Target : User
  1733. Cost : None
  1734. *By turning yourself into a pseudo-leyline, you raise the rank of your deity by a level.*
  1735. Passive Effect. The target gains a +10 modifier to {HP}. Additionally, while the target is under the effect of ※ <<Divine Possession>>, they reduce [Damage] by 5.
  1736.  
  1737. [Enigmatic B] <<Breath of the Divine>>
  1738. Timing : Constant
  1739. Range : User
  1740. Target : User
  1741. Cost : None
  1742. *You have greater spirituality by sharing your spirit energy with your deity.*
  1743. Passive Effect. The target gains a +5 modifier to {HP} and to the [Recovery] effects of Talents.
  1744.  
  1745. [Enigmatic B] ● <<Divine Offering>>
  1746. Timing : Attack
  1747. Range : Combat Zone
  1748. Target : Combat Zone
  1749. Cost : [6, 6]
  1750. *You heal all the injured within the area by making an offering to your deity and replicating its miracles.*
  1751. Magical Attack. <<Breath of the Divine>> Required. The target [Recovers] {HP} equal to [Rank: 3] [Magical Damage]. This Talent may be used once per round (or scene).
  1752.  
  1753. [Enigmatic B] ● <<Divine Harmony>>
  1754. Timing : Constant
  1755. Range : User
  1756. Target : User
  1757. Cost : None
  1758. *You harmonize with the ambient spirit energy that exists around you, ensuring you always have a supply of spirit energy.*
  1759. Passive Effect. The target gains a +5 modifier to {HP}. Additionally, when calculating their {HP}, the target calculates using "[World Influence LV] x5" instead of "[World Influence LV] x3".
  1760.  
  1761.  
  1762. [Enigmatic B] ● <<War God Possession>>
  1763. Timing : Constant
  1764. Range : User
  1765. Target : User
  1766. Cost : None
  1767. *By studying the art of the gods, you can draw on the possession of a deity of war with powerful combat skill.*
  1768. Passive Effect. The target reduces [Physical Damage] by 3. Additionally, the target adds [Wind - Magnet - Phantom] to the list of [Elements] they can bestow with <<Possession Change>>.
  1769.  
  1770.  
  1771. [Enigmatic B] ● <<Miracle God Possession>>
  1772. Timing : Constant
  1773. Range : User
  1774. Target : User
  1775. Cost : None
  1776. *By studying the art of the gods, you can draw on the possession of a wish-granting deity that has mastered terrifying magical power.*
  1777. Passive Effect. The target reduces [Magical Damage] by 3. Additionally, the target adds [Light - Toxin] to the list of [Elements] they can bestow with <<Possession Change>>.
  1778.  
  1779. [Enigmatic B] ◎ <<Divine Synthesis>>
  1780. Timing : Constant
  1781. Range : User
  1782. Target : User
  1783. Cost : None
  1784. *By making contracts with various deities and integrating their power into your own body and soul, you always have access to enormous reserves of spirit energy.*
  1785. Passive Effect. <<Inner Divinity>> Required. The target gains a +5 modifier to {HP}. Additionally, the target may use [Timing: Start] Style Talents as though one portion of the cost had already been paid.
  1786.  
  1787. [Enigmatic B] ◎ <<Always Possessed>>
  1788. Timing : Constant
  1789. Range : User
  1790. Target : User
  1791. Cost : None
  1792. *By further strengthening your art of possession, it remains in effect permanently and you always have access to great spiritual power and vitality.*
  1793. Passive Effect. <<World Soul>> Required. The target gains a +10 modifier to {HP}. Additionally, the target may use [Style: Enigmatic / Timing: Unique / Cost: X] Talents with the effect "This Talent may be used once per round", one additional time per round.
  1794.  
  1795. ================================================================================
  1796. Super God Evolve -- Items: Weapons [XXXK]
  1797. ================================================================================
  1798. ------------------------
  1799. Form: Sword [XXXK-1]
  1800. ------------------------
  1801. Kopis
  1802. Restrict : None
  1803. Mode : One Hand
  1804. ACC : None
  1805. PD : +3
  1806. INIT : None
  1807. Cost : 1100G
  1808. [Form: Sword / Range: Engaged / Target: 1#]. *An artificial regalia used in ancient greece. Light and easy to handle.*
  1809. While [Equipped], once per combat when making a [Physical Attack], gain +1 [Physical Rank].
  1810.  
  1811. Exoskeleton Sword
  1812. Restrict : Adapter
  1813. Mode : Switch Hand
  1814. ACC : None
  1815. PD : +5 / +6
  1816. INIT : -2 / -1
  1817. Cost : 1500G
  1818. [Form: Sword / Range: Engaged / Target: 1#]. *A sword-class artificial regalia manufactured from the exoskeleton of a monstrous insect. When wielded by an Adapter, it will twitch as though still alive.*
  1819. While [Equipped], once per round, change the [Range] of a [Physical Attack] to [4 Sq].
  1820.  
  1821. Thought Sword
  1822. Restrict : Esper
  1823. Mode : Two Hand
  1824. ACC : None
  1825. PD : +6
  1826. INIT : -2
  1827. Cost : 1500G
  1828. [Form: Sword / Range: Engaged / Target: 1#]. *A longsword that contains various thoughts. By reading these thoughts, it is possible to replicate the techniques.*
  1829. While [Equipped], once per combat when making a [Physical Attack], gain +2 [Physical Rank].
  1830.  
  1831. Old Ki Blade
  1832. Restrict : Aura Breaker
  1833. Mode : Two Hand
  1834. ACC : None
  1835. PD : +7
  1836. INIT : -3
  1837. Cost : 1500G
  1838. [Form: Sword / Range: Engaged / Target: 1#]. *An old sword that has been modified to increase the penetrating power of ki.*
  1839. While [Equipped], once per session when making a [Physical Attack], gain +2 [Physical Rank].
  1840.  
  1841. Adamant Knife
  1842. Restrict : Treasure Hunter
  1843. Mode : One Hand
  1844. ACC : None
  1845. PD : +5
  1846. INIT : +1
  1847. Cost : 2250G
  1848. [Form: Sword / Range: Engaged / Target: 1#]. *A survival knife artificial regalia forged from a slightly blue mysterious metal.*
  1849. While [Equipped], increase [Physical Damage] to non-[Boss] [Mononoke] by 5.
  1850.  
  1851. Unsigned Spirit Sword
  1852. Restrict : Martial
  1853. Mode : Two Hand
  1854. ACC : None
  1855. PD : +7
  1856. INIT : -2
  1857. Cost : 2250G
  1858. [Form: Sword / Range: Engaged / Target: 1#]. *An artificial regalia sword with a powerful spirit energy within.*
  1859. While [Equipped], when making a [Physical Attack] against [Class: Undead], gain +1 [Physical Rank].
  1860.  
  1861. Peach Sword
  1862. Restrict : None
  1863. Mode : Switch Hand
  1864. ACC : +1
  1865. PD : +4 / +5
  1866. INIT : -1 / None
  1867. Cost : 3400G
  1868. [Form: Sword / Range: Engaged / Target: 1#]. *A sword made from the wood of a peach tree used in Taoism. It has great spiritual power against evil.*
  1869. While [Equipped], when making a [Physical Attack] against [Class: Undead], gain +1 [Physical Rank].
  1870.  
  1871.  
  1872. Yatagan
  1873. Restrict : Martial / Utility
  1874. Mode : Switch Hand
  1875. ACC : None
  1876. PD : +5 / +6
  1877. INIT : None / +1
  1878. Cost : 3400G
  1879. [Form: Sword / Range: Engaged / Target: 1#]. *An artificial regalia based on the single-edged swords used by the Ottoman Empire. It has great cutting ability.*
  1880. While [Equipped], the [Target] of the user's [Physical Attack] reduces [Armor] by 3 (to a minimum of 0).
  1881.  
  1882. Talwar
  1883. Restrict : Martial
  1884. Mode : Switch Hand
  1885. ACC : +1
  1886. PD : +7 / +8
  1887. INIT : None / +1
  1888. Cost : 5000G
  1889. [Form: Sword / Range: Engaged / Target: 1#]. *A type of saber used in the Middle-East. The blade is made of damascus steel, and shines with spirit energy.*
  1890. While [Equipped], once per combat when making a [Physical Attack], the [Target] [Halves] their [Armor].
  1891.  
  1892. Demon Spirit Sword
  1893. Restrict : Martial
  1894. Mode : Switch Hand
  1895. ACC : +1
  1896. PD : +8 / +9
  1897. INIT : -1 / None
  1898. Cost : 5000G
  1899. [Form: Sword / Range: Engaged / Target: 1#]. *An old sword that possesses magical power converted into an artificial regalia. There is a slight miasma radiating from the blade.*
  1900. While [Equipped], increase [Physical Damage] against [Mononoke] by 5.
  1901.  
  1902. Battle Sun
  1903. Restrict : Martial
  1904. Mode : Switch Hand
  1905. ACC : None
  1906. PD : +10 / +11
  1907. INIT : None / +1
  1908. Cost : 8000G
  1909. [Form: Sword / Range: Engaged / Target: 1#]. *A circular shield with a sharp blade around the whole edge. By rotating the blade, it can be used as both a shield and a weapon.*
  1910. While [Equipped], gain +4 to [Armor] and [Barrier].
  1911.  
  1912. Shinsen's Peach Sword
  1913. Restrict : None
  1914. Mode : Switch Hand
  1915. ACC : +1
  1916. PD : +11 / +12
  1917. INIT : None / +1
  1918. Cost : 8000G
  1919. [Form: Sword / Range: Engaged / Target: 1#]. *A peach wood sword carved from a tree that blooms within sacred ground. It has a great spiritual power for dispelling evil.*
  1920. While [Equipped], when making a [Physical Attack] against [Class: Undead - Chaos], gain +1 [Physical Rank].
  1921.  
  1922. Koryuu Kagemitsu
  1923. Restrict : Martial
  1924. Mode : Switch Hand
  1925. ACC : +1
  1926. PD : +12 / +13
  1927. INIT : -1 / None
  1928. Cost : 8000G
  1929. [Form: Sword / Range: Engaged / Target: 1#]. *An artificial regalia based on the sword of famous military commander Kusunoki Masashige. *
  1930. While [Equipped], once per round, increase the [Target] of an [Attack Action] by 1#.
  1931.  
  1932. Zulfiqar
  1933. Restrict : Martial
  1934. Mode : Two Hand
  1935. ACC : None
  1936. PD : +13
  1937. INIT : +1
  1938. Cost : 8000G
  1939. [Form: Sword / Range: Engaged / Target: 1#]. *An artificial regalia in the form of a half-moon sword with two tips, made in the image of a legendary Arabic holy sword.*
  1940. While [Equipped], once per combat after succeeding at an {Accuracy} check, roll 1d6, and on any result other than a "1" or "2", gain +20 [Physical Damage] against [Mononoke].
  1941.  
  1942. Otherworldly Greatsword
  1943. Restrict : Marebito
  1944. Mode : Two Hand
  1945. ACC : +1
  1946. PD : +11
  1947. INIT : +1
  1948. Cost : 8000G
  1949. [Form: Sword / Range: Engaged / Target: 1#]. *A sword from another world with a gigantic blade.*
  1950. While [Equipped], once per round, change the [Range] of a [Timing: Attack] Talent to [Combat Zone].
  1951.  
  1952. Tochigami Tachi
  1953. Restrict : Hanyou / Divine Soul
  1954. Mode : Switch Hand
  1955. ACC : +1
  1956. PD : +10 / +11
  1957. INIT : None / +1
  1958. Cost : 8000G
  1959. [Form: Sword / Range: Engaged / Target: 1#]. *A sword forged by a god of the land.*
  1960. While [Equipped], increase [Damage] to non-[Boss] [Mononoke] by 10.
  1961.  
  1962. Spirit Power Greatsword
  1963. Restrict : Heroic Spirit /Divine Soul
  1964. Mode : Two Hand
  1965. ACC : +1
  1966. PD : +12
  1967. INIT : None
  1968. Cost : 8000G
  1969. [Form: Sword / Range: Engaged / Target: 1#]. *A large sword with interwoven spiritual power.*
  1970. While [Equipped], once per session when making a [Physical Attack], gain +15 [Physical Damage].
  1971.  
  1972. Modified High Frequency Blade
  1973. Restrict : Cyborg
  1974. Mode : Switch Hand
  1975. ACC : None
  1976. PD : +11 / +12
  1977. INIT : +1 / +2
  1978. Cost : 8000G
  1979. [Form: Sword / Range: Engaged / Target: 1#]. *An extremely high-quality high-frequency blade.*
  1980. While [Equipped], the target of the user's [Physical Attack] reduces [Armor] by 5 (to a minimum of 0).
  1981.  
  1982. Godeye Sword
  1983. Restrict : Demon-Eyed
  1984. Mode : Switch Hand
  1985. ACC : None
  1986. PD : +12 / +13
  1987. INIT : None / +1
  1988. Cost : 8000G
  1989. [Form: Sword / Range: Engaged / Target: 1#]. *A sword with a god-eye design on the blade.*
  1990. While [Equipped], when using [Race: Demon-Eyed / Timing: Attack] Talents, gain +1 [Rank].
  1991.  
  1992. Zohar Blade
  1993. Restrict : Esper
  1994. Mode : Two Hand
  1995. ACC : +1
  1996. PD : +13
  1997. INIT : None
  1998. Cost : 10000G
  1999. [Form: Sword / Range: Engaged / Target: 1#]. *A sword for Espers made of a material that is easy to manipulate with thought. When concentrated on, the blade glows.*
  2000. While [Equipped], gain +5 to the [Damage Calculation] of [Race: Esper / Timing: Attack] Talents.
  2001.  
  2002. Magic Ground Stone Sword
  2003. Restrict : Martial
  2004. Mode : Two Hand
  2005. ACC : None
  2006. PD : +14
  2007. INIT : None
  2008. Cost : 10000G
  2009. [Form: Sword / Range: Engaged / Target: 1#] *After carving out a sacred stone, it is crafted into an artificial regalia in the form of a sword. Despite its appearance, it is extremely tough.*
  2010. While [Equipped], gain +5 [Barrier].
  2011.  
  2012. Super Shell Longsword
  2013. Restrict : Adapter
  2014. Mode : Two Hand
  2015. ACC : None
  2016. PD : +13
  2017. INIT : +2
  2018. Cost : 10000G
  2019. [Form: Sword / Range: Engaged / Target: 1#]. *A large sword for Adapters manufactured out of the shell of a high-ranking monster.*
  2020. While [Equipped], gain +3 [Armor] and [Barrier].
  2021.  
  2022. Ulfberht
  2023. Restrict : Martial
  2024. Mode : Two Hand
  2025. ACC : +1
  2026. PD : +14
  2027. INIT : None
  2028. Cost : 12000G
  2029. [Form: Sword / Range: Engaged / Target: 1#]. *The sword of the vikings. It has a high carbon content, giving it incredible power.*
  2030. While [Equipped], when making a [Physical Attack] against [Class: Humanoid - Undead], gain +1 [Physical Rank].
  2031.  
  2032. Seven-Branched Sword of the Leyline
  2033. Restrict : Hanyou / Divine Soul
  2034. Mode : Switch Hand
  2035. ACC : +1
  2036. PD : +13 / +14
  2037. INIT : +1 / +2
  2038. Cost : 12000G
  2039. [Form: Sword / Range: Engaged / Target: 1#]. *A powerful seven-branched sword used to maintain leylines.*
  2040. While [Equipped], increase [Damage] to non-[Boss] [Mononoke] by 20.
  2041.  
  2042. Dragon God's Tachi
  2043. Restrict : Dragon Lord
  2044. Mode : Switch Hand
  2045. ACC : +1
  2046. PD : +14 / +15
  2047. INIT : None / +1
  2048. Cost : 12000G
  2049. [Form: Sword / Range: Engaged / Target: 1#]. *A sword that carries the blessing of the dragon god.*
  2050. While [Equipped], when the user receives an [Attack Action] bestowed with [Origin Element C], reduce the [Damage] they take by 10.
  2051.  
  2052. Hero's Blade
  2053. Restrict : Marebito
  2054. Mode : Switch Hand
  2055. ACC : None
  2056. PD : +14 / +15
  2057. INIT : +2 / +3
  2058. Cost : 12000G
  2059. [Form: Sword / Range: Engaged / Target: 1#]. *A powerful sword that only the heroes of another world are able to wield.*
  2060. While [Equipped], once per round, increase [Physical Damage] against [Bosses] by 10.
  2061.  
  2062. God Killing Sword
  2063. Restrict : Scion
  2064. Mode : Switch Hand
  2065. ACC : None
  2066. PD : +15 / +16
  2067. INIT : +1 / +2
  2068. Cost : 12000G
  2069. [Form: Sword / Range: Engaged / Target: 1#]. *A terrifyingly powerful sword with the ability to kill even gods.*
  2070. While [Equipped], when making an [Attack Action] against [Class: Undead - Mythical - Chaos], gain +1 [Rank].
  2071.  
  2072. Fighting Spirit-Breaking Blade
  2073. Restrict : Aura Breaker
  2074. Mode : Two Hand
  2075. ACC : +1
  2076. PD : +15
  2077. INIT : None
  2078. Cost : 12000G
  2079. [Form: Sword / Range: Engaged / Target: 1#]. *A replica of a famous sword made exclusively for Aura Breakers. The blade shines when imbued with spirit energy.*
  2080. While [Equipped], once per combat when making a [Physical Attack], gain +2 [Physical Rank].
  2081.  
  2082. Tizona Del Cid
  2083. Restrict : Martial
  2084. Mode : Two Hand
  2085. ACC : +1
  2086. PD : +15
  2087. INIT : +1
  2088. Cost : 15000G
  2089. [Form: Sword / Range: Engaged / Target: 1#]. *A replica of the sacred sword once held by the legendary hero Tizona.*
  2090. While [Equipped], gain +5 [Barrier].
  2091.  
  2092.  
  2093. ------------------------
  2094. Form: Spear [XXXK-2]
  2095. ------------------------
  2096. Mechanical Spear
  2097. Restrict : None
  2098. Mode : Switch Hand
  2099. ACC : None
  2100. PD : +3 / +4
  2101. INIT : -3 / -2
  2102. Cost : 800G
  2103. [Form: Spear / Range: Engaged / Target: 1#]. *A mechanical longspear with a telescopic shaft controlled by spirit energy.*
  2104. While [Equipped], Change the [Range] of [Physical Attacks] to [2 Sq].
  2105.  
  2106. Double Spear
  2107. Restrict : Martial
  2108. Mode : Two Hand
  2109. ACC : +1
  2110. PD : +3
  2111. INIT : -2
  2112. Cost : 1200G
  2113. [Form: Spear / Range: Engaged / Target: 1#]. *An offensive longspear with tips at both ends.*
  2114. While [Equipped], increase the [Target] of [Physical Attacks] by 1#.
  2115.  
  2116. Psychic Spear
  2117. Restrict : Esper
  2118. Mode : Two Hand
  2119. ACC : None
  2120. PD : +4
  2121. INIT : +1
  2122. Cost : 1200G
  2123. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A longspear that has been remodeled with a psychic dagger as its tip.*
  2124. While [Equipped], increase the [Target] of [Physical Attacks] by 1#.
  2125.  
  2126. Fighting Spirit Spear
  2127. Restrict : Aura Breaker
  2128. Mode : Two Hand
  2129. ACC : None
  2130. PD : +5
  2131. INIT : -2
  2132. Cost : 1200G
  2133. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A longspear designed for use by Aura Breakers with a mechanism in the tip that increases the penetrating power of ki.*
  2134. While [Equipped], increase the [Range] of [Physical Attacks] by [1 Sq] (If [Engaged], it becomes 2Sq. if [Charge 2 Sq] it becomes [Charge 3 Sq]).
  2135.  
  2136. Exoskeleton Spear
  2137. Restrict : Adapter
  2138. Mode : Two Hand
  2139. ACC : None
  2140. PD : +6
  2141. INIT : -3
  2142. Cost : 1200G
  2143. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A longspear manufactured using the fangs of monstrous insects.*
  2144. While [Equipped], once per combat when making a [Physical Attack], gain +1 [Physical Rank].
  2145.  
  2146. Three-Sectioned Spear
  2147. Restrict : Martial / Utility
  2148. Mode : Two Hand
  2149. ACC : None
  2150. PD : +7
  2151. INIT : -2
  2152. Cost : 1750G
  2153. [Form: Spear / Range: Engaged / Target: 1#]. *A three sectioned staff with a sharpened tip. Difficult to handle.*
  2154. While [Equipped], once per combat, the target makes x1 [Weapon Attack] after [Damage Calculation].
  2155.  
  2156. Hua Qiang
  2157. Restrict : Martial
  2158. Mode : Two Hand
  2159. ACC : None
  2160. PD : +5
  2161. INIT : +1
  2162. Cost : 2800G
  2163. [Form: Spear / Range: Engaged / Target: 1#]. *A longspear with a red tuft used in Chinese martial arts.*
  2164. While [Equipped], treat as though [Equipped] with [Unarmed], and once per round, the [Target] of a [Physical Attack] reduces their {Evasion} check by 2.
  2165.  
  2166. Takape
  2167. Restrict : None
  2168. Mode : Switch Hand
  2169. ACC : None
  2170. PD : +5 / +6
  2171. INIT : +1 / +2
  2172. Cost : 3100G
  2173. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A wooden spear used in ancient Latin America. It is made from a sacred tree, and is particularly effective when wielded against undead.*
  2174. While [Equipped], once per round when making a [Physical Attack] against [Class: Undead - Chaos], gain +1 [Physical Rank].
  2175.  
  2176. Anti-Demon Longspear
  2177. Restrict : Martial / Utility
  2178. Mode : Switch Hand
  2179. ACC : None
  2180. PD : +6 / +7
  2181. INIT : None / +1
  2182. Cost : 3100G
  2183. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A spear handed down from the warring states era, which was converted into an artificial regalia. It has a stable power.*
  2184. While [Equipped], increase the [Range] of [Physical Attacks] by 1 Sq. (If [Engaged], it becomes 2Sq. if [Charge 2 Sq] it becomes [Charge 3 Sq]).
  2185.  
  2186. Adamant Spear
  2187. Restrict : Treasure Hunter
  2188. Mode : Two Hand
  2189. ACC : None
  2190. PD : +7
  2191. INIT : None
  2192. Cost : 4000G
  2193. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A longspear made of a mysterious metal with a slightly blue tinge. Occasionally found in ancient ruins.*
  2194. While [Equipped], once per session when rolling for [Materials] acquired from [Mononoke], add +1 to the acquisition roll.
  2195.  
  2196. Pike
  2197. Restrict : Martial
  2198. Mode : Two Hand
  2199. ACC : None
  2200. PD : +8
  2201. INIT : -1
  2202. Cost : 4000G
  2203. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A longspear used by soldiers of the roman empire. Has impressive range.*
  2204. While [Equipped], increase the [Range] of [Physical Attacks] by 2 Sq. (If [Engaged], it becomes 2Sq. if [Charge 2 Sq] it becomes [Charge 4 Sq]).
  2205.  
  2206. Vampire Spear
  2207. Restrict : Martial / Utility
  2208. Mode : Switch Hand
  2209. ACC : None
  2210. PD : +7 / +8
  2211. INIT : -1 / None
  2212. Cost : 4000G
  2213. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A depraved spear that absorbs spiritual power and miasma, as a result of being defeated in battle.*
  2214. While [Equipped], increase the [Range] of [Physical Attacks] by 1 Sq. (If [Engaged], it becomes 2Sq. if [Charge 2 Sq] it becomes [Charge 3 Sq]).
  2215.  
  2216. Nagamaki
  2217. Restrict : Martial
  2218. Mode : Two Hand
  2219. ACC : None
  2220. PD : +9
  2221. INIT : -2
  2222. Cost : 4000G
  2223. [Form: Spear / Range: 2 Sq. / Target: 1#]. *An Odachi equipped with a long handle, creating a type of polearm. It has a high crushing power and smashes through enemy armor.*
  2224. While [Equipped], increase the [Target] of [Physical Attacks] by 1#.
  2225.  
  2226. Garyou Spear
  2227. Restrict : Martial
  2228. Mode : Switch Hand
  2229. ACC : None
  2230. PD : +9 / +10
  2231. INIT : None / +1
  2232. Cost : 6000G
  2233. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A spear that drains spirit energy and has become hungry for spirit and miasma over years of combat experience.*
  2234. While [Equipped], increase the [Range] of [Physical Attacks] by 1 Sq. (If [Engaged], it becomes 2Sq. if [Charge 2 Sq] it becomes [Charge 3 Sq]).
  2235.  
  2236. Youkai Spear
  2237. Restrict : Hanyou / Divine Soul
  2238. Mode : Two Hand
  2239. ACC : None
  2240. PD : +10
  2241. INIT : None
  2242. Cost : 6000G
  2243. [Form: Spear / Range: 2 Sq. / Target: 1#]. *The long horn of a youkai or deity crafted into an artificial regalia in the shape of a spear.*
  2244. While [Equipped], when making an attack against [Class: Undead - Mythical - Chaos] gain +1 [Rank].
  2245.  
  2246. High Frequency Glaive
  2247. Restrict : Cyborg
  2248. Mode : Switch Hand
  2249. ACC : None
  2250. PD : +10 / +11
  2251. INIT : -1/ None
  2252. Cost : 6000G
  2253. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A naginata with the added function of sending high-frequency waves through the blade.*
  2254. While [Equipped], the target of the user's [Physical Attack] reduces [Armor] by 5 (to a minimum of 0).
  2255.  
  2256. Mountain God Killer
  2257. Restrict : Scion
  2258. Mode : Two Hand
  2259. ACC : None
  2260. PD : +11
  2261. INIT : None
  2262. Cost : 6000G
  2263. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A demon spear with the power to kill mountain gods and spirits.*
  2264. While [Equipped], increase [Physical Damage] against [Class: Plant - Mythical] by 10.
  2265.  
  2266. Saint's Spear
  2267. Restrict : Heroic Spirit
  2268. Mode : Two Hand
  2269. ACC : None
  2270. PD : +11
  2271. INIT : None
  2272. Cost : 6000G
  2273. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A divine spear that can only be equipped by a heroic spirit considered a saint.*
  2274. While [Equipped], once per round, [Recover] 10 {HP}.
  2275.  
  2276. Death's Eye Spear
  2277. Restrict : Demon Eyed
  2278. Mode : Switch Hand
  2279. ACC : None
  2280. PD : +11 / +12
  2281. INIT : -2 / -1
  2282. Cost : 6000G
  2283. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A magic spear for Demon-Eyed that allows the user to momentarily see their opponents weak points.*
  2284. While [Equipped], once per round, the target of the user's [Physical Attack] reduces [Armor] by 10 (to a minimum of 0).
  2285.  
  2286. Spirit Drinking Spear
  2287. Restrict : Martial / Utility
  2288. Mode : Switch Hand
  2289. ACC : None
  2290. PD : +9 / +10
  2291. INIT : -1 / None
  2292. Cost : 8500G
  2293. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A Soul Eater spear that absorbs spiritual power and miasma from the surroundings by simply wielding it.*
  2294. While [Equipped], increase the [Range] of [Physical Attacks] by 1 Sq. (If [Engaged], it becomes 2Sq. if [Charge 2 Sq] it becomes [Charge 3 Sq]).
  2295.  
  2296. Cannibal Spear
  2297. Restrict : Martial / Utility
  2298. Mode : Switch Hand
  2299. ACC : None
  2300. PD : +10 / +11
  2301. INIT : -2 / -1
  2302. Cost : 8500G
  2303. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A demonic spear that favors human flesh and spirit.*
  2304. While [Equipped], when making an [Attack Action] against [Class: Humanoid], gain +2 [Rank].
  2305.  
  2306. General's Nagamaki
  2307. Restrict : Martial
  2308. Mode : Two Hand
  2309. ACC : None
  2310. PD : +12
  2311. INIT : +3
  2312. Cost : 10000G
  2313. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A nagamaki-type artificial regalia favored by generals. Its power is tremendous.*
  2314. While [Equipped], increase the [Target] of [Physical Attacks] by 1#.
  2315.  
  2316. Blood Spear King
  2317. Restrict : Darkstalker
  2318. Mode : Switch Hand
  2319. ACC : +1
  2320. PD : +11 / +12
  2321. INIT : None / +1
  2322. Cost : 10000G
  2323. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A bracelet that draws on the blood of the user, then ejects countless crimson spears.*
  2324. While [Equipped], once per round, change the [Range/Target] of a [Physical Attack] to [7 Sq / 3#].
  2325.  
  2326. Legendary Spear
  2327. Restrict : Marebito
  2328. Mode : Switch Hand
  2329. ACC : +1
  2330. PD : +12 / +13
  2331. INIT : -1 / None
  2332. Cost : 10000G
  2333. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A fearsome magical spear that is written in the legends of other worlds.*
  2334. While [Equipped], once per round, change the [Range/Target] of a [Physical Attack] to [7 Sq / Area].
  2335.  
  2336. Dragon God Horn
  2337. Restrict : Dragon Lord
  2338. Mode : Switch Hand
  2339. ACC : None
  2340. PD : +12 / +13
  2341. INIT : +1 / +2
  2342. Cost : 10000G
  2343. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A mighty spear carved from part of the horn of a dragon god..*
  2344. While [Equipped], when making an [Attack Action] bestowed with [Origin Element C], gain +5 [Damage].
  2345.  
  2346. Psychic Shock Spear
  2347. Restrict : Esper
  2348. Mode : Two Hand
  2349. ACC : +1
  2350. PD : +13
  2351. INIT : None
  2352. Cost : 10000G
  2353. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A longspear that turns into a bolt of lightning by concentrating on it through psychokinesis.*
  2354. While [Equipped], bestow [Element: Shock] onto [Physical Attacks]. Additionally can be thrown as a [Ranged Weapon]. In that case, change [Form / Range / Target] to [Ranged / Combat Zone / 1#].
  2355.  
  2356. Carapace Greatspear
  2357. Restrict : Adapter
  2358. Mode : Two Hand
  2359. ACC : None
  2360. PD : +14
  2361. INIT : +1
  2362. Cost : 10000G
  2363. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A spear-type artificial regalia carved from the long horns of insect gods.*
  2364. While [Equipped], increase the [Target] of [Physical Attacks] by 2#.
  2365.  
  2366. Oochidori Juumonji
  2367. Restrict : Martial
  2368. Mode : Two Hand
  2369. ACC : +1
  2370. PD : +13
  2371. INIT : +1
  2372. Cost : 12000G
  2373. [Form: Spear / Range: 2 Sq. / Target: 1#]. *An artificial regalia based on the famous cross spear used by Sanada Yukimura. Its combat strength is close to the real thing.*
  2374. While [Equipped], increase the [Range] of [Physical Attacks] by 2 Sq. (If [Engaged], it becomes 2Sq. if [Charge 2 Sq] it becomes [Charge 4 Sq]).
  2375.  
  2376. Fighting Spirit Bardiche
  2377. Restrict : Aura Breaker
  2378. Mode : Two Hand
  2379. ACC : +1
  2380. PD : +14
  2381. INIT : None
  2382. Cost : 12000G
  2383. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A modified bardiche designed for Aura Breakers. It has incredible power.*
  2384. While [Equipped], once per round, the target of the user's [Physical Attack] reduces [Armor] by 10 (to a minimum of 0).
  2385.  
  2386.  
  2387. ------------------------
  2388. Form: Axe [XXXK-3]
  2389. ------------------------
  2390. Deer Horn Blade
  2391. Restrict : None
  2392. Mode : One Hand
  2393. ACC : None
  2394. PD : +3
  2395. INIT : -2
  2396. Cost : 600G
  2397. [Form: Axe / Range: Engaged / Target: 1#]. *A combat weapon with a crescent-shaped blade. Also known as a crescent moon blade.*
  2398. While [Equipped] with two [Deer Horn Blade], treat as though [Equipped] with [Unarmed].
  2399.  
  2400. Gou
  2401. Restrict : Martial / Utility
  2402. Mode : One Hand
  2403. ACC : -1
  2404. PD : +4
  2405. INIT : -1
  2406. Cost : 1200G
  2407. [Form: Axe / Range: Engaged / Target: 1#]. *A special chinese weapon with a hook-shaped blade*
  2408. While [Equipped] with two [Gou], gain +2 [Armor] and [Barrier].
  2409.  
  2410. Tekko Kagi
  2411. Restrict : Martial / Utility
  2412. Mode : One Hand
  2413. ACC : None
  2414. PD : +3
  2415. INIT : None
  2416. Cost : 1800G
  2417. [Form: Axe / Range: Engaged / Target: 1#]. *A Tekko claw favored by ninja. Very robust.*
  2418. While [Equipped], gain +2 to [Armor] and the result of [Maneuver: Climbing {Strength}] checks.
  2419.  
  2420. Spirit Sickle
  2421. Restrict: Martial
  2422. Mode : Switch Hand
  2423. ACC : None
  2424. PD : +4 / +5
  2425. INIT : -2 / -1
  2426. Cost : 1800G
  2427. [Form: Axe / Range: Engaged / Target:1# ]. *A mechanical scythe controlled by spirit energy. Foldable.*
  2428. While [Equipped], once per combat when making a [Physical Attack], gain +1 [Physical Rank].
  2429.  
  2430. Axe Saw
  2431. Restrict : Martial
  2432. Mode : Two Hand
  2433. ACC : None
  2434. PD : +6
  2435. INIT : -3
  2436. Cost : 1800G
  2437. [Form: Axe / Range: Engaged / Target: 1#]. *A mechanical battleaxe with a chainsaw-type blade.*
  2438. While [Equipped], once per combat, the [Target] of a [Physical Attack] [Halves] their [Armor].
  2439.  
  2440. Exoskeleton Claws
  2441. Restrict : Adapter
  2442. Mode : Two Hand
  2443. ACC : None
  2444. PD : +5
  2445. INIT : -1
  2446. Cost : 2000G
  2447. [Form: Axe / Range: Engaged / Target: 1#]. *A bracelet made of exoskeleton. When activated by an Adapter, it deploys an exoskeleton around the wrist and hand, with huge claws at the fingertips.*
  2448. While [Equipped], treat as though [Equipped] with [Unarmed].
  2449.  
  2450. Power Hook
  2451. Restrict : Treasure Hunter
  2452. Mode : Switch Hand
  2453. ACC : -1
  2454. PD : +5 / +6
  2455. INIT : None / -1
  2456. Cost : 2000G
  2457. [Form: Axe / Range: Engaged / Target: 1#]. *A wire-type artificial regalia that can fire a small, sharp hook. It is hidden in a wristwatch or bracelet. It's also possible to move by using the hook.*
  2458. While [Equipped], by spending [Timing: Prep], [Install] up to 2 Sq away.
  2459.  
  2460. Psychic Scythe
  2461. Restrict : Esper
  2462. Mode : Two Hand
  2463. ACC : None
  2464. PD : +7
  2465. INIT : -3
  2466. Cost : 2000G
  2467. [Form: Axe / Range: Engaged / Target: 1#]. *A combat scythe made exclusively for Espers. It can be kept in a compact form like a baton.*
  2468. While [Equipped], treat as thought [Equipped] with [Unarmed].
  2469.  
  2470. Aura Chainsaw
  2471. Restrict : Aura Breaker
  2472. Mode : Two Hand
  2473. ACC : None
  2474. PD : +8
  2475. INIT : -4
  2476. Cost : 2000G
  2477. [Form: Axe / Range: Engaged / Target: 1#]. *A chainsaw-type artificial regalia that is powered by circulating ki.*
  2478. While [Equipped], once per round, the [Target] of the user's [Physical Attack] reduces [Armor] by 5 (To a minimum of 0).
  2479.  
  2480. Red Tomahawk
  2481. Restrict : Martial / Utility
  2482. Mode : One Hand
  2483. ACC : None
  2484. PD : +5
  2485. INIT : +1
  2486. Cost : 2500G
  2487. [Form: Axe / Range: Engaged / Target: 1#]. *A crimson tomahawk used by native Americans.*
  2488. Can be thrown as a [Ranged Weapon]. In that case, change [Form / Range / Target] to [Ranged / 7 Sq. / 1#].
  2489.  
  2490. Impact Axe
  2491. Restrict : Martial
  2492. Mode : Switch Hand
  2493. ACC : +1
  2494. PD : +5 / +6
  2495. INIT : None / +1
  2496. Cost : 3800G
  2497. [Form: Axe / Range: Engaged / Target: 1#]. *A battleaxe with a blade on one side and a propulsion mechanism on the other. When the trigger is pulled, a propellant is sprayed.*
  2498. While [Equipped], once per round, the [Target] of the user's [Physical Attack] reduces [Armor] by 5 (to a minimum of 0).
  2499.  
  2500. Majestic Wheel
  2501. Restrict : Martial
  2502. Mode : One Hand
  2503. ACC : +1
  2504. PD : +7
  2505. INIT : +2
  2506. Cost : 5500G
  2507. [Form: Axe / Range: Engaged / Target: 1#]. *An artificial regalia version of an Asian combat weapon with a handle inside a circular blade. The distinctive outer blade is known as a 'moonfang'.*
  2508. While [Equipped], Can be thrown as a [Ranged Weapon]. In that case, change [Form / Range / Target] to [Ranged / {Strength}+2 Sq. / 1#].
  2509.  
  2510. Leather Pendulum
  2511. Restrict : Martial
  2512. Mode : Two Hand
  2513. ACC : None
  2514. PD : +8
  2515. INIT : +4
  2516. Cost : 5500G
  2517. [Form: Axe / Range: 3 Sq. / Target: 1#]. *A pendulum-shaped blade used in torture devices that was converted into an artificial regalia. It can be used to attack at long range by throwing it.*
  2518. While [Equipped], once per round, change the [Range] of a [Physical Attack] to [5 Sq].
  2519.  
  2520. Stone Axe of Chaac
  2521. Restrict : Martial
  2522. Mode : Two Hand
  2523. ACC : None
  2524. PD : +11
  2525. INIT : +1
  2526. Cost : 5500G
  2527. [Form: Axe / Range: Engaged / Target: 1#]. *A stone axe made in imitation of the sacred godforged regalia said to have been possessed by the Mayan god Chaac.*
  2528. While [Equipped], bestow one of [Element: Cold - Shock] to [Physical Attacks].
  2529.  
  2530. Death Wing
  2531. Restrict : Martial / Utility
  2532. Mode : Two Hand
  2533. ACC : +1
  2534. PD : +9
  2535. INIT : +2
  2536. Cost : 7500G
  2537. [Form: Axe / Range: Engaged / Target: 1#]. *A long, sharp sickle furned with a double-bladed axe along the arm.*
  2538. While [Equipped], treat as though [Equipped] with [Unarmed].
  2539.  
  2540. Godbeast Claw
  2541. Restrict : Darkstalker
  2542. Mode : Switch Hand
  2543. ACC : None
  2544. PD : +12 / +13
  2545. INIT : None / +1
  2546. Cost : 7500G
  2547. [Form: Axe / Range: Engaged / Target: 1#]. *A high-ranking magic beast claw that can transform the user's arm into the arm and claw of a colossal beast. *
  2548. While [Equipped], the user [Recovers] 5 {HP] when performing [Damage Calculation].
  2549.  
  2550. Arm Saw
  2551. Restrict : Cyborg
  2552. Mode : Switch Hand
  2553. ACC : None
  2554. PD : +13 / +14
  2555. INIT : -1 / None
  2556. Cost : 7500G
  2557. [Form: Axe / Range: Engaged / Target: 1#]. *A special mechanism that deploys a chainsaw from the arm or leg.*
  2558. While [Equipped], the [Target] of the user's [Physical Attack] reduces [Armor] by 5 (to a minimum of 0).
  2559.  
  2560. Fallen Angel Scythe
  2561. Restrict : Marebito
  2562. Mode : Two Hand
  2563. ACC : None
  2564. PD : +14
  2565. INIT : None
  2566. Cost : 7500G
  2567. [Form: Axe / Range: Engaged / Target: 1#]. *A powerful war scythe that was carried by a fallen angel from another world.*
  2568. While [Equipped], when making an attack against [Class: Humanoid - Undead - Mythical], gain +1 [Physical Rank].
  2569.  
  2570. Wind Focus
  2571. Restrict : Magus
  2572. Mode : Switch Hand
  2573. ACC : None
  2574. PD : +14 / +15
  2575. INIT : -2 / -1
  2576. Cost : 7500G
  2577. [Form: Axe / Range: 3 Sq. / Target: 1#]. *An oriental magical implement that fires a magical blade of wind by swinging it. It comes in various forms.*
  2578. While [Equipped], bestow [Element: Wind] on [Physical Attacks]. Additionally, once per round, change the [Range/Target] of a [Physical Attack] to [5 Sq / 2#].
  2579.  
  2580. Demonic Scythe
  2581. Restrict : Hanyou
  2582. Mode : Two Hand
  2583. ACC : +1
  2584. PD : +10
  2585. INIT : +4
  2586. Cost : 10000G
  2587. [Form: Axe / Range: Engaged / Target: 1#]. *A scythe-type artificial regalia that has drained a lot of blood. The scythe itself is a half-mononoke, and as such, can only be handled by a Hanyou.*
  2588. While [Equipped], increase the [Range] of [Physical Attacks] by 2 Sq. (If [Engaged], it becomes 2Sq. if [Charge 2 Sq] it becomes [Charge 4 Sq]).
  2589.  
  2590. Black Godbeast Claw
  2591. Restrict : Darkstalker
  2592. Mode : Switch Hand
  2593. ACC : None
  2594. PD : +14 / +15
  2595. INIT : None / +1
  2596. Cost : 10000G
  2597. [Form: Axe / Range: Engaged / Target: 1#]. *The highest rank of magic beast claw that transforms the user's arm into a bestial weapon.*
  2598. While [Equipped], the user [Recovers] 5 {HP] when performing [Damage Calculation].
  2599.  
  2600. Dragon God Claw
  2601. Restrict : Dragon Lord
  2602. Mode : Switch Hand
  2603. ACC : None
  2604. PD : +16 / +17
  2605. INIT : -2 / -1
  2606. Cost : 10000G
  2607. [Form: Axe / Range: Engaged / Target: ]. *The claw of a high-ranking dragon that turns the wielder's arm into a great dragon's claw.*
  2608. While [Equipped], when the user receives an [Attack Action] bestowed with [Origin Element C], reduce the [Damage] they take by 10.
  2609.  
  2610. Sacred Power Circle
  2611. Restrict : Martial
  2612. Mode : One Hand
  2613. ACC : None
  2614. PD : +13
  2615. INIT : +1
  2616. Cost : 10000G
  2617. [Form: Axe / Range: Engaged / Target: 1#]. *A high-level ring forged with metal that responds to spiritual power.*
  2618. Can be thrown as a [Ranged Weapon]. In that case, change [Form / Range / Target] to [Ranged / {Strength}+2 Sq / 1#].
  2619.  
  2620. Exorcist's Needle
  2621. Restrict : Martial
  2622. Mode : Two Hand
  2623. ACC : None
  2624. PD : +14
  2625. INIT : +1
  2626. Cost : 12000G
  2627. [Form: Axe / Range: Engaged / Target: 1#]. *A large acupuncture needle that has intense spiritual power for exterminating evil. Has a special effect on plant and mythical targets.*
  2628. While [Equipped], when making a [Physical Attack] against [Class: Plant - Mythical], gain +2 [Physical Rank].
  2629.  
  2630. Ultimate Impact
  2631. Restrict : Martial
  2632. Mode : Two Hand
  2633. ACC : None
  2634. PD : +16
  2635. INIT : -1
  2636. Cost : 13000G
  2637. [Form: Axe / Range: Engaged / Target: 1#]. *A higher version of the Impact Axe. Its propulsion and sturdiness are much greater.*
  2638. While [Equipped], once per round, the [Target] of the user's [Physical Attack] reduces [Armor] by 10 (to a minimum of 0).
  2639.  
  2640. Divine Power Circle
  2641. Restrict : Scion
  2642. Mode : One Hand
  2643. ACC : +1
  2644. PD : +14
  2645. INIT : None
  2646. Cost : 13000G
  2647. [Form: Axe / Range: Engaged / Target: 1#]. *A higher level version of the Sacred Power Circle. It has incredible amounts of spiritual power, close to that of a godforged regalia.*
  2648. Can be thrown as a [Ranged Weapon]. In that case, change [Form / Range / Target] to [Ranged / {Strength}+2 Sq / 1#].
  2649.  
  2650. Garm Claw
  2651. Restrict : Adapter
  2652. Mode : Two Hand
  2653. ACC : +1
  2654. PD : +14
  2655. INIT : None
  2656. Cost : 13000G
  2657. [Form: Axe / Range: Engaged / Target: 1#]. *A bracelet manufactured from the exoskeleton of an insect god. When deployed, the whole arm from the elbow to the fingertips is transformed into a gigantic claw.*
  2658. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, gain +5 [Armor].
  2659.  
  2660. Psychic Bardiche
  2661. Restrict : Esper
  2662. Mode : Two Hand
  2663. ACC : +1
  2664. PD : +15
  2665. INIT : -1
  2666. Cost : 13000G
  2667. [Form: Axe / Range: 2 Sq. / Target: 1#]. *A mechanized halberd. It is usually carried in a compact form the size of a baton, but when targeted with psychic power it will unfold and reveal a blade of psychic energy.*
  2668. While [Equipped], the [Target] of the user's [Physical Attack] reduces [Armor] by 5 (to a minimum of 0).
  2669.  
  2670. Aura Rusher
  2671. Restrict : Aura Breaker
  2672. Mode : Two Hand
  2673. ACC : None
  2674. PD : +16
  2675. INIT : None
  2676. Cost : 13000G
  2677. [Form: Axe / Range: Engaged / Target: 1#]. *A gigantic battleaxe modified for use by Aura Breakers. The penetrating power of ki is incredible.*
  2678. While [Equipped], once per combat when making a [Physical Attack], gain +2 [Physical Rank].
  2679.  
  2680.  
  2681. ------------------------
  2682. Form: Hammer [XXXK-4]
  2683. ------------------------
  2684. Stun Baton
  2685. Restrict : Martial / Utility
  2686. Mode : One Hand
  2687. ACC : None
  2688. PD : +4
  2689. INIT : -3
  2690. Cost : 600G
  2691. [Form: Hammer / Range: Engaged / Target: 1#] *A telescopic baton that emits electric shocks when it strikes.*
  2692. While [Equipped], once per round, bestow [Element: Shock] onto a [Physical Attack].
  2693.  
  2694. Hand Khakkhara
  2695. Restrict : None
  2696. Mode : Switch Hand
  2697. ACC : None
  2698. PD : +3 / +4
  2699. INIT : -3 / -2
  2700. Cost : 1300G
  2701. [Form: Hammer / Range: Engaged / Target: 1#]. *A small hand-held scepter used in buddhist rituals. Can be used as a striking weapon.*
  2702. While [Equipped], once per round, when making a [Physical Attack] against [Class: Undead], gain +2 [Physical Rank].
  2703.  
  2704. Adamant Guard
  2705. Restrict : Treasure Hunter
  2706. Mode : Two Hand
  2707. ACC : None
  2708. PD : +5
  2709. INIT : -1
  2710. Cost : 2000G
  2711. [Form: Hammer / Range: Engaged / Target: 1#]. *An arm or leg guard made of blue-tinged mysterious metal.*
  2712. While [Equipped], treat as though [Equipped] with [Unarmed].
  2713.  
  2714. Psychic Khakkhara
  2715. Restrict : Esper
  2716. Mode : Switch Hand
  2717. ACC : None
  2718. PD : +6 / +7
  2719. INIT : -3 / -2
  2720. Cost : 2000G
  2721. [Form: Hammer / Range: engaged / Target: 1#]. *A sturdy, long-handled scepter used by Dhutanga monks and trainees. By focusing on it, the user can draw out the spirit energy of previous owners.*
  2722. While [Equipped], once per round, when making a [Physical Attack] against [Class: Undead - Chaos], gain +2 [Physical Rank].
  2723.  
  2724. Aura Knuckle
  2725. Restrict : Aura Breaker
  2726. Mode : Two Hand
  2727. ACC : None
  2728. PD : +6
  2729. INIT : -2
  2730. Cost : 2000G
  2731. [Form: Hammer / Range: Engaged / Target: 1#]. *A pair of brass knuckles modified with a special metal that allows the user to better circulate ki.*
  2732. While [Equipped], treat as though [Equipped] with [Unarmed].
  2733.  
  2734. Exoskeleton Hammer
  2735. Restrict : Adapter
  2736. Mode : Two Hand
  2737. ACC : -1
  2738. PD : +7
  2739. INIT : -1
  2740. Cost : 2000G
  2741. [Form: Hammer / Range: Engaged / Target: 1#]. *A sledgehammer-type artificial regalia crafted from the exoskeleton of a giant insect.*
  2742. While [Equipped], once per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].
  2743.  
  2744. Olisi
  2745. Restrict : Martial
  2746. Mode : One Hand
  2747. ACC : None
  2748. PD : +6
  2749. INIT : -3
  2750. Cost : 2300G
  2751. [Form: Hammer / Range: Engaged / Target: 1#]. *A short club used in Eskrima martial arts, converted into an artificial regalia. Contrary to its appearance, it is very sturdy.*
  2752. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, while [Engaged], gain +2 [Armor].
  2753.  
  2754. Sacred Bokken
  2755. Restrict : None
  2756. Mode : Switch Hand
  2757. ACC : None
  2758. PD : +5 / +6
  2759. INIT : -1 / None
  2760. Cost : 3400G
  2761. [Form: Hammer / Range: Engaged / Target: 1#]. *A wooden sword made from the wood of a sacred tree.*
  2762. While [Equipped], once per round, increase [Physical Damage] to non-[Boss] [Mononoke] by 5.
  2763.  
  2764. Anti-Spirit Warhammer
  2765. Restrict : Martial / Arcane
  2766. Mode : Switch Hand
  2767. ACC : None
  2768. PD : +6 / +7
  2769. INIT : -2 / -1
  2770. Cost : 3400G
  2771. [Form: Hammer / Range: Engaged / Target: 1#]. *A warhammer engraved with runes or a special mantra.*
  2772. While [Equipped], when making a [Physical Attack] against [Class: Undead], gain +1 [Physical Rank].
  2773.  
  2774. Flagellum
  2775. Restrict : None
  2776. Mode : Two Hand
  2777. ACC : +1
  2778. PD : +7
  2779. INIT : +1
  2780. Cost : 4100G
  2781. [Form: Hammer / Range: Engaged / Target: 1#]. *A whip-type artificial regalia used in ancient Egypt to command horses and repel carnivorous beasts..*
  2782. While [Equipped], when making a [Physical Attack] against [Class: Beast - Mythical], gain +1 [Physical Rank].
  2783.  
  2784. Brass Knuckles
  2785. Restrict : Martial / Utility
  2786. Mode : Two Hand
  2787. ACC : +1
  2788. PD : +9
  2789. INIT : None
  2790. Cost : 4100G
  2791. [Form: Hammer / Range: Engaged / Target: 1#]. *A stronger version of the knuckle duster, made with a tougher metal.*
  2792. While [Equipped], treat as though [Equipped] with [Unarmed].
  2793.  
  2794. Miracle Khakkhara
  2795. Restrict : Martial / Utility
  2796. Mode : Switch Hand
  2797. ACC : None
  2798. PD : +8 / +9
  2799. INIT : +2 / +3
  2800. Cost : 6800G
  2801. [Form: Hammer / Range: Engaged / Target: 1#]. *A further strengthened buddhist ritual scepter. It has an incredibly high amount of spirit energy.*
  2802. While [Equipped], when making an [Attack Action] against [Class: Undead], gain +1 [Rank].
  2803.  
  2804. Adamant Hammer
  2805. Restrict : Treasure Hunter
  2806. Mode : Two Hand
  2807. ACC : None
  2808. PD : +12
  2809. INIT : +1
  2810. Cost :6800G
  2811. [Form: Hammer / Range: Engaged / Target: 1#]. *A hammer made of a mysterious, blue-tinged metal.*
  2812. While [Equipped], Once per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].
  2813.  
  2814. Destroyers' Battering Ram
  2815. Restrict : Martial
  2816. Mode : Two Hand
  2817. ACC : -1
  2818. PD : +13
  2819. INIT : None
  2820. Cost : 6800G
  2821. [Form: Hammer / Range: Engaged / Target: 1#]. *A battering ram made entirely of metal. Extremely heavy, but its power is worth the weight.*
  2822. While [Equipped], once per session, the [Target] of the user's [Physical Attack] reduces [Armor] by 20 (to a minimum of 0).
  2823.  
  2824. White Ninja
  2825. Restrict : Legion
  2826. Mode : One Hand
  2827. ACC : +1
  2828. PD : +7
  2829. INIT : +3
  2830. Cost : 7500G
  2831. [Form: Hammer / Range: Engaged / Target: 1#]. *A special guard stick used by security forces converted to an artificial regalia.*
  2832. While [Equipped], reduce [Magical Damage] received from [Targets] other than [Range: Engaged] by 5.
  2833.  
  2834. Kaiser Knuckle
  2835. Restrict : Martial / Utility
  2836. Mode : Two Hand
  2837. ACC : +1
  2838. PD : +13
  2839. INIT : None
  2840. Cost : 8000G
  2841. [Form: Hammer / Range: Engaged / Target: 1#]. *A further upgraded brass knuckle. It has multiple protrusions on its iron rings to crush fragile mononoke.*
  2842. While [Equipped], treat as though [Equipped] with [Unarmed].
  2843.  
  2844. Daiyoukai's Arm
  2845. Restrict : Hanyou / Divine Soul
  2846. Mode : Switch Hand
  2847. ACC : +1
  2848. PD : +11 / +12
  2849. INIT : +2 / +3
  2850. Cost : 8000G
  2851. [Form: Hammer / Range: Engaged / Target: 1#]. *A bracelet carved from the bones of a powerful youkai. By imbuing it with spirit energy, it transforms the user's arm.*
  2852. While [Equipped], gain +5 [Armor].
  2853.  
  2854. Gravity Wand
  2855. Restrict : Magus
  2856. Mode : Two Hand
  2857. ACC : +1
  2858. PD : +13
  2859. INIT : +2
  2860. Cost : 8000G
  2861. [Form: Hammer / Range: 4 Sq. / Target: 1#]. *A magic wand that can control gravity with a wave.*
  2862. While [Equipped], once per round, change the [Target] of a [Physical Attack] to [Area].
  2863.  
  2864. Tactical Hammer
  2865. Restrict : Cyborg
  2866. Mode : Switch Hand
  2867. ACC : +1
  2868. PD : +13 / +14
  2869. INIT : None / +1
  2870. Cost : 8000G
  2871. [Form: Hammer / Range: Engaged / Target: 1#]. *A high-tech sledgehammer that can generate powerful anti-spirit waves.*
  2872. While [Equipped], once per round, change the [Range / Target] of a [Physical Attack] to [5 Sq. / Area].
  2873.  
  2874. Treasure Ring of the Barrier Eye
  2875. Restrict : Demon-Eyed
  2876. Mode : Switch Hand
  2877. ACC : None
  2878. PD : +13 / +14
  2879. INIT : +2 / +3
  2880. Cost : 8000G
  2881. [Form: Hammer / Range: Engaged / Target: 1#]. *A platinum bracelet inlaid with a jewel in the shape of an evil eye. By wielding it, the spiritual power of the eye is focused and opponents are crushed by invisible power.*
  2882. While [Equipped], gain +5 [Barrier].
  2883.  
  2884. Yashazakura
  2885. Restrict : Martial / Utility
  2886. Mode : Two Hand
  2887. ACC :+1
  2888. PD : +14
  2889. INIT : +3
  2890. Cost : 10000G
  2891. [Form: Hammer / Range: Engaged / Target: 1#]. *A black sword carved from the wood of a 1000 year old sacred tree. It has incredible power versus spiritual beings.*
  2892. While [Equipped], increase [Physical Damage] to non-[Boss] [Mononoke] by 10.
  2893.  
  2894. Divine Youkai Arm
  2895. Restrict : Hanyou / Divine Soul
  2896. Mode : Switch Hand
  2897. ACC : +1
  2898. PD : +15 / +16
  2899. INIT : +1 / +2
  2900. Cost : 12000G
  2901. [Form: Hammer / Range: Engaged / Target: 1#]. *A bracelet carved from the bones of a youkai that had become a god. It temporarily transforms the user's arm into the powerful limb of a great youkai.*
  2902. While [Equipped], gain +5 [Armor].
  2903.  
  2904. Anti-God Cane
  2905. Restrict : Scion / Heroic Spirit
  2906. Mode : Switch Hand
  2907. ACC : +1
  2908. PD : +16 / +17
  2909. INIT : None / +1
  2910. Cost : 12000G
  2911. [Form: Hammer / Range: Engaged / Target: 1#]. *A slender cane engraved with a brutal spell. Especially effective against evil gods.*
  2912. While [Equipped], when making a [Physical Attack] on [Class: Chaos], gain +2 [Physical Rank].
  2913.  
  2914. Ancestor's Arm
  2915. Restrict : Darkstalker
  2916. Mode : Switch Hand
  2917. ACC : None
  2918. PD : +17 / +18
  2919. INIT : +1 / +2
  2920. Cost : 12000G
  2921. [Form: Hammer / Range: Engaged / Target: 1#]. *A bracelet crafted from the bones of an ancestor-class werewolf. By focusing on it, the user can release the powerful arm of the ancestor.*
  2922. While [Equipped], gain a +10 modifier to {HP}.
  2923.  
  2924. Warhammer of the Gods
  2925. Restrict : Marebito
  2926. Mode : Two Hand
  2927. ACC : None
  2928. PD : +18
  2929. INIT : +2
  2930. Cost : 12000G
  2931. [Form: Hammer / Range: Engaged / Target: 1#]. *The hammer of a god bestowed onto a wielder from another world. It has a powerful blessing.*
  2932. While [Equipped], reduce [Damage] received from [Weapon Attacks] by 10.
  2933.  
  2934. Acharya's Khakkhara
  2935. Restrict : Esper
  2936. Mode : Switch Hand
  2937. ACC : +1
  2938. PD : +17 / +18
  2939. INIT : -1 / None
  2940. Cost : 12000G
  2941. [Form: Hammer / Range: Engaged / Target: 1#]. *A scepter once wielded by a legendary buddhist priest. It has divine power close to a godforged regalia, and by reading the thoughts imprinted on it, the user can reproduce the original owner's spiritual essence.*
  2942. While [Equipped], when making an [Attack Action] against [Class: Undead - Chaos], gain +1 [Rank].
  2943.  
  2944. Shining Shield
  2945. Restrict : Aura Breaker
  2946. Mode : Switch Hand
  2947. ACC : +2
  2948. PD : +15 / +16
  2949. INIT : -1 / None
  2950. Cost : 12000G
  2951. [Form: Hammer / Range: Engaged / Target: 1#]. *An attack shield that dramatically increases the penetrating power of ki. It achieves both high offensive and defensive strength.*
  2952. While [Equipped], gain +5 [Armor] and [Barrier].
  2953.  
  2954. Encroaching Carapace
  2955. Restrict : Adapter
  2956. Mode : Two Hand
  2957. ACC : +1
  2958. PD : +16
  2959. INIT : +2
  2960. Cost : 12000G
  2961. [Form: Hammer / Range: Engaged / Target: 1#]. *A bracelet crafted from the exoskeleton of an insect god. When used by an Adapter, both arms are transformed into a gigantic exoskeleton, creating a battering ram.*
  2962. While [Equipped], once per round, the [Target] of the user's [Physical Attack] reduces [Armor] by 10 (to a minimum of 0).
  2963.  
  2964. Fire Arm
  2965. Restrict : Martial
  2966. Mode : Two Hand
  2967. ACC : None
  2968. PD : +17
  2969. INIT : +2
  2970. Cost : 14000G
  2971. [Form: Hammer / Range: Engaged / Target: 1#]. *A metal gauntlet that has a shotgun function built into it, firing bursts of flame at moment of impact.*
  2972. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, bestow [Element: Fire] onto [Physical Attacks].
  2973.  
  2974.  
  2975. ------------------------
  2976. Form: Ranged [XXXK-5]
  2977. ------------------------
  2978. ※ Light Defender
  2979. Restrict : None
  2980. Mode : One Hand
  2981. ACC : None
  2982. PD : (2)
  2983. INIT : -1
  2984. Cost : 500G
  2985. [Form: Ranged / Range: 5 Sq. / Target: 1#]. *A pistol-type artificial regalia based on the SIG P230. It gives the owner a defensive blessing.*
  2986. While [Equipped], gain +1 [Armor] and [Barrier].
  2987.  
  2988. ※ Sub-Zero
  2989. Restrict : Martial / Utility
  2990. Mode : One Hand
  2991. ACC : -1
  2992. PD : (3)
  2993. INIT : -1
  2994. Cost : 1000G
  2995. [Form: Ranged / Range: 4 Sq / Target: 1#]. *A submachine gun artificial regalia based on the Scorpion.*
  2996. While [Equipped], once per combat, increase the [Target] of the user's [Physical Attack] by 2#.
  2997.  
  2998. ※ Exoskeleton Pistol
  2999. Restrict : Adapter
  3000. Mode : One Hand
  3001. ACC : None
  3002. PD : (4)
  3003. INIT : None
  3004. Cost : 2000G
  3005. [Form: Ranged / Range: 6 Sq. / Target: 1#]. *A pistol-type regalia formed from the exoskeleton of a giant insect. It is usually in the form of a bracelet and changes into a pistol of the user's preference when activated.*
  3006. While [Equipped], the [Target] of the user's [Physical Attack] reduces [Armor] by 3 (to a minimum of 0).
  3007.  
  3008. ※ Raider Special
  3009. Restrict : Treasure Hunter
  3010. Mode : One Hand
  3011. ACC : None
  3012. PD : (5)
  3013. INIT : -1
  3014. Cost : 2000G
  3015. [Form: Ranged / Range: 7 Sq. / Target: 1#]. *An automatic pistol artificial regalia modeled on the USP compact.*
  3016. While [Equipped], once per round, increase [Damage] to non-[Boss] [Mononoke] by 5.
  3017.  
  3018. ※ Mental Pistol
  3019. Restrict : Esper
  3020. Mode : Switch Hand
  3021. ACC : -1
  3022. PD : (5) / (6)
  3023. INIT : None / +1
  3024. Cost : 2000G
  3025. [Form: Ranged / Range: 8 Sq. / Target: 1#]. *An automatic pistol artificial regalia tuned to be used with psychokinesis. At the moment the bullet lands, it explodes with psychokinetic power.*
  3026. While [Equipped], once per combat, [Targets] that failed their [Reactive Check] are [Installed] up to 2 Sq away.
  3027.  
  3028. ※ Aura Cannon
  3029. Restrict : Aura Breaker
  3030. Mode : Switch Hand
  3031. ACC : None
  3032. PD : (5) / (6)
  3033. INIT : -2 / -1
  3034. Cost : 2000G
  3035. [Form: Ranged / Range: 8 Sq. / Target: 1#]. *A large pistol artificial regalia modified for use by an Aura Breaker.*
  3036. While [Equipped], once per round, increase the [Target] of the user's [Physical Attack] by 1#.
  3037.  
  3038. ※ Anaconda
  3039. Restrict : Martial
  3040. Mode : Switch Hand
  3041. ACC : None
  3042. PD : (6) / (7)
  3043. INIT : -2 / -1
  3044. Cost : 2500G
  3045. [Form: Ranged / Range: 6 Sq. / Target: 1#]. *A large revolver-type artificial regalia based on the Colt Python.*
  3046. While [Equipped], once per round, increase [Damage] to non-[Boss] [Mononoke] by 5.
  3047.  
  3048. ※ Iron Army
  3049. Restrict : Martial
  3050. Mode : Switch Hand
  3051. ACC : None
  3052. PD : (7) / (8)
  3053. INIT : -1 / None
  3054. Cost : 3500G
  3055. [Form: Ranged / Range: 7 Sq. / Target: 1#]. *An assault rifle artificial regalia based on the M4 Carbine.*
  3056. While [Equipped], once per round, increase the [Target] of the user's [Physical Attack] by 1#.
  3057.  
  3058. Chariot
  3059. Restrict : Heroic Spirit
  3060. Mode : Two Hand
  3061. ACC : None
  3062. PD : +8
  3063. INIT : +1
  3064. Cost : 3500G
  3065. [Form: Ranged / Range: Charge 4 Sq. / Target: 1#]. *An artificial regalia in the form of an ancient horse-drawn chariot. Since it's formed entirely out of spirit energy, it can only be used by a Heroic Spirit.*
  3066. While [Equipped], the user may make [Ranged Attacks] and [Magical Attacks] after a [Combat Move].
  3067.  
  3068. ※ Ingram
  3069. Restrict : Martial / Utility
  3070. Mode : Switch Hand
  3071. ACC : None
  3072. PD : (7) / (8)
  3073. INIT : None / +1
  3074. Cost : 4400G
  3075. [Form: Ranged / Range: 7 Sq. / Target: 1#]. *A submachine gun artificial regalia based on the Ingram M10.*
  3076. While [Equipped], once per round, increase the [Target] of the user's [Ranged Attack] by 2#.
  3077.  
  3078. ※ Black Rifle
  3079. Restrict : Martial / Utility
  3080. Mode : Two Hand
  3081. ACC : +1
  3082. PD : (8)
  3083. INIT : -2
  3084. Cost : 4400G
  3085. [Form: Ranged / Range: 8 Sq. / Target: 1#]. *An assault rifle artificial regalia based on the M-16.*
  3086. While [Equipped], once per round, increase the [Target] of the user's [Physical Attack] by 1#.
  3087.  
  3088. ※ Audio
  3089. Restrict : Martial
  3090. Mode : Two Hand
  3091. ACC : None
  3092. PD : (9)
  3093. INIT : None
  3094. Cost : 4400G
  3095. [Form: Ranged / Range: 4 Sq. / Target: Area]. *A military shotgun artificial regalia based on the Spas-12.*
  3096. While [Equipped], increase [Physical Damage] to Non-[Boss] [Mononoke] to 10.
  3097.  
  3098. Offensive Magic Focus
  3099. Restrict : Magus
  3100. Mode : Two Hand
  3101. ACC : None
  3102. PD : +10
  3103. INIT : -1
  3104. Cost : 6000G
  3105. [Form: Ranged / Range: 8 Sq. / Target: 1#]. *An offense-based magical device that attacks by manifesting various phenomena.*
  3106. While [Equipped], bestow one of [Element: Fire - Light] onto [Physical Attacks].
  3107.  
  3108. ※ Anti-Youkai Sniper Rifle
  3109. Restrict : Martial / Utility
  3110. Mode : Switch Hand
  3111. ACC : None
  3112. PD : (9) / (10)
  3113. INIT : -1 / None
  3114. Cost : 6000G
  3115. [Form: Ranged / Range: 10 Sq. / Target: 1#]. *A sniper-rifle artificial regalia based on the M1500.*
  3116. While [Equipped], once per round, increase the [Physical Damage] of a [Physical Attack] made with a [Ranged Weapon] by 5.
  3117.  
  3118. ※ Thunderbolt
  3119. Restrict : Martial / Utility
  3120. Mode : Two Hand
  3121. ACC : None
  3122. PD : (10)
  3123. INIT : -1
  3124. Cost : 6000G
  3125. [Form: Ranged / Range: 10 Sq. / Target: 1#]. *A sniper rifle artificial regalia based on the SR-25.*
  3126. While [Equipped], when making a [Physical Attack] against a [Target] more than [Range: 5 Sq] away, increase [Physical Damage] by 5.
  3127.  
  3128. Hunting Whip
  3129. Restrict : Treasure Hunter
  3130. Mode : Two Hand
  3131. ACC : None
  3132. PD : +9
  3133. INIT : +2
  3134. Cost : 8000G
  3135. [Form: Ranged / Range: 5 Sq. / Target: 1#]. *A sturdy whip-type artificial regalia that's been remodeled for anti-mononoke combat.*
  3136. While [Equipped], treat [Physical Attacks] as [Special Attacks]. Additionally, increase [Damage] to non-[Boss] [Mononoke] by 10.
  3137.  
  3138. Hero's Chariot
  3139. Restrict : Heroic Spirit
  3140. Mode : Two Hand
  3141. ACC : None
  3142. PD : +10
  3143. INIT : +1
  3144. Cost : 8000G
  3145. [Form: Ranged / Range: Charge 4 Sq. / Target: 1#]. *A chariot used by a legendary hero. It has various forms, including being pulled by a bull rather than a horse or with spikes on the wheels.*
  3146. While [Equipped], the user may make [Ranged Attacks] and [Magical Attacks] after a [Combat Move].
  3147.  
  3148. ※ Chernobog
  3149. Restrict : Martial
  3150. Mode : Two Hand
  3151. ACC : None
  3152. PD : (12)
  3153. INIT : -2
  3154. Cost : 8000G
  3155. [Form: Ranged / Range: 10 Sq. / Target: 1#]. *A sniper rifle-type artificial regalia based on the SVD.*
  3156. While [Equipped], when making a [Physical Attack] against a [Target] more than [Range: 5 Sq] away, increase [Physical Damage] by 5.
  3157.  
  3158. ※ Eagle Eye
  3159. Restrict : Martial
  3160. Mode : Two Hand
  3161. ACC : +1
  3162. PD : (9)
  3163. INIT : -1
  3164. Cost : 8000G
  3165. [Form: Ranged / Range: 10 Sq. / Target: 1#]. *A sniper rifle-type artificial regalia based on the Remington M700.*
  3166. While [Equipped], once per round, the [Target] of the user's [Physical Attack] reduces [Armor] by 10 (to a minimum of 0).
  3167.  
  3168. ※ Pegase
  3169. Restrict : Martial
  3170. Mode : Switch Hand
  3171. ACC : None
  3172. PD : (9) / (10)
  3173. INIT : -1 / None
  3174. Cost : 8000G
  3175. [Form: Ranged / Range: 7 Sq. / Target: 1#]. *A PDW artificial regalia based on the P90.*
  3176. While [Equipped] as [One-Handed], change the [Mode] to [One Hand] (this means that <<Ambidexterity>>, etc, may be applied).
  3177.  
  3178. ※ Werewolf
  3179. Restrict : Martial
  3180. Mode : Two Hand
  3181. ACC : None
  3182. PD : (11)
  3183. INIT : -1
  3184. Cost : 8000G
  3185. [Form: Ranged / Range: 8 Sq. / Target: 1#]. *A machine gun-type artificial regalia based on the M60.*
  3186. While [Equipped], increase the [Target] of the user's [Physical Attack] by 2#.
  3187.  
  3188. ※ Etincelle
  3189. Restrict : Martial
  3190. Mode : Two Hand
  3191. ACC : -1
  3192. PD : (12)
  3193. INIT : None
  3194. Cost : 8000G
  3195. [Form: Ranged / Range: 6 Sq. / Target: Area]. *A support weapon artificial regalia based on the Minimi.*
  3196. While [Equipped], increase [Physical Damage] dealt to [Mononoke] other than [Class: Machine - Chaos] by 10.
  3197.  
  3198. ※ Commando
  3199. Restrict : Martial
  3200. Mode : One Hand
  3201. ACC : None
  3202. PD : (10)
  3203. INIT : +1
  3204. Cost : 10000G
  3205. [Form: Ranged / Range: 7 Sq. / Target: 1#]. *A large-caliber automatic pistol artificial regalia based on the Desert Eagle.*
  3206. While [Equipped], increase [Physical Damage] dealt to Non-[Boss] [Mononoke] or [Godhunters] by 10.
  3207.  
  3208. ※ Congelatio
  3209. Restrict : Martial
  3210. Mode : Two Hand
  3211. ACC : None
  3212. PD : (12)
  3213. INIT : None
  3214. Cost : 10000G
  3215. [Form: Ranged / Range: 6 Sq. / Target: Area]. *A fully-automatic shotgun based on the Saiga 12.*
  3216. While [Equipped], increase [Physical Damage] dealt to [Mononoke] other than [Class: Machine - Chaos] by 10.
  3217.  
  3218. Red Bullet
  3219. Restrict : Darkstalker
  3220. Mode : Two Hand
  3221. ACC : None
  3222. PD : +12
  3223. INIT : +2
  3224. Cost : 10000G
  3225. [Form: Ranged / Range: 8 Sq. / Target: 1#]. *A delicately crafted golden bracelet. By using spirit energy, the user can turn their blood into a projectile.*
  3226. While [Equipped], increase the [Target] of the user's [Physical Attack] by 2#.
  3227.  
  3228. Divine Power Ring
  3229. Restrict : Hanyou / Divine Soul
  3230. Mode : Two Hand
  3231. ACC : +1
  3232. PD : +12
  3233. INIT : None
  3234. Cost : 10000G
  3235. [Form: Ranged / Range: 10 Sq. / Target: 1#]. *A jade bracelet that can demonstrate the magical power of a revered ancestor. It can produce spirit energy comparable to a land god.*
  3236. While [Equipped],bestow one of [Element: Shock - Wind] onto [Physical Attacks].
  3237.  
  3238. Youkai-Killing Bow
  3239. Restrict : Scion
  3240. Mode : Two Hand
  3241. ACC : None
  3242. PD : +13
  3243. INIT : +1
  3244. Cost : 10000G
  3245. [Form: Ranged / Range: 10 Sq. / Target: 1#]. *A bow with a special spiritual power for killing mononoke.*
  3246. While [Equipped], increase [Physical Damage] dealt to non-[Boss] [Mononoke] by 15.
  3247.  
  3248. ※ Rail Cannon
  3249. Restrict : Esper
  3250. Mode : Two Hand
  3251. ACC : +1
  3252. PD : (13)
  3253. INIT : None
  3254. Cost : 10000G
  3255. [Form: Ranged / Range: 10 Sq. / Target: 1#]. *A portable electromagnetic cannon that has been modified to use psychokinesis. When it fires, lightning crackles in the air.*
  3256. While [Equipped], the [Target] of the user's [Attack Action] reduces their [Reactive Check] by 2.
  3257.  
  3258. ※ World Taker
  3259. Restrict : Treasure Hunter
  3260. Mode : Switch Hand
  3261. ACC : None
  3262. PD : (13) / (14)
  3263. INIT : None / +1
  3264. Cost : 10000G
  3265. [Form: Ranged / Range: 8 Sq. / Target: 1#]. *An assault rifle-type artificial regalia crafted from the ancient metal, 'adamant'. The bullets are also made from this metal.*
  3266. While [Equipped], increase the [Target] of the user's [Physical Attack] by 2#.
  3267.  
  3268. ※ Aura Dominator
  3269. Restrict : Aura Breaker
  3270. Mode : Switch Hand
  3271. ACC : None
  3272. PD : (14) / (15)
  3273. INIT : -1 / None
  3274. Cost : 10000G
  3275. [Form: Ranged / Range: 8 Sq. / Target: 1#]. *A large caliber revolver modified for Aura Breakers, who can use it to fire ki*
  3276. While [Equipped], once per round, the [Target] of the user's [Physical Attack] reduces [Armor] by 10 (to a minimum of 0).
  3277.  
  3278. ※ Carapace Cannon
  3279. Restrict : Adapter
  3280. Mode : Switch Hand
  3281. ACC : None
  3282. PD : (15) / (16)
  3283. INIT : -2 / -1
  3284. Cost : 10000G
  3285. [Form: Ranged / Range: 9 Sq. / Target: 1#]. *A bracelet-type artificial regalia created from the shell of an insect god that, when activated, transforms the entire arm into a cannon-bearing exoskeleton.*
  3286. While [Equipped], when making a [Physical Attack] against a [Target] that is more than [Range: 5 Sq.] away, increase [Physical Damage] by 10.
  3287.  
  3288. ※ Executor
  3289. Restrict : Martial
  3290. Mode : Two Hand
  3291. ACC : +1
  3292. PD : (13)
  3293. INIT : -1
  3294. Cost : 13000G
  3295. [Form: Ranged / Range: 7 Sq. / Target: 1#]. *A large caliber revolver-type artificial regalia based on the Raging Bull.*
  3296. While [Equipped], increase [Physical Damage] against [Mononke] other than [Class: Mechanical - Chaos] by 10.
  3297.  
  3298. ※ Minced Meat Maker
  3299. Restrict : Martial
  3300. Mode : Two Hand
  3301. ACC : None
  3302. PD : (14)
  3303. INIT : None
  3304. Cost : 13000G
  3305. [Form: Ranged / Range: 6 Sq. / Target: Area]. *A gatling-type artificial regalia based on the M134 Minigun.*
  3306. While [Equipped], increase [Physical Damage] against non-[Boss] [Mononoke] and [Godhunters] by 20.
  3307.  
  3308. ※ Conquete
  3309. Restrict : Martial
  3310. Mode : Two Hand
  3311. ACC : None
  3312. PD : (15)
  3313. INIT : -1
  3314. Cost : 13000G
  3315. [Form: Ranged / Range: 10 Sq. / Target: 1#]. *An anti-material rifle artificial regalia based on the Hecate II.*
  3316. While [Equipped], the [Target] of the user's [Physical Attack] reduces [Armor] by 20 (to a minimum of 0, however, this weapon may only be used to make a [Physical Attack] once per round.
  3317.  
  3318. ※ Mounted Main Gun
  3319. Restrict : Cyborg
  3320. Mode : Two Hand
  3321. ACC : -1
  3322. PD : (16)
  3323. INIT : None
  3324. Cost : 13000G
  3325. [Form: Ranged / Range: 10 Sq. / Target: Area]. *A modified version of an Aegis ship main gun, so it can be carried.*
  3326. While [Equipped],bestow one of [Element: Fire - Light] to [Physical Attacks].
  3327.  
  3328. Gungriffon
  3329. Restrict : Martial / Utility
  3330. Mode : Two Hand
  3331. ACC : None
  3332. PD : +15
  3333. INIT : -1
  3334. Cost : 16000G
  3335. [Form: Ranged / Range: Charge 6 Sq. / Target: 1#]. *A state of the art combat motorcycle made by Far East Heavy Industries. Its Link System defeats anyone who encounters it.*
  3336. While [Equipped], the user may make [Ranged Attacks] and [Magical Attacks] after a [Combat Move].
  3337.  
  3338. Hero's Longbow
  3339. Restrict : Marebito
  3340. Mode : Two Hand
  3341. ACC : None
  3342. PD : +17
  3343. INIT : -1
  3344. Cost : 16000G
  3345. [Form: Ranged / Range: 10 Sq. / Target:1# ]. *A godly bow that can only be equipped by a hero from another world.*
  3346. While [Equipped], once per session when making a [Physical Attack], gain +3 [Physical Rank].
  3347.  
  3348. Dragon's Whisker
  3349. Restrict : Dragon Lord
  3350. Mode : Two Hand
  3351. ACC : -1
  3352. PD : +18
  3353. INIT : None
  3354. Cost : 16000G
  3355. [Form: Ranged / Range: 10 Sq. / Target: 1#]. *A bow strung with the whiskers of a dragon god. When firing an arrow, it soars with the illusion of a dragon.*
  3356. While [Equipped], when making an [Attack Action] bestowed with [Origin Element C], gain +5 [Damage].
  3357.  
  3358. Overlord's Chariot
  3359. Restrict : Heroic Spirit
  3360. Mode : Two Hand
  3361. ACC : None
  3362. PD : +18
  3363. INIT : -2
  3364. Cost : 16000G
  3365. [Form: Ranged / Range: Charge 4 Sq. / Target: 1#]. *The most powerful chariot a heroic spirit can control. Only a truly legendary hero can handle it.*
  3366. While [Equipped], the user may make [Ranged Attacks] and [Magical Attacks] after a [Combat Move].
  3367.  
  3368.  
  3369. ------------------------
  3370. Form: Magic [XXXK-6]
  3371. ------------------------
  3372. Magic Beast Jewel
  3373. Restrict : Utility / Arcane
  3374. Mode : Two Hand
  3375. CNJ : None
  3376. MD : +3
  3377. INIT : -2
  3378. Cost : 2000G
  3379. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A jewel that summons a magic beast formed of spirit energy that follows the user's commands.*
  3380. While [Equipped], gain +3 [Armor].
  3381.  
  3382. Spirit Cloth
  3383. Restrict : Utility / Arcane
  3384. Mode : Two Hand
  3385. CNJ : -1
  3386. MD : +3
  3387. INIT : None
  3388. Cost : 2000G
  3389. [Form: Magic / Range: 5 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A large cloth woven from spirit thread. It can be handled like a whip by controlling it with spirit energy.*
  3390. While [Equipped], once per round, change the [Target] of a [Magical Attack] to [Area].
  3391.  
  3392. Monster Insect Antenna
  3393. Restrict : Adapter
  3394. Mode : Two Hand
  3395. CNJ : -1
  3396. MD : +4
  3397. INIT : None
  3398. Cost : 2000G
  3399. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: Shock / Rank: 2]. *An artificial regalia in the form of a bracelet, that when activated, covers the arm in an exoskeleton with shining horns.*
  3400. While [Equipped], once per round, increase the [Target] of an [Attack Action] by 1#.
  3401.  
  3402. Divine Ceremony Card
  3403. Restrict : Enigmatic
  3404. Mode : Switch Hand
  3405. CNJ : -1
  3406. MD : +4 / +5
  3407. INIT : -2 / -1
  3408. Cost : 2000G
  3409. [Form: Magic / Range: / Target: 6 Sq. / Resist: Cancels / Element: None / Rank: 2]. *A card with a prayer to the user's guardian deity. Can be used to cast magic by throwing it.*
  3410. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 1#.
  3411.  
  3412. PK Amplifier
  3413. Restrict : Esper
  3414. Mode : Two Hand
  3415. CNJ : -1
  3416. MD : +5
  3417. INIT : -1
  3418. Cost : 2000G
  3419. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A pair of bracelets that enhance psychokinetic power.*
  3420. While [Equipped], when making a [Magical Attack] against a [Target] that is more than [Range: 5 Sq] away, increase [Magical Damage] by 3.
  3421.  
  3422. Ancient Prayer Book
  3423. Restrict : Treasure Hunter
  3424. Mode : Two Hand
  3425. CNJ : None
  3426. MD : +5
  3427. INIT : -3
  3428. Cost : 2000G
  3429. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A book of prayers filled with ancient wisdom.*
  3430. While [Equipped], once per round, increase the [Magical Damage] of a [Magical Attack] by 3.
  3431.  
  3432. Tactical Magic Focus
  3433. Restrict : Magus
  3434. Mode : Two Hand
  3435. CNJ : -2
  3436. MD : +7
  3437. INIT : None
  3438. Cost : 3000G
  3439. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A magical focus made for warfare, which overlaps multiple spell circles for greater range.*
  3440. While [Equipped], once per round, change the [Target] of a [Magical Attack] to [Area].
  3441.  
  3442. Exorcist's Vajra
  3443. Restrict : Divine Talker
  3444. Mode : Switch Hand
  3445. CNJ : -1
  3446. MD : +4 / +5
  3447. INIT : -2 / -1
  3448. Cost : 3000G
  3449. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A vajra-type artificial regalia with the spiritual power to destroy demons. When held by a Divine Talker, it amplifies the effects of their magic. *
  3450. While [Equipped], once per round, increase the [Magical Damage] of the user's [Magical Attack] Talent by 3.
  3451.  
  3452. Flying Drone
  3453. Restrict : Digital Sorcerer
  3454. Mode : Switch Hand
  3455. CNJ : -1
  3456. MD : +5 / +6
  3457. INIT : -3 / -2
  3458. Cost : 3000G
  3459. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *An artificial regalia made from a converted remote-control drone. It can be controlled freely using digital magic.*
  3460. While [Equipped], when making a [Magical Attack] against a [Target] that is more than [Range: 5 Sq] away, increase [Magical Damage] by 5.
  3461.  
  3462. Coin Sword
  3463. Restrict : None
  3464. Mode : Switch Hand
  3465. CNJ : None
  3466. MD : +5 / +6
  3467. INIT : -4 / -3
  3468. Cost : 4000G
  3469. [Form: Magic / Range: 5 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *Consecrated coins bound together by spirit thread. It has high spiritual power.*
  3470. While [Equipped], when making an [Attack Action] against [Class: Undead - Chaos], gain +1 [Rank].
  3471.  
  3472. Blessed Onusa
  3473. Restrict : Arcane
  3474. Mode : Two Hand
  3475. CNJ : -2
  3476. MD : +6
  3477. INIT : None
  3478. Cost : 4000G
  3479. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A defensive onusa that gives a strong blessing to the wielder.*
  3480. While [Equipped], the increase the [Target] of the user's [Magical Attack] by 1#.
  3481.  
  3482. Artificial Spirit Crow
  3483. Restrict : Utility / Arcane
  3484. Mode : Two Hand
  3485. CNJ : -1
  3486. MD : +6
  3487. INIT : -2
  3488. Cost : 4000G
  3489. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: none / Rank: 2]. *An artificial sacred bird manufactured with the same techniques used to produce homunculi.*
  3490. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 2#.
  3491.  
  3492. Black Magic Cloth
  3493. Restrict : Arcane
  3494. Mode : Two Hand
  3495. CNJ : None
  3496. MD : +6
  3497. INIT : -4
  3498. Cost : 4000G
  3499. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A higher-level version of the magic cloth, with advanced circles embroidered into it.*
  3500. While [Equipped], once per round, change the [Target] of the user's [Magical Attack] to [Area].
  3501.  
  3502. Telepathic Device
  3503. Restrict : Treasure Hunter
  3504. Mode : Switch Hand
  3505. CNJ : None
  3506. MD : +5 / +6
  3507. INIT : -3 / -2
  3508. Cost : 4000G
  3509. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A glove-shaped artificial regalia that amplifies mental powers and converts it into spirit energy.*
  3510. While [Equipped], when making an [Attack Action] against [Class: Humanoid - Undead], gain +1 [Rank].
  3511.  
  3512. Barrier Cane
  3513. Restrict : Arcane
  3514. Mode : Two Hand
  3515. CNJ : None
  3516. MD : +6
  3517. INIT : -2
  3518. Cost : 5000G
  3519. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A special magical cane that creates a barrier by simply waving it.*
  3520. While [Equipped], gain +5 [Barrier].
  3521.  
  3522. Sacramental Rosary
  3523. Restrict : Arcane
  3524. Mode : Two Hand
  3525. CNJ : None
  3526. MD : +7
  3527. INIT : -3
  3528. Cost : 5000G
  3529. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: Light / Rank: 2]. *A powerful rosary that reveals sacraments.*
  3530. While [Equipped], once per round, the user may make a [Magical Attack] that [Recovers] {HP} equal to [Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank 1].
  3531.  
  3532. Norn's Watch
  3533. Restrict : Time Wizard
  3534. Mode : Switch Hand
  3535. CNJ : None
  3536. MD : +5 / +6
  3537. INIT : Non / +1
  3538. Cost : 5000G
  3539. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A pocket watch artificial regalia with the power of time manipulation.*
  3540. While [Equipped], by spending x1 [Timing: Start], gain a +1d6 modifier to {Initiative} until [Timing: End].
  3541.  
  3542. Four Gods Cane
  3543. Restrict : Elder Mage
  3544. Mode : Two Hand
  3545. CNJ : None
  3546. MD : +6
  3547. INIT : None
  3548. Cost : 5000G
  3549. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A cane that reproduces the barriers of the four gods in Kyoto. It is difficult to handle for those without magical expertise.*
  3550. While [Equipped], gain +3 [Armor] and [Barrier].
  3551.  
  3552. High Priest's Vajra
  3553. Restrict : Divine Talker
  3554. Mode : Switch Hand
  3555. CNJ : None
  3556. MD : +6 / +7
  3557. INIT : -1 / None
  3558. Cost : 5000G
  3559. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *An artificial regalia once used by a legendary priest. It has incredible spirit power.*
  3560. While [Equipped], increase the [Magical Damage] of [Magic Attacks] by 3.
  3561.  
  3562. Exorcist's Mirror
  3563. Restrict : Scion
  3564. Mode : Two Hand
  3565. CNJ : None
  3566. MD : +7
  3567. INIT : -2
  3568. Cost : 6000G
  3569. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *A divine mirror with a mighty destructive power. It can only be handled by those with a great bloodline.*
  3570. While [Equipped], increase [Magical Damage] against [Class: Undead - Chaos] by 5.
  3571.  
  3572. Bloodcrest Sword
  3573. Restrict : Darkstalker
  3574. Mode : Two Hand
  3575. CNJ : -1
  3576. MD : +7
  3577. INIT : None
  3578. Cost : 6000G
  3579. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A crimson sword with a jet-black coat of arms engraved on the blade. It unleashes magical power with a simple swing.*
  3580. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 2#.
  3581.  
  3582. Divine Messenger Charm
  3583. Restrict : Hanyou / Divine Soul
  3584. Mode : Two Hand
  3585. CNJ : None
  3586. MD : +8
  3587. INIT : -3
  3588. Cost : 6000G
  3589. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A spirit sign that can be used to briefly call on a more powerful divinity.*
  3590. While [Equipped], increase [Magic Damage] against non-[Boss] [Mononoke] by 5.
  3591.  
  3592. Evil Eye Bracelet
  3593. Restrict : Demon-Eyed
  3594. Mode : Two Hand
  3595. CNJ : -1
  3596. MD : +8
  3597. INIT : -1
  3598. Cost : 6000G
  3599. [Form: Magic / Range: / Target: 8 Sq. / Resist: Cancels / Element: None / Rank: 2]. *A gold bracelet with the design of an evil eye. Converts the power of demon eyes into killing potential.*
  3600. While [Equipped], when using a [Timing: Attack] Talent, gain +1 [Rank].
  3601.  
  3602. Primitive Magic Focus
  3603. Restrict : Heroic Spirit - Divine Soul
  3604. Mode : Two Hand
  3605. CNJ : -2
  3606. MD : +8
  3607. INIT : +1
  3608. Cost : 6000G
  3609. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A restored version of an ancient magical implement. Only those familiar with ancient magical practices can use its power.*
  3610. While [Equipped], once per session when performing a [Magical Attack], increase [Magical Damage] by 10.
  3611.  
  3612. Strategic Magic Focus
  3613. Restrict : Magus
  3614. Mode : Two Hand
  3615. CNJ : -2
  3616. MD : +9
  3617. INIT : None
  3618. Cost : 6000G
  3619. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A higher level version of the tactical magic focus with even greater potential for regional destruction.*
  3620. While [Equipped], once per round, change the [Range / Target] of a [Magical Attack] to [Combat Zone / Area].
  3621.  
  3622. Humanoid Drone
  3623. Restrict : Digital Sorcerer
  3624. Mode : Switch Hand
  3625. CNJ : None
  3626. MD : +7 / +8
  3627. INIT : -3 / -2
  3628. Cost : 6000G
  3629. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A combat drone that closely resembles a regular human.*
  3630. While [Equipped], when making a [Magical Attack] against a [Target] more than [Range: 5 Sq.] away, increase [Magical Damage] by 5.
  3631.  
  3632. Descent Card
  3633. Restrict : Enigmatic
  3634. Mode : Switch Hand
  3635. CNJ : None
  3636. MD : +6 / +7
  3637. INIT : -2 / -1
  3638. Cost : 6000G
  3639. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A tarot card with the invocation for a deity. Can be used to cast magic by throwing it.*
  3640. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 1#.
  3641.  
  3642. Banishing Onusa
  3643. Restrict : Arcane
  3644. Mode : Two Hand
  3645. CNJ : None
  3646. MD : +8
  3647. INIT : None
  3648. Cost : 8000G
  3649. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: Shock / Rank: 2]. *A sacred relic that causes lighting strikes. With a swing, it banishes evil mononoke.*
  3650. While [Equipped], reduce the [Barrier] of the [Target] of the user's [Magical Attack] by 5 (to a minimum of 0).
  3651.  
  3652. Divine Rosary
  3653. Restrict : Arcane
  3654. Mode : Two Hand
  3655. CNJ : +1
  3656. MD : +8
  3657. INIT : -2
  3658. Cost : 8000G
  3659. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: Light / Rank: 2]. *The highest-ranking rosary with the power to cause miracles.*
  3660. While [Equipped], once per round, the user may make a [Magical Attack] that [Recovers] {HP} equal to [Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank 1#].
  3661.  
  3662. Holy Cloth
  3663. Restrict : Arcane
  3664. Mode : Two Hand
  3665. CNJ : None
  3666. MD : +9
  3667. INIT : -1
  3668. Cost : 8000G
  3669. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: Magnet / Rank: 2]. *A magical cloth that was used to inter a saint which was converted into an artificial regalia.*
  3670. While [Equipped], once per round, change the [Target] of the user's [Magical Attack] to [Area].
  3671.  
  3672. Myoe's Vajra
  3673. Restrict : Divine Talker
  3674. Mode : Switch Hand
  3675. CNJ : None
  3676. MD : +9 / +10
  3677. INIT : -2 / -1
  3678. Cost : 8000G
  3679. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A vajra with the blessing of Myoe, a high-ranking buddhist priest. It has terrifying power.*
  3680. While [Equipped], increase the [Magical Damage] of the user's [Magical Attack] Talents by 3.
  3681.  
  3682. Mysterious Memorial
  3683. Restrict : Treasure Hunter
  3684. Mode : Two Hand
  3685. CNJ : -1
  3686. MD : +9
  3687. INIT : +1
  3688. Cost : 8000G
  3689. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A mysterious monument found in an ancient ruin. The writings upon it describe lost magics*
  3690. While [Equipped], when making an [Attack Action] against [Class: Humanoid - Chaos], gain +1 [Rank].
  3691.  
  3692. Dragon Emperor Jewel
  3693. Restrict : Dragon Lord
  3694. Mode : Two Hand
  3695. CNJ : None
  3696. MD : +9
  3697. INIT : +1
  3698. Cost : 10000G
  3699. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: none / Rank: 2]. *The highest rank of jewel, containing the power of the dragon god. *
  3700. While [Equipped], when making a [Magical Attack] bestowed with [Origin Element C], gain +5 [Magical Damage].
  3701.  
  3702. Chant Amplifier Cannon
  3703. Restrict : Cyborg
  3704. Mode : Two Hand
  3705. CNJ : +1
  3706. MD : +9
  3707. INIT : -1
  3708. Cost : 10000G
  3709. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A cannon-type artificial regalia that focuses and enhances the power of magic.*
  3710. While [Equipped], when using a [Timing: Attack] Talent, gain +1 [Rank].
  3711.  
  3712. Legendary Magic Cane
  3713. Restrict : Marebito
  3714. Mode : Two Hand
  3715. CNJ : None
  3716. MD : +10
  3717. INIT : None
  3718. Cost : 10000G
  3719. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A terrifying magic cane that can only be equipped by the most powerful magical users from another world.*
  3720. While [Equipped], once per session, change the [Range / Target] of the user's [Magical Attack] to [Combat Zone].
  3721.  
  3722. Peacock Vajra
  3723. Restrict : Divine Talker
  3724. Mode : Switch Hand
  3725. CNJ : None
  3726. MD : +11 / +12
  3727. INIT : None / +1
  3728. Cost : 12000G
  3729. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A mysterious vajra made of an unidentifiable metal. The moment it's infused with spirit energy, it shines with rainbow light.*
  3730. While [Equipped], increase the [Magical Damage] of the user's [Magical Attack] Talents by 3.
  3731.  
  3732. Quadruped Drone
  3733. Restrict : Digital Sorcerer
  3734. Mode : Switch Hand
  3735. CNJ : None
  3736. MD : +12 / +13
  3737. INIT : -1 / None
  3738. Cost : 12000G
  3739. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A combat drone reminiscent of either herbivorous or carnivorous animals. It can be manipulated through cyber magic.*
  3740. While [Equipped], when making a [Magical Attack] against a [Target] that is more than [Range: 5 Sq.] away, increase [Magical Damage] by 5.
  3741.  
  3742. Chronos Watch
  3743. Restrict : Time Wizard
  3744. Mode : Switch Hand
  3745. CNJ : None
  3746. MD : +13 / +14
  3747. INIT : -2 / -1
  3748. Cost : 12000G
  3749. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A pocket watch-type artificial regalia that holds a fraction of the power of the god of time. It's said that anyone who holds it will unlock the secrets of time.*
  3750. While [Equipped], by spending x1 [Timing: Start], gain a +2d6 modifier to {Initiative} until [Timing: End].
  3751.  
  3752. Advent Card
  3753. Restrict : Enigmatic
  3754. Mode : Switch Hand
  3755. CNJ : None
  3756. MD : +12 / +13
  3757. INIT : None
  3758. Cost : 12000G
  3759. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A tarot card with the spiritual power to call down a great deity. Can be used to cast magic by throwing it*
  3760. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 1#.
  3761.  
  3762.  
  3763. ================================================================================
  3764. Super God Evolve -- - Items: Suits, Shields, Accessories, and Consumables [XXXL]
  3765. ================================================================================
  3766. ------------------------
  3767. Protectors: Suits [XXXL-1]
  3768. ------------------------
  3769. [Protector: Suit] Psychic Jacket
  3770. Restrict : Esper
  3771. EVA : None
  3772. INIT : None
  3773. ARMOR : +1
  3774. BARRIER : +2
  3775. Cost : 2000G
  3776. *A jacket-type artificial regalia equipped with a psychic-sensitive device. In addition to its defensive performance, it has a function to accelerate the body and mind.*
  3777. While [Equipped], once per combat, gain +3 {Initiative}.
  3778.  
  3779. [Protector: Suit] Aura Suit
  3780. Restrict : Aura Breaker
  3781. EVA : None
  3782. INIT : +1
  3783. ARMOR : +2
  3784. BARRIER : None
  3785. Cost : 2000G
  3786. *An undersuit-type artificial regalia that can be worn under clothes. It has a high ki circulation rate and can deploy a barrier when defending.*
  3787. While [Equipped], once per combat, gain +5 [Barrier].
  3788.  
  3789. [Protector: Suit] Prayer Dress
  3790. Restrict : Enigmatic
  3791. EVA : None
  3792. INIT : -1
  3793. ARMOR : +2
  3794. BARRIER : +2
  3795. Cost : 2000G
  3796. *A dress worn when praying to one's deity that comes in various styles. By just wearing it the user's abilities are bolstered.*
  3797. While [Equipped], gain a +10 modifier to {HP}.
  3798.  
  3799. [Protector: Suit] Modern Style
  3800. Restrict : None
  3801. EVA : -1
  3802. INIT : None
  3803. ARMOR : +2
  3804. BARRIER : +2
  3805. Cost : 2000G
  3806. *A regalia made from clothing from the Taisho period.*
  3807. While [Equipped], once per combat, gain +1d6 {Initiative}.
  3808.  
  3809. [Protector: Suit] Gorgeous Kimono
  3810. Restrict : None
  3811. EVA : None
  3812. INIT : -2
  3813. ARMOR : +2
  3814. BARRIER : +2
  3815. Cost : 2000G
  3816. *A kimono-style artificial regalia manufactured using spirit thread. A little stiff, but very sturdy.*
  3817. While [Equipped], once per combat, gain +2 to the result of an {Evasion} check.
  3818.  
  3819. [Protector: Suit] Kasaya
  3820. Restrict : Divine Talker
  3821. EVA : None
  3822. INIT : -3
  3823. ARMOR : +2
  3824. BARRIER : +4
  3825. Cost : 2000G
  3826. *A ceremonial robe worn by monks converted into artificial regalia. It had storing spiritual protection.*
  3827. While [Equipped], reduce [Magical Damage] from [Targets] other than [Range: Engaged] by 3.
  3828.  
  3829. [Protector: Suit] Adamant Vest
  3830. Restrict : Treasure Hunter
  3831. EVA : None
  3832. INIT : None
  3833. ARMOR : +3
  3834. BARRIER : None
  3835. Cost : 2000G
  3836. *A vest with protective plates made of a mysterious, bluish adamant metal. It looks like an ordinary vest, but it has high defensive strength.*
  3837. While [Equipped], reduce [Damage] from [Weapon Attacks] by 5.
  3838.  
  3839. [Protector: Suit] Full-Body Exoskeleton
  3840. Restrict : Adapter
  3841. EVA : -1
  3842. INIT : -1
  3843. ARMOR : +3
  3844. BARRIER : +3
  3845. Cost : 2000G
  3846. *A full-body armor resembling the exoskeleton of an insectoid. It is normally compact in the form of a choker, but once activated, covers the whole body.*
  3847. While [Equipped], once per combat, reduce [Damage] by 5.
  3848.  
  3849. [Protector: Suit] Protector
  3850. Restrict : Martial
  3851. EVA : None
  3852. INIT : -3
  3853. ARMOR : +4
  3854. BARRIER : +1
  3855. Cost : 2000G
  3856. *A protector used in off-road and motocross driving that has been converted into an artificial regalia. It's difficult to move in, but has excellent performance.*
  3857. While [Equipped], reduce [Falling Damage] by 5.
  3858.  
  3859. [Protector: Suit] Lorica Hamata
  3860. Restrict : None
  3861. EVA : None
  3862. INIT : -1
  3863. ARMOR: +4
  3864. BARRIER : +1
  3865. Cost : 3500G
  3866. *A type of chainmail used during the roman republic which was later converted into an artificial regalia. Both light and sturdy.*
  3867. While [Equipped], once per [Combat], reduce [Damage] from a [Weapon Attack] by 10.
  3868.  
  3869. [Protector: Suit] Aramid Jacket
  3870. Restrict : None
  3871. EVA : None
  3872. INIT : -2
  3873. ARMOR: +4
  3874. BARRIER : +2
  3875. Cost : 3500G
  3876. *A jacket made of Aramid fiber, giving it high defensive strength.*
  3877. While [Equipped], once per round, reduce [Damage] from [Weapon Attacks] by 5.
  3878.  
  3879. [Protector: Suit] Lorica Segmentata
  3880. Restrict : None
  3881. EVA : None
  3882. INIT : None
  3883. ARMOR: +3
  3884. BARRIER : +3
  3885. Cost : 5000G
  3886. *A Roman partial body armor converted into an artificial regalia. Has good defense.*
  3887. While [Equipped], once per combat, reduce [Damage] from a [Weapon Attack] by 10.
  3888.  
  3889. [Protector: Suit] Aura Amp Suit
  3890. Restrict : Aura Breaker
  3891. EVA : None
  3892. INIT : +2
  3893. ARMOR: +2
  3894. BARRIER : +2
  3895. Cost : 5000G
  3896. *An aura suit with enhanced functionality. Rather than emitting spirit energy, the user can emit ki to deploy a momentary barrier.*
  3897. While [Equipped], once per combat, gain +5 to [Armor] and [Barrier].
  3898.  
  3899. [Protector: Suit] Solemn Robe
  3900. Restrict : Divine Talker
  3901. EVA : None
  3902. INIT : None
  3903. ARMOR: +2
  3904. BARRIER : +4
  3905. Cost : 5000G
  3906. *The robes of a high priest turned into an artificial regalia. It has great spiritual defense.*
  3907. While [Equipped], reduce [Magical Damage] from [Targets] other than [Range: Engaged] by 3.
  3908.  
  3909. [Protector: Suit] Accelerator
  3910. Restrict : Esper
  3911. EVA : None
  3912. INIT : None
  3913. ARMOR: +3
  3914. BARRIER : +3
  3915. Cost : 5000G
  3916. *A cyber-type plated jacket that can convert an Esper's psychic power into defense. For a brief moment, it can be used to greatly accelerate the user's mind and body.*
  3917. While [Equipped], once per session, gain +6 {Initiative}.
  3918.  
  3919. [Protector: Suit] Adamant Jacket
  3920. Restrict : Treasure Hunter
  3921. EVA : None
  3922. INIT : None
  3923. ARMOR: +4
  3924. BARRIER : +2
  3925. Cost : 5000G
  3926. *A jacket weaved with blue metal processed into a steel wire that reinforces the wearer. It looks like ordinary clothing, but can be turned into armor at will.*
  3927. While [Equipped], reduce [Damage] from [Weapon Attacks] by 10.
  3928.  
  3929. [Protector: Suit] Possession Dress
  3930. Restrict : Enigmatic
  3931. EVA : None
  3932. INIT : -2
  3933. ARMOR: +4
  3934. BARRIER : +4
  3935. Cost : 5000G
  3936. *A ceremonial dress embroidered with magic circles and scripture to facilitate the possession of a guardian deity. They come in various designs, but all of them bolster the vitality of the wearer.*
  3937. While [Equipped], gain a +10 modifier to {HP}.
  3938.  
  3939. [Protector: Suit] Layered Exoskeleton
  3940. Restrict : Adapter
  3941. EVA : -1
  3942. INIT : None
  3943. ARMOR: +4
  3944. BARRIER : +4
  3945. Cost : 5000G
  3946. *A full-body exoskeleton with multiple layers of strong outer shells that provide excellent defense.*
  3947. While [Equipped], reduce [Damage] from [Targets] other than [Range: Engaged] by 5.
  3948.  
  3949. [Protector: Suit] Sneaking Suit
  3950. Restrict : None
  3951. EVA : +1
  3952. INIT : None
  3953. ARMOR: +5
  3954. BARRIER : +5
  3955. Cost : 8000G
  3956. *A jet-black costume reminiscent of a diving suit. It has a special technology to conceal the wearer.*
  3957. While [Equipped], once per session by spending [Timing: Start], the user gains [Shift: Hidden / TN: 15] even if there are no [Obstacles] nearby.
  3958.  
  3959. [Protector: Suit] Servant Jacket
  3960. Restrict : None
  3961. EVA : None
  3962. INIT : None
  3963. ARMOR: +6
  3964. BARRIER : +6
  3965. Cost : 8000G
  3966. *Spiritual armor that resembles a butler's or maid's outfit. Liked and worn by servants of influential godhunters.*
  3967. While [Equipped], gain +2 to {Will} and {Resist} check during combat.
  3968.  
  3969. [Protector: Suit] Adamant Suit
  3970. Restrict : Treasure Hunter
  3971. EVA : None
  3972. INIT : -2
  3973. ARMOR: +7
  3974. BARRIER : +7
  3975. Cost : 8000G
  3976. *An adamant metal that has been processed into rider suit-class armor. By focusing their mind, the wearer can dramatically boost their defense.*
  3977. While [Equipped], reduce [Damage] from [Weapon Attacks] by 10.
  3978.  
  3979. [Protector: Suit] Miracle Kimono
  3980. Restrict : Martial
  3981. EVA : +1
  3982. INIT : None
  3983. ARMOR: +6
  3984. BARRIER : +6
  3985. Cost : 10000G
  3986. *An artificial regalia made from an ancient Japanese kimono. Favored by the high-ranking members of the Demon Hunter's Society and members of the original families.*
  3987. While [Equipped], once per combat, gain +2 to a [Reactive Check].
  3988.  
  3989. [Protector: Suit] Layered Spirit Jacket
  3990. Restrict : Martial
  3991. EVA : None
  3992. INIT : None
  3993. ARMOR: +7
  3994. BARRIER : +7
  3995. Cost : 10000G
  3996. *A strong jacket with metal plates secured between layers of spiritual fibers. By channeling spirit energy, it creates a powerful magical barrier for a short moment.*
  3997. While [Equipped], once per session, [Halve] [Magical Damage].
  3998.  
  3999. [Protector: Suit] AA Cyclone
  4000. Restrict : Cyborg
  4001. EVA : None
  4002. INIT : +3
  4003. ARMOR: +7
  4004. BARRIER : +5
  4005. Cost : 10000G
  4006. *A high-mobility AA frame developed by Far-East Heavy Industries. Although its exoskeleton is slim, it is equipped with spiritual verniers all over.*
  4007. While [Equipped], once per round after making a [Timing: Attack], the user moves up to 3 Sq away, ignoring [Engagements].
  4008.  
  4009. [Protector: Suit] Hero's Armor
  4010. Restrict : Marebito
  4011. EVA : None
  4012. INIT : +1
  4013. ARMOR: +8
  4014. BARRIER : +6
  4015. Cost : 10000G
  4016. *Legendary armor from another world that can only be worn by heroes.*
  4017. While [Equipped], reduce [Physical Damage] from [Class: Chaos] by 5.
  4018.  
  4019. [Protector: Suit] Evil Eye Cuirass
  4020. Restrict : Demon-Eyed
  4021. EVA : +1
  4022. INIT : None
  4023. ARMOR: +8
  4024. BARRIER : +5
  4025. Cost : 10000G
  4026. *An artificial regalia with the design of an evil eye. When seen by Innocents, there is a chance they go mad.*
  4027. While [Equipped], once per round when using a [Timing: Attack] Racial Talent, increase [Damage] by 5.
  4028.  
  4029. [Protector: Suit] Pentagram Clothes
  4030. Restrict : Magus
  4031. EVA : None
  4032. INIT : +2
  4033. ARMOR: +8
  4034. BARRIER : +5
  4035. Cost : 10000G
  4036. *A special robe with a powerful pentagram magic circle sewn into it. Grants powerful protection to the wearer. *
  4037. While [Equipped], once per round when using a [Timing: Attack] Racial Talent, gain +1 [Rank].
  4038.  
  4039. [Protector: Suit] Daiyoukai Leather
  4040. Restrict : Hanyou / Divine Soul
  4041. EVA : +1
  4042. INIT : None
  4043. ARMOR: +8
  4044. BARRIER : +5
  4045. Cost : 10000G
  4046. *Leather jackets and coats made from daiyoukai leather. When part of the body is struck, it will temporarily transform into the body part of a youkai, reducing injuries.*
  4047. While [Equipped], gain a +10 modifier to {HP}.
  4048.  
  4049. [Protector: Suit] Sealed Armor
  4050. Restrict : Scion
  4051. EVA : None
  4052. INIT : +2
  4053. ARMOR: +8
  4054. BARRIER : +5
  4055. Cost : 10000G
  4056. *A light armor imbued with the power to repel curses. Slim enough to hide under a coat.*
  4057. While [Equipped], once per round when using a [Timing: Attack] Racial Talent, gain +1 [Rank].
  4058.  
  4059. [Protector: Suit] Blood Moon Jewel
  4060. Restrict : Darkstalker
  4061. EVA : None
  4062. INIT : +1
  4063. ARMOR: +9
  4064. BARRIER : +5
  4065. Cost : 10000G
  4066. *A necklace made of blood-red jewels. At the moment the wearer is targeted by an attack, it deploys a barrier of blood.*
  4067. While [Equipped], once per round, [Recover] 10 {HP} during [Damage Reduction].
  4068.  
  4069. [Protector: Suit] Dragon Emperor Robe
  4070. Restrict : Dragon Lord
  4071. EVA : None
  4072. INIT : None
  4073. ARMOR: +10
  4074. BARRIER : +5
  4075. Cost : 10000G
  4076. *The whiskers of a dragon, processed into fibers and used to create clothing. When a blow is struck against the wearer, an illusory image of the dragon god appears and protects them.*
  4077. While [Equipped], reduce [Damage] bestowed with [Origin Element C] by 10.
  4078.  
  4079. [Protector: Suit] Ultimate Shell
  4080. Restrict : Adapter
  4081. EVA : None
  4082. INIT : None
  4083. ARMOR: +8
  4084. BARRIER : +6
  4085. Cost : 10000G
  4086. *An advanced version of a full-body exoskeleton that forms a beautifully streamlined outer shell.*
  4087. While [Equipped], reduce [Damage] from [Targets] other than [Range: Engaged] by 10.
  4088.  
  4089. [Protector: Suit] Telekinetic Battle Suit
  4090. Restrict : Esper
  4091. EVA : None
  4092. INIT : +1
  4093. ARMOR: +6
  4094. BARRIER : +8
  4095. Cost : 10000G
  4096. *A body suit exclusively for Espers that can be worn under clothes. By using telekinesis, the body can be temporarily armored against an attack.*
  4097. While [Equipped], once per combat, reduce [Damage] by 10.
  4098.  
  4099. [Protector: Suit] Ceremonial Dress
  4100. Restrict : Enigmatic
  4101. EVA : None
  4102. INIT : None
  4103. ARMOR: +7
  4104. BARRIER : +8
  4105. Cost : 10000G
  4106. *A high-class ceremonial dress with a specialized divine art that makes it easier to descend or possess a guardian deity. Grants great vitality to the wearer.*
  4107. While [Equipped], gain a +10 modifier to {HP}.
  4108.  
  4109. [Protector: Suit] Aura Plate
  4110. Restrict : Aura Breaker
  4111. EVA : None
  4112. INIT : +3
  4113. ARMOR: +6
  4114. BARRIER : +6
  4115. Cost : 10000G
  4116. *A light full-body armor that can be worn under clothing. Modified for Aura Breakers, it enhances their ability to circulate ki.*
  4117. While [Equipped], once per combat, gain +10 [Armor] and [Barrier].
  4118.  
  4119. [Protector: Suit] Original Armor
  4120. Restrict : Heroic Spirit
  4121. EVA : None
  4122. INIT : None
  4123. ARMOR: +8
  4124. BARRIER : +7
  4125. Cost : 12000G
  4126. *Restored ancient armor imbued with spiritual power. When worn by a heroic spirit, their power is greatly amplified.*
  4127. While [Equipped], once per combat, reduce [Damage] by 10.
  4128.  
  4129. [Protector: Suit] God-Destroying Ninja Clothes
  4130. Restrict : Dark Hunter
  4131. EVA : +2
  4132. INIT : +1
  4133. ARMOR +5
  4134. BARRIER : +5
  4135. Cost : 12000G
  4136. *A full-body suit worn by high ranking exorcist ninja. Has top quality in bladeproofing, bulletproofing, and spiritproofing.*
  4137. While [Equipped], reduce [Damage] from [Weapon Attacks] by 10.
  4138.  
  4139. [Protector: Suit] Divine Dress
  4140. Restrict : Enigmatic
  4141. EVA : None
  4142. INIT : None
  4143. ARMOR: +9
  4144. BARRIER : +10
  4145. Cost : 15000G
  4146. *The highest-class ceremonial dress exclusively for divine workers, imbued with the spiritual power of a guardian deity. Just by wearing it, it emits a divine radiance.*
  4147. While [Equipped], gain a +20 modifier to {HP}.
  4148.  
  4149. [Protector: Suit] Adamant Muscle Suit
  4150. Restrict : Treasure Hunter
  4151. EVA : None
  4152. INIT : None
  4153. ARMOR: +10
  4154. BARRIER : +9
  4155. Cost : 15000G
  4156. *An adamant suit upgraded with even greater defense.*
  4157. While [Equipped], reduce [Damage] from [Weapon Attacks] by 10.
  4158.  
  4159.  
  4160. ------------------------
  4161. Protectors: Shields [XXXL-2]
  4162. ------------------------
  4163. [Protector: Shield] Adamant Gauntlets
  4164. Restrict : Treasure Hunter
  4165. Mode: One Hand
  4166. EVA : None
  4167. INIT : +1
  4168. ARMOR: None
  4169. BARRIER : None
  4170. Cost : 1000G
  4171. *A gauntlet-type artificial regalia made from the unique metal Adamant. It's used to receive and deflect an opponent's attack.*
  4172. While [Equipped], once per round, reduce [Damage] from [Targets] other than [Range: Engaged] by 2.
  4173.  
  4174. [Protector: Shield] Defense Talisman
  4175. Restrict : None
  4176. Mode: One Hand
  4177. EVA : None
  4178. INIT : None
  4179. ARMOR: +1
  4180. BARRIER : +1
  4181. Cost : 1000G
  4182. *Multiple spiritual talismans imbued with defensive power. When receiving an attack it can be thrown to trigger an effect.*
  4183. While [Equipped], once per session, gain +2 to the result of a [Reactive Check].
  4184.  
  4185. [Protector: Shield] Law Enforcement Talisman
  4186. Restrict : Enigmatic
  4187. Mode: One Hand
  4188. EVA : None
  4189. INIT : None
  4190. ARMOR: +1
  4191. BARRIER : +1
  4192. Cost : 1000G
  4193. *A talisman to protect the mind and body during a seance. By holding it, it grants a defensive and vitality blessing.*
  4194. While [Equipped], gain a +5 modifier to {HP}.
  4195.  
  4196. [Protector: Shield] Exoskeleton Shield
  4197. Restrict : Adapter
  4198. Mode: One Hand
  4199. EVA : None
  4200. INIT : None
  4201. ARMOR: +2
  4202. BARRIER : None
  4203. Cost : 1000G
  4204. *A shield-type artificial regalia made from the exoskeleton of a demon insect. It is usually in the form of a bracelet, but when activated, covers the arm with an exoskeleton in the form of a shield.*
  4205. While [Equipped] once per combat, reduce [Physical Damage] by 2.
  4206.  
  4207. [Protector: Shield] ESP Shell
  4208. Restrict : Esper
  4209. Mode: One Hand
  4210. EVA : None
  4211. INIT : None
  4212. ARMOR: None
  4213. BARRIER : +2
  4214. Cost : 1000G
  4215. *A wristwatch-type artificial regalia that amplifies mental sensitivity. It automatically responds to attacks by magical and supernatural powers.*
  4216. While [Equipped], once per combat, reduce [Magical Damage] by 2.
  4217.  
  4218. [Protector: Shield] Bodyguard
  4219. Restrict : Utility / Arcane
  4220. Mode: One Hand
  4221. EVA : None
  4222. INIT : -1
  4223. ARMOR: +1
  4224. BARRIER : +2
  4225. Cost : 1500G
  4226. *By forging a contract, a mononoke becomes a personal bodyguard. When attacked it will protect the owner with its own body.*
  4227. While [Equipped], once per combat, reduce [Physical Damage] by 2.
  4228.  
  4229. [Protector: Shield] Scissor Gauntlet
  4230. Restrict : Utility / Arcane
  4231. Mode: One Hand
  4232. EVA : None
  4233. INIT : -1
  4234. ARMOR: +2
  4235. BARRIER : +2
  4236. Cost : 1500G
  4237. *A gauntlet with blades reminiscent of scissors. Gives greater combat strength at close quarters.*
  4238. While [Equipped], increase [Physical Damage] against [Targets] that are [Range: Engaged] by 2.
  4239.  
  4240. [Protector: Shield] Augmented Shield
  4241. Restrict : Cyborg
  4242. Mode: One Hand
  4243. EVA : None
  4244. INIT : -2
  4245. ARMOR: +3
  4246. BARRIER : +2
  4247. Cost : 1500G
  4248. *External armor that covers an entire arm. Equipped with a special camera, the user can monitor the surroundings through AR.*
  4249. While [Equipped], once per round, gain +1 to the result of an {Evasion} check.
  4250.  
  4251. [Protector: Shield] Sturdy Rod
  4252. Restrict : Martial
  4253. Mode: One Hand
  4254. EVA : +1
  4255. INIT : None
  4256. ARMOR: +2
  4257. BARRIER : +2
  4258. Cost : 3500G
  4259. *A metal club used in ancient china that has been modified for defense and turned into an artificial regalia. *
  4260. While [Equipped], once per round, gain +3 [Armor].
  4261.  
  4262. [Protector: Shield] Safeguard Talisman
  4263. Restrict : Martial / Utility
  4264. Mode: One Hand
  4265. EVA : None
  4266. INIT : None
  4267. ARMOR: +2
  4268. BARRIER : +4
  4269. Cost : 3500G
  4270. *A stronger defense talisman. It has defensive buddhist spells inscribed upon it.*
  4271. While [Equipped], once per combat, gain +2 to the result of a [Reactive Check].
  4272.  
  4273. [Protector: Shield] Majin's Gauntlets
  4274. Restrict : Martial
  4275. Mode: One Hand
  4276. EVA : None
  4277. INIT : None
  4278. ARMOR: +3
  4279. BARRIER : +3
  4280. Cost : 3500G
  4281. *Strong gauntlets with ominous decoration.*
  4282. While [Equipped], once per round, increase [Damage] against [Targets] that are [Range: Engaged] by 5.
  4283.  
  4284. [Protector: Shield] Guardian's Bracer
  4285. Restrict : Martial / Utility
  4286. Mode: One Hand
  4287. EVA : None
  4288. INIT : None
  4289. ARMOR: +4
  4290. BARRIER : +2
  4291. Cost : 3500G
  4292. *Strong bracers with multiple layers of metal plating.*
  4293. While [Equipped], once per round, reduce [Damage] from [Targets] that are [Range: Engaged] by 3.
  4294.  
  4295. [Protector: Shield] Animal Beads
  4296. Restrict : Hanyou
  4297. Mode: One Hand
  4298. EVA : +1
  4299. INIT : None
  4300. ARMOR: +1
  4301. BARRIER : +3
  4302. Cost : 3500G
  4303. *A rosary containing the spiritual power of a youkai. It deploys a barrier of lightning at will.*
  4304. While [Equipped], gain +2 [Magical Damage].
  4305.  
  4306. [Protector: Shield] Spiritual Shield
  4307. Restrict : Heroic Spirit / Divine Soul
  4308. Mode: One Hand
  4309. EVA : +1
  4310. INIT : None
  4311. ARMOR: +2
  4312. BARRIER : +2
  4313. Cost : 3500G
  4314. *A large shield crafted with spiritual power.*
  4315. While [Equipped], once per session, reduce [Damage] from [Weapon Attacks] by 10.
  4316.  
  4317. [Protector: Shield] Burst Wall
  4318. Restrict : Martial
  4319. Mode: One Hand
  4320. EVA : None
  4321. INIT : None
  4322. ARMOR: +4
  4323. BARRIER : +3
  4324. Cost : 5000G
  4325. *A large shield with the ability to explode spiritual power outwards. By slamming it against the ground, surrounding enemies are blown back.*
  4326. While [Equipped], once per session, [Install] [Range: Engaged / Target: Area] up to 1 Sq away.
  4327.  
  4328. [Protector: Shield] Dark Bracer
  4329. Restrict : Darkstalker
  4330. Mode: One Hand
  4331. EVA : None
  4332. INIT : None
  4333. ARMOR: +3
  4334. BARRIER : +4
  4335. Cost : 5000G
  4336. *A bracer that holds the power of night demons. Just by wearing it, the muscles of the whole body are strengthened.*
  4337. This [Shield] may be equipped at the same time as a [Form: Two Hand] [Weapon].
  4338.  
  4339. [Protector: Shield] Possession Talisman
  4340. Restrict : Enigmatic
  4341. Mode: One Hand
  4342. EVA : None
  4343. INIT : None
  4344. ARMOR: +3
  4345. BARRIER : +3
  4346. Cost : 5000G
  4347. *A buddhist spiritual talisman with additional prayers for the possession of a powerful deity.*
  4348. While [Equipped], gain a +10 modifier to {HP}.
  4349.  
  4350. [Protector: Shield] Multiple Exoskeleton
  4351. Restrict : Adapter
  4352. Mode: One Hand
  4353. EVA : None
  4354. INIT : -1
  4355. ARMOR: +4
  4356. BARRIER : +4
  4357. Cost : 5000G
  4358. *A shield-type artificial regalia made from the exoskeleton of an insect god. It is usually in the form of a bracelet but when activated, transforms into a shield-type exoskeleton that covers half the body with multiple shields.*
  4359. While [Equipped], once per combat, reduce [Physical Damage] by 5.
  4360.  
  4361. [Protector: Shield] Storm Shield
  4362. Restrict : Arcane
  4363. Mode: One Hand
  4364. EVA : None
  4365. INIT : +1
  4366. ARMOR: +4
  4367. BARRIER : +4
  4368. Cost : 8000G
  4369. *A circular shield with a huge fan inside.*
  4370. While [Equipped], once per combat by spending [Timing: Prep], the user [Installs] [Range: Engaged / Target: 1#] up to 4 Sq away.
  4371.  
  4372. [Protector: Shield] Daiyoukai Talisman
  4373. Restrict : Hanyou
  4374. Mode: One Hand
  4375. EVA : +1
  4376. INIT : +3
  4377. ARMOR: +2
  4378. BARRIER : +2
  4379. Cost : 8000G
  4380. *A top-ranking animal talisman that can create a powerful barrier around the user.*
  4381. While [Equipped], increase [Damage] by 3.
  4382.  
  4383. [Protector: Shield] Dragon Ring
  4384. Restrict : Dragon Lord
  4385. Mode: One Hand
  4386. EVA : None
  4387. INIT : None
  4388. ARMOR: +4
  4389. BARRIER : +5
  4390. Cost : 8000G
  4391. *A bracelet with a dragon sphere which brings forth dragon scales.*
  4392. While [Equipped], reduce [Damage] from [Weapon Attacks] by 10.
  4393.  
  4394. [Protector: Shield] Legendary Shield
  4395. Restrict : Heroic Spirit
  4396. Mode: One Hand
  4397. EVA : None
  4398. INIT : +2
  4399. ARMOR: +5
  4400. BARRIER : +2
  4401. Cost : 8000G
  4402. *A legendary greatshield that can only be wielded by heroic spirits.*
  4403. While [Equipped], once per combat, reduce [Damage] by 5.
  4404.  
  4405. [Protector: Shield] Partial Shield
  4406. Restrict : Cyborg
  4407. Mode: One Hand
  4408. EVA : None
  4409. INIT : None
  4410. ARMOR: +5
  4411. BARRIER : +4
  4412. Cost : 8000G
  4413. *A huge external shield that covers the right side of the body*
  4414. While [Equipped], reduce [Damage] from [Weapon Attacks] by 5.
  4415.  
  4416. [Protector: Shield] Brave Shield
  4417. Restrict : Marebito
  4418. Mode: One Hand
  4419. EVA : +1
  4420. INIT : None
  4421. ARMOR: +2
  4422. BARRIER : +5
  4423. Cost : 8000G
  4424. *A greatshield with divine power that can only be wielded by heroes from another world.*
  4425. While [Equipped], reduce [Magical Damage] from [Class: Chaos] by 5.
  4426.  
  4427. [Protector: Shield] Clock Shield
  4428. Restrict : Time Wizard
  4429. Mode: One Hand
  4430. EVA : +1
  4431. INIT : None
  4432. ARMOR: +4
  4433. BARRIER : +3
  4434. Cost : 8000G
  4435. *A shield with a circular crystal in the central place, and a clock embedded inside. By channeling spiritual power, it can manipulate the flow of time.*
  4436. While [Equipped], the user may lose 5 {HP} to gain 1d6 {Initiative} until after [Timing: End] of the current round.
  4437.  
  4438. [Protector: Shield] Destruction God's Sheath
  4439. Restrict : Scion
  4440. Mode: One Hand
  4441. EVA : +1
  4442. INIT : +1
  4443. ARMOR: +4
  4444. BARRIER : +4
  4445. Cost : 10000G
  4446. *A steel scabbard that holds the ability to imbue the blade with anti-divine spiritual power.*
  4447. While [Equipped], increase [Physical Damage] by 5.
  4448.  
  4449. [Protector: Shield] Evil Eye Shield
  4450. Restrict : Demon Eyed
  4451. Mode: One Hand
  4452. EVA : +1
  4453. INIT : None
  4454. ARMOR: +5
  4455. BARRIER : +5
  4456. Cost : 10000G
  4457. *A greatshield-type artificial regalia with the mark of an evil eye in its center that amasses spiritual power.*
  4458. While [Equipped], once per combat, reduce [Magical Damage] by 10.
  4459.  
  4460. [Protector: Shield] Deity Talisman
  4461. Restrict : Enigmatic
  4462. Mode: One Hand
  4463. EVA : None
  4464. INIT : +1
  4465. ARMOR: +5
  4466. BARRIER : +5
  4467. Cost : 10000G
  4468. *A ritual talisman that contains spiritual power for descending or possessing a powerful divine being. Just holding it grants the carrier immense vitality.*
  4469. While [Equipped], gain a +10 modifier to {HP}.
  4470.  
  4471. [Protector: Shield] Airgetlam
  4472. Restrict : Martial
  4473. Mode: One Hand
  4474. EVA : None
  4475. INIT : -1
  4476. ARMOR: +6
  4477. BARRIER : +6
  4478. Cost : 10000G
  4479. *A gauntlet bearing the name of the silver prosthetic arm of the god Nuaza. It is surprisingly light and does not hinder the movement of the owner.*
  4480. This [Shield] may be equipped at the same time as a [Form: Two Hand (not including Mode: Switch Hand)] [Weapon].
  4481.  
  4482.  
  4483. ------------------------
  4484. Accessories [XXXL-3]
  4485. ------------------------
  4486. Blue Jade Bracelet
  4487. Slot : Hand
  4488. Cost : 300G
  4489. *A sapphire bracelet containing fragments of the will of gods. It boosts the power of divine arts.*
  4490. While [Equipped], while under the effect of either ※ <<Divine Descent>> or ※ <<Divine Possession>>, reduce [Magical Damage] received by 2 (This effect is not cumulative).
  4491.  
  4492. ESP Headphones
  4493. Slot : Head
  4494. Cost : 500G
  4495. *Headphone-type auxiliary equipment that amplifies ESP sensitivity.*
  4496. While [Equipped], increase [Damage] the damage of [Restrict: Esper / Item: Weapon] by 2.
  4497.  
  4498. Controller Bug
  4499. Slot : Head
  4500. Cost : 500G
  4501. *An artificially bred demon insect created from the brain fluids of an insect god. By parasitically connecting to the medulla oblongata, the combat prowess of an Adapter can be enhanced.*
  4502. While [Equipped], increase [Damage] the damage of [Restrict: Adapter / Item: Weapon] by 2.
  4503.  
  4504. Silver Incense Burner
  4505. Slot : Lower
  4506. Cost : 1000G
  4507. *A silver incense burner that enhances the use of divine magic. It emits an alluring scent.*
  4508. While [Equipped], while under the effect of either ※ <<Divine Descent>> or ※ <<Divine Possession>>, reduce [Physical Damage] received by 4 (This effect is not cumulative).
  4509.  
  4510. Kepler Vest
  4511. Slot : Upper
  4512. Cost : 1500G
  4513. *A thin vest made of sturdy kepler and spirit thread. Deflects low-grade spiritual attacks.*
  4514. While [Equipped], reduce [Damage] from [Weapon Attacks] by 5.
  4515.  
  4516. Strengthening Bug
  4517. Slot : Head
  4518. Cost : 2000G
  4519. *A modified control insect that dramatically boosts the host's combat ability.*
  4520. While [Equipped], increase [Damage] the damage of [Restrict: Adapter / Item: Weapon] by 4.
  4521.  
  4522. PK Headphones
  4523. Slot : Head
  4524. Cost : 2000G
  4525. *An auxiliary device that amplifies the effects of telekinesis. It enhances the destructive power of Espers.*
  4526. While [Equipped], increase [Damage] the damage of [Restrict: Esper / Item: Weapon] by 4.
  4527.  
  4528. Green Jade Bracelet
  4529. Slot : Hand
  4530. Cost : 2000G
  4531. *An emerald bracelet containing fragments of the will of the gods. It boosts the power of divine arts.*
  4532. While [Equipped], while under the effect of either ※ <<Divine Descent>> or ※ <<Divine Possession>>, reduce [Magical Damage] received by 4 (This effect is not cumulative).
  4533.  
  4534. Military Boots
  4535. Slot : Feet
  4536. Cost : 2000G
  4537. *Military boots created through spiritual techniques. They are very durable and don't hinder athletic performance.*
  4538. While [Equipped], increase {Initiative} and [Physical Damage] by 2.
  4539.  
  4540. Additional Shell
  4541. Slot : Upper - Lower
  4542. Cost : 2000G
  4543. *A shell embedded with magic to protect vital organs.*
  4544. While [Equipped], gain +2 [Armor] and [Barrier].
  4545.  
  4546. Jetpack
  4547. Slot : Upper
  4548. Cost : 2000G
  4549. *A small jetpack that propels the user at high speeds for a short burst.*
  4550. While [Equipped], once per round after an [Attack Action], [Install] up to 2 Sq away.
  4551.  
  4552. Spirit Measuring Device
  4553. Slot : Upper
  4554. Cost : 2000G
  4555. *A measuring device that works in conjunction with contact lenses to accurately grasp the opponents weaknesses. It attaches to a sling belt that fits under clothing.*
  4556. While [Equipped], when inflicting [Damage] bestowed with an [Element] that matches the [Target]'s [Weakness], further increase the [Damage] by 5.
  4557.  
  4558. Artificial Muscle
  4559. Slot : Upper
  4560. Cost : 2000G
  4561. *Body armor covered with artificially created muscle composed of aramid fiber and shock-absorbing gel. It improves physical strength when worn.*
  4562. While [Equipped], increase the [Physical Damage] of [Melee Attacks] by 4.
  4563.  
  4564. Underworld Incense Burner
  4565. Slot : Lower
  4566. Cost : 3000G
  4567. *An incense burner created in the afterlife.*
  4568. While [Equipped], while under the effect of either ※ <<Divine Descent>> or ※ <<Divine Possession>>, reduce [Physical Damage] received by 6 (This effect is not cumulative).
  4569.  
  4570. Tech Holster
  4571. Slot : Lower
  4572. Cost : 3000G
  4573. *A state of the art holster that allows the user to freely operate a stored firearm.*
  4574. While [Equipped], gain +4 to {Initiative}, and the user gains a modifier equal to [the user's [PD] {Combat Stat}] at [Damage Calculation] when using a [Ranged Weapon] marked with a ※. This effect does not apply if the user has already added [PD] due to the effects of Talents or [Items].
  4575.  
  4576. Solid Gear
  4577. Slot : Feet
  4578. Cost : 3000G
  4579. *Roller gear with extreme reinforcements.*
  4580. While [Equipped], once per round after an [Attack Action], the user may [Install] up to 2 Sq away. Also, the character is treated as fulfilling the use condition of [Contractor A] Style Talents.
  4581.  
  4582. Demon Skin
  4583. Slot : Upper
  4584. Cost : 5000G
  4585. *An undersuit that has high resistance to spiritual attacks. Manufactured from processed demon skin.*
  4586. While [Equipped], reduce [Damage] from [Weapon Attacks] by 10.
  4587.  
  4588. Ruby Bracelet
  4589. Slot : Hand
  4590. Cost : 6000G
  4591. *A ruby bracelet containing fragments of the will of the gods. It boosts the power of divine arts.*
  4592. While [Equipped], while under the effect of either ※ <<Divine Descent>> or ※ <<Divine Possession>>, reduce [Damage] received by 3 (This effect is not cumulative).
  4593.  
  4594. Scorching Incense Burner
  4595. Slot : Lower
  4596. Cost : 10000G
  4597. *A replica of a legendary incense burner that serves as a medium for magic. Contains the divine power of ancient deities known as the Mothers.*
  4598. While [Equipped], while under the effect of either ※ <<Divine Descent>> or ※ <<Divine Possession>>, reduce [Damage] received by 5 (This effect is not cumulative).
  4599.  
  4600.  
  4601. ------------------------
  4602. Consumables [XXXL-4]
  4603. ------------------------
  4604. [Consumable] Chakra Stabilizer
  4605. Use : Other
  4606. Cost : -
  4607. *A stabilizer refined from a miracle drug prescribed by Sumizuka Pharmaceuticals for Adapter. It is free, but takes about 3 days to arrive as it has to be customized to the individual.*
  4608. Can only be used Out of Combat.
  4609.  
  4610. [Consumable] Anti-Spirit Powder
  4611. Use : Other
  4612. Cost : 10G
  4613. *A powdered medicine that prevents a dead mononoke from becoming a spirit body. A corpse covered in this powder will prevent it from becoming a spirit body for about a week, providing time to collect materials like fur and leather.*
  4614. Can only be used Out of Combat.
  4615.  
  4616. [Consumable] Spiritualizing Agent
  4617. Use : Other
  4618. Cost : 10G
  4619. *A powdered solution that reverts a mononoke's corpse to a spirit body, undoing the effects of Anti-Spirit Powder. It has no effect on fur and leather that has been stripped away and processed into artificial regalia.*
  4620. Can only be used Out of Combat.
  4621.  
  4622. [Consumable] Spirit Water
  4623. Use : Other
  4624. Cost : 200G
  4625. *Mysterious water infused with spiritual power. It instantly heals wounds just by drinking it or sprinkling on the affected area.*
  4626. Use as [Range: Engaged / Target: 1#].The target [Recovers] 10 {HP}
  4627.  
  4628. [Consumable] Healing Ampule
  4629. Use : Other
  4630. Cost : 300G
  4631. *A therapeutic drug exclusively for humans and magical beasts sold by Sumizuka Pharmaceutical. A needle-free syringe that repairs injuries instantly after the injection.*
  4632. Use as [Range: Engaged / Target: 1#].The target [Class: Humanoid - Beast] [Recovers] 20 {HP}
  4633.  
  4634. [Consumable] Reinforcing Silicon
  4635. Use : Other
  4636. Cost : 300G
  4637. *A reinforcing silicon exclusively for cyborgs and magical creatures sold by Far East Heavy Industries. By applying to an injury, it will heal instantly*
  4638. Use as [Range: Engaged / Target: 1#].The target [Class: Mechanical - Plant] [Recovers] 20 {HP}
  4639.  
  4640. [Consumable] Pneuma
  4641. Use : Other
  4642. Cost : 300G
  4643. *A pure soul traded on the black market, resembling a liquid with a blueish-white glow encased in a glass bottle that itself is an artificial regalia.*
  4644. Use as [Range: Engaged / Target: 1#].The target [Class: Undead - Mythical] [Recovers] 20 {HP}
  4645.  
  4646. [Consumable] Odo Elixir
  4647. Use : Other
  4648. Cost : 300G
  4649. *A chaotic black energy sold on the black market, resembling a liquid with a reddish-black glow encased in a glass bottle that itself is an artificial regalia.*
  4650. Use as [Range: Engaged / Target: 1#].The target [Class: Insectoid - Chaos] [Recovers] 20 {HP}
  4651.  
  4652. [Consumable] God Eye Contact
  4653. Use : Other
  4654. Cost : 500G
  4655. *A disposable contact lens that can immediately distinguish the god name of another.*
  4656. Use as [Timing: Start / Range: Combat Zone / Target: 1#]. The user makes an [Identify {Intellect}] check on the target, and may make an [Assess {Strength}] in place of the [Identify] check.
  4657.  
  4658. [Consumable] Rune Stone
  4659. Use : Other
  4660. Cost : 500G
  4661. *An ore with multiple runes carved into it. By activating it at the moment the user casts a spell, it dramatically expands the range.*
  4662. Use as [Timing: Prep / Range: User / Target: User] Until after [Timing: End] of the current round, the user increases the [Range] of [Magical Attacks] by 2 Sq.
  4663.  
  4664. [Consumable] Elemental Agent
  4665. Use : Other
  4666. Cost : 700G
  4667. *A magical potion that contains a specific element, created via alchemy.*
  4668. Select one [Element] at the time of purchase. Use as [Range: Engaged / Target: 1#]. For the rest of [Combat], the target's [Equipped] [Weapon] is bestowed with the chosen [Element].
  4669.  
  4670. [Consumable] Alcahest
  4671. Use : Other
  4672. Cost : 700G
  4673. *An alchemic formula that can dissolve any material.*
  4674. Use as a [Weapon Attack] with [Ranged Attack / Range: {Strength} Sq / Target: Area]. Targets that fail their {Evasion} check [Halve] their [Armor] until [Timing: End] of the current round. This Effect does not stack.
  4675.  
  4676. [Consumable] Lime Poison
  4677. Use : Other
  4678. Cost : 700G
  4679. *A deadly poison that cannot be purged and is only possible to create through refinement magic.*
  4680. Use as a [Weapon Attack] with [Magical Attack / Range: {Intellect} Sq / Target: Area]. Targets that fail their {Resist} check [Halve] their [Barrier] until [Timing: End] of the current round. This Effect does not stack.
  4681.  
  4682. [Consumable] Soma
  4683. Use : Other
  4684. Cost : 1000G
  4685. *A reproduction of the spirit liquor of the gods. When drunk, it drastically improves the drinker's dynamic vision.*
  4686. Use as [Range: Engaged / Target: 1#]. The target gains +2 to {Accuracy} checks until after [Timing: End] of the next round. [Soma] only takes effect once per round per character.
  4687.  
  4688. [Consumable] Hom
  4689. Use : Other
  4690. Cost : 1000G
  4691. *A drink of the gods made by mixing spiritual grass, water, and legendary fruit. When drunk, it dramatically improves the drinker's intuition.*
  4692. Use as [Range: Engaged / Target: 1#]. The target gains +2 to {Evasion} checks until after [Timing: End] of the next round. [Hom] only takes effect once per round per character.
  4693.  
  4694. [Consumable] Kintan
  4695. Use : Other
  4696. Cost : 1000G
  4697. *The ultimate Taoist elixir. It increases the drinker's aptitude for magic, but an ordinary person may die or become a mononoke if they drink it. *
  4698. Use as [Range: Engaged / Target: 1#]. The target gains +2 to {Conjure} checks until after [Timing: End] of the next round. [Kintan] only takes effect once per round per character.
  4699.  
  4700. [Consumable] Dragon's Blood
  4701. Use : Other
  4702. Cost : 1000G
  4703. *Pure dragon blood, from a true dragon instead of the dragon blood tree.*
  4704. Use as [Range: Engaged / Target: 1#]. The target gains +2 to {Resist} checks until after [Timing: End] of the next round. [Dragon Blood] only takes effect once per round per character.
  4705.  
  4706. [Consumable] Philosopher's Stone
  4707. Use : Other
  4708. Cost : 3000G
  4709. *A spiritual stone that transforms base metals into precious ones. It can only be created by the deepest secrets of alchemy.*
  4710. Use as [Range: Engaged / Target: 1#].The target [Recovers] 50 {HP}
  4711.  
  4712. [Consumable] Resurrection Elixir
  4713. Use : Other
  4714. Cost : 3000G
  4715. *The ultimate revival medicine passed down since the times of ancient egypt.*
  4716. Use as [Range: Engaged / Target: 1#]. After giving [Remove: Downed] to the target, the target sets their {HP} to 40. The target may refuse this effect.
  4717.  
  4718. ================================================================================
  4719. Super God Evolve -- GM Section: Scenario Guide and Distortions [XXXM]
  4720. ================================================================================
  4721. Espers and Adapters are somewhat rare in the world setting. As such, any [Scenarios] they are involved in may have somewhat unusual introductions.
  4722. A common feature of both Espers and Adapters is that their supernatural abilities are reliant on their mental and physical stability, so their everyday lives are an important factor. If the GM is creating a custom scenario which includes Espers or Adapters, then it is a good idea to keep this in mind when creating [Handouts] and [Scenario Introductions]. Otherwise, try using the following examples.
  4723.  
  4724. Esper
  4725. An Esper that belongs to any Awakened organization may simply receive a request from that organization to handle an incident, just like any other God Hunter. However, for other Espers who deliberately hide their powers, this can be difficult to arrange. In that case it may be easier to begin the session with an unavoidable event or trigger related to the session story, making it easier for the character to participate.
  4726. In this case, the 'Goal' of such Espers should be set to something like "Maintaining a peaceful life", "protecting a loved one", or "Keep the fact that they are an Esper a secret".
  4727. At the end of the session, an Esper may simply resume their regular lifestyle, or the incident could lead to them being thrown into the world of Awakened. In either case, the GM should consult with their players what sort of ending they would like. With that in mind, the GM may refer to these examples of [Handouts] and [Scenario Introductions].
  4728.  
  4729. Become involved in an Incident
  4730. While living as an innocent, you are unintentionally dragged into a supernatural incident and must fight to return to your peaceful way of life.
  4731. Goal: Maintain a peaceful life.
  4732.  
  4733. Receive a request
  4734. A request comes through to you from a collaborator or Awakened organization who helps safeguard your daily life.
  4735. Goal: Fulfill the request, and repay the favor.
  4736.  
  4737. Predict a crisis
  4738. Through your special senses or dreams, you see a vision of a devastated future, and step up to prevent that future from coming to pass.
  4739. Goal: To protect the world from a bad future.
  4740.  
  4741. Adapter
  4742. There is a large difference between the introductions for Adapters and other races. Adapters should have a strong motive, such as getting revenge, obtaining great power, or fulfilling a certain wish.
  4743. Another option for Adapters being in debt and needing to repay the cost of the meridian remodeling surgery.
  4744. On the other hand, not all Adapters became one by choice. In that case, they may have a motive to obtain freedom, return to their original body, or simply go back to a normal daily life.
  4745. An Adapter may end a session by reporting to a client, returning to a life of peace, or vowing to endure and one day attain freedom.
  4746. However, when a PC is attempting to repay a debt, the GM should be mindful not to burden the PC and hinder their growth. For example, rather than setting a specific amount to be repaid, the debt should be in the form of "fulfill X requests" and the PC should still receive the materials and fool's gold obtained during the scenario.
  4747. The GM should take into account the wishes of the player and ensure that they are disadvantaged as little as possible. With that in mind, the GM may refer to these examples of [Handouts] and [Scenario Introductions].
  4748.  
  4749. Receive a request
  4750. You receive a request from a collaborator, Awakened faction, or specific individuals as compensation for the cost of meridian remodeling surgery.
  4751. Goal: Fulfill the request.
  4752.  
  4753. Protect a loved one
  4754. You are asked for help by a close friend or member of your family who has become tangled up in a supernatural incident.
  4755. Goal: Protect your loved ones.
  4756.  
  4757. Mistaken Identity
  4758. Due to your monstrous appearance and characteristics that resemble a mononoke, you are placed under suspicion and become involved in an incident in order to clear your name (For GMs, avoid adding undue burden to the player by explaining in advance this is a false accusation, and possibly clear the suspicion at an early stage).
  4759. Goal: Discover the true culprit.
  4760.  
  4761. ----------------------------------------
  4762.  
  4763. Distortions
  4764. The [Distortions] included in this manual have a high difficulty for [Sense] checks, and as such, it is recommended to only use these [Distortions] for [World Level: 3 or higher] PCs.
  4765.  
  4766. ----------------------------------------
  4767.  
  4768. [Distortion] Curse of the Sea God
  4769. Sense : 17 / 19
  4770. Rating : 6
  4771. Requirement : 4#
  4772. Mend : {Agility} 14
  4773. Target : Area
  4774. Special Damage : 20 (Ignore Armor)
  4775. Penalty : {Strength} -2
  4776.  
  4777. Impacts
  4778. Impact A:
  4779. - Change 2 [Spirit Dice] to any value.
  4780. Impact B:
  4781. - Acquire 1 additional Boss Talent (Stacks).
  4782.  
  4783. *A [Distortion] that draws upon the divine power of great youkai and gods of the sea. By using this effect, the [Creator] may apply the [Submerged] penalty (→p212 Core) to the PCs [Appearing] in any [Scene]. However, this effect may only be applied to two [Scenes].*
  4784.  
  4785. ----------------------------------------
  4786.  
  4787. [Distortion] Become Real
  4788. Sense : 16 / 18
  4789. Rating : 1
  4790. Requirement : 3#
  4791. Mend : {Intellect} 14
  4792. Target : Area
  4793. Special Damage : None
  4794. Penalty : None
  4795.  
  4796. Impacts
  4797. Impact A:
  4798. - [Recover] {Crest} equal to the [Rating] +4.
  4799.  
  4800. Impact B:
  4801. - None
  4802.  
  4803. *A [Distortion] that causes a fictional character to manifest in the world and can be freely controlled by the [Creator]. Because the actual power required is very low, the effect can remain in place for many years after the [Creator] has been defeated. All the while, the created fictional character will continue to live according to the orders of the [Creator] until the [Distortion] finally expires.*
  4804.  
  4805. ----------------------------------------
  4806.  
  4807. [Distortion] Tiny Otherworld
  4808. Sense : None
  4809. Rating : 10
  4810. Requirement : None
  4811. Mend : None
  4812. Target : Area
  4813. Special Damage : None
  4814. Penalty : None
  4815.  
  4816. Impacts
  4817. Impact A:
  4818. - [Recover] [Crest] equal to the [Rating].
  4819.  
  4820. Impact B:
  4821. - None
  4822.  
  4823. *a [Distortion] that drags the PCs into another world controlled by the [Creator]. The contents of this world are (Fantasy, Horror, Science Fiction, etc) may be freely specified by the [Creator], and they may [Exit] from the scene at any time by simply declaring it. This effect automatically ends when the [Creator] is defeated.*
  4824.  
  4825. ----------------------------------------
  4826.  
  4827. [Distortion] Curse Explosion
  4828. Sense : N/A
  4829. Rating : 5
  4830. Requirement : None
  4831. Mend : None
  4832. Target : Area
  4833. Special Damage : None
  4834. Penalty : None
  4835.  
  4836. Impacts
  4837. Impact A:
  4838. - None
  4839.  
  4840. Impact B:
  4841. - None
  4842.  
  4843. *A [Distortion] that hinders the [Mending] of a curse when attempted by too few people. When trying to [Mend] a [Distortion] with less than the required number of people, the [Distortion] explodes and is automatically treated as [Destroyed]. Afterwards, those who took part in the [Check] lose 4d6 {Crest}. This [Distortion] only has an effect when at least one other [Distortion] is present in the scenario.*
  4844.  
  4845. ----------------------------------------
  4846.  
  4847. [Distortion] Darkness of N'Kai
  4848. Sense : 18 / 20
  4849. Rating : 7
  4850. Requirement : All
  4851. Mend : {Agility} 15
  4852. Target : Area
  4853. Special Damage : 40 (Ignore Armor)
  4854. Penalty : {Luck} -2
  4855.  
  4856. Impacts
  4857. Impact A:
  4858. - [Recover] {Crest] equal to the [Rating].
  4859.  
  4860. Impact B:
  4861. - The [Boss] gains +5 [Armor] and [Barrier].
  4862.  
  4863. *By applying a special power transmitted from the deep underworld, the crests of the [Creator] and any Awakened under its control become unreadable. Due to this effect, [Maneuver: Identify {Intellect}] cannot be performed against any NPCs that appear in the scenario.*
  4864.  
  4865. ----------------------------------------
  4866.  
  4867. ================================================================================
  4868. Super God Evolve -- GM Section: Humanoid Mononoke [XXXN-1]
  4869. ================================================================================
  4870. Apprentice Soldier / Class: Humanoid / LV: 1 (1)
  4871. Size : 2
  4872. Wits : Clever
  4873. Senses : Normal
  4874. Speech : Yes
  4875. Reaction : Mercurial
  4876. ID : 15
  4877. Weakness : [Phantom] [Toxin]
  4878. Movement : Walk
  4879. | ACC | EVA | CNJ | RES | CHK
  4880. {Combat Stats} | 06 | 06 | 03 | 03 | 03
  4881. {Fixed Values} | 13 | 13 | 10 | 10 | 10
  4882. {Initiative} : 9 (5)
  4883. {HP} : 40
  4884. Armor : 1
  4885. Barrier : 0
  4886.  
  4887. Attack Methods
  4888.  
  4889. [Weapon Attack]: Melee Attack / Engaged / 1#
  4890. - [Form: Sword] 2d6+10 physical damage.
  4891.  
  4892. <<Elemental Attack I>>: Physical Attack / Engaged / 1#
  4893. - [Element: Cold / Form: Sword] 2d6+16 physical damage.
  4894.  
  4895. <<Spirit Sword Defense>>: Defense / 3 Sq. / 1#
  4896. - Use on Damage Reduction. Reduce [Damage] by 5, and the user receives the [Damage] in place of the target (Treat as though {Resist} check had failed).
  4897.  
  4898. Materials (2d6)
  4899. 2~8: None
  4900. 9+: Regalia Shard/PD+1: 500G (Potency: 1)
  4901.  
  4902. Description:
  4903. An apprentice who has just learned the basics of demon exorcism and passed physical training. <Collaborators> like these appear in every supernatural organization, often acting in combat support roles. Many are armed with artificial regalia in order to compensate for their low spiritual power. They are very effective against the general public but their performance is unreliable against supernatural elements. This data is also appropriate for Innocents who become followers or apprentices of a Martial or Utility PC.
  4904.  
  4905. ----------------------------------------
  4906.  
  4907. Imposter's Phantom / Class: Humanoid / LV: 2 (1)
  4908. Size : 2
  4909. Wits : Clever
  4910. Senses : Heat
  4911. Speech : Yes
  4912. Reaction : Hostile
  4913. ID : 14
  4914. Weakness : [Shock] [Magnet]
  4915. Movement : Walk, Swim
  4916. | ACC | EVA | CNJ | RES | CHK
  4917. {Combat Stats} | 06 | 04 | 07 | 03 | 04
  4918. {Fixed Values} | 13 | 11 | 14 | 10 | 11
  4919. {Initiative} : 16 (7)
  4920. {HP} : 40
  4921. Armor : 5
  4922. Barrier : 5
  4923.  
  4924. Attack Methods
  4925.  
  4926. [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
  4927. - [Form: Magic] 2d6+10 magical damage.
  4928.  
  4929. <<Perfect Transformation>>: Start / User
  4930. - The target transforms into any figure for the rest of the scene (treat as [Maneuver: Disguise / Result: 20]). Afterwards, the target gains +5 {Initiative} and [Damage].
  4931.  
  4932. <<Mimicry>>: Prep / User
  4933. - Increase the [Target] of an [Attack Action] by 1#
  4934.  
  4935. Materials (2d6)
  4936. 2~8: None
  4937. 9+: Sheep's Clothing/MD+1: 500G (Potency: 1)
  4938.  
  4939. Description:
  4940. A humanoid monster that can transform into a copy of its target. In some regions it is known as Tomokazuki. It confuses its victims by imitating their movements and then steals their soul. In some cases they even take over the lives of a victim and pretend to be that person in order to gain access to an increasing number of targets.
  4941.  
  4942. ----------------------------------------
  4943.  
  4944. ESP User / Class: Humanoid / LV: 3 (1)
  4945. Size : 2
  4946. Wits : Clever
  4947. Senses : Domain
  4948. Speech : Yes
  4949. Reaction : Mercurial
  4950. ID : 20
  4951. Weakness : [Magnet] [Light]
  4952. Movement : Walk
  4953. | ACC | EVA | CNJ | RES | CHK
  4954. {Combat Stats} | 03 | 07 | 09 | 03 | 03
  4955. {Fixed Values} | 10 | 14 | 16 | 10 | 10
  4956. {Initiative} : 13 (6)
  4957. {HP} : 52
  4958. Armor : 1
  4959. Barrier : 0
  4960.  
  4961. Attack Methods
  4962.  
  4963. [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  4964. - [Element: Magic] 2d6+12 magical damage.
  4965.  
  4966. <<Attack ESP I>>: Start / Combat Zone / Combat Zone / No Reactive Chec
  4967. - The target reduces {Initiative} by [1d6+2] (minimum 1).
  4968.  
  4969. <<Mind Blast>>: Magical Attack / 7 Sq. / 1# / Cancels
  4970. - [Element: Phantom] 3d6+19 magical damage. 1/Round.
  4971.  
  4972. Materials (2d6)
  4973. 2~8: None
  4974. 9+: Enhancement Tablet/MD+2: 1000G (Potency: 2)
  4975.  
  4976. Description:
  4977. An Esper who has been able to access ESP through research and experimentation at the hands of a supernatural organization. Their physical strength is on par with a regular person, but they have the power to scan an opponent's thoughts, manipulate objects, and unleash powerful psionic attacks.
  4978.  
  4979. ----------------------------------------
  4980.  
  4981. Futakuchi / Class: Humanoid / LV: 4 (1)
  4982. Size : 2
  4983. Wits : Clever
  4984. Senses : Normal
  4985. Speech : Yes
  4986. Reaction : Hostile
  4987. ID : 14
  4988. Weakness : [Shock]
  4989. Movement : Walk
  4990. | ACC | EVA | CNJ | RES | CHK
  4991. {Combat Stats} | 10 | 08 | 03 | 03 | 03
  4992. {Fixed Values} | 17 | 15 | 10 | 10 | 10
  4993. {Initiative} : 15 (7)
  4994. {HP} : 49
  4995. Armor : 0
  4996. Barrier : 0
  4997.  
  4998. Attack Methods
  4999.  
  5000. [Weapon Attack]: Melee Attack / Engaged / 1#
  5001. - [Form: Sword] 2d6+15 physical damage.
  5002.  
  5003. <<Open-Mouthed>>: Start / User
  5004. - the target gains +10 [Physical Damage] and {Initiative}.
  5005.  
  5006. <<Double Bite>>: Physical Attack / Engaged / 1#
  5007. - The user makes two [Weapon Attacks] on the target.
  5008.  
  5009. <<Bullet Eater>>: Constant / User
  5010. - When the target receives [Damage] from [Form: Ranged - Magic] [Weapon Attacks], Gain +20 [Armor] and [Barrier].
  5011.  
  5012. Materials (2d6)
  5013. 2~9: None
  5014. 10+: Old Bucket/Luck+2: 1000G (Potency: 2)
  5015.  
  5016. Description:
  5017. A human who has the ability to change their face. It is said many of them have a mouth hidden in the back of their head, which can be moved to any part of their body. These mononoke are usually women, and in different time periods they have been known as 'Kuwazu Nyoubou' or 'Kuchisake-Onna'.
  5018.  
  5019. ----------------------------------------
  5020.  
  5021. PK User / Class: Humanoid / LV: 5 (1)
  5022. Size : 2
  5023. Wits : Clever
  5024. Senses : Heat
  5025. Speech : Yes
  5026. Reaction : Mercurial
  5027. ID : 24
  5028. Weakness : [Wind] [Magnet]
  5029. Movement : Walk, Fly
  5030. | ACC | EVA | CNJ | RES | CHK
  5031. {Combat Stats} | 09 | 09 | 09 | 03 | 03
  5032. {Fixed Values} | 16 | 16 | 16 | 10 | 10
  5033. {Initiative} : 23 (10)
  5034. {HP} : 78
  5035. Armor : 2
  5036. Barrier : 2
  5037.  
  5038. Attack Methods
  5039.  
  5040. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  5041. - [Element: Magnet] 2d6+14 magical damage.
  5042.  
  5043. <<Invisible Force>>: Start / 7 Sq. / 1# / No Reactive Check
  5044. - [Install] the target up to 7 Sq away, and they gain [Shift: Fallen].
  5045.  
  5046. <<Psychic Buster>>: Physical Attack / 7 Sq. / 1#
  5047. - [Element: Wind / Form: Hammer] 4d6+32 physical damage, and the target [Halves] [Armor]. 1/Round.
  5048.  
  5049. <<Telekinetic Barrier>>: Constant / User
  5050. - As long as the target does not have [Shift: Dead], [Class: Humanoid] NPCs in the [Combat Zone] other than the user gain +30 [Armor] and [Barrier] against [Form: Ranged - Magic] [Weapon Attacks].
  5051.  
  5052. Materials (2d6)
  5053. 2~7: None
  5054. 7+: Enhancement Tablet/MD+2: 1000G (Potency: 2)
  5055.  
  5056. Description:
  5057. An Esper who was experimented on by a supernatural organization and gained the ability to use psychokinetic powers. They have great physical ability and can land telekinetic blows against opponents as well as moving and evading quickly. They also deploy powerful telekinetic barriers around themselves and allies.
  5058.  
  5059. ----------------------------------------
  5060.  
  5061. Computer User / Class: Humanoid / LV: 6 (2)
  5062. Size : 2
  5063. Wits : Clever
  5064. Senses : Domain
  5065. Speech : Yes
  5066. Reaction : Mercurial
  5067. ID : 27
  5068. Weakness : [Shock] [Magnet]
  5069. Movement : Walk
  5070. | ACC | EVA | CNJ | RES | CHK
  5071. {Combat Stats} | 05 | 10 | 11 | 06 | 03
  5072. {Fixed Values} | 12 | 17 | 18 | 13 | 10
  5073. {Initiative} : 23 (10)
  5074. {HP} : 79
  5075. Armor : 2
  5076. Barrier : 2
  5077.  
  5078. Attack Methods
  5079.  
  5080. [Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
  5081. - [Element: Shock ] 2d6+22 magical damage.
  5082.  
  5083. <<Spiritual Crack>>: Start / Combat Zone / Combat Zone / No Reactive Check
  5084. - The target reduces {Initiative} by [2d6+2] (minimum 1).
  5085.  
  5086. <<Space Hack>>: Unique / 10 Sq. / 1#
  5087. - Use while Active. Change target's [Target: 2# or more] [Attack Action] to [Target: 1#], and one NPC specified by the user takes the [Damage] and other effects (Treat as though {Resist} check had failed). 2/round.
  5088.  
  5089. <<Concept Cheat Tool>>: Unique / 10 Sq. 1#
  5090. - Use on Damage Calculation. 1 [Class: Humanoid] NPC other than the user gains +[1d6x5] to [Damage Calculation. 2/Round
  5091.  
  5092. Materials (2d6)
  5093. 2~7: None
  5094. 8+: External Hard Drive/Intellect+2: 1000G (Potency: 2)
  5095.  
  5096. Description:
  5097. A skilled digital sorcerer who lurks in the deepest parts of the internet- the third and fourth layers. Ostensibly working as a hacker, they will try to get involved in supernatural incidents that catch their attention.
  5098.  
  5099. ----------------------------------------
  5100.  
  5101. Magic Swordsman / Class: Humanoid / LV: 7 (2)
  5102. Size : 2
  5103. Wits : Clever
  5104. Senses : Normal
  5105. Speech : Yes
  5106. Reaction : Mercurial
  5107. ID : 24
  5108. Weakness : [Fire] [Cold]
  5109. Movement : Walk
  5110. | ACC | EVA | CNJ | RES | CHK
  5111. {Combat Stats} | 14 | 12 | 05 | 03 | 03
  5112. {Fixed Values} | 21 | 19 | 12 | 10 | 10
  5113. {Initiative} : 24 (10)
  5114. {HP} : 95
  5115. Armor : 5
  5116. Barrier : 1
  5117.  
  5118. Attack Methods
  5119.  
  5120. [Weapon Attack]: Melee Attack / 3 Sq. / 2#
  5121. - [Element: Wind / Form: Sword] 2d6+26 physical damage.
  5122.  
  5123. <<Ice Blade>>: Physical Attack / Charge 4 Sq. / 1#
  5124. - The user gains +1 {Accuracy}, then inflicts [Element: Cold / Form: Sword] 4d6+35 physical damage, and the target who performs [Damage Reduction] [Halve] their [Armor].
  5125.  
  5126. <<Magic Sword Defense>>: Defense / Engaged / 1#
  5127. - Use on Damage Reduction. When the target receives [Damage] from [Form: Ranged - Magic] [Weapon Attacks], Gain +20 [Armor] and [Barrier].
  5128.  
  5129. <<Killing Sword>>: Unique / User
  5130. - Use on Damage Calculation or Damage Reduction. The target makes x1 [Timing: Attack]. 2/Round.
  5131.  
  5132. <<Exorcism Sword Technique>>: End / Combat Zone / 1# / No Reactive Check
  5133. - The user rolls 1d6, and on any result other than a "1" or "2", one target [Mononoke] gains [Shift: Dead]. 1/Combat.
  5134.  
  5135. Materials (2d6)
  5136. Automatic: Broken Greatsword/PD+2: 1000G (Potency: 2)
  5137.  
  5138. Description:
  5139. A high-ranking exorcist soldier wielding famous or magical sword-type artificial regalia. They act on the orders of their respective organizations and in some cases, will dispose of the organization's enemies. Their skill with martial arts is on par with godhunters.
  5140.  
  5141. ----------------------------------------
  5142.  
  5143. Distortion User / Class: Humanoid / LV: 8 (2)
  5144. Size : 2
  5145. Wits : Clever
  5146. Senses : Normal
  5147. Speech : Yes
  5148. Reaction : Hostile
  5149. ID : 18
  5150. Weakness : [Phantom]
  5151. Movement : Walk
  5152. | ACC | EVA | CNJ | RES | CHK
  5153. {Combat Stats} | 03 | 05 | 15 | 13 | 03
  5154. {Fixed Values} | 10 | 12 | 22 | 20 | 10
  5155. {Initiative} : 25 (10)
  5156. {HP} : 86
  5157. Armor : 5
  5158. Barrier : 5
  5159.  
  5160. Attack Methods
  5161.  
  5162. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  5163. - [Element: Toxin] 3d6+25 magical damage.
  5164.  
  5165. <<Binding Method>>: Start / Combat Zone / 1# / No Reactive Check
  5166. - The target cannot use [Weapon Attacks] until after [Timing: End].
  5167.  
  5168. <<Instant Ritual>>: Prep / User
  5169. - increase the [Target] of [Attack Actions] by 2#.
  5170.  
  5171. <<Attack Method>>: Magical Attack / 7 Sq. / 1# / Cancels
  5172. - [Element: Toxin] 4d6+40 magical damage. 1/Round.
  5173.  
  5174. <<Distortion Barrier>>: Constant / User
  5175. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, reduce [Damage] received from targets other than [Range: Engaged] by 20.
  5176.  
  5177. Materials (2d6)
  5178. Automatic: Book of Distortions/Intellect +3: 1500G (Potency: 3)
  5179.  
  5180. Description:
  5181. A magician who applies forbidden methods to orthodox magic and creates Distortions. Many of them are members of Rozenskull, and at odds with the magi of the Mage's Association.
  5182.  
  5183. ----------------------------------------
  5184.  
  5185. High-Grade Esper / Class: Humanoid / LV: 9 (2)
  5186. Size : 2
  5187. Wits : Clever
  5188. Senses : Domain
  5189. Speech : Yes
  5190. Reaction : Mercurial
  5191. ID : 27
  5192. Weakness : [Shock] [Toxin]
  5193. Movement : Walk
  5194. | ACC | EVA | CNJ | RES | CHK
  5195. {Combat Stats} | 13 | 13 | 03 | 09 | 03
  5196. {Fixed Values} | 20 | 20 | 10 | 16 | 10
  5197. {Initiative} : 30 (12)
  5198. {HP} : 102
  5199. Armor : 5
  5200. Barrier : 5
  5201.  
  5202. Attack Methods
  5203.  
  5204. [Weapon Attack]: Melee Attack / Engaged / Area
  5205. - [Element: Magnet / Form: Hammer] 2d6+30 physical damage.
  5206.  
  5207. <<Attack ESP II>>: Start / Combat Zone / Combat Zone / No Reactive Check
  5208. - The target reduces {Initiative} by [2d6+2] (minimum 1).
  5209.  
  5210. <<PK Railgun>>: Physical Attack / Combat Zone / 2#
  5211. - [Element: Magnet / Form: Ranged] 6d6+40 magical damage, and the target may not apply "Reduce [Damage] by x" effects.
  5212.  
  5213. <<ESP Barrier>>: Defense / User
  5214. - Use on Damage Reduction. When the target receives [Damage] from [Targets] other than [Range: Engaged], they gain +[1d6x5] [Armor] and [Barrier].
  5215.  
  5216. <<Combat Teleport>>: Unique / 7 Sq. / 1#
  5217. - Use when the target declares a Talent. The user [Installs] up to 7 Sq away, and then makes x1 [Timing: Attack]. 1/Round.
  5218.  
  5219. Materials (2d6)
  5220. Automatic: Enhancing Tablet/MD+2: 1000G (Potency: 2)
  5221.  
  5222. Description:
  5223. A high-ranking esper who can use both ESP and PK powers. There are only a handful of espers in this class worldwide, and it's rumored they are sent on mission of national important, where they operate alone.
  5224.  
  5225. ----------------------------------------
  5226.  
  5227. Transporter / Class: Humanoid / LV: 9 (2)
  5228. Size : 3
  5229. Wits : Clever
  5230. Senses : Normal
  5231. Speech : Yes
  5232. Reaction : Mercurial
  5233. ID : 19
  5234. Weakness : [Cold] [Shock]
  5235. Movement : Walk
  5236. | ACC | EVA | CNJ | RES | CHK
  5237. {Combat Stats} | 16 | 14 | 05 | 03 | 03
  5238. {Fixed Values} | 23 | 21 | 12 | 10 | 10
  5239. {Initiative} : 25 (10)
  5240. {HP} : 82
  5241. Armor : 5
  5242. Barrier : 5
  5243.  
  5244. Attack Methods
  5245.  
  5246. [Weapon Attack]: Ranged Attack / 7 Sq. / 2#
  5247. - [Form: Ranged] 3d6+25 physical damage.
  5248.  
  5249. <<Motorcycle Charge>>: Physical Attack / Charge 5 Sq. / 1#
  5250. - The user gains +2 {Accuracy}, then inflicts [Form: Ranged] 4d6+40 physical damage.
  5251.  
  5252. <<Courier's Technique>>: Unique / User
  5253. - User after the target has made a [Timing: Attack]. [Range: 7 Sq / Target: 1#] specified by the user is [Installed] up to 7 Sq away. 1/Round.
  5254.  
  5255. <<Courier's Pride>>: Constant / User
  5256. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target may always ignore [Engagements].
  5257.  
  5258. Materials (2d6)
  5259. Automatic: Bike Key/PD+3: 1500G (Potency: 3)
  5260.  
  5261. Description:
  5262. A contractor and courier specializing in supernatural items. Always riding their favorite combat motorcycle, they smash through would-
  5263. be interceptors in a flash.
  5264.  
  5265. ----------------------------------------
  5266.  
  5267. Qigong Expert / Class: Humanoid / LV: 10 (2)
  5268. Size : 2
  5269. Wits : Clever
  5270. Senses : Heat
  5271. Speech : Yes
  5272. Reaction : Mercurial
  5273. ID : 28
  5274. Weakness : [Cold] [Wind]
  5275. Movement : Walk
  5276. | ACC | EVA | CNJ | RES | CHK
  5277. {Combat Stats} | 21 | 15 | 05 | 03 | 03
  5278. {Fixed Values} | 28 | 22 | 12 | 10 | 10
  5279. {Initiative} : 30 (12)
  5280. {HP} : 133
  5281. Armor : 5
  5282. Barrier : 5
  5283.  
  5284. Attack Methods
  5285.  
  5286. [Weapon Attack]: Melee Attack / Engaged / Area
  5287. - [Element: Wind / Form: Hammer] 2d6+40 physical damage.
  5288.  
  5289. <<Qigong Kenpo>>: Physical Attack / Change 4 Sq. / 1#
  5290. - [Element: Shock / Form: Hammer] 5d6+50 physical damage, and the target may not apply "Reduce [Damage] by X" effects.
  5291.  
  5292. <<God's Might, Divine Authority>>: Unique / User
  5293. - Use on Damage Calculation. The target gains +[1d6*5] [Damage] against [Target: 1#]. Targets who perform [Damage Reduction] [Halve] their [Armor] and gain [Shift: Fallen].
  5294.  
  5295. <<Taiji Absorption>>: Unique / Combat Zone / 1#
  5296. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], reduce the [Damage] by 20, and the user takes the [Damage]. 2/Round.
  5297.  
  5298. <<Qigong Breathing>>: Constant / User
  5299. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from [Weapon Attacks] and [Special Attacks].
  5300.  
  5301. Materials (2d6)
  5302. Automatic: Mysterious Spirit Medicine/HP+9: 1500G (Potency: 3)
  5303.  
  5304. Description:
  5305. A qigong martial arts master who emphasizes the use of inner power through the use of 'Qi'.
  5306.  
  5307. ----------------------------------------
  5308.  
  5309. Great Master / Class: Humanoid / LV: 10 (2)
  5310. Size : 2
  5311. Wits : Clever
  5312. Senses : Normal
  5313. Speech : Yes
  5314. Reaction : Mercurial
  5315. ID : 20
  5316. Weakness : [Shock] [Wind]
  5317. Movement : Walk
  5318. | ACC | EVA | CNJ | RES | CHK
  5319. {Combat Stats} | 03 | 05 | 18 | 17 | 03
  5320. {Fixed Values} | 10 | 12 | 25 | 24 | 10
  5321. {Initiative} : 27 (11)
  5322. {HP} : 105
  5323. Armor : 5
  5324. Barrier : 5
  5325.  
  5326. Attack Methods
  5327.  
  5328. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  5329. - [Element: Magnet ] 3d6+30 magical damage.
  5330.  
  5331. <<Secret Magic>>: Magical Attack / 7 Sq. / 3# / Cancels
  5332. - [Element: Magnet] 5d6+50 magical damage.
  5333.  
  5334. <<Great Magic>>: Magical Attack / Combat Zone / Combat Zone / Halves
  5335. - 60 magical damage. 1/Combat.
  5336.  
  5337. <<Rapid-Fire Magic>>: Unique / Combat Zone / 1#
  5338. - Use when the target declares a Talent. The user may use <<Secret Magic>> or <<Great Magic>>. 1/Round.
  5339.  
  5340. <<Blink>>: Unique / User
  5341. - Use on Reactive Check. The target may make a {Resist} check in place of the [Reactive Check]. 1/Round.
  5342.  
  5343. Materials (2d6)
  5344. 2~10: Expensive Elixir: Strength+2: 1000G (Potency: 2)
  5345. 11+: Philosopher's Stone/MD+4: 2000G (Potency: 4)
  5346.  
  5347. Description:
  5348. A world-class magician working for the Mage's Association or Rozenskull. They can easily use powerful or forbidden magic to destroy hostile godhunters.
  5349.  
  5350. ----------------------------------------
  5351.  
  5352. Akki / Class: Humanoid / LV:13 (3)
  5353. Size : 2
  5354. Wits : Clever
  5355. Senses : Domain
  5356. Speech : Yes
  5357. Reaction : Hostile
  5358. ID : 22
  5359. Weakness : [Toxin]
  5360. Movement : Walk
  5361. | ACC | EVA | CNJ | RES | CHK
  5362. {Combat Stats} | 19 | 18 | 10 | 03 | 03
  5363. {Fixed Values} | 26 | 25 | 17 | 10 | 10
  5364. {Initiative} : 30 (12)
  5365. {HP} : 110
  5366. Armor : 20
  5367. Barrier : 20
  5368.  
  5369. Attack Methods
  5370.  
  5371. [Weapon Attack]: Magical Attack / Combat Zone / 3#
  5372. - [Element: Shock] 6d6+35 magical damage.
  5373.  
  5374. <<Giant Pistol>>: Physical Attack / 7 Sq. / 1#
  5375. - The user gains +3 to {Accuracy}, then inflicts [Form: Spear] 5d6+50 physical damage.
  5376.  
  5377. <<Superpower Management>>: Unique / Combat Zone / Combat Zone
  5378. - [Class: Humanoid] NPCs other than the user [Recover] 20 {HP}, and gain +20 [Armor] and [Barrier] until after [Timing: End] of the round. 1/Round.
  5379.  
  5380. <<Predict and Trap>>: Unique / Combat Zone 1#
  5381. - Use when the target declares a Talent. Cancel the effect of one [Timing: Unique] Talent used by the target. 1/Round.
  5382.  
  5383. <<Superpower Terrorist>>: Constant / User
  5384. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from targets other than [Range: Engaged].
  5385.  
  5386. Materials (2d6)
  5387. Automatic: Pistol-Type Regalia/PD+2: 1000G (Potency: 2)
  5388.  
  5389. Description:
  5390. A general term used for terrorists with supernatural powers who cause various disasters all around the world. They are leaders who command terrorists and plan to bring ruin and chaos using both their wits and powers.
  5391.  
  5392. ----------------------------------------
  5393.  
  5394. Cabrakan / Class: Humanoid / LV: 15 (3)
  5395. Size : 4
  5396. Wits : Clever
  5397. Senses : Domain
  5398. Speech : Yes
  5399. Reaction : Hostile
  5400. ID : 21
  5401. Weakness : [Toxin]
  5402. Movement : Walk
  5403. | ACC | EVA | CNJ | RES | CHK
  5404. {Combat Stats} | 22 | 03 | 11 | 21 | 04
  5405. {Fixed Values} | 29 | 10 | 18 | 28 | 11
  5406. {Initiative} : 40 (15)
  5407. {HP} : 175
  5408. Armor : 10
  5409. Barrier : 30
  5410.  
  5411. Attack Methods
  5412.  
  5413. [Weapon Attack]: Melee Attack / Engaged / Area
  5414. - [Form: Hammer] 4d6+40 physical damage.
  5415.  
  5416. <<Flip The Earth>>: Physical Attack / Engaged / Area
  5417. - [Form: Hammer] 6d6+100 Physical Damage. 1/Round.
  5418.  
  5419. <<Divine Earthquake>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  5420. - [Element: Magnet] 5d5+50 magical damage. 1/Round.
  5421.  
  5422. <<Giant Stone Hand>>: Defense / 5 Sq. / 1#
  5423. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  5424.  
  5425. <<Giant Stone body>>: Unique / User
  5426. - Use on Damage Reduction. The target gains +30 [Armor]. 1/Round.
  5427.  
  5428. <<The Man Who Overturns Mountains>>: Constant / User
  5429. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target reduces [Damage] from [Weapon Attacks] to 0.
  5430.  
  5431. Materials (2d6)
  5432. Automatic: Spirit Gypsum/MD+3: 1500G (Potency: 3)
  5433.  
  5434. Description:
  5435. A giant from mayan mythology. As a god named after earthquakes, it has a raw strength that surpasses human understanding, and a divine authority to command the earth itself.
  5436.  
  5437. ----------------------------------------
  5438.  
  5439. Titan / Class: Humanoid / LV: 16 (4)
  5440. Size : 3
  5441. Wits : Clever
  5442. Senses : Domain
  5443. Speech : Yes
  5444. Reaction : Hostile
  5445. ID : 12
  5446. Weakness : [Shock]
  5447. Movement : Walk
  5448. | ACC | EVA | CNJ | RES | CHK
  5449. {Combat Stats} | 24 | 03 | 09 | 23 | 04
  5450. {Fixed Values} | 31 | 10 | 16 | 30 | 11
  5451. {Initiative} : 15 (7)
  5452. {HP} : 230
  5453. Armor : 40
  5454. Barrier : 40
  5455.  
  5456. Attack Methods
  5457.  
  5458. [Weapon Attack]: Melee Attack / Engaged / Area
  5459. - [Form: Hammer] 4d6+40 physical damage.
  5460.  
  5461. <<Throw>>: Start / Engaged / 1# / No Reactive Check
  5462. - [Install] the target up to 7 Sq away.
  5463.  
  5464. <<Giant God Fist>>: Physical Attack / 5 Sq / 1#
  5465. - [Element: Magnet / Form: Hammer] 6d6+100 physical damage, and targets who perform [Damage Reduction] [Halve] their [Armor].
  5466.  
  5467. <<Giant Body>>: Unique / Combat Zone / 1#
  5468. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#] and the user takes the [Damage] and other effects. 1/Round.
  5469.  
  5470. <<Ancient Deity>>: Constant / User
  5471. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] that has not been bestowed with [Element: Shock].
  5472.  
  5473. Materials (2d6)
  5474. Automatic: Giant Nail/PD+3: 1500G (Potency: 3)
  5475.  
  5476. Description:
  5477. An ancient deity from Greek mythology. He possesses an unparalleled strength feared even by the gods of Olympus.
  5478.  
  5479. ----------------------------------------
  5480.  
  5481. ================================================================================
  5482. Super God Evolve -- GM Section: Beast Mononoke [XXXN-2]
  5483. ================================================================================
  5484. Psychic Animal / Class: Beast / LV: 1 (1)
  5485. Size : 1
  5486. Wits : Clever
  5487. Senses : Heat
  5488. Speech : Yes
  5489. Reaction : Mercurial
  5490. ID : 13
  5491. Weakness : [Fire] [Toxin]
  5492. Movement : Walk, Fly
  5493. | ACC | EVA | CNJ | RES | CHK
  5494. {Combat Stats} | 05 | 03 | 06 | 02 | 04
  5495. {Fixed Values} | 12 | 10 | 13 | 09 | 11
  5496. {Initiative} : 17 (8)
  5497. {HP} : 46
  5498. Armor : 0
  5499. Barrier : 0
  5500.  
  5501. Attack Methods
  5502.  
  5503. [Weapon Attack]: Ranged Attack / 6 Sq. / 1#
  5504. - [Form: Ranged] 1d6+6 physical damage. [Additional Effect]: The user may [Install] targets that perform [Damage Reduction] up to 1 Sq away. 1/Round.
  5505.  
  5506. <<Expand>>: Prep / User
  5507. - Change the [Target] of [Attack Actions] to [Area].
  5508.  
  5509. <<Shockwave>>: Magical Attack / 4 Sq. / 1# / Cancels
  5510. - [Element: Wind] 2d6+7 magical damage. 1/Round.
  5511.  
  5512. <<Disturbing Phenomenon>>: Unique / 5 Sq. / 1#
  5513. Use on Check. The target gains +1 to the result of the [Check]. 1/Round.
  5514.  
  5515. Materials (2d6)
  5516. 2~8: None
  5517. 9+: Spirit Core/Will+1: 500G (Potency: 1)
  5518.  
  5519. Description:
  5520. An artificial creature created through research and experimentation by a supernatural organization. It resembles a normal dog or cat, but is able to use PK abilities and interrupt movements or send shockwaves by merely thinking.
  5521.  
  5522. ----------------------------------------
  5523.  
  5524. Fuuri / Class: Beast / LV: 2 (1)
  5525. Size : 1
  5526. Wits : Low
  5527. Senses : Heat
  5528. Speech : No
  5529. Reaction : Mercurial
  5530. ID : 13
  5531. Weakness : [Wind] [Magnet[
  5532. Movement :Walk, Fly
  5533. | ACC | EVA | CNJ | RES | CHK
  5534. {Combat Stats} | 08 | 05 | 03 | 04 | 04
  5535. {Fixed Values} | 15 | 12 | 10 | 11 | 11
  5536. {Initiative} : 23 (10)
  5537. {HP} : 40
  5538. Armor : 0
  5539. Barrier : 0
  5540.  
  5541. Attack Methods
  5542.  
  5543. [Weapon Attack]: Melee Attack / 2 Sq. / 1#
  5544. - [Form: Spear] 1d6+10 physical damage.
  5545.  
  5546. <<Glide>>: Start / User
  5547. - The target gains [Shift: Flight] until [Timing: End].
  5548.  
  5549. <<Aerial Assault>>: Physical Attack / 2 Sq. / 1#
  5550. - [Special Attack / Form: Hammer] 2d6+15 physical damage.
  5551.  
  5552. Materials (2d6)
  5553. 2~8: None
  5554. 9+: Fluffy fur/PD+1: 500G (Potency: 1)
  5555.  
  5556. Description:
  5557. A flying squirrel that has come across a shard, transforming it into a mononoke. It has a body about 1 meter long. Due to their agile movements through the air, they are tricky opponents to fight against. Usually they live deep in the mountains, but during winter they will sometimes migrate close to human settlements.
  5558.  
  5559. ----------------------------------------
  5560.  
  5561. Beast Soldier / Class: Beast / LV: 3 (1)
  5562. Size : 2
  5563. Wits : Clever
  5564. Senses : Heat
  5565. Speech : Yes
  5566. Reaction : Mercurial
  5567. ID : 17
  5568. Weakness : [Toxin]
  5569. Movement : Walk, Fly
  5570. | ACC | EVA | CNJ | RES | CHK
  5571. {Combat Stats} | 08 | 09 | 01 | 01 | 05
  5572. {Fixed Values} | 15 | 16 | 08 | 08 | 12
  5573. {Initiative} : 20 (9)
  5574. {HP} : 58
  5575. Armor : 2
  5576. Barrier : 2
  5577.  
  5578. Attack Methods
  5579.  
  5580. [Weapon Attack]: Melee Attack / Engaged / 1#
  5581. - [Form: Sword] 2d6+15 physical damage. [Additional Effect]: Change the [Range] of an [Attack Action] to [Charge 4 Sq]. 1/Round.
  5582.  
  5583. <<Transfiguration>>: Start / User
  5584. - For the rest of combat, gain +1 to [Active Checks] and +5 to [Physical Damage].
  5585.  
  5586. <<Beast Strike>>: Physical Attack / Engaged / 1#
  5587. - [Form: Axe] 2d6+16 physical damage. Targets that fail their [Reactive Check] gain [Shift: Fallen].
  5588.  
  5589. <<Bloodstorm Dance>>: Physical Attack / Engaged / Area
  5590. - [Form: Sword] 2d6+14 physical damage. 1/Round.
  5591.  
  5592. <<Extra Attack I>>: Constant / User
  5593. - During the target's [Turn], gain x1 [Timing: Attack].
  5594.  
  5595. Materials (2d6)
  5596. 2~9: None
  5597. 10+: ID Tag/Will+2: 1000G (Potency: 2)
  5598.  
  5599. Description:
  5600. An Adapter soldier who survived meridian remodeling experiments by Sumizuka Pharmaceutical, and drew out a bestial power. At first glance they resemble an ordinary human, but during battle they will transform into a half-human, half-beast form.
  5601.  
  5602. ----------------------------------------
  5603.  
  5604. Empath Beast / Class: Beast / LV: 4 (1)
  5605. Size : 1
  5606. Wits : Clever
  5607. Senses : Domain
  5608. Speech : Yes
  5609. Reaction : Mercurial
  5610. ID : 19
  5611. Weakness : [Wind] [Magnet]
  5612. Movement : Walk, Fly
  5613. | ACC | EVA | CNJ | RES | CHK
  5614. {Combat Stats} | 03 | 08 | 10 | 01 | 04
  5615. {Fixed Values} | 10 | 15 | 17 | 08 | 11
  5616. {Initiative} : 23 (10)
  5617. {HP} : 59
  5618. Armor : 1
  5619. Barrier : 0
  5620.  
  5621. Attack Methods
  5622.  
  5623. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  5624. - [Form: Magic] 1d6+14 magical damage. [Additional Effect]: The target may make an {Evasion} check in place of a {Resist} check. 1/Round.
  5625.  
  5626. <<Physical Enhancement - Speed>>: Start / Combat Zone / Combat Zone
  5627. - The target gains +5 {Initiative}.
  5628.  
  5629. <<Change Formation>>: Prep / Combat Zone / Combat Zone
  5630. - [Install] targets other than the user within 2 Sq of the user. The target may refuse this effect. 1/Round.
  5631.  
  5632. <<Mind Attack>>: Magical Attack / 4 Sq / 3# / Cancels
  5633. - 2d6+19 magical damage. 1/Round.
  5634.  
  5635. <<Host Brain>>: Constant / User
  5636. - As long as the target does not have [Shift: Dead], [Class: Beast] NPCs other than [Bosses] in the Combat Zone gain [Wits: Clever], and +5 [Armor] and [Barrier].
  5637.  
  5638. Materials (2d6)
  5639. 2~10: Spirit Core/Will+1: 500G (Potency: 1)
  5640. 11+: Brain Stem/Resist+1: 1000G (Potency: 2)
  5641.  
  5642. Description:
  5643. An artificial creature created through research and experimentation by supernatural organizations. At first glance it appears to be just a small animal, but it is capable of powerful ESP, which it uses to command other magical beasts in the area and enhance their combat strength.
  5644.  
  5645. ----------------------------------------
  5646.  
  5647. Shapeshifter / Class: Beast / LV: 4 (1)
  5648. Size : 2
  5649. Wits : Clever
  5650. Senses : Heat
  5651. Speech : Yes
  5652. Reaction : Mercurial
  5653. ID : 20
  5654. Weakness : [Cold] [Poison]
  5655. Movement : Walk, Fly
  5656. | ACC | EVA | CNJ | RES | CHK
  5657. {Combat Stats} | 10 | 05 | 08 | 01 | 02
  5658. {Fixed Values} | 17 | 12 | 15 | 08 | 09
  5659. {Initiative} : 17 (8)
  5660. {HP} : 75
  5661. Armor : 5
  5662. Barrier : 5
  5663.  
  5664. Attack Methods
  5665.  
  5666. [Weapon Attack]: Melee Attack / Engaged / 1#
  5667. - [Form: Spear] 2d6+17 physical damage. [Additional Effect]: Change the [Range] of an [Attack Action] to [Area]. 1/Round.
  5668.  
  5669. <<Transformation Power>>: Start / User
  5670. - The target immediately gains [Shift: Hidden] with [Concealment / Result: 20]. Alternatively, the target transforms into any figure for the rest of the scene (treat as [Maneuver: Disguise / Result: 20]).
  5671.  
  5672. <<Demon Pair Attack>>: Physical Attack / Engaged / 1#
  5673. - [Element: Phantom / Form: Sword] 2d6+18 physical damage. Targets that fail their [Reactive Check] gain [Shift: Fallen].
  5674.  
  5675. <<Invisible Threat>>: Constant / User
  5676. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, when the target has [Shift: Hidden], it is not lost when the target makes a [Move Action].
  5677.  
  5678. Materials (2d6)
  5679. 2~8: None
  5680. 9+: Translucent Skin/Strength+2: 1000G (Potency: 2)
  5681.  
  5682. Description:
  5683. An artificial mononoke created by accident during one of Sumizuka Pharmaceutical's countless experiments on meridian remodeling. Its true form is a four-legged beast with translucent skin, but by applying its spiritual power, it can take on any form it chooses.
  5684.  
  5685. ----------------------------------------
  5686.  
  5687. Barghest / Class: Beast / LV: 5 (1)
  5688. Size : 3
  5689. Wits : Clever
  5690. Senses : Heat
  5691. Speech : Yes
  5692. Reaction : Hostile
  5693. ID : 22
  5694. Weakness : [Fire] [Light]
  5695. Movement : Walk
  5696. | ACC | EVA | CNJ | RES | CHK
  5697. {Combat Stats} | 11 | 11 | 01 | 01 | 08
  5698. {Fixed Values} | 18 | 18 | 08 | 08 | 15
  5699. {Initiative} : 30 (12)
  5700. {HP} : 87
  5701. Armor : 7
  5702. Barrier : 10
  5703.  
  5704. Attack Methods
  5705.  
  5706. [Weapon Attack]: Melee Attack / Engaged / 1#
  5707. - [Form: Sword] 3d6+21 physical damage. [Additional Effect]: The [Target] of an [Attack Action] [Halves] their [Armor] or [Barrier]. 1/Combat.
  5708.  
  5709. <<Predator's Battlecry>>: Start / Combat Zone / Combat Zone / No Reactive Check
  5710. - The target reduces {Initiative} by 5 (to a minimum of 1).
  5711.  
  5712. <<Double Claw Slash>>: Physical Attack / Combat Zone / Area
  5713. - [Form: Axe] 4d6+26 physical damage. 1/Round.
  5714.  
  5715. <<Chain Wall>>: Defense / User
  5716. - Use on Damage Reduction. The target gains +10 [Armor].
  5717.  
  5718. <<Red-Eyed Rampage>>: Constant / User
  5719. - During the target's [Turn], gain x1 [Timing: Attack].
  5720.  
  5721. Materials (2d6)
  5722. 2~1: Red Evil Eye/Agility+1: 500G (Potency: 1)
  5723. 11+: Miasma Armor/Armor+2: 1000G (Potency: 2)
  5724.  
  5725. Description:
  5726. A miasma that is infused with a fragment and transformed into an evil beast. It resembles a huge grizzly bear with evil red eyes, and a chain-type artificial regalia wrapped around its body. It has incredible limb strength and its roar alone can cause enemies to stumble.
  5727.  
  5728. ----------------------------------------
  5729.  
  5730. Synthetic Beast / Class: Beast / LV: 6 (2)
  5731. Size : 4
  5732. Wits : Clever
  5733. Senses : Heat
  5734. Speech : No
  5735. Reaction : Hostile
  5736. ID : 22
  5737. Weakness : [Cold] [Light]
  5738. Movement : Walk, Fly
  5739. | ACC | EVA | CNJ | RES | CHK
  5740. {Combat Stats} | 13 | 05 | 01 | 11 | 04
  5741. {Fixed Values} | 20 | 12 | 08 | 18 | 11
  5742. {Initiative} : 21 (8)
  5743. {HP} : 99
  5744. Armor : 5
  5745. Barrier : 20
  5746.  
  5747. Attack Methods
  5748.  
  5749. [Weapon Attack]: Melee Attack / Engaged / 1#
  5750. - [Form: Axe] 4d6+19 physical damage. [Additional Effect]: After performing [Damage Calculation], make x1 [Weapon Attack]. 1/Combat.
  5751.  
  5752. <<Form Change>>: Prep / User
  5753. - The target changes [Form] to any one of [Sword - Spear - Axe - Hammer].
  5754.  
  5755. <<Strong Arm Strike>>: Physical Attack / 2 Sq. / 1#
  5756. - [Form: Spear] 2d6+35 physical damage. 1/Round.
  5757.  
  5758. <<Flame Breath>>: Magical Attack / Combat Zone / Area / Halves
  5759. - [Element: Fire] 3d6+31 magical damage. 1/Round.
  5760.  
  5761. <<Beast Factor>>: Constant / User
  5762. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target may roll {Accuracy} in place of {Conjure} checks.
  5763.  
  5764. Materials (2d6)
  5765. 2~11: Synthetic Beast Skin/Barrier+1: 500G (Potency: 1)
  5766. 12~: Fire Sack/Bestow Fire: 1500G (Potency: 5)
  5767.  
  5768. Description:
  5769. A bioweapon made for anti-supernatural entities secretly developed by Sumizuka Pharmaceutical. Made by combining multiple beasts in one, its figure is said to possess a certain beauty. It is also able to fly freely, and breathe powerful blasts of flame.
  5770.  
  5771. ----------------------------------------
  5772.  
  5773. Cait Sith / Class: Beast / LV: 7 (2)
  5774. Size : 1
  5775. Wits : Clever
  5776. Senses : Domain
  5777. Speech : Yes
  5778. Reaction : Friendly
  5779. ID : 18
  5780. Weakness : [Fire] [Cold]
  5781. Movement : Walk
  5782. | ACC | EVA | CNJ | RES | CHK
  5783. {Combat Stats} | 13 | 03 | 10 | 03 | 07
  5784. {Fixed Values} | 20 | 10 | 17 | 10 | 14
  5785. {Initiative} : 25 (10)
  5786. {HP} : 90
  5787. Armor : 5
  5788. Barrier : 10
  5789.  
  5790. Attack Methods
  5791.  
  5792. [Weapon Attack]: Melee Attack / Engaged / 1#
  5793. - [Form: Sword] 2d6+20 physical damage.
  5794.  
  5795. <<Cat Leap>>: Start / User
  5796. - [Install] the target up to 5 Sq away.
  5797.  
  5798. <<Cat Sword>>: Physical Attack / Engaged / 1#
  5799. - The user makes two [Weapon Attacks] against the target. 1/Round.
  5800.  
  5801. <<Cat Magic>>: Magical Attack / 7 Sq. / 2# / Cancels
  5802. - [Element: Wind] 2d6+30 magical damage.
  5803.  
  5804. <<Fairy Cat>>: Constant / User
  5805. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, when targeted by a [Physical Attack] by a target other than [Range: Engaged], gain a +10 modifier to the {Evasion} check.
  5806.  
  5807. Materials (2d6)
  5808. Automatic: Cat Boots/Bestow Light: 1500G (Potency: 3)
  5809.  
  5810. Description:
  5811. A catlike fairy that lives in western leylines. It usually takes the form of a normal cat, but when revealing its true nature, it becomes a bipedal, wearing medieval clothing. They possess high intelligence and many have built their own small kingdoms within the realms of gods and demons. They occasionally make contact with humans to offer help.
  5812.  
  5813. ----------------------------------------
  5814.  
  5815. Tuna / Class: Beast / LV: 8 (2)
  5816. Size : 5
  5817. Wits : Clever
  5818. Senses : Domain
  5819. Speech : No
  5820. Reaction : Mercurial
  5821. ID : 21
  5822. Weakness : [Shock]
  5823. Movement : Walk, Swim
  5824. | ACC | EVA | CNJ | RES | CHK
  5825. {Combat Stats} | 04 | 01 | 15 | 14 | 04
  5826. {Fixed Values} | 11 | 08 | 22 | 21 | 11
  5827. {Initiative} : 15 (7)
  5828. {HP} : 137
  5829. Armor : 15
  5830. Barrier : 10
  5831.  
  5832. Attack Methods
  5833.  
  5834. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  5835. - [Element: Cold] 3d6+20 magical damage.
  5836.  
  5837. <<Hydro Cannon>>: Magical Attack / 5 Sq. / 3# / Cancels
  5838. - [Element: Cold] 5d6+20 magical damage, and the target [Halves] their [Barrier]. 1/Round.
  5839.  
  5840. <<Giant Body Defense>>: Defense / 5 Sq. / 1#
  5841. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  5842.  
  5843. <<Spirit Power Eater>>: Unique / Combat Zone / 1#
  5844. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and other effects. 1/Round.
  5845.  
  5846. <<Slippery Body>>: Constant / User
  5847. - The target [Halves] [Physical Damage] that is [Rank: 3 or less].
  5848.  
  5849. Materials (2d6)
  5850. Automatic: Eel God's Horn/Strength+2: 1000G (Potency: 2)
  5851.  
  5852. Description:
  5853. A giant eel mononoke that appears in eastern polynesian mythology. Its body is over 20 meters long, with the horns of a dragon and the fangs of a shark. From its mouth it can spray intense blasts of water, with the pressure of a hydraulic cutter.
  5854.  
  5855. ----------------------------------------
  5856.  
  5857. Beast Weapon / Class: Beast / LV: 8 (2)
  5858. Size : 3
  5859. Wits : Clever
  5860. Senses : Domain
  5861. Speech : No
  5862. Reaction : Hostile
  5863. ID : 26
  5864. Weakness : [Shock] [ Wind]
  5865. Movement : Walk
  5866. | ACC | EVA | CNJ | RES | CHK
  5867. {Combat Stats} | 17 | 01 | 01 | 15 | 04
  5868. {Fixed Values} | 24 | 08 | 08 | 22 | 11
  5869. {Initiative} : 16 (7)
  5870. {HP} : 131
  5871. Armor : 20
  5872. Barrier : 10
  5873.  
  5874. Attack Methods
  5875.  
  5876. [Weapon Attack]: Melee Attack / Engaged / 1#
  5877. - [Form: Axe] 3d6+25 physical damage.
  5878.  
  5879. <<Spirit Killer Weapon>>: Physical Attack / Engaged / 1#
  5880. - [Element: Phantom / Form: Hammer] 3d6+35 physical damage, and when the target is a [Mononoke], increase [Damage] by 20.
  5881.  
  5882. <<Tyranny I>>: Physical Attack / Combat Zone / Combat Zone
  5883. - [Form: Sword] 4d6+33 physical damage. 1/Round.
  5884.  
  5885. <<Anti-Magic Armor>>: Unique / Combat Zone / 1#
  5886. - Use before {Resist} Check. After succeeding the {Resist} check, the effects of the [Magical Attack] are applied to the original target. 1/Combat.
  5887.  
  5888. <<Modified Demon Beast>>: Constant / User
  5889. - During the target's [Turn], gain x2 [Timing: Attack]. Additionally, the target may reduce [Damage] from [Weapon Attacks] to 0.
  5890.  
  5891. Materials (2d6)
  5892. 2~10: Thick Skin/Armor+1: 500G (Potency: 1)
  5893. 101+: Synthetic Beast Core/PD+3: 1500G (Potency: 3)
  5894.  
  5895. Description:
  5896. A man-made bio weapon that was created by utilizing the best of magic and science, cruelly remodeling a creature to become the ultimate weapon. They take on many different forms, but are usually a carnivorous quadruped animal.
  5897.  
  5898. ----------------------------------------
  5899.  
  5900. Stonka / Class: Beast / LV: 9 (2)
  5901. Size : 3
  5902. Wits : Clever
  5903. Senses : Domain
  5904. Speech : Yes
  5905. Reaction : Hostile
  5906. ID : 23
  5907. Weakness : [Wind]
  5908. Movement : Walk
  5909. | ACC | EVA | CNJ | RES | CHK
  5910. {Combat Stats} | 17 | 04 | 13 | 05 | 01
  5911. {Fixed Values} | 24 | 11 | 20 | 12 | 08
  5912. {Initiative} : 23 (10)
  5913. {HP} : 130
  5914. Armor : 10
  5915. Barrier : 20
  5916.  
  5917. Attack Methods
  5918.  
  5919. [Weapon Attack]: Me;ee Attack / Engaged / 1#
  5920. - [Form: Spear] 4d6+30 physical damage.
  5921.  
  5922. <<Demon Bull Horn>>: Physical Attack / Engaged / 2#
  5923. - [Element: Shock / Form: Spear] 5d6+40 physical damage.
  5924.  
  5925. <<Lightning Roar>>: Magical Attack / 7 Sq. / 3# / Cancels
  5926. - [Element: Shock] 4d6+20 magical damage. 1/Round.
  5927.  
  5928. <<Bronze Skin>>: Unique / 7 Sq. / 1#
  5929. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  5930.  
  5931. <<Immortal Bull>>: Constant / User
  5932. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Form: Sword - Spear] [Damage].
  5933.  
  5934. Materials (2d6)
  5935. 2~9: Demon Bull Horn: PD+1: 500G (Potency: 1)
  5936. 10+: Demon's Eye/Intellect+3: 1500G (Potency: 3)
  5937.  
  5938. Description:
  5939. An immortal ox-beast with a special skin as tough as bronze. Also called the incarnation of thunderclouds, it manipulates storms with its divine powers. It is also said to be able to effortlessly detect traps and hidden opponents with the special magical power in its eye.
  5940.  
  5941. ----------------------------------------
  5942.  
  5943. Camphruch / Class: Beast / LV: 10 (2)
  5944. Size : 2
  5945. Wits : Clever
  5946. Senses : Domain
  5947. Speech : Yes
  5948. Reaction : Mercurial
  5949. ID : 25
  5950. Weakness : [Fire]
  5951. Movement : Walk
  5952. | ACC | EVA | CNJ | RES | CHK
  5953. {Combat Stats} | 10 | 16 | 14 | 03 | 05
  5954. {Fixed Values} | 17 | 23 | 21 | 10 | 12
  5955. {Initiative} : 20 (9)
  5956. {HP} : 110
  5957. Armor : 15
  5958. Barrier : 20
  5959.  
  5960. Attack Methods
  5961.  
  5962. [Weapon Attack]: Magical Attack / 6 Sq. / 2# / Cancels
  5963. - [Element: Wind] 4d6+25 magical damage.
  5964.  
  5965. <<Spirit Power Enhancement>>: Start / 6 Sq. / 1#
  5966. - [Class: Beast] NPCs gain +20 [Damage].
  5967.  
  5968. <<One Horned Divine Power>>: Start / Combat Zone / Combat Zone
  5969. - [Remove] the target's [Shift: Poison - Darkness - Pain - Paralysis]
  5970.  
  5971. <<Healing Spiritual Power>>: Magical Attack / 6 Sq. / 1# / Cancels
  5972. - The target [Recovers] {HP} equal to 5d6+30 [Magical Damage]
  5973.  
  5974. <<Gentle Beast>>: Defense / 6 Sq. / 1#
  5975. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  5976.  
  5977. <<Legendary Deer>>: Constant / User
  5978. - The target gains +5 to {Evasion} checks while [Ready]. Additionally, the target always [Removes] [Negative Shifts] other than [Downed - Taken Out - Dead].
  5979.  
  5980. Materials (2d6)
  5981. Automatic: Holy Deer Antler/Life+12: 2000G (Potency: 4)
  5982.  
  5983. Description:
  5984. A magical creature that appears in Aethiopian myth. It resembles a giant deer with a single-pronged horn. The horn has powerful detoxifying and revitalizing effects, and are sought by many apothecaries.
  5985.  
  5986. ----------------------------------------
  5987.  
  5988. Gorgon / Class: Beast / LV:11 (3)
  5989. Size : 2
  5990. Wits : Clever
  5991. Senses : Domain
  5992. Speech : Yes
  5993. Reaction : Hostile
  5994. ID : 20
  5995. Weakness : [Light]
  5996. Movement : Walk
  5997. | ACC | EVA | CNJ | RES | CHK
  5998. {Combat Stats} | 10 | 17 | 17 | 01 | 03
  5999. {Fixed Values} | 17 | 24 | 24 | 08 | 10
  6000. {Initiative} : 30 (12)
  6001. {HP} : 120
  6002. Armor : 15
  6003. Barrier : 15
  6004.  
  6005. Attack Methods
  6006.  
  6007. [Weapon Attack]: Melee Attack / Engaged / 1#
  6008. - [Form: Spear] 3d6+30 physical damage.
  6009.  
  6010. <<Eye of Petrification>>: Start / Combat Zone / 1# / No Reactive Check
  6011. - The target reduces {Initiative} by 20 (to a minimum of 1).
  6012.  
  6013. <<Poison Snake Rush>>: Magical Attack / 5 Sq. / 3# / Cancels
  6014. - [Element: Toxin] 5d6+25 magical damage.
  6015.  
  6016. <<Evil Eye of Death>>: Magical Attack / 7 Sq. / 1# / Cancels
  6017. - [Element: Phantom] 6d6+60 magical damage. When the target fails a [Reactive Check] and is a [Mononoke], roll 1d6 and on any result other than a "1" or "2", inflict [Shift: Dead]. 1/Session.
  6018.  
  6019. <<Descendant of the Mother of all Monsters>>: Constant / User
  6020. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] that is not bestowed with an [Element].
  6021.  
  6022. Materials (2d6)
  6023. Automatic: Gorgon's Head/Bestow Poison: 1500G (Potency: 3)
  6024.  
  6025. Description:
  6026. The descendant of the mother of all monsters with a petrifying cursed gaze. They have a magical beauty with golden eyes, but a head of vipers instead of hair. Its evil eye is especially powerful, and even a godhunter will not walk away from it unscathed.
  6027.  
  6028. ----------------------------------------
  6029.  
  6030. Canhel / Class: Beast / LV: 13 (3)
  6031. Size : 4
  6032. Wits : Clever
  6033. Senses : Domain
  6034. Speech : Yes
  6035. Reaction : Hostile
  6036. ID : 23
  6037. Weakness : [Magnet]
  6038. Movement : Walk, Fly
  6039. | ACC | EVA | CNJ | RES | CHK
  6040. {Combat Stats} | 07 | 03 | 17 | 21 | 04
  6041. {Fixed Values} | 14 | 10 | 24 | 28 | 11
  6042. {Initiative} : 15 (7)
  6043. {HP} : 150
  6044. Armor : 20
  6045. Barrier : 20
  6046.  
  6047. Attack Methods
  6048.  
  6049. [Weapon Attack]: Melee Attack / 7 Sq. / 1#
  6050. - [Form: Spear] 4d6+30 physical damage.
  6051.  
  6052. <<Extreme Speed Flight>>: Start / Combat Zone / Combat Zone / No Reactive Check
  6053. - [Install] the target into any square. 1/Combat.
  6054.  
  6055. <<Lightning Strike>>: Magical Attack / Combat Zone / 1# / Cancels
  6056. - [Element: Shock] 6d6+40 magical damage.
  6057.  
  6058. <<Golden Tornado>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  6059. - [Element: Wind] 4d6+30 magical damage. 1/Combat.
  6060.  
  6061. <<Tornado Defense>>: Defense / 6 Sq. / 1#
  6062. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  6063.  
  6064. <<Legendary Wind Dragon>>: Constant / User
  6065. - The target gains +20 [Armor] and [Barrier] while [Ready], and ignores all [Negative Situation] penalties.
  6066.  
  6067. Materials (2d6)
  6068. Automatic: Golden Scale/Null Fallen: 1500G (Potency: 3)
  6069.  
  6070. Description:
  6071. A legendary dragon from Mayan mythology that controls the wind. It appears as a gigantic serpent with the wings of a hawk, golden scales, and tornados surrounding its body. It is said to fly faster than the gods, and can reach the ends of the universe.
  6072.  
  6073. ----------------------------------------
  6074.  
  6075. Quetzalcoatl / Class: Beast / LV: 19 (4)
  6076. Size : 3
  6077. Wits : Clever
  6078. Senses : Domain
  6079. Speech : Yes
  6080. Reaction : Mercurial
  6081. ID : 33
  6082. Weakness : [Cold]
  6083. Movement : Walk, Fly
  6084. | ACC | EVA | CNJ | RES | CHK
  6085. {Combat Stats} | 11 | 20 | 25 | 11 | 05
  6086. {Fixed Values} | 18 | 27 | 32 | 18 | 12
  6087. {Initiative} : 40 (15)
  6088. {HP} : 270
  6089. Armor : 20
  6090. Barrier : 20
  6091.  
  6092. Attack Methods
  6093.  
  6094. [Weapon Attack]: Melee Attack / 10 Sq. / 2#
  6095. - [Element: Light / Form: Spear] 5d6+30 physical damage.
  6096.  
  6097. <<Father of the Winds>>: Start / Combat Zone / Combat Zone
  6098. - Target NPCs gain +20 {Initiative}.
  6099.  
  6100. <<Rainbow Lightning>>: Magical Attack / Combat Zone / 2# / Cancels
  6101. - [Element: Shock] 6d6+90 magical damage.
  6102.  
  6103. <<Storm Invocation>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  6104. - [Element: Wind] 6d6+60 magical damage. 1/Round.
  6105.  
  6106. <<Magical Barrier>>: Unique / Combat Zone / 1#
  6107. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  6108.  
  6109. <<Pure White Snake God>>: Constant / User
  6110. - During the target's [Turn], gain x2 [Timing: Attack]. Additionally, the target reduces [Damage] from [Class: Humanoid - Beast - Chaos] by 20.
  6111.  
  6112. Materials (2d6)
  6113. Automatic: Snake God Scale/HP+12: 2000G (Potency: 4)
  6114.  
  6115. Description:
  6116. A creator god from Aztec mythology. It appears as a huge white snake with wings that glow with rainbow light. As the Aztec god of wind, culture, and agriculture, it can bring forth thunderstorms with a single roar.
  6117.  
  6118. ----------------------------------------
  6119.  
  6120. ================================================================================
  6121. Super God Evolve -- GM Section: Insectoid Mononoke [XXXN-3]
  6122. ================================================================================
  6123. Invasive Insect x1 / Class: Insectoid / LV: 1 (1)
  6124. Size : 0
  6125. Wits : High
  6126. Senses : Magic
  6127. Speech : No
  6128. Reaction : Hostile
  6129. ID : 15
  6130. Weakness : [Fire] [Cold]
  6131. Movement : Walk
  6132. | ACC | EVA | CNJ | RES | CHK
  6133. {Combat Stats} | 02 | 02 | 07 | 06 | 01
  6134. {Fixed Values} | 09 | 09 | 14 | 13 | 08
  6135. {Initiative} : 13 (6)
  6136. {HP} : 26
  6137. Armor : 0
  6138. Barrier : 0
  6139.  
  6140. Attack Methods
  6141.  
  6142. [Weapon Attack]: Melee Attack / Engaged / 1#
  6143. - [Form: Sword] 1d6+3 physical damage. [Additional Effect]: the target may make [Magical Attacks] after a [Combat Move].
  6144.  
  6145. <<Hide>>: Start / User
  6146. - The target gains [Shift: Hidden] (Treat as [Maneuver: Concealment / Result: 20]).
  6147.  
  6148. <<Elemental Magic I>>: Magical Attack / 4 Sq. / 1# / Cancels
  6149. - [Element: Phantom] 2d6+8 magical damage. 1/Round.
  6150.  
  6151. <<Invade>>: Magical Attack / Engaged / 1# / No Reactive Check
  6152. - The user treats 1 [NPC] as a [Class: Insectoid] Mononoke of [LV: 1] or less, and can freely control them. This effect is removed once the user becomes [Shift: Downed - Dead]. 1/Session.
  6153.  
  6154. Materials (2d6)
  6155. 2~10: None
  6156. 11+: Withered Core/Strength+1: 500G (Potency: 1)
  6157.  
  6158. Description:
  6159. A peculiar insect that possesses Innocents and low-class mononoke, mutating them into monster insects. A small annelid which appears to be similar to an earthworm. Those infected by this creature gain considerable physical strength and regenerative abilities, but their minds are put under the the control of the parasite insect and they are prone to irresistible violent impulse.
  6160.  
  6161. ----------------------------------------
  6162.  
  6163. Insect Keeper x3 / Class: Insectoid / LV: 1 (1)
  6164. Size : 2
  6165. Wits : Low
  6166. Senses : Heat
  6167. Speech : Yes
  6168. Reaction : Hostile
  6169. ID : 12
  6170. Weakness : [Cold] [Shock]
  6171. Movement : Walk
  6172. | ACC | EVA | CNJ | RES | CHK
  6173. {Combat Stats} | 06 | 06 | 01 | 04 | 01
  6174. {Fixed Values} | 13 | 13 | 08 | 11 | 08
  6175. {Initiative} : 12 (6)
  6176. {HP} : 38
  6177. Armor : 1
  6178. Barrier : 5
  6179.  
  6180. Attack Methods
  6181.  
  6182. [Weapon Attack]: Melee Attack / Engaged / 1#
  6183. - [Form: Hammer] 2d6+7 physical damage. [Additional Effect]: Change the [Range] of an [Attack Action] to [Charge 4 Sq].
  6184.  
  6185. <<Intimidation Form>>: Start or Prep / User
  6186. - The target gains an xd6 modifier to [Damage], where 'x' is the number of times <<Intimidation Form>> has been used (Max 3d6). However, after performing [Damage Calculation], the effect of <<Intimidation Form>> is lost.
  6187.  
  6188. <<Brutality I>>: Physical Attack / Engaged / Area
  6189. - [Form: Spear] 2d6+7 physical damage. 1/Round.
  6190.  
  6191. <<Abnormal Regeneration>>: End / User
  6192. - The target [Recovers] 10 {HP}.
  6193.  
  6194. Materials (2d6)
  6195. 2~8: None
  6196. 9+: Domination Core/Strength+1: 500G (Potency: 2)
  6197.  
  6198. Description:
  6199. An Innocent who was taken over by Invasive Insects and as result has unbelievable physical strength and bodily regeneration. They appear as a muscular human with visible blood vessels all over the body and countless tentacles peeking through the eye and ear holes, drooling and weeping. When defeated the body continues to regenerate, and the insects eventually crawl out and leave the victim behind unharmed.
  6200.  
  6201. ----------------------------------------
  6202.  
  6203. Insect Host / Class: Insectoid / LV: 1 (1)
  6204. Size : 2
  6205. Wits : Clever
  6206. Senses : Heat
  6207. Speech : Yes
  6208. Reaction : Mercurial
  6209. ID : 13
  6210. Weakness : [Fire] [Shock]
  6211. Movement : Walk
  6212. | ACC | EVA | CNJ | RES | CHK
  6213. {Combat Stats} | 07 | 07 | 01 | 02 | 01
  6214. {Fixed Values} | 14 | 14 | 08 | 09 | 08
  6215. {Initiative} : 14 (7)
  6216. {HP} : 46
  6217. Armor : 2
  6218. Barrier : 1
  6219.  
  6220. Attack Methods
  6221.  
  6222. [Weapon Attack]: Melee Attack / Engaged / 1#
  6223. - [Form: Sword] 2d6+8 physical damage. [Additional Effect]: After [Damage Calculation], make a [Weapon Attack]. 1/Combat.
  6224.  
  6225. <<Martial Arts I>>: Physical Attack / Engaged / 1#
  6226. - The user gains +1 to {Accuracy}, then inflicts [Form: Spear] 2d6+8 physical damage.
  6227.  
  6228. <<Abnormal Regeneration>>: End / User
  6229. - The target [Recovers] 10 {HP}.
  6230.  
  6231. <<Special Trajectory>>: Constant / User
  6232. - The target may change [Attack Actions] to [Special Attack / Range: 4 Sq. / Target: 1#].
  6233.  
  6234. Materials (2d6)
  6235. 2~8: None
  6236. 9+: Enlarged Nucleus/PD+1: 500G (Potency: 1)
  6237.  
  6238. Description:
  6239. A former innocent infected by Invasion Insects that formed a symbiotic relationship. The host can manipulate the insects within itself and assume a half-human, half-insect combat form. It not only has considerable combat strength and regeneration, but also developed unique abilities of its own which makes it very difficult to fight. Similar to the Insect Keeper, once defeated the Invasive Insects will evacuate the body while it continues to regenerate, leaving the host unharmed.
  6240.  
  6241. ----------------------------------------
  6242.  
  6243. Insect Soldier / Class: Insectoid / LV: 2 (1)
  6244. Size : 2
  6245. Wits : High
  6246. Senses : Normal
  6247. Speech : Yes
  6248. Reaction : Mercurial
  6249. ID : 16
  6250. Weakness : [Fire] [Wind]
  6251. Movement : Walk, Fly
  6252. | ACC | EVA | CNJ | RES | CHK
  6253. {Combat Stats} | 08 | 07 | 01 | 03 | 01
  6254. {Fixed Values} | 15 | 14 | 08 | 10 | 08
  6255. {Initiative} : 14 (7)
  6256. {HP} : 52
  6257. Armor : 5
  6258. Barrier : 1
  6259.  
  6260. Attack Methods
  6261.  
  6262. [Weapon Attack]: Ranged Attack / 5 Sq. / 2#
  6263. - [Form: Ranged] 2d6+10 physical damage.
  6264.  
  6265. <<Heavy Hardening>>: Start / User
  6266. - The target reduces {Initiative} by 10, and gains+10 [Armor].
  6267.  
  6268. <<Poison Needle Injection>>: Physical Attack / 5 Sq. / 1#
  6269. - [Form: Ranged] 2d6+10 physical damage. Targets that fail their [Reactive Check] gain [Shift: Poison].
  6270.  
  6271. <<Armored Defense>>: Defense / 5 Sq. / 1#
  6272. - Use on Damage Reduction. The user receives the [Damage] in place of the target (treat as though {Resist} check had failed).
  6273.  
  6274. <<Preemptive Defense>>: Constant / User
  6275. - While the target is [Ready], gain +10 [Armor] and [Barrier].
  6276.  
  6277. Materials (2d6)
  6278. 2~9: None
  6279. 10+: Faded Photo/Luck+2: 1000G (Potency: 2)
  6280.  
  6281. Description:
  6282. A low-ranking soldier who possesses insectoid characteristics after going through meridian remodeling by Sumizuka Pharmaceutical. Because they prioritized the success of the surgery over other factors, its resulting combat power is low. Despite this, their extraordinary power still cannot be underestimated.
  6283.  
  6284. ----------------------------------------
  6285.  
  6286. Collective Insect Body / Class: Insectoid / LV: 3 (1)
  6287. Size : 2
  6288. Wits : High
  6289. Senses : Heat
  6290. Speech : Yes
  6291. Reaction : Mercurial
  6292. ID : 16
  6293. Weakness : [Fire] [Shock]
  6294. Movement : Walk
  6295. | ACC | EVA | CNJ | RES | CHK
  6296. {Combat Stats} | 09 | 08 | 01 | 03 | 01
  6297. {Fixed Values} | 16 | 15 | 08 | 10 | 08
  6298. {Initiative} : 16 (7)
  6299. {HP} : 63
  6300. Armor : 4
  6301. Barrier : 1
  6302.  
  6303. Attack Methods
  6304.  
  6305. [Weapon Attack]: Melee Attack / Engaged / 1#
  6306. - [Form: Sword] 3d6+12 physical damage. [Additional Effect]: After performing [Damage Calculation], make one [Weapon Attack]. 1/Combat.
  6307.  
  6308. <<Brutality I>>: Physical Attack / Engaged / Area
  6309. - [Form: Sword] 3d6+12 physical damage. 1/Round.
  6310.  
  6311. <<Life Drain I>>: Physical Attack / Engaged / 1#
  6312. - [Form: Spear ] 3d6+9 physical damage, and if at least one target fails the [Reactive Check], the user [Recovers] 10 {HP}.
  6313.  
  6314. <<Artificial Insect>>: Constant / User
  6315. - For each Mononoke with the same name that is [Engaged] with the target (including the target themselves), the target gains +1 to {Accuracy} checks, and +3 to [Physical Damage]. Additionally, the target [Halves] [Magical Damage] from targets other than [Range: Engaged].
  6316.  
  6317. Materials (2d6)
  6318. 2~10: Domination Core/Strength+1: 500G (Potency: 1)
  6319. 11+: Artificial Brain Stem/Intellect+2: 1000G (Potency: 2)
  6320.  
  6321. Description:
  6322. The ultimate artificial insect host created by Sumizuka Pharmaceutical's meridian remodeling experiments. When changed into its combat form it is considerably more aggressive than a typical insect host, and its unique abilities are more powerful. They are used as military vanguards by Sumizuka Pharmaceutical.
  6323.  
  6324. ----------------------------------------
  6325.  
  6326. Leyline Vandal / Class: Insectoid / LV: 4 (1)
  6327. Size : 2
  6328. Wits : High
  6329. Senses : Heat
  6330. Speech : No
  6331. Reaction : Hostile
  6332. ID : 16
  6333. Weakness : [Fire] [Phantom]
  6334. Movement : Walk, Fly
  6335. | ACC | EVA | CNJ | RES | CHK
  6336. {Combat Stats} | 09 | 11 | 01 | 02 | 01
  6337. {Fixed Values} | 16 | 18 | 08 | 09 | 08
  6338. {Initiative} : 19 (8)
  6339. {HP} : 59
  6340. Armor : 4
  6341. Barrier : 1
  6342.  
  6343. Attack Methods
  6344.  
  6345. [Weapon Attack]: Ranged Attack / Charge 4 Sq. / 1#
  6346. - [Form: Ranged] 2d6+13 physical damage. [Additional Effect]: The [Target] of an [Attack Action] [Halves] their [Armor] and [Barrier]. 1/Combat.
  6347.  
  6348. <<Reach>>: Start / User
  6349. - [Install] the target up to 7 Sq away.
  6350.  
  6351. <<Poison Needle>>: Physical Attack / Engaged / 1#
  6352. - [Element: Toxin / Form: Spear] 4d6+19 physical damage, and targets who fail their [Reactive Check] gain [Shift: Pain].
  6353.  
  6354. <<Society Insect>> Constant / User
  6355. - When the target becomes the [Target] of a [Target: 2#] [Attack Action], gain +20 [Armor] and [Barrier]. Additionally, For each Mononoke with the same name that is [Engaged] with the target (including the target themselves), the target gains +1 to {Accuracy} checks, and +3 to [Physical Damage].
  6356.  
  6357. Materials (2d6)
  6358. 2~9: Bee Wing/Agility+1: 500G (Potency: 1)
  6359. 10+: Sharp Poison Stinger/PD+2: 1000G (Potency: 2)
  6360.  
  6361. Description:
  6362. A collective insectoid that consumes spirit energy and drains power directly from leylines. They appear as giant hornets over 2 meters long, wrapped in a spiny exoskeleton. They are highly aggressive and always appear in groups.
  6363.  
  6364. ----------------------------------------
  6365.  
  6366. Penanggalan / Class: Insectoid / LV: 5 (1)
  6367. Size : 2
  6368. Wits : Clever
  6369. Senses : Heat
  6370. Speech : Yes
  6371. Reaction : Hostile
  6372. ID : 16
  6373. Weakness : [Fire] [Shock]
  6374. Movement : Walk, Fly
  6375. | ACC | EVA | CNJ | RES | CHK
  6376. {Combat Stats} | 11 | 11 | 01 | 02 | 03
  6377. {Fixed Values} | 18 | 18 | 08 | 09 | 10
  6378. {Initiative} : 20 (9)
  6379. {HP} : 80
  6380. Armor : 0
  6381. Barrier : 5
  6382.  
  6383. Attack Methods
  6384.  
  6385. [Weapon Attack]: Melee Attack / Charge 2 Sq. / 1#
  6386. - [Element: Light / Form: Sword] 3d6+20 physical damage.
  6387.  
  6388. <<Unusual Trajectory>>: Prep / User
  6389. - Change the target's [Attack Actions] to [Special Attack].
  6390.  
  6391. <<Bloodsucking Attack>>: Physical Attack / Charge 2 Sq. / 1#
  6392. - [Form: Ranged] 4d6+20 physical damage, and if at least one target fails the [Reactive Check], the user [Recovers] 10 {HP}.
  6393.  
  6394. <<Wall of Viscera>>: Unique / Combat Zone / 1#
  6395. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  6396.  
  6397. <<Extra Attack I>>: Constant / User
  6398. - During the target's [Turn], gain x1 [Timing: Attack].
  6399.  
  6400. Materials (2d6)
  6401. Automatic: Luminous Organs/Conjure+1: 1000G (Potency: 2)
  6402.  
  6403. Description:
  6404. A mononoke found in south-east Asia. An entity that forms when a queen bee or similar absorbs a fragment, and over several years becomes a monstrosity. It appears to be the severed head of a beautiful woman, but hanging from her neck is the body of an insect resembling a mass of internal organs that glows with light.
  6405.  
  6406. ----------------------------------------
  6407.  
  6408. Dragon Centipede / Class: Insectoid / LV: 7 (2)
  6409. Size : 4
  6410. Wits : Clever
  6411. Senses : Magic
  6412. Speech : No
  6413. Reaction : Hostile
  6414. ID : 18
  6415. Weakness : [Cold] [Poison]
  6416. Movement : Walk
  6417. | ACC | EVA | CNJ | RES | CHK
  6418. {Combat Stats} | 13 | 04 | 13 | 02 | 03
  6419. {Fixed Values} | 20 | 11 | 20 | 09 | 10
  6420. {Initiative} : 25 (10)
  6421. {HP} : 95
  6422. Armor : 10
  6423. Barrier : 5
  6424.  
  6425. Attack Methods
  6426.  
  6427. [Weapon Attack]: Melee Attack / Charge 2 Sq. / 1#
  6428. - [Form: Axe] 4d6+20 physical damage.
  6429.  
  6430. <<Centipede Movement>>: Start / User
  6431. - The target may make [Magical Attacks] after a [Combat Move]
  6432.  
  6433. <<Poison Cloud>>: Magical Attack / 5 Sq. / Area / Cancels
  6434. - [Element: Toxin] 5d6+20 magical damage.
  6435.  
  6436. <<Double-Headed Counterattack>>: Defense / Engaged / 1# / No Reactive Check
  6437. - Use on Damage Reduction. The user inflicts [Element: Toxin / Form: Sword] 2d6+20 physical damage to the target.
  6438.  
  6439. <<Twin Dragon Head>>: Constant / User
  6440. - During the target's [Turn], gain x1 [Timing: Attack].
  6441.  
  6442. Materials (2d6)
  6443. 2~9: Centipede Leg/HP+3: 500G (Potency: 1)
  6444. 10+: Dragon Head/Conjure+2: 1000G (Potency: 2)
  6445.  
  6446. Description:
  6447. A rare centipede with a dragon-like head and tail. These mononoke appear when a centipede absorbs a shard and lives within a miasma-contaminated leyline. It has a body length over 10 meters and a highly aggressive nature, capable of spraying venom from both mouths.
  6448.  
  6449. ----------------------------------------
  6450.  
  6451. Shuuga / Class: Insectoid / LV: 8 (2)
  6452. Size : 3
  6453. Wits : High
  6454. Senses : Magic
  6455. Speech : Yes
  6456. Reaction : Mercurial
  6457. ID : 24
  6458. Weakness : [Fire]
  6459. Movement : Walk, Fly
  6460. | ACC | EVA | CNJ | RES | CHK
  6461. {Combat Stats} | 07 | 01 | 15 | 11 | 02
  6462. {Fixed Values} | 14 | 08 | 22 | 18 | 09
  6463. {Initiative} : 25 (10)
  6464. {HP} : 90
  6465. Armor : 15
  6466. Barrier : 0
  6467.  
  6468. Attack Methods
  6469.  
  6470. [Weapon Attack]: Melee Attack / Engaged / 1#
  6471. - [Form: Axe] 2d6+20 physical damage.
  6472.  
  6473. <<Senjutsu Chant>>: Prep / User
  6474. - The target gains +3d6 [Magical Damage]
  6475.  
  6476. <<Sudden Authority - Heavy>>: Magical Attack / 7 Sq. / 1# / Cancels
  6477. - [Element: Magnet] 5d6+20 magical damage.
  6478.  
  6479. <<Invocation of the Thunder Emperor>>: Magical Attack / 5 Sq. / Area / Cancels
  6480. - [Element: Shock] 3d6+3 magical damage.
  6481.  
  6482. <<Sacred Shell Blessing>>: Unique / Combat Zone / 1#
  6483. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  6484.  
  6485. <<Hermit Shell Armor>>: Constant / User
  6486. - The target reduces [Damage] from [Weapon Attacks] by 30.
  6487.  
  6488. Materials (2d6)
  6489. Automatic: Shuuga's Wing/Barrier+2: 1000G (Potency: 2)
  6490.  
  6491. Description:
  6492. An insectoid creature that appears in the Chinese literary work, "The Classic of Mountains and Seas". It is the size of an elephant, resembling a red ant with moth wings. It has a duty to protect the divine realms from high-ranking spirits, and can freely use the secret hermetic immortal arts.
  6493.  
  6494. ----------------------------------------
  6495.  
  6496. Insect Spirit / Class: Insectoid / LV: 8 (2)
  6497. Size : 3
  6498. Wits : Clever
  6499. Senses : Domain
  6500. Speech : Yes
  6501. Reaction : Hostile
  6502. ID : 19
  6503. Weakness : [Fire] [Cold]
  6504. Movement : Walk
  6505. | ACC | EVA | CNJ | RES | CHK
  6506. {Combat Stats} | 08 | 03 | 13 | 10 | 02
  6507. {Fixed Values} | 15 | 10 | 20 | 17 | 09
  6508. {Initiative} : 19 (8)
  6509. {HP} : 93
  6510. Armor : 10
  6511. Barrier : 10
  6512.  
  6513. Attack Methods
  6514.  
  6515. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  6516. - [Element: Phantom] 4d6+25 magical damage. [Additional Effect]: Change the [Range/Target] of an [Attack Action] to [Combat Zone]. 1/Session.
  6517.  
  6518. <<Queen's Authority>>: Start / Combat Zone / Combat Zone
  6519. - [Class: Insectoid] NPCs gain +1 to [Active Checks] and +10 [Damage].
  6520.  
  6521. <<Strong Toxin>>: Magical Attack / Combat zone / Area / Cancels
  6522. - [Element: Toxin] 2d6+12 magical damage. Targets who take at least 1 point of this damage [Halve] their [Armor] for the rest of combat.
  6523.  
  6524. <<Queen Ant>>: Constant / User
  6525. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, as long as there is at least one [Class: Insectoid] NPC in the [Combat Zone], the target [Halves] [Damage]. Furthermore, once per combat by spending [Timing: End], the target may [Install] 1 [Class: Insectoid / LV: 3 or less] mononoke within 4 Sq.
  6526.  
  6527. Materials (2d6)
  6528. 2~10: Queen's Antenna/MD+1: 500G (Potency: 1)
  6529. 11+: Queen's Compound Eye/Conjure+1: 1000G (Potency: 2)
  6530.  
  6531. Description:
  6532. A monstrous insect mother who is able to spawn more insectoids. It appears as a 4 meter tall insectoid creature with a huge abdomen. It can cause devastating damage to leylines, so it is vital to exterminate them as soon as they are discovered.
  6533.  
  6534. ----------------------------------------
  6535.  
  6536. Mongolian Death Worm / Class: Insectoid / LV: 9 (2)
  6537. Size : 3
  6538. Wits : Low
  6539. Senses : Magic
  6540. Speech : Yes
  6541. Reaction : Hostile
  6542. ID : 23
  6543. Weakness : [Fire] [Cold]
  6544. Movement : Walk
  6545. | ACC | EVA | CNJ | RES | CHK
  6546. {Combat Stats} | 08 | 01 | 13 | 14 | 02
  6547. {Fixed Values} | 15 | 08 | 20 | 21 | 09
  6548. {Initiative} : 27 (11)
  6549. {HP} : 101
  6550. Armor : 20
  6551. Barrier : 0
  6552.  
  6553. Attack Methods
  6554.  
  6555. [Weapon Attack]: Melee Attack / Charge 2 Sq. / 1#
  6556. - [Form: Sword] 2d6+20 physical damage.
  6557.  
  6558. <<Toxin Injection>>: Magical Attack / 5 Sq. / 1# / Cancels
  6559. - [Element: Toxin] 5d6+30 physical damage.
  6560.  
  6561. <<Super Discharge>>: Magical Attack / Engaged / Area / Halves
  6562. - [Element: Shock] 3d6+30 magical damage. 1/Round.
  6563.  
  6564. <<Giant Disruption>>:Unique / Combat Zone / 1#
  6565. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  6566.  
  6567. <<Red-Black Crust>>: Constant / User
  6568. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from targets other than [Range: Engaged].
  6569.  
  6570. Materials (2d6)
  6571. Automatic: UMA's Toxin/Bestow Toxin: 1500G (Potency: 3)
  6572.  
  6573. Description:
  6574. A very ferocious mononoke from a special demonic realm, said to be hidden somewhere in the Gobi desert. It resembles a gigantic reddish worm. Its body has a powerful toxin inside which it sprays at enemies, and can launch electric shocks over a great distance.
  6575.  
  6576. ----------------------------------------
  6577.  
  6578. Arachne / Class: Insectoid / LV: 11 (3)
  6579. Size : 2
  6580. Wits : Clever
  6581. Senses : Domain
  6582. Speech : Yes
  6583. Reaction : Mercurial
  6584. ID : 24
  6585. Weakness : [Shock]
  6586. Movement : Walk, Fly
  6587. | ACC | EVA | CNJ | RES | CHK
  6588. {Combat Stats} | 02 | 05 | 17 | 14 | 07
  6589. {Fixed Values} | 09 | 12 | 24 | 21 | 14
  6590. {Initiative} : 25 (10)
  6591. {HP} : 110
  6592. Armor : 10
  6593. Barrier : 10
  6594.  
  6595. Attack Methods
  6596.  
  6597. [Weapon Attack]: Magical Attack / 7 Sq. / 1#
  6598. - [Form: Magic] 2d6+30 magical damage.
  6599.  
  6600. <<Puppet Thread>>: Start / 7 Sq. / 1# / No Reactive Chec
  6601. - [Install] the target up to 7 Sq away.
  6602.  
  6603. <<Spirit Thread Flash>>: Magical Attack / 7 Sq. / 1# / Cancels
  6604. - [Element: Light] 5d6+40 magical damage
  6605.  
  6606. <<Spirit Thread Ranbu>>: Magical Attack / 3 Sq. / Area / Cancels
  6607. - [Element: Wind] 3d6+30 magical damage.
  6608.  
  6609. <<Spirit Thread Barrier>>: Unique / Combat Zone / 1#
  6610. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  6611.  
  6612. Materials (2d6)
  6613. 2~9: Spider God's Thread/Barrier+1: 500G (Potency: 1)
  6614. 10+: Spider God's Orb/Barrier+3: 1500G (Potency: 3)
  6615.  
  6616. Description:
  6617. The descendants of a weaver's daughter, who was cursed by a deity. The upper half of their body is a beautiful lady, while the lower half resembles a spider. They are capable of weaving extremely strong spiritual threads. They will usually take on the form of a human woman to receive requests from divine souls, crafting them fine clothing per their wishes.
  6618.  
  6619. ----------------------------------------
  6620.  
  6621. Apollyon / Class: Insectoid / LV: 12 (3)
  6622. Size : 3
  6623. Wits : Clever
  6624. Senses : Domain
  6625. Speech : Yes
  6626. Reaction : Hostile
  6627. ID : 27
  6628. Weakness : [Fire]
  6629. Movement : Walk, Fly
  6630. | ACC | EVA | CNJ | RES | CHK
  6631. {Combat Stats} | 07 | 17 | 18 | 02 | 05
  6632. {Fixed Values} | 14 | 24 | 25 | 09 | 12
  6633. {Initiative} : 30 (12)
  6634. {HP} : 132
  6635. Armor : 10
  6636. Barrier : 10
  6637.  
  6638. Attack Methods
  6639.  
  6640. [Weapon Attack]: Ranged Attack / 10 Sq. / 4#
  6641. - [Form: Ranged] 4d6+30 damage.
  6642.  
  6643. <<Voice of the Apocalypse>>: Start / Combat Zone / Combat Zone / No Reactive Check
  6644. - The target reduces [Armor] and [Barrier] by 20. 1/Combat.
  6645.  
  6646. <<Poisoned Spear of Destruction>>: Magical Attack / Combat Zone / 1# / Cancels
  6647. - [Element: Poison] 6d4+40 magical damage.
  6648.  
  6649. <<Locust Summon>>: Magical Attack / Combat Zone / Area / Cancels
  6650. - [Element: Poison: 4d6+30 magical damage.
  6651.  
  6652. <<Angelic Spirituality>>: Defense / 5 Sq / 1#
  6653. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  6654.  
  6655. <<Angelic Might>>: Constant / User
  6656. - The target increases [Damage] against [Class: Chaos] by 20.
  6657.  
  6658. Materials (2d6)
  6659. Automatic: Locust Wings/Armor+2: 1000G (Potency: 2)
  6660.  
  6661. Description:
  6662. An angel of destruction that appears during the Apocalypse in the form of a strong man with locust wings and a scorpion's tail. It possesses special powers against evil beings.
  6663.  
  6664. ----------------------------------------
  6665.  
  6666. Serket / Class: Insectoid / LV: 15 (3)
  6667. Size : 2
  6668. Wits : Clever
  6669. Senses : Domain
  6670. Speech : Yes
  6671. Reaction : Mercurial
  6672. ID : 30
  6673. Weakness : [Phantom]
  6674. Movement : Walk
  6675. | ACC | EVA | CNJ | RES | CHK
  6676. {Combat Stats} | 23 | 17 | 02 | 03 | 09
  6677. {Fixed Values} | 30 | 24 | 09 | 10 | 16
  6678. {Initiative} : 40 (15)
  6679. {HP} : 160
  6680. Armor : 10
  6681. Barrier : 10
  6682.  
  6683. Attack Methods
  6684.  
  6685. [Weapon Attack]: Melee Attack / 3 Sq. / 3#
  6686. - [Element: Toxin / Form: Spear] 4d6+40 physical damage.
  6687.  
  6688. <<Reinforcement Magic>>: Start / User
  6689. - The target gains +25 [Armor] and [Barrier].
  6690.  
  6691. <<Secret Eye Technique>>: Prep / User
  6692. - The target gains +4d6 to [Damage].
  6693.  
  6694. <<Divine Spear of the Scorpion God>>: Physical Attack / 3 Sq. / 1#
  6695. - [Element: Light / Form: Spear] 5d6+50 physical damage.
  6696.  
  6697. <<Natural Manifestation>>: Unique / 10 Sq. / 1#
  6698. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects.
  6699.  
  6700. <<Servant of a Goddess>>: Constant / User
  6701. - During the target's [Turn], gain x2 [Timing: Attack].
  6702.  
  6703. Materials (2d6)
  6704. Automatic: Golden Poison Stinger/HP+9: 1500G (Potency: 3)
  6705.  
  6706. Description:
  6707. A deity from Egyptian mythology. A follower of the goddess Isis and itself a goddess of scorpions, she has the appearance of a beautiful woman with a golden scorpion tail, and can freely use ancient martial arts and magic. Communicating with her is difficult as she is a high–ranking divine entity.
  6708.  
  6709. ----------------------------------------
  6710.  
  6711. Rebun Ekashi / Class: Insectoid / LV: 16 (4)
  6712. Size : 5
  6713. Wits : Clever
  6714. Senses : Magic
  6715. Speech : Yes
  6716. Reaction : Mercurial
  6717. ID : 28
  6718. Weakness : [Lightning]
  6719. Movement : Walk, Swim
  6720. | ACC | EVA | CNJ | RES | CHK
  6721. {Combat Stats} | 09 | 01 | 22 | 22 | 06
  6722. {Fixed Values} | 16 | 08 | 29 | 29 | 13
  6723. {Initiative} : 21 (9)
  6724. {HP} : 232
  6725. Armor : 20
  6726. Barrier : 20
  6727.  
  6728. Attack Methods
  6729.  
  6730. [Weapon Attack]: Magical Attack / 4 Sq. / 4# / Cancels
  6731. - [Element: Toxin]5d6+40 magical damage.
  6732.  
  6733. <<White Octopus God>>: Start / User
  6734. - The target [Halves] [Physical Damage].
  6735.  
  6736. <<Waterblade Tentacle>>: Magical Attack / 7 Sq. / 1# / Cancels
  6737. - [Element: Cold] 7d6+60 magical damage.
  6738.  
  6739. <<Shining Tentacle>>: Defense / Combat Zone / 1#
  6740. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  6741.  
  6742. <<Exuding Venom>>: End / 4 Sq. / Area / No Reactive Check
  6743. - [Element: Toxin] 25 magical damage.
  6744.  
  6745. <<Raging Sea God>> Constant / User
  6746. - During the target's [Turn], gain x1 [Timing: Attack].
  6747.  
  6748. Materials (2d6)
  6749. Automatic: Tentable of Light/Bestow Light: 1500G (Potency: 3)
  6750.  
  6751. Description:
  6752. A deity who appears in Ainu mythology. Also called 'Akkorokamui', meaning 'Elder of the Sea'. It is said to be a white octopus with eight giant tentacles, each 20 meters long, and able to swallow whales whole. It carries a poison powerful enough to kill gods.
  6753.  
  6754. ----------------------------------------
  6755.  
  6756. ================================================================================
  6757. Super God Evolve -- GM Section: Plant Mononoke [XXXN-4]
  6758. ================================================================================
  6759. Fungus Slave x1 / Class: Plant / LV: 1 (1)
  6760. Size : 2
  6761. Wits : Low
  6762. Senses : Magic
  6763. Speech : No
  6764. Reaction : Hostile
  6765. ID : 12
  6766. Weakness : [Fire] [Magnet]
  6767. Movement : Walk
  6768. | ACC | EVA | CNJ | RES | CHK
  6769. {Combat Stats} | 06 | 01 | 03 | 07 | 01
  6770. {Fixed Values} | 13 | 08 | 10 | 14 | 08
  6771. {Initiative} : 7 (4)
  6772. {HP} : 48
  6773. Armor : 1
  6774. Barrier : 1
  6775.  
  6776. Attack Methods
  6777.  
  6778. [Weapon Attack]: Melee Attack / Engaged / 1#
  6779. - [Form: Hammer] 2d6+10 physical damage. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area]. 1/Combat.
  6780.  
  6781. <<Spore Attack>>: Physical Attack / Engaged / 1#
  6782. - [Element: Phantom / Form: Hammer] 2d6+9 physical damage. Targets that take at least 1 point of this [Damage] gain [Shift: Darkness].
  6783.  
  6784. <<Mycelium Infection>: Physical Attack / Engaged / 1# / No Reactive Check
  6785. - The user takes control of one Innocent or [LV: 1 or less] [Mononoke] as if they were a [Fungus Slave x1]. This effect ends when the target gains [Downed - Taken Out - Dead].
  6786.  
  6787. Materials (2d6)
  6788. 2~9: None
  6789. 10+: Demon Sporangium/Strength+1: 500G (Potency: 1)
  6790.  
  6791. Description:
  6792. A commoner infected with magic mycelium emitted from the mononoke known as Fungus, and temporarily being held under its control. It appears to be a monster whose entire body is covered in hardened Mycelium, and attacks others in an attempt to increase the spread of infection and number of followers. When defeated, the spiritual power of the mycelium lingers to heal the host, leaving them unharmed.
  6793.  
  6794. ----------------------------------------
  6795.  
  6796. Flora Beast / Class: Plant / LV: 1 (1)
  6797. Size : 3
  6798. Wits : Low
  6799. Senses : Heat
  6800. Speech : No
  6801. Reaction : Hostile
  6802. ID : 13
  6803. Weakness : [Fire] [Cold]
  6804. Movement : Walk
  6805. | ACC | EVA | CNJ | RES | CHK
  6806. {Combat Stats} | 06 | 06 | 01 | 04 | 01
  6807. {Fixed Values} | 13 | 13 | 08 | 11 | 08
  6808. {Initiative} : 8 (5)
  6809. {HP} : 53
  6810. Armor : 3
  6811. Barrier : 1
  6812.  
  6813. Attack Methods
  6814.  
  6815. [Weapon Attack]: Melee Attack / 3 Sq. / 1#
  6816. - [Form: Axe] 3d6+7 physical damage. [Additional Effect]: After [Damage Calculation], make x1 [Weapon Attack]. 1/Combat.
  6817.  
  6818. <<Beast Factor>>: Prep / User
  6819. - The target gains +10 {Initiative}.
  6820.  
  6821. <<Electro-Tentacle>>: Physical Attack / 3 Sq. / 1#
  6822. - [Element: Shock / Form: Spear] 2d6+11 physical damage. Targets that fail their [Reactive Check] gain [Shift: Pain].
  6823.  
  6824. <<Pursuit Tentacle>>: Constant / User
  6825. - When the target of a user's [Attack Action] gains [Shift: Pain], the user gains +2d6 to [Damage].
  6826.  
  6827. Materials (2d6)
  6828. 2~9: None
  6829. 10+: Pink Sprout/Luck+1: 500G (Potency: 1)
  6830.  
  6831. Description:
  6832. A carnivorous plant that absorbed a shard and mutated into a large carnivorous beast. It has an unusual form with the thick tentacles reminiscent of electric beasts and its head-shaped buds have a fang-like proboscis. It has an agility very unlike a plant, and after disrupting an enemy's actions it moves in for a killing blow.
  6833.  
  6834. ----------------------------------------
  6835.  
  6836. Plant Adapter / Class: Plant / LV: 2 (1)
  6837. Size : 2
  6838. Wits : Clever
  6839. Senses : Heat
  6840. Speech : Yes
  6841. Reaction : Mercurial
  6842. ID : 16
  6843. Weakness : [Cold] [Poison]
  6844. Movement : Walk
  6845. | ACC | EVA | CNJ | RES | CHK
  6846. {Combat Stats} | 02 | 07 | 07 | 03 | 01
  6847. {Fixed Values} | 09 | 14 | 14 | 10 | 08
  6848. {Initiative} : 7 (4)
  6849. {HP} : 50
  6850. Armor : 2
  6851. Barrier : 5
  6852.  
  6853. Attack Methods
  6854.  
  6855. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  6856. - [Form: Magic] 2d6+11 magical damage. [Additional Effect]: Add +1# to the [Target] of an [Attack Action]. 1/Round.
  6857.  
  6858. <<Recovery Magic I>>: Magical Attack / 7 Sq. / 1# / Cancels
  6859. - The target [Recovers] 2d6+11 [Magical Damage]. 1/Round,
  6860.  
  6861. <<Diffusion Defense>>: Unique / 7 Sq. / 1#
  6862. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the damage and other effects.
  6863.  
  6864. <<Ranged Attack Resistance>>: Constant / User
  6865. - When the target becomes the [Target] of a [Target: 2# or more] [ Attack Action] (including [Area - Combat Zone]), gain +20 [Armor] and [Barrier].
  6866.  
  6867. Materials (2d6)
  6868. 2~9: None
  6869. 10+: Memory Seed/Will+2: 1000G (Potency: 2)
  6870.  
  6871. Description:
  6872. A subordinate of Sumizuka Pharmaceuticals who underwent meridian remodeling surgery and awakened the characteristics of a plant. Because they prioritized the success of the surgery above other factors, its resulting combat power is low. However, it has an array of defensive abilities.
  6873.  
  6874. ----------------------------------------
  6875.  
  6876. Fungus / Class: Plant / LV: 4 (1)
  6877. Size : 3
  6878. Wits : High
  6879. Senses : Domain
  6880. Speech : No
  6881. Reaction : Hostile
  6882. ID : 17
  6883. Weakness : [Fire] [Magnet]
  6884. Movement : Walk
  6885. | ACC | EVA | CNJ | RES | CHK
  6886. {Combat Stats} | 09 | 01 | 05 | 08 | 01
  6887. {Fixed Values} | 16 | 08 | 12 | 15 | 08
  6888. {Initiative} : 11 (6)
  6889. {HP} : 61
  6890. Armor : 5
  6891. Barrier : 5
  6892.  
  6893. Attack Methods
  6894.  
  6895. [Weapon Attack]: Melee Attack / Engaged / 1#
  6896. - [Form: Hammer] 3d6+16 physical damage. [Additional Effect]: Change the [Range] of an [Attack Action] to [Charge 6 Sq]. 1/Round.
  6897.  
  6898. <<Brutality I>>: Physical Attack / Engaged / Area
  6899. - [Form: Axe] 3d6+16 physical damage. 1/Round.
  6900.  
  6901. <<Toxic Spore Burst>>: End / 4 Sq. / Area / No Reactive Check
  6902. - The target gains [Shift: Darkness]. If the target is an Innocent or [LV: 1 or less] [Mononoke], the user takes control of them as if they were a [Fungus Slave x1]. This effect ends when the target gains [Downed - Taken Out - Dead]. 1/Combat.
  6903.  
  6904. <<Enhancing Spores>>: Constant / User
  6905. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, so long as the target does not have [Shift: Dead], [Class: Plant] NPCs in the [Combat Zone] gain +20 [Armor] and [Barrier] while [Ready].
  6906.  
  6907. Materials (2d6)
  6908. Automatic: Huge Sclerotia/Strength+2: 1000G (Potency: 2)
  6909.  
  6910. Description:
  6911. An existence made of fungi that obtained a shard and evolved into a mononoke. It is a humanoid mass of fungus that periodically releases spores, which can transform Innocents and weak mononoke into Fungus Slaves.
  6912.  
  6913. ----------------------------------------
  6914.  
  6915. Blob / Class: Plant / LV: 4 (1)
  6916. Size : 3
  6917. Wits : Clever
  6918. Senses : Heat
  6919. Speech : No
  6920. Reaction : Hostile
  6921. ID : 18
  6922. Weakness : [Cold] [Toxin]
  6923. Movement : Walk
  6924. | ACC | EVA | CNJ | RES | CHK
  6925. {Combat Stats} | 09 | 01 | 07 | 06 | 01
  6926. {Fixed Values} | 16 | 08 | 14 | 13 | 08
  6927. {Initiative} : 9 (5)
  6928. {HP} : 66
  6929. Armor : 5
  6930. Barrier : 5
  6931.  
  6932. Attack Methods
  6933.  
  6934. [Weapon Attack]: Melee Attack / 2 Sq. / 1#
  6935. - [Form: Spear] 3d6+16 physical damage. [Additional Effect]: Change an [Attack Action] to [Special Attack / Range: 4 Sq. / Target: 1#]
  6936.  
  6937. <<Forced Action>>: Start / Engaged / 1#
  6938. - The target gains +2 {Accuracy} and +5 [Armor]. When used on an Innocent, the user may alter or erase the thoughts and memories of the Innocent (the GM decides the details).
  6939.  
  6940. <<Life Drain II>>: Physical Attack / Engaged / 1#
  6941. - [Form: Hammer] 3d6+12 physical damage, and if at least one target fails the [Reactive Check], the user [Recovers] 20 {HP}.
  6942.  
  6943. <<Greedy Slime Mold>>: Constant / User
  6944. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from targets other than [Range: Engaged].
  6945.  
  6946. Materials (2d6)
  6947. 2~8: Some Kind of Bone/Luck+1: 500G (Potency: 1)
  6948. 10+: Dried Slime Mold/HP+6: 1000G (Potency: 2)
  6949.  
  6950. Description:
  6951. A slime that has become incredibly violent over the years. It has excellent resistance to long-range attacks, and on top of which it has also become extremely clever and will invade and manipulate the bodies of innocents to create allies.
  6952.  
  6953. ----------------------------------------
  6954.  
  6955. Gremlin / Class: Plant / LV: 5 (1)
  6956. Size : 2
  6957. Wits : High
  6958. Senses : Magic
  6959. Speech : Yes
  6960. Reaction : Neutral
  6961. ID : 13
  6962. Weakness : [Toxin] [Phantom]
  6963. Movement : Walk
  6964. | ACC | EVA | CNJ | RES | CHK
  6965. {Combat Stats} | 02 | 09 | 14 | 03 | 01
  6966. {Fixed Values} | 09 | 16 | 21 | 10 | 08
  6967. {Initiative} : 21 (9)
  6968. {HP} : 65
  6969. Armor : 0
  6970. Barrier : 10
  6971.  
  6972. Attack Methods
  6973.  
  6974. [Weapon Attack]: Magic Attack / 10 Sq. / 1# / Cancels
  6975. - [Element: Magnet] 2d6+19 magical damage.
  6976.  
  6977. <<Gremlin Effect>>: Magical Attack / 7 Sq. / 1# / Cancels
  6978. - [Element: Magnet] 3d6+30 magical damage. If the target is [Class: Mechanical], increase [Damage] by 30. 1/Round.
  6979.  
  6980. <<Cover>>: Defense / Engaged / 1#
  6981. - Use on Damage reduction. The user receives the [Damage] and other effects in place of the target (treat as though {Resist} check had failed). This Talent may not be used on [Area - Combat Zone] [Attack Actions].
  6982.  
  6983. <<Electromagnetic Barrier>>: Constant / User
  6984. - The target reduces [Damage] from [Class: Mechanical] by 20.
  6985.  
  6986. Materials (2d6)
  6987. Automatic: Mysterious Candy/Initiative+2: 1000G (Potency: 2)
  6988.  
  6989. Description:
  6990. A rare kind of spirit that is born from old boards and stones in houses. Their origin is unknown, as they have only begun to appear in modern times. They enjoy machinery created by humans, particularly aircraft and drones, but their supernatural powers have the effect of damaging and disabling all types of machinery - even artificial regalia. Consequently, they are natural enemies of Cyborgs, Androids, and Tsukumogami.
  6991.  
  6992. ----------------------------------------
  6993.  
  6994. Hide Behind / Class: Plant / LV: 6 (2)
  6995. Size : 2
  6996. Wits : Clever
  6997. Senses : Magic
  6998. Speech : Yes
  6999. Reaction : Hostile
  7000. ID : 22
  7001. Weakness : [Fire] [Wind]
  7002. Movement : Walk, Fly
  7003. | ACC | EVA | CNJ | RES | CHK
  7004. {Combat Stats} | 11 | 11 | 03 | 03 | 04
  7005. {Fixed Values} | 18 | 18 | 10 | 10 | 11
  7006. {Initiative} : 24 (10)
  7007. {HP} : 87
  7008. Armor : 2
  7009. Barrier : 5
  7010.  
  7011. Attack Methods
  7012.  
  7013. [Weapon Attack]: Melee Attack / Engaged / 1#
  7014. - [Form: Hammer] 2d6+17 physical damage. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area].
  7015.  
  7016. <<Mimic Space>>: Start / User
  7017. - The target gains [Shift: Hidden / Result: 20].
  7018.  
  7019. <<Impact II>>: Physical Attack / Engaged / 1#
  7020. - [Form: Axe] 2d6+22 physical damage, and targets that fail their [Reactive Check[ are [Installed] up to 2 Sq away.
  7021.  
  7022. <<Defense Barrier II>>: Unique / 5 Sq. / 1#
  7023. - Use on Damage Reduction. The target gains +10 [Barrier].
  7024.  
  7025. <<Stalker>>: Constant / User
  7026. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, when the target has [Shift: Hidden], it is not lost when the target makes a [Move Action].
  7027.  
  7028. Materials (2d6)
  7029. 2~10: Sturdy Bark/ Barrier+1: 500G (Potency: 1)
  7030. 11+: Heteromorphic Rake/PD+2: 1000G (Potency: 2)
  7031.  
  7032. Description:
  7033. A shard that has entered a tree or similar and become a vicious mononoke. It appears to be a regular tree with countless branch-like arms. Contrary to its appearance, it is actually quite agile and will sneak up on its victims from behind, kidnapping them and devouring their souls.
  7034.  
  7035. ----------------------------------------
  7036.  
  7037. Yamitotake / Class: Plant / LV: 7 (2)
  7038. Size : 0
  7039. Wits : Clever
  7040. Senses : Domain
  7041. Speech : Yes
  7042. Reaction : Mercurial
  7043. ID : 20
  7044. Weakness : [Fire] [Shock]
  7045. Movement : Walk
  7046. | ACC | EVA | CNJ | RES | CHK
  7047. {Combat Stats} | 03 | 13 | 12 | 02 | 04
  7048. {Fixed Values} | 10 | 20 | 19 | 09 | 11
  7049. {Initiative} : 20 (9)
  7050. {HP} : 90
  7051. Armor : 0
  7052. Barrier : 0
  7053.  
  7054. Attack Methods
  7055.  
  7056. [Weapon Attack]: Magical Attack / 8 Sq. / 1# / Cancels
  7057. - [Element: Light] 2d6+20 magical damage.
  7058.  
  7059. <<Spirit Drain>>: Start / User
  7060. - The target [Installs] up to 8 Sq. away, and until after [Timing: End], each time the target receives [Damage], they recover 20 {HP}.
  7061.  
  7062. <<Spirit Spore>>: Magical Attack / 8 Sq. / 1# / Cancels
  7063. - [Element: Light] 5d6+35 magical damage.
  7064.  
  7065. <<Illusory Brilliance>>: Defense / User
  7066. - Use on Resist Check. The target may make an {Evasion} check in place of the {Resist} check.
  7067.  
  7068. Materials (2d6)
  7069. 2~10: Rare Mycelium/Luck+2: 1000G (Potency: 2)
  7070. 11+: Glowing Spores/Bestow Light: 1500G (Potency: 3)
  7071.  
  7072. Description:
  7073. An extremely rare mushroom spirit that occasionally appears in a demonic or divine realm. It appears in the form of a dwarf about 10 cm talls, wearing a glittering dress. They have very timid personalities. Because their bodies can be used for high potency materials, these mononoke are relentlessly targeted.
  7074.  
  7075. ----------------------------------------
  7076.  
  7077. Barometz / Class: Plant / LV: 8 (2)
  7078. Size : 3
  7079. Wits : Clever
  7080. Senses : Domain
  7081. Speech : No
  7082. Reaction : Mercurial
  7083. ID : 21
  7084. Weakness : [Cold] [Shock]
  7085. Movement : Walk
  7086. | ACC | EVA | CNJ | RES | CHK
  7087. {Combat Stats} | 13 | 01 | 13 | 08 | 01
  7088. {Fixed Values} | 20 | 08 | 20 | 15 | 08
  7089. {Initiative} : 14 (7)
  7090. {HP} : 102
  7091. Armor : 10
  7092. Barrier : 10
  7093.  
  7094. Attack Methods
  7095.  
  7096. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  7097. - [Form: Magic] 3d6+25 magical damage.
  7098.  
  7099. <<Tentacle Strike>>: Physical Attack / 3 Sq. / Area
  7100. - [Form: Spear] 4d6+20 physical damage. 1/Round.
  7101.  
  7102. <<Horrific Scream>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  7103. - [Element: Magnet] 2d6+17 magical damage. 1/Round.
  7104.  
  7105. <<Delicious Body>>: Unique / User
  7106. - Use on Damage reduction. [Range: Engaged / Target: 1#] [Recovers] 30 {HP}, and afterwards the user gains [Shift: Dead]. 1/Combat.
  7107.  
  7108. <<Scythian Sheep>>: Constant / User
  7109. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, as long as the target does not have [Shift: Dead], [Class: Plant] NPCs in the [Combat Zone] other than [Bosses] gain +10 [Damage].
  7110.  
  7111. Materials (2d6)
  7112. 2~10: Fluffy Spirit Fur/Strength+1: 500G (Potency: 1)
  7113. 11+: Crab Meat/Barrier+2: 1000G (Potency: 2)
  7114.  
  7115. Description:
  7116. An edible, flowering plant that has gained a shard and evolved into a new existence. It has the upper half and feet of an animal, but azure-like roots dug into the ground. It is a rare species that is an excellent source of spirit thread.
  7117.  
  7118. ----------------------------------------
  7119.  
  7120. Sandman / Class: Plant / LV: 9 (2)
  7121. Size : 2
  7122. Wits : Clever
  7123. Senses : Domain
  7124. Speech : Yes
  7125. Reaction : Mercurial
  7126. ID : 22
  7127. Weakness : [Wind] [Toxin]
  7128. Movement : Walk
  7129. | ACC | EVA | CNJ | RES | CHK
  7130. {Combat Stats} | 04 | 03 | 15 | 13 | 04
  7131. {Fixed Values} | 11 | 10 | 22 | 20 | 11
  7132. {Initiative} : 30 (12)
  7133. {HP} : 93
  7134. Armor : 5
  7135. Barrier : 5
  7136.  
  7137. Attack Methods
  7138.  
  7139. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  7140. - 2d6+25 magical damage.
  7141.  
  7142. <<Mysterious Power - Sleep Sand>>: Start / 6 Sq. / Area / No Reactive Check
  7143. - The target gains [Shift: Pain].
  7144.  
  7145. <<Spiritual Sand>>: Magical Attack / 6 Sq. / 1# / Cancels
  7146. - 4d6+40 magical damage.
  7147.  
  7148. <<Divine Sand>>: Magical Attack / 6 Sq. / 3# / Cancels
  7149. - 6d6+30 magical damage. 1/Round.
  7150.  
  7151. <<Sands of Decay>>: Unique / 6 Sq. / 1#
  7152. - Use on Active Check. The target gets a -2 modifier to the result of the check. 1/Round.
  7153.  
  7154. <<Sand God>>: Constant / User
  7155. - During the target's [Turn], gain x1 [Timing: Attack].
  7156.  
  7157. Materials (2d6)
  7158. 2~9: Magic Sand/Barrier+1: 500G (Potency: 1)
  7159. 10+: Sandbag/Armor+2: 1000G (Potency: 2)
  7160.  
  7161. Description:
  7162. A mononoke born from a shard that has combined with sand that accumulated within a leyline. They live mainly within the mountainous regions in the west. They appear in the form of a gentleman carrying a mysterious bag, which is filled with magical sand that can put people to sleep.
  7163.  
  7164. ----------------------------------------
  7165.  
  7166. Melias / Class: Plant / LV: 10 (2)
  7167. Size : 2
  7168. Wits : Clever
  7169. Senses : Magic
  7170. Speech : Yes
  7171. Reaction : Mercurial
  7172. ID : 24
  7173. Weakness : [Fire]
  7174. Movement : Walk
  7175. | ACC | EVA | CNJ | RES | CHK
  7176. {Combat Stats} | 03 | 04 | 18 | 14 | 08
  7177. {Fixed Values} | 10 | 11 | 25 | 21 | 15
  7178. {Initiative} : 24 (10)
  7179. {HP} : 144
  7180. Armor : 5
  7181. Barrier : 5
  7182.  
  7183. Attack Methods
  7184.  
  7185. [Weapon Attack]: Magical Attack / 5 Sq. / 2# / Cancels
  7186. - [Element: Phantom] 3d6+30 magical damage.
  7187.  
  7188. <<Goddess Weapon>>: Start / 7 Sq. / 1#
  7189. - The target gains +10 [Damage].
  7190.  
  7191. <<Goddess Armor>>: Start / 7 Sq. / 1#
  7192. - The target gains +10 [Armor] and [Barrier].
  7193.  
  7194. <<Razor Leaf>>: Magical Attack / 7 Sq. / 2# / Cancels
  7195. - [Element: Wind] 5d6+50 magical damage.
  7196.  
  7197. <<Goddess's Majesty>>: Unique / Combat Zone / 1#
  7198. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  7199.  
  7200. <<Goddess of the Spirit Tree>>: Constant / User
  7201. - While the target is [Ready], gain +15 [Armor] and [Barrier].
  7202.  
  7203. Materials (2d6)
  7204. Automatic: Goddess' Hair/PD+2: 1000G (Potency: 2)
  7205.  
  7206. Description:
  7207. A goddess born from a sacred tree. It is said that ancient warriors created spear-type artificial regalia, and by gaining a blessing from this goddess, were granted incredible spiritual power.
  7208.  
  7209. ----------------------------------------
  7210.  
  7211. Skogsra / Class: Plant / LV: 11 (3)
  7212. Size : 3
  7213. Wits : Clever
  7214. Senses : Domain
  7215. Speech : Yes
  7216. Reaction : Friendly
  7217. ID : 26
  7218. Weakness : [Shock]
  7219. Movement : Walk
  7220. | ACC | EVA | CNJ | RES | CHK
  7221. {Combat Stats} | 02 | 03 | 17 | 14 | 10
  7222. {Fixed Values} | 09 | 10 | 24 | 21 | 17
  7223. {Initiative} : 10 (5)
  7224. {HP} : 178
  7225. Armor : 20
  7226. Barrier : 20
  7227.  
  7228. Attack Methods
  7229.  
  7230. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  7231. - [Element: Toxin] 3d6+30 magical damage.
  7232.  
  7233. <<Labyrinth of Flowers>>: Start / Combat Zone / Combat Zone / No Reactive Check
  7234. - The target reduces {Initiative} by 10 (to a minimum of 1).
  7235.  
  7236. <<Sacred Tree Longspear>>: Magical Attack / 6 Sq. / 1# / Cancels
  7237. - [Element: Wind] 6d6+40 magical damage..
  7238.  
  7239. <<Flower God Illusion>>: Magical Attack / 5 Sq. / 3# / Cancels
  7240. - [Element: Phantom] 4d6+40 magical damage, and the target [Halves] their [Barrier]. 1/Round.
  7241.  
  7242. <<Spirit Tree Deity>>: Constant / User
  7243. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, while the target is [Ready], gain +30 [Armor] and [Barrier].
  7244.  
  7245. Materials (2d6)
  7246. 2~11: Shining Vine/Luck+1: 500G (Potency: 1)
  7247. 12+: Fragrant Wood/Null Pain: 4000G (Potency: 5)
  7248.  
  7249. Description:
  7250. A sacred tree god that appears in Swedish folklore. They appear in the form of a beautiful woman who's back is covered with foliage. She has a good heart, but occasionally becomes violently angry at human stupidity.
  7251.  
  7252. ----------------------------------------
  7253.  
  7254. Daphne / Class: Plant / LV: 12 (3)
  7255. Size : 2
  7256. Wits : Clever
  7257. Senses : Domain
  7258. Speech : Yes
  7259. Reaction : Mercurial
  7260. ID : 27
  7261. Weakness : [Toxin]
  7262. Movement : Walk
  7263. | ACC | EVA | CNJ | RES | CHK
  7264. {Combat Stats} | 16 | 17 | 04 | 01 | 07
  7265. {Fixed Values} | 23 | 24 | 11 | 08 | 14
  7266. {Initiative} : 30 (12)
  7267. {HP} : 180
  7268. Armor : 10
  7269. Barrier : 10
  7270.  
  7271. Attack Methods
  7272.  
  7273. [Weapon Attack]: Melee Attack / Engaged / 1#
  7274. - [Form: Sword] 4d6+30 physical damage.
  7275.  
  7276. <<Thorn Whip>>: Physical Attack / 10 Sq. / 2#
  7277. - [Element: Toxin / Form: Axe] 6d6+60 physical damage.
  7278.  
  7279. <<Body Transfiguration>>: Defense / User
  7280. - Use on Damage Reduction. The target [Recovers] 20 {HP}.
  7281.  
  7282. <<Large Flower Spirit>>: Unique / Combat Zone / 1#
  7283. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  7284.  
  7285. <<100 Flower Alterations>>: Constant / User
  7286. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target always has [Remove: Fallen - Darkness - Pain - Paralysis].
  7287.  
  7288. Materials (2d6)
  7289. 2~9: Golden Flower/HP+3: 500G (Potency: 1)
  7290. 10+: Golden Apple/HP+9: 1500G (Potency: 3)
  7291.  
  7292. Description:
  7293. A divine messenger born from the deity Ladon. It appears as a beautiful blonde woman with glittering clothes. She has the ability to transform her body into various plants, especially the Laurel tree.
  7294.  
  7295. ----------------------------------------
  7296.  
  7297. Blood Fiber / Class: Plant / LV: 14 (3)
  7298. Size : 3
  7299. Wits : Clever
  7300. Senses : Domain
  7301. Speech : No
  7302. Reaction : Hostile
  7303. ID : 25
  7304. Weakness : [Cold]
  7305. Movement : Walk, Fly
  7306. | ACC | EVA | CNJ | RES | CHK
  7307. {Combat Stats} | 10 | 18 | 19 | 04 | 01
  7308. {Fixed Values} | 17 | 25 | 26 | 11 | 08
  7309. {Initiative} : 17 (8)
  7310. {HP} : 148
  7311. Armor : 10
  7312. Barrier : 10
  7313.  
  7314. Attack Methods
  7315.  
  7316. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  7317. - [Element: Lightning] 3d6+40 magical damage.
  7318.  
  7319. <<Blood-Drinking Fibers>>: Magical Attack / 6 Sq. / 1# / Cancels
  7320. - [Element: Magnet] 5d6+50 magical damage, and if at least one target fails the [Reactive Check], the user [Recovers] 20 {HP}.
  7321.  
  7322. <<Earth-Swallowing Fiber>>: Magical Attack / 5 Sq. / Area / Halves
  7323. - [Element: Wind] 5d6+50 magical damage. 1/Round.
  7324.  
  7325. <<Hardened Fibers>>: Defense / 5 Sq. / 1#
  7326. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  7327.  
  7328. <<Life Fibers>>: Constant / User
  7329. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from targets other than [Range: Engaged].
  7330.  
  7331. Materials (2d6)
  7332. Automatic: Otherworldly Fiber/Armor+3: 1500G (Potency: 3)
  7333.  
  7334. Description:
  7335. A fiber from another world secretly obtained by Sumizuka Pharmaceutical, which is not only alive, but surpasses human intelligence. Despite being ravenously thirty for human blood, it is used to manufacture combat armor.
  7336.  
  7337. ----------------------------------------
  7338.  
  7339. Mayahuel / Class: Plant / LV: 15 (3)
  7340. Size : 2
  7341. Wits : Clever
  7342. Senses : Domain
  7343. Speech : Yes
  7344. Reaction : Mercurial
  7345. ID : 24
  7346. Weakness : [Toxin]
  7347. Movement : Walk
  7348. | ACC | EVA | CNJ | RES | CHK
  7349. {Combat Stats} | 02 | 21 | 20 | 07 | 08
  7350. {Fixed Values} | 09 | 28 | 27 | 14 | 15
  7351. {Initiative} : 25 (10)
  7352. {HP} : 160
  7353. Armor : 10
  7354. Barrier : 30
  7355.  
  7356. Attack Methods
  7357.  
  7358. [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  7359. - [Element: Light] 3d6+40 magical damage.
  7360.  
  7361. <<Spirit Water of Hunger>>: Magical Attack / 6 Sq. / 1# / Cancels
  7362. - [Element: Poison] 5d6+50 magical damage.
  7363.  
  7364. <<Nourishing Spirit Water>>: Magical Attack / 6 Sq. / 1# / Cancels
  7365. - The target [Recovers] {HP} equal to 4d6+40 magical damage.
  7366.  
  7367. <<Sacrificial Maiden>>: Defense / 6 Sq. / 1#
  7368. - Use on Damage reduction. The user receives the [Damage] and other effects in place of the target (treat as though {Resist} check had failed).
  7369.  
  7370. <<Apostle of Healing>>: Constant / User
  7371. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Magical Damage].
  7372.  
  7373. Materials (2d6)
  7374. 2~8: Palm Leaf/HP+6: 1000G (Potency:2)
  7375. 9+: Primordial Palm/HP+12: 2000G (Potency: 4)
  7376.  
  7377. Description:
  7378. A powerful divine messenger of a Mexican deity. She resembles a beautiful woman with palm leaves over her head. Due to her ability to heal and nourish, she was once hunted by humans.
  7379.  
  7380. ----------------------------------------
  7381.  
  7382. ================================================================================
  7383. Super God Evolve -- GM Section: Mechanical Mononoke [XXXN-5]
  7384. ================================================================================
  7385. Small Drone / Class: Mechanical / LV: 1 (1)
  7386. Size : 1
  7387. Wits : High
  7388. Senses : Magic
  7389. Speech : No
  7390. Reaction : Mercurial
  7391. ID : 13
  7392. Weakness : [Shock] [Wind]
  7393. Movement : Flight
  7394. | ACC | EVA | CNJ | RES | CHK
  7395. {Combat Stats} | 03 | 06 | 06 | 06 | 02
  7396. {Fixed Values} | 10 | 13 | 13 | 13 | 09
  7397. {Initiative} : 13 (6)
  7398. {HP} : 36
  7399. Armor : 1
  7400. Barrier : 1
  7401.  
  7402. Attack Methods
  7403.  
  7404. [Weapon Attack]: Magical Attack / 8 Sq. / 1# / Cancels
  7405. - [Element: Wind] 2d6+7 magical damage. [Additional Effect]: The target may make [Magical Attacks] after a [Combat Move].
  7406.  
  7407. <<Magical Scanning>>: Start / Combat Zone / 1#
  7408. - The target gains [Sense: Magic] and [Remove: Darkness]
  7409.  
  7410. <<Light Bullet>>: Magical Attack / 7 Sq. / 1# / Halves
  7411. - [Element: Light] 2d6+11 magical damage, and targets that fail their {Reactive Check} gain [Shift: Darkness].
  7412.  
  7413. <<Chaff Scatter>>: Constant / User
  7414. - As long as the target does not have [Shift: Dead], [Class: Mechanical] NPCs in the [Combat Zone] other than bosses gain +20 [Armor] and [Barrier] when they become the target of a [Target: 2# or more] [Attack Action] (Including [Area - Combat Zone]).
  7415.  
  7416. Materials (2d6)
  7417. 2~8: None
  7418. 9+: Broken Machinery/Intellect+1: 500G (Potency: 1)
  7419.  
  7420. Description:
  7421. A small model flying drone converted into an artificial regalia and equipped with a simple AI program. It looks like a small helicopter with multiple propellers and is equipped with a camera and firearms. It is mainly used by Digital Sorcerers.
  7422.  
  7423. ----------------------------------------
  7424.  
  7425. Unmanned Military Vehicle / Class: Mechanical / LV: 2 (1)
  7426. Size : 1
  7427. Wits : Clever
  7428. Senses : Heat
  7429. Speech : Yes
  7430. Reaction : Mercurial
  7431. ID : 15
  7432. Weakness : [Shock] [Magnet]
  7433. Movement : Walk
  7434. | ACC | EVA | CNJ | RES | CHK
  7435. {Combat Stats} | 07 | 04 | 02 | 04 | 08
  7436. {Fixed Values} | 14 | 11 | 09 | 11 | 15
  7437. {Initiative} : 11 (6)
  7438. {HP} : 52
  7439. Armor : 2
  7440. Barrier : 2
  7441.  
  7442. Attack Methods
  7443.  
  7444. [Weapon Attack]: Ranged Attack / 6 Sq. / 1#
  7445. - [Form: Ranged] 1d6+9 physical damage.
  7446.  
  7447. <<Take Aim>>: Start / Combat Zone / Combat Zone
  7448. - [Class: Mechanical NPCs gain +1 to [Active Checks].
  7449.  
  7450. <<Spread Out>>: Prep / Combat Zone / Combat Zone
  7451. - The target [Installs] themselves up to 2 Sq away.
  7452.  
  7453. <<Long Range Shot>>: Physical Attack / 10 Sq. / 1#
  7454. - [Form: Ranged] 3d6+10 physical damage. 1/Round.
  7455.  
  7456. <<Impact Armor>>: Constant / User
  7457. - When the target becomes the [Target] of a [Target: 2# or more] [Attack Action] (including [Area - Combat Zone], gain +20 [Armor] and [Barrier].
  7458.  
  7459. Materials (2d6)
  7460. 2~9: None
  7461. 10+: Independent Thought Circuits/Intellect+2: 1000G (Potency: 2)
  7462.  
  7463. Description:
  7464. A small unmanned tank that is deployed on anti-terrorism operations and bomb dosposal squads, which has been converted into an artificial regalia. Contrary to its appearance, it has a sophisticated intelligence due to an advanced AI created through spell programs.
  7465.  
  7466. ----------------------------------------
  7467.  
  7468. Data Lifeform / Class: Mechanical / LV: 3 (1)
  7469. Size : 2
  7470. Wits : Clever
  7471. Senses : Domain
  7472. Speech : Yes
  7473. Reaction : Mercurial
  7474. ID : 17
  7475. Weakness : [Magnet] [Light]
  7476. Movement : Walk, Fly, Swim
  7477. | ACC | EVA | CNJ | RES | CHK
  7478. {Combat Stats} | 04 | 07 | 08 | 07 | 01
  7479. {Fixed Values} | 11 | 14 | 15 | 14 | 08
  7480. {Initiative} : 18 (8)
  7481. {HP} : 53
  7482. Armor : 2
  7483. Barrier : 2
  7484.  
  7485. Attack Methods
  7486.  
  7487. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  7488. - [Element: Shock] 2d6+11 magical damage.
  7489.  
  7490. <<Fight Song>>: Start / Combat Zone / Combat Zone
  7491. - [Class: Humanoid - Mechanical] NPCs gain a +1 modifier to {Accuracy} and +5 [Damage].
  7492.  
  7493. <<Stereoscope>>: Magical Attack / 4 Sq. / 3# / Cancels
  7494. - [Element: Phantom] 2d6+16 magical damage. 1/Round.
  7495.  
  7496. <<Incorporeal Body>>: Constant / User
  7497. - The user [Halves] [Rank: 3 or less] [Physical Damage].
  7498.  
  7499. Materials (2d6)
  7500. 2~9: None
  7501. 10+: Storage Medium/MD+2: 1000G (Potency: 2)
  7502.  
  7503. Description:
  7504. An AI that was exiled into the internet that somehow came into contact with a shard, evolving into a mononoke. It appears in various forms but in most cases it will appear in the image of a pop culture character. Many are friendly, but some are hostile to humans.
  7505.  
  7506. ----------------------------------------
  7507.  
  7508. Watcher / Class: Mechanical / LV: 4 (1)
  7509. Size : 1
  7510. Wits : Clever
  7511. Senses : Magic
  7512. Speech : No
  7513. Reaction : Mercurial
  7514. ID : 17
  7515. Weakness : [Wind] [Magnet]
  7516. Movement : Fly
  7517. | ACC | EVA | CNJ | RES | CHK
  7518. {Combat Stats} | 03 | 07 | 09 | 08 | 02
  7519. {Fixed Values} | 10 | 14 | 16 | 15 | 09
  7520. {Initiative} : 19 (8)
  7521. {HP} : 54
  7522. Armor : 1
  7523. Barrier : 1
  7524.  
  7525. Attack Methods
  7526.  
  7527. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  7528. - [Element: Light] 1d6+13 magical damage. [Additional Effect]: Change the [Range] of an [Attack Action] to [Combat Zone]. 1/Combat.
  7529.  
  7530. <<Action Support>>: Start / 7 Sq. / 1#
  7531. - The target gains +2d6 {Initiative}.
  7532.  
  7533. <<Active Support>>: Unique / 7 Sq. / 1#
  7534. - Use while Active. The target gains +1 to the [Active Check]. 1/Round.
  7535.  
  7536. <<Passive Support>>: Unique / 7 Sq. /1#
  7537. - Use while Reactive. The target gains +1 modifier to the [Reactive Check]. 1/Round.
  7538.  
  7539. <<Support AI>>: Constant / User
  7540. - As long as the target does not have [Shift: Dead], [Class: Mechanical] NPCs other than [Bosses] in the [Combat Zone] ignore "apply [Shift: Dead] to mononoke with 'X#' in their name" effects.
  7541.  
  7542. Materials (2d6)
  7543. 2~8: None
  7544. 9+: Crystal Eye/Conjure+1: 1000G (Potency: 2)
  7545.  
  7546. Description:
  7547. An enhanced version of an unmanned aerial drone known as a Tripod. It appears to be a floating steel sphere equipped with a camera. It is primarily built for video recording but also has excellent support functions.
  7548.  
  7549. ----------------------------------------
  7550.  
  7551. Unmanned Aerial Drone x1 / Class: Mechanical / LV: 5 (1)
  7552. Size : 3
  7553. Wits : Clever
  7554. Senses : Domain
  7555. Speech : No
  7556. Reaction : Mercurial
  7557. ID : 17
  7558. Weakness : [Magnet] [Phantom]
  7559. Movement : Fly
  7560. | ACC | EVA | CNJ | RES | CHK
  7561. {Combat Stats} | 10 | 11 | 02 | 06 | 06
  7562. {Fixed Values} | 17 | 18 | 09 | 13 | 13
  7563. {Initiative} : 25 (10)
  7564. {HP} : 71
  7565. Armor : 5
  7566. Barrier : 10
  7567.  
  7568. Attack Methods
  7569.  
  7570. [Weapon Attack]: Ranged Attack / 7 Sq. / 1#
  7571. - [Form: Ranged] 3d6+15 physical damage. [Additional Effect]: The target may use [Ranged Attacks] after a [Combat Move].
  7572.  
  7573. <<Smokescreen>>: Start / 7 Sq. / Area / No Reactive Check
  7574. - The target gains [Shift: Darkness]
  7575.  
  7576. <<Steel Bird>>: Start / User
  7577. - The target gains [Shift: Flight], then [Installs] into any unoccupied square in the [Combat Zone].
  7578.  
  7579. <<Missile>>: Physical Attack / 10 Sq. / Area
  7580. - [Form: Ranged] 2d6+20 physical damage.
  7581.  
  7582. <<Anti-Supernatural Drone>>: Constant / User
  7583. - During the target's [Turn], gain x1 [Timing: Start] and [Timing: Attack]. Additionally, the target always has [Remove: Fallen].
  7584.  
  7585. Materials (2d6)
  7586. 2~7: None
  7587. 9+: Pseudo-Spirit Circuit/Intellect+2: 1000G (Potency: 2)
  7588.  
  7589. Description:
  7590. A UCAV (Unmanned Combat Air Vehicle) such as the Predator or Reaper upgraded into an artificial regalia. In addition to its excellent mobility, it is equipped with Hellfire missiles that have been retrofitted for combat against the supernatural, making it a force to be reckoned with.
  7591.  
  7592. ----------------------------------------
  7593.  
  7594. Psychic Jammer / Class: Mechanical / LV: 6 (2)
  7595. Size : 1
  7596. Wits : Clever
  7597. Senses : Domain
  7598. Speech : No
  7599. Reaction : Mercurial
  7600. ID : 18
  7601. Weakness : [Light] [Phantom]
  7602. Movement : Fly
  7603. | ACC | EVA | CNJ | RES | CHK
  7604. {Combat Stats} | 04 | 09 | 11 | 12 | 01
  7605. {Fixed Values} | 11 | 16 | 18 | 19 | 08
  7606. {Initiative} : 24 (10)
  7607. {HP} : 77
  7608. Armor : 5
  7609. Barrier : 5
  7610.  
  7611. Attack Methods
  7612.  
  7613. [Weapon Attack]: Magical Attack / 8 Sq. / 1# / Cancels
  7614. - [Element: Shock] 1d6+17 magical damage. [Additional Effect]: Gain +10 [Barrier]. 1/Round.
  7615.  
  7616. <<Gravity Barrier>>: Start / Combat Zone / 1# / No Reactive check
  7617. - The target [Halves] their {Initiative}, may not make [Simple Moves], reduces the [Speed] of [Combat Moves] to [3 Sq] and [Full Moves] to [5 Sq].
  7618.  
  7619. <<Gravitational Ray>>: Magical Attack / 7 Sq. / Area / Cancels
  7620. - [Element: Magnet] 2d6+27 magical damage. 1/Round.
  7621.  
  7622. <<Psychic Jammer>>: Constant / User
  7623. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, as long as the target does not have [Shift: Dead], [Class: Mechanical] NPCs other than [Bosses] in the [Combat Zone] [Halve] the [Damage] from [Target: 2# or more] [Attack Actions] (Including [Area - Combat Zone].
  7624.  
  7625. Materials (2d6)
  7626. 2~10: Tactical Analysis ROM/Intellect+1: 500G (Potency: 1)
  7627. 11+: Crystal Lens/MD+2: 1000G (Potency: 2)
  7628.  
  7629. Description:
  7630. A combat-specced Watcher developed for anti-supernatural warfare, particularly against Espers. When it transforms into a battle-ready state it deploys its antenna and emits a special disruptive spiritual power. Additionally, it is equipped with a crystal lens that focuses a powerful spiritual ray with high destructive power.
  7631.  
  7632. ----------------------------------------
  7633.  
  7634. Cursed Doll / Class: Mechanical / LV: 7 (2)
  7635. Size : 2
  7636. Wits : Clever
  7637. Senses : Domain
  7638. Speech : Yes
  7639. Reaction : Mercurial
  7640. ID : 19
  7641. Weakness : [Cold] [Magnet]
  7642. Movement : Walk
  7643. | ACC | EVA | CNJ | RES | CHK
  7644. {Combat Stats} | 02 | 12 | 12 | 05 | 08
  7645. {Fixed Values} | 09 | 19 | 19 | 12 | 15
  7646. {Initiative} : 10 (5)
  7647. {HP} : 83
  7648. Armor : 10
  7649. Barrier : 10
  7650.  
  7651. Attack Methods
  7652.  
  7653. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  7654. - [Element: Lightning] 3d6+20 magical damage.
  7655.  
  7656. <<Lightning Black Magic>>: Magical Attack / 7 Sq. / 2# / Cancels
  7657. - [Element: Shock] 5d6+30 magical damage.
  7658.  
  7659. <<Guard Function>>: Defense / Charge 4 Sq. / 1#
  7660. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (treat as though {Resist} check had failed).
  7661.  
  7662. <<Counterattack Magic>>: Unique / Engaged / 1#
  7663. - Use on Damage Reduction. The target makes x1 [Weapon Attack]. 1/Round.
  7664.  
  7665. <<Magic Doll>>: Constant / User
  7666. - During the target's [Turn], gain x1 [Timing; Attack]. Additionally, while the target is [Ready], gain +20 [Armor] and [Barrier].
  7667.  
  7668. Materials (2d6)
  7669. Automatic: Clockwork Heart/Intellect+3: 1500G (Potency: 3)
  7670.  
  7671. Description:
  7672. A high-ranking automaton that has acquired a sense of self after a long existence. It appears to be identical to a human, even to the touch. Many of them act as servants of magician families or managers of magical complexes.
  7673.  
  7674. ----------------------------------------
  7675.  
  7676. Rogue Regalia / Class: Mechanical / LV: 8 (2)
  7677. Size : 1
  7678. Wits : Clever
  7679. Senses : Domain
  7680. Speech : Yes
  7681. Reaction : Hostile
  7682. ID : 20
  7683. Weakness : [Shock] [Magnet]
  7684. Movement : Swim, Fly
  7685. | ACC | EVA | CNJ | RES | CHK
  7686. {Combat Stats} | 13 | 12 | 02 | 13 | 01
  7687. {Fixed Values} | 20 | 19 | 09 | 20 | 08
  7688. {Initiative} : 29 (12)
  7689. {HP} : 100
  7690. Armor : 5
  7691. Barrier : 5
  7692.  
  7693. Attack Methods
  7694.  
  7695. [Weapon Attack]: Melee Attack / Engaged / 1#
  7696. - [Form: Sword] 3d6+20 physical damage. [Additional Effect]: The target may change [Physical Damage] to [Magical Damage]. 1/Round.
  7697.  
  7698. <<Divine Technique Replication>>: Physical Attack / Combat Zone / 1#
  7699. - [Element: Fire / Form: Sword] 5d6+30 magical damage.
  7700.  
  7701. <<Orbital Disruption>>: Unique / 7 Sq. / 1#
  7702. - Use on Reactive Check. The target gains a -2 modifier to the [Reactive Check]. 2/Round.
  7703.  
  7704. <<Godforged Armor>>: Constant / User
  7705. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] the [Armor] of the target of an [Attack Action].
  7706.  
  7707. Materials (2d6)
  7708. 2~11: Master's Memory/Will+1: 500G (Potency: 1)
  7709. 12+: Godforged Regalia Shard/PD+4: 2000G (Potency: 4)
  7710.  
  7711. Description:
  7712. A godforged regalia that has awakened and become a mononoke due to a powerful obsession. They will typically remain in the original form as a regalia but in rare instances they may take on a human form. With incredible combat strength, these mononoke are extremely dangerous.
  7713.  
  7714. ----------------------------------------
  7715.  
  7716. Small Machine Lifeform / Class: Mechanical / LV: 9 (2)
  7717. Size : 1
  7718. Wits : High
  7719. Senses : Magic
  7720. Speech : Yes
  7721. Reaction : Friendly
  7722. ID : 22
  7723. Weakness : [Shock] [Magnet]
  7724. Movement : Walk, Fly
  7725. | ACC | EVA | CNJ | RES | CHK
  7726. {Combat Stats} | 02 | 16 | 14 | 03 | 08
  7727. {Fixed Values} | 09 | 23 | 21 | 10 | 15
  7728. {Initiative} : 25 (10)
  7729. {HP} : 78
  7730. Armor : 10
  7731. Barrier : 10
  7732.  
  7733. Attack Methods
  7734.  
  7735. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  7736. - [Element: Light] 2d6+20 magical damage.
  7737.  
  7738. <<Flight Mode>>: Start / User
  7739. - The target gains [Shift: Flight]
  7740.  
  7741. <<Warning Sound>>: Prep / User
  7742. - Increase the [Target] of a [Magical Attack] by 1#.
  7743.  
  7744. <<Laser>>: Magical Attack / 10 Sq. / 1# / Cancels
  7745. - [Element: Flash] 3d6+30 magical damage.
  7746.  
  7747. <<Invisibility Field>>: Defense / User
  7748. - Use on Damage Reduction. The target gains +10 [Barrier].
  7749.  
  7750. <<Streamlined Body>>: Constant / User
  7751. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Form: Sword - Spear - Axe - Ranged] [Damage].
  7752.  
  7753. Materials (2d6)
  7754. Automatic: Pseudo-Spirit Circuits/Intellect+2: 1000G (Potency: 2)
  7755.  
  7756. Description:
  7757. A small mechanical lifeform that arrived either from another world or outer space. At first glance it appears to simply be a metal helmet, but they can transform into a bipedal form. They are friendly, but they do not share the same common sense as humans do, and have advanced weaponry built into their bodies, so caution is strongly advised when interacting with them.
  7758.  
  7759. ----------------------------------------
  7760.  
  7761. Large Machine Lifeform / Class: Mechanical / LV: 10 (2)
  7762. Size : 3
  7763. Wits : High
  7764. Senses : Magic
  7765. Speech : Yes
  7766. Reaction : Friendly
  7767. ID : 22
  7768. Weakness : [Shock]
  7769. Movement : Walk
  7770. | ACC | EVA | CNJ | RES | CHK
  7771. {Combat Stats} | 15 | 10 | 15 | 02 | 07
  7772. {Fixed Values} | 22 | 17 | 22 | 09 | 14
  7773. {Initiative} : 22 (9)
  7774. {HP} : 110
  7775. Armor : 20
  7776. Barrier : 10
  7777.  
  7778. Attack Methods
  7779.  
  7780. [Weapon Attack]: Melee Attack / Engaged / 1#
  7781. - [Form: Hammer] 4d6+25 physical damage.
  7782.  
  7783. <<Transform>>: Start / User
  7784. - The target gains +3d6 {Initiative} and [Damage]. 1/Combat.
  7785.  
  7786. <<Trample Charge>>: Physical Attack / Charge 7 Sq. / 1#
  7787. - [Form: Hammer] 4d6+30 physical damage. Targets that fail their [Reactive Check] are [Installed] up to 3 Sq away.
  7788.  
  7789. <<Laser>>: Magical Attack / 10 Sq / 1# / Cancels
  7790. - [Element: Light] 3d6+30 magical damage. 1/Round.
  7791.  
  7792. <<Shield Mode>>: Unique / Combat Zone / 1#
  7793. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  7794.  
  7795. Materials (2d6)
  7796. Automatic: Pseudo-Spirit Circuit/Intellect+2: 1000G (Potency: 2)
  7797.  
  7798. Description:
  7799. A combat machine accompanying Small Machine Lifeforms. It is roughly similar to large machines such as cars and trucks, but when it transforms, it becomes a giant humanoid robot.
  7800.  
  7801. ----------------------------------------
  7802.  
  7803. Vimana / Class: Mechanical / LV: 11 (3)
  7804. Size : 3
  7805. Wits : Low
  7806. Senses : Magic
  7807. Speech : No
  7808. Reaction : Mercurial
  7809. ID : 23
  7810. Weakness : [Magnet]
  7811. Movement : Fly, Swim
  7812. | ACC | EVA | CNJ | RES | CHK
  7813. {Combat Stats} | 07 | 20 | 17 | 03 | 03
  7814. {Fixed Values} | 14 | 27 | 24 | 10 | 10
  7815. {Initiative} : 35 (14)
  7816. {HP} : 132
  7817. Armor : 10
  7818. Barrier : 10
  7819.  
  7820. Attack Methods
  7821.  
  7822. [Weapon Attack]: Magical Attack / Combat Zone / 1# / Cancels
  7823. - [Element: Light] 3d6+30 magical damage.
  7824.  
  7825. <<Rapid Transport>>: Start / Combat Zone / 1# / No Reactive Check
  7826. - [Install] the target into any unoccupied square.
  7827.  
  7828. <<Rapid Flight>>: Prep / User
  7829. - [Install] the target up to 7 Sq away.
  7830.  
  7831. <<Thunder Emperor Cannon>>: Magical Attack / 7 Sq. / 1# / Cancels
  7832. - [Element: shock] 5d6+40 magical damage.
  7833.  
  7834. <<Hull Protection>>: Defense / 7 Sq. / 1#
  7835. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  7836.  
  7837. <<Made of Gold>>: Constant / User
  7838. - The target reduces [Damage] that has not been bestowed with an [Element] by 20.
  7839.  
  7840. Materials (2d6)
  7841. Golden Fragment/Intellect+2: 1000G (Potency: 2)
  7842.  
  7843. Description:
  7844. A flying artifact that appears in Indian mythology and has been treated as a god over the years. It appears to be a small ship made of gold with huge wings on the side of the hull. They are capable of flying faster than modern fighter jets.
  7845.  
  7846. ----------------------------------------
  7847.  
  7848. Ameno Torifune / Class: Mechanical / LV: 12 (3)
  7849. Size : 5
  7850. Wits : Low
  7851. Senses : Domain
  7852. Speech : No
  7853. Reaction : Mercurial
  7854. ID : 25
  7855. Weakness : [Magnet]
  7856. Movement : Walk, Fly, Swim
  7857. | ACC | EVA | CNJ | RES | CHK
  7858. {Combat Stats} | 02 | 16 | 12 | 16 | 07
  7859. {Fixed Values} | 09 | 23 | 19 | 23 | 14
  7860. {Initiative} : 10 (5)
  7861. {HP} : 179
  7862. Armor : 20
  7863. Barrier : 20
  7864.  
  7865. Attack Methods
  7866.  
  7867. [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  7868. - [Form: Magic] 5d6+30 magical damage. [Additional effect] Gain +2d6 [Damage] to an [Attack Action]. 1/Round.
  7869.  
  7870. <<Transition Transportation>>: Start / Combat Zone / Combat Zone / No Reactive Check
  7871. - [Install] the target into any unoccupied square. 1/Combat.
  7872.  
  7873. <<Aether Restoration>>: Unique / Combat Zone / Combat Zone
  7874. - Use at Any Time. The target may add or subtract 1 from any 2 [Spirit Dice] (cannot go above 6 or below 1). 1/Round.
  7875.  
  7876. <<Hull Protection>>: Defense / Combat Zone / 1#
  7877. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#] and the user receives the [Damage] and other effects. 1/Round.
  7878.  
  7879. <<Ship of the Gods>>: Constant / User
  7880. - The target gains +30 [Armor] and [Barrier] while [Ready].
  7881.  
  7882. Materials (2d6)
  7883. 2~10: Bird Ship Armor/Armor+1: 500G (Potency: 1)
  7884. 11+: Bow of the Bird Ship/Luck+4: 2000G (Potency: 4)
  7885.  
  7886. Description:
  7887. A vehicle-class deity said to have been created by ancient gods. It is a gigantic stone ship with four pairs of turret-like wings. According to legends it was once used to transport many gods.
  7888.  
  7889. ----------------------------------------
  7890.  
  7891. Celedones / Class: Mechanical / LV: 13 (3)
  7892. Size : 2
  7893. Wits : Clever
  7894. Senses : Domain
  7895. Speech : Yes
  7896. Reaction : Mercurial
  7897. ID : 26
  7898. Weakness : [Shock]
  7899. Movement : Walk
  7900. | ACC | EVA | CNJ | RES | CHK
  7901. {Combat Stats} | 19 | 01 | 02 | 18 | 07
  7902. {Fixed Values} | 26 | 08 | 09 | 25 | 14
  7903. {Initiative} : 23 (10)
  7904. {HP} : 150
  7905. Armor : 20
  7906. Barrier : 20
  7907.  
  7908. Attack Methods
  7909.  
  7910. [Weapon Attack]: Ranged Attack / Combat Zone / 1#
  7911. - [Form: Ranged] 5d6+30 physical damage.
  7912.  
  7913. <<Golden Radiance>>: Start / User
  7914. - The target makes x1 [Timing: Attack]. 1/Combat.
  7915.  
  7916. <<Golden Combat>>: Physical Attack / Charge 2 Sq. / 1#
  7917. - [Form: Hammer] 6d6+40 physical damage.
  7918.  
  7919. <<Sacred Treasure Deployment>>: Physical Attack / Combat Zone / Combat Zone
  7920. - [Form: Ranged] 5d6+50 physical damage. 1/Combat.
  7921.  
  7922. <<Strong Body>>: Defense / 7 Sq. / 1#
  7923. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  7924.  
  7925. <<Anti-God Combat Machine>>: Constant / User
  7926. - During the target's [Turn], gain x1 [Timing: Attack].
  7927.  
  7928. Materials (2d6)
  7929. Automatic: Blacksmith God's Gear/Initiative+4: 2000G (Potency: 4)
  7930.  
  7931. Description:
  7932. A primitive android said to have been created by Hephaestus, the god of blacksmithing. They appear as beautiful girls with blonde hair and blue eyes wearing golden armor. They have many powerful godforged regalia built into their bodies that annihilate enemies when deployed.
  7933.  
  7934. ----------------------------------------
  7935.  
  7936. Deus Ex Machina / Class: Mechanical / LV: 14 (3)
  7937. Size : 4
  7938. Wits : Clever
  7939. Senses : Magic
  7940. Speech : No
  7941. Reaction : Mercurial
  7942. ID : 23
  7943. Weakness : [Cold]
  7944. Movement : Walk
  7945. | ACC | EVA | CNJ | RES | CHK
  7946. {Combat Stats} | 18 | 05 | 01 | 21 | 07
  7947. {Fixed Values} | 25 | 12 | 08 | 28 | 14
  7948. {Initiative} : 31 (12)
  7949. {HP} : 158
  7950. Armor : 30
  7951. Barrier : 10
  7952.  
  7953. Attack Methods
  7954.  
  7955. [Weapon Attack]: Ranged Attack / 7 Sq. / 1#
  7956. - [Form: Ranged] 4d6+40 physical damage.
  7957.  
  7958. <<Strong Body>>: Defense / 7 Sq. / 1#
  7959. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  7960.  
  7961. <<Protective Deployment>>: Unique / Combat Zone / 1#
  7962. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#] and the user receives the [Damage] and other effects. 1/Round.
  7963.  
  7964. <<Ancient Machine Deity>>: Constant / User
  7965. - The target reduces [Damage] from [Form: Ranged - Magic] by 20.
  7966.  
  7967. Materials (2d6)
  7968. 2~9: Mechanical Arm/Armor+1: 500G (Potency: 1)
  7969. 10+: Name/Barrier+3: 1500G (Potency: 3)
  7970.  
  7971. Description:
  7972. A mechanical god from the times of ancient Greece. It is usually a simple metal box, but when it reveals its true nature, it transforms into a god-like statue made of steel, radiating divine power. Although it looks old, it is a powerful defensive weapon that once protected ancient cities from monsters.
  7973.  
  7974. ----------------------------------------
  7975.  
  7976. Ullikummi / Class: Mechanical / LV: 18 (4)
  7977. Size : 5
  7978. Wits : Low
  7979. Senses : Magic
  7980. Speech : No
  7981. Reaction : Mercurial
  7982. ID : 25
  7983. Weakness : [Magnet]
  7984. Movement : Walk
  7985. | ACC | EVA | CNJ | RES | CHK
  7986. {Combat Stats} | 25 | 09 | 07 | 24 | 04
  7987. {Fixed Values} | 32 | 16 | 14 | 31 | 11
  7988. {Initiative} : 10 (5)
  7989. {HP} : 235
  7990. Armor : 30
  7991. Barrier : 20
  7992.  
  7993. Attack Methods
  7994.  
  7995. [Weapon Attack]: Me;ee Attack / 10 Sq. / 2#
  7996. - [Element: Wind / Form: Spear] 5d6+50 physical damage.
  7997.  
  7998. <<Giant Stone Sword>>: Physical Attack / Combat Zone / Area
  7999. - [Form: Sword] 6d6+90 physical damage. 1/Round.
  8000.  
  8001. <<Giant Hand>>: Defense / Combat Zone / 1#
  8002. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  8003.  
  8004. <<Gigantic Protection>>: Unique / Combat Zone / 1#
  8005. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#] and the user receives the [Damage] and other effects. 1/Round.
  8006.  
  8007. <<Legendary Stone God>>: Constant / User
  8008. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target reduces [Damage] not bestowed with [Element: Magnet] by 20.
  8009.  
  8010. Materials (2d6)
  8011. Automatic: Giant Stone Sword/PD+3: 1500G (Potency: 3)
  8012.  
  8013. Description:
  8014. A gigantic stone monster in Hittite mythology. It appears as a colossal stone golem with two pairs of arms, with a total length of 96,300km. Therefore, whenever it appears, it always deploys a Spirit Barrier.
  8015.  
  8016. ----------------------------------------
  8017.  
  8018. ================================================================================
  8019. Super God Evolve -- GM Section: Undead Mononoke [XXXN-6]
  8020. ================================================================================
  8021. Soul Collective / Class: Undead / LV: 1 (1)
  8022. Size : 3
  8023. Wits : Clever
  8024. Senses : Magic
  8025. Speech : Yes
  8026. Reaction : Hostile
  8027. ID : 14
  8028. Weakness : [Magnet] [Light]
  8029. Movement : Walk, Fly
  8030. | ACC | EVA | CNJ | RES | CHK
  8031. {Combat Stats} | 07 | 03 | 07 | 04 | 04
  8032. {Fixed Values} | 14 | 10 | 14 | 11 | 11
  8033. {Initiative} : 8 (5)
  8034. {HP} : 51
  8035. Armor : 5
  8036. Barrier : 5
  8037.  
  8038. Attack Methods
  8039.  
  8040. [Weapon Attack]: Melee Attack / Engaged / 1#
  8041. - [Element: Cold / Form: Axe] 3d6+14 physical damage.
  8042.  
  8043. <<Collective Wall>>: Start / Combat Zone / Combat Zone
  8044. - The target [Halves] [Damage] from [Target: 2# or more] [Attack Actions] (Including [Area - Combat Zone]).
  8045.  
  8046. <<Miasma Protection>>: Defense / 8 Sq. / 1#
  8047. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  8048.  
  8049. Materials (2d6)
  8050. 2~7: None
  8051. 8+: Translucent Flesh/Armor+1: 500G (Potency: 1)
  8052.  
  8053. Description:
  8054. A gathering of evil spirits into one body, harboring a shard. It appears as a floating mass of translucent flesh, with a human face twisted in an expression of agony and hatred. It has an unusually large amount of negative energy within its body, so despite its low rank, it is able to utilize powerful supernatural abilities.
  8055.  
  8056. ----------------------------------------
  8057.  
  8058. Shambling Corpse / Class: Undead / LV: 2 (1)
  8059. Size : 3
  8060. Wits : Clever
  8061. Senses : Domain
  8062. Speech : Yes
  8063. Reaction : Hostile
  8064. ID : 15
  8065. Weakness : [Fire] [Light]
  8066. Movement : Walk, Fly, Swim
  8067. | ACC | EVA | CNJ | RES | CHK
  8068. {Combat Stats} | 08 | 04 | 02 | 09 | 04
  8069. {Fixed Values} | 15 | 11 | 09 | 16 | 11
  8070. {Initiative} : 10 (5)
  8071. {HP} : 52
  8072. Armor : 10
  8073. Barrier : 1
  8074.  
  8075. Attack Methods
  8076.  
  8077. [Weapon Attack]: Melee Attack / Engaged / 1#
  8078. - [Element: Toxin / Form: Axe] 3d6+17 physical damage.
  8079.  
  8080. <<Creeping Death Bug>>: Start / User
  8081. - The target [Installs] up to 4 Sq away, then gains [Shift: Hidden / Result: 20].
  8082.  
  8083. <<Spirit Predator>>: Physical Attack / Engaged / 1#
  8084. - [Element: Cold / Form: Sword] 2d6+24 physical damage, and if at least one target fails the [Reactive Check], the user [Recovers] 10 {HP}.
  8085.  
  8086. Materials (2d6)
  8087. 2~7: None
  8088. 9+: Pale Arm/Armor+1: 500G (Potency: 1)
  8089.  
  8090. Description:
  8091. A corpse filled with grudges from its past life that became a mononoke. It appears to be a combination of many different corpse parts with a form reminiscent of insects or arthropods. It has sluggish movement but high attack power.
  8092.  
  8093. ----------------------------------------
  8094.  
  8095. Soul Nucleus / Class: Undead / LV: 4 (1)
  8096. Size : 1
  8097. Wits : Clever
  8098. Senses : Domain
  8099. Speech : Yes
  8100. Reaction : Mercurial
  8101. ID : 15
  8102. Weakness : [Lightning] [Wind]
  8103. Movement : Walk, Fly
  8104. | ACC | EVA | CNJ | RES | CHK
  8105. {Combat Stats} | 02 | 10 | 04 | 11 | 04
  8106. {Fixed Values} | 09 | 17 | 11 | 18 | 11
  8107. {Initiative} : 6 (4)
  8108. {HP} : 44
  8109. Armor : 5
  8110. Barrier : 10
  8111.  
  8112. Attack Methods
  8113.  
  8114. [Weapon Attack]: Magical Attack / 10 Sq. / 1# / Cancels
  8115. - [Element: Light] 1d6+10 magical damage.
  8116.  
  8117. <<Special Spirit Light>>: Start / Combat Zone / Combat Zone
  8118. - [Class: Undead] NPCs gain +10 {Initiative}.
  8119.  
  8120. <<Abyssal Majesty>>: Defense / Combat Zone / 1#
  8121. - The target gains +20 [Armor] and [Barrier] against [Target: 2# or more] [Attack Actions] (Including [Area - Combat Zone])
  8122.  
  8123. <<Compressed Spirit>>: Constant / User
  8124. - Unless the target has [Shift: Dead], [Class: Undead] NPCs other than [Bosses] in the [Combat Zone] gain +10 [Damage].
  8125.  
  8126. Materials (2d6)
  8127. 2~7: None
  8128. 8+: Spirit Core Fragment/Armor+2: 1000G (Potency: 2)
  8129.  
  8130. Description:
  8131. A high-ranking spiritual entity that has been sealed away and compressed. It manifests as a sphere of dazzling light. It has a special spiritual power, and if one remains bathed in its glow, they can receive various blessings.
  8132.  
  8133. ----------------------------------------
  8134.  
  8135. Lamh Dhearg / Class: Undead / LV: 5 (1)
  8136. Size : 2
  8137. Wits : Clever
  8138. Senses : Domain
  8139. Speech : Yes
  8140. Reaction : Hostile
  8141. ID : 18
  8142. Weakness : [Fire] [Cold]
  8143. Movement : Walk, Fly, Swim
  8144. | ACC | EVA | CNJ | RES | CHK
  8145. {Combat Stats} | 10 | 10 | 04 | 11 | 02
  8146. {Fixed Values} | 17 | 17 | 11 | 18 | 09
  8147. {Initiative} : 22 (9)
  8148. {HP} : 75
  8149. Armor : 5
  8150. Barrier : 5
  8151.  
  8152. Attack Methods
  8153.  
  8154. [Weapon Attack]: Melee Attack / Engaged. / 1#
  8155. - [Element: Cold / Form: Sword] 3d6+20 physical damage.
  8156.  
  8157. <<Explosive Acceleration>>: Start / User
  8158. - The target gains +3d6 {Initiative}.
  8159.  
  8160. <<Sublimation Combat Arts>>: Physical Attack / Charge 2 Sq. / 1#
  8161. - [Element: Cold / Form: Axe] 4d6+30 physical damage, and targets cannot apply "reduce Damage by x" effects.
  8162.  
  8163. <<Immortal Technique>>: Unique / User
  8164. - Use on Damage Calculation or Damage Reduction. The target makes x1 [Timing: Attack]. 1/Round.
  8165.  
  8166. <<Spirit Transfer>>: Unique / 10 Sq. / 1#
  8167. - Use when the target declares a Talent. [Install] up to 5 Sq away. 1/Round.
  8168.  
  8169. Materials (2d6)
  8170. 2~7: None
  8171. 8+: Broken Magical Sword/PD+2: 1000G (Potency: 2)
  8172.  
  8173. Description:
  8174. The bones or corpse of a powerful warrior that has absorbed a shard and warped into a mononoke. It appears to be a bloodstained warrior, or soldier glowing with spirit light. They are terrifying warriors who retain the combat skills they had during their lifetime.
  8175.  
  8176. ----------------------------------------
  8177.  
  8178. Undead Mass / Class: Undead / LV: 6 (2)
  8179. Size : 3
  8180. Wits : Clever
  8181. Senses : Domain
  8182. Speech : Yes
  8183. Reaction : Hostile
  8184. ID : 20
  8185. Weakness : [Fire] [Cold]
  8186. Movement : Walk
  8187. | ACC | EVA | CNJ | RES | CHK
  8188. {Combat Stats} | 12 | 02 | 02 | 13 | 10
  8189. {Fixed Values} | 19 | 09 | 09 | 20 | 17
  8190. {Initiative} : 12 (6)
  8191. {HP} : 86
  8192. Armor : 20
  8193. Barrier : 5
  8194.  
  8195. Attack Methods
  8196.  
  8197. [Weapon Attack]: Melee Attack / 7 Sq. / 2#
  8198. - [Element: Toxin / Form: Spear] 3d6+20 physical damage.
  8199.  
  8200. <<Agonizing Strike>>: Physical Attack / 7 Sq. / 1#
  8201. - [Element: Shock / Form: Axe] 3d6+20 physical damage. Targets that fail their [Resist] check gain [Shift: Pain].
  8202.  
  8203. <<Intercepting Pseudopod>>: Defense / 10 Sq. / 1#
  8204. - Use on Damage Reduction. Reduce the [Damage] by 10, and the user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  8205.  
  8206. <<Gigantic Defense>>: Unique / 10 Sq. / 1#
  8207. - Use on Damage Reduction. Reduce the [Damage] by 10, change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects.
  8208.  
  8209. <<Wicked Flesh>>: Constant / User
  8210. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from [Weapon Attacks] and [Special Attacks].
  8211.  
  8212. Materials (2d6)
  8213. Automatic: Preserved Corpse/Barrier+2: 1000G (Potency: 2)
  8214.  
  8215. Description:
  8216. A shambling corpse which has become even more violent after years of absorbing souls. It has an evil and brutal nature, selecting targets only to steal their body parts for itself, then inflicts extreme pain on the victim before robbing them of their souls.
  8217.  
  8218. ----------------------------------------
  8219.  
  8220. Strigoi / Class: Undead / LV: 6 (2)
  8221. Size : 2
  8222. Wits : Clever
  8223. Senses : Magic
  8224. Speech : Yes
  8225. Reaction : Hostile
  8226. ID : 16
  8227. Weakness : [Fire] [Light]
  8228. Movement : Walk
  8229. | ACC | EVA | CNJ | RES | CHK
  8230. {Combat Stats} | 02 | 03 | 12 | 13 | 04
  8231. {Fixed Values} | 09 | 10 | 19 | 20 | 11
  8232. {Initiative} : 20 (9)
  8233. {HP} : 80
  8234. Armor : 15
  8235. Barrier : 10
  8236.  
  8237. Attack Methods
  8238.  
  8239. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  8240. - [Element: Phantom] 4d6+20 magical damage.
  8241.  
  8242. <<Disruptive Wave>>: Magical Attack / 6 Sq. / 1#/ Cancels
  8243. - [Element: Toxin] 4d6+30 magical damage.
  8244.  
  8245. <<Disruptive Protection>>: Defense / 8 Sq. / 1#
  8246. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  8247.  
  8248. <<Second Heart>>: Unique / User
  8249. - Use on Damage Reduction. The user changes the [Damage] received to 0 and ignores all other effects, then sets their {HP} to 30. 1/Combat.
  8250.  
  8251. <<Vengeful Spirit>>: Constant / User
  8252. - During the target's [Turn], gain x1 [Timing: Attack].
  8253.  
  8254. Materials (2d6)
  8255. Automatic: Decayed Skeleton/HP+9: 1500G (Potency: 3)
  8256.  
  8257. Description:
  8258. A subspecies of vampire from eastern europe. These creatures are formed when a vampire drains all the blood from a victim who has lived a life of vice and sin. The victim's hair turns crimson red and their eyes blue, becoming an extremely ferocious creature.
  8259.  
  8260. ----------------------------------------
  8261.  
  8262. Giant Undead Beast / Class: Undead / LV: 7 (2)
  8263. Size : 3
  8264. Wits : Clever
  8265. Senses : Domain
  8266. Speech : No
  8267. Reaction : Hostile
  8268. ID : 22
  8269. Weakness : [Fire] [Shock]
  8270. Movement : Walk, Swim
  8271. | ACC | EVA | CNJ | RES | CHK
  8272. {Combat Stats} | 13 | 02 | 03 | 13 | 10
  8273. {Fixed Values} | 20 | 09 | 10 | 20 | 17
  8274. {Initiative} : 17 (8)
  8275. {HP} : 102
  8276. Armor : 10
  8277. Barrier : 10
  8278.  
  8279. Attack Methods
  8280.  
  8281. [Weapon Attack]: Physical Attack / Engaged. / Area
  8282. - [Element: Toxin / Form: Giant] 3d6+25 physical damage.
  8283.  
  8284. <<Abnormal Metabolism>>: Start / User
  8285. - The target may reduce [Damage] from [Weapon Attacks] to 0.
  8286.  
  8287. <<Suppressing Strike>>: Physical Attack / Charge 4 Sq. / 1#
  8288. - [Element: Wind / Form: Axe] 3d6+35 physical damage. Targets that fail their [Reactive Check] gain [Shift: Pain].
  8289.  
  8290. <<Rotten Arm>>: Defense / 4 Sq. / 1#
  8291. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  8292.  
  8293. <<Bubbling Flesh>>: Constant / User
  8294. - The target gains +40 [Armor] and [Barrier] against [Target: 2# or more] [Attack Actions] (Including [Area - Combat Zone].)
  8295.  
  8296. Materials (2d6)
  8297. 2~7: None
  8298. 8+: Immortal Cells/HP+6: 1000G (Potency: 2)
  8299.  
  8300. Description:
  8301. A mutant giant created by Sumizuka Pharmaceutical through meridian remodeling experiments. Due to the abnormal regenerative properties of its metabolism, it is functionally immortal. Its whole body bubbles and writhes as pseudopod limbs grow and decay.
  8302.  
  8303. ----------------------------------------
  8304.  
  8305. Baykok / Class: Undead / LV: 8 (2)
  8306. Size : 2
  8307. Wits : Clever
  8308. Senses : Magic
  8309. Speech : Yes
  8310. Reaction : Hostile
  8311. ID : 19
  8312. Weakness : [Shock] [Light]
  8313. Movement : Walk
  8314. | ACC | EVA | CNJ | RES | CHK
  8315. {Combat Stats} | 05 | 14 | 13 | 07 | 04
  8316. {Fixed Values} | 12 | 21 | 20 | 14 | 11
  8317. {Initiative} : 21 (9)
  8318. {HP} : 90
  8319. Armor : 20
  8320. Barrier : 0
  8321.  
  8322. Attack Methods
  8323.  
  8324. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  8325. - [Element: Toxin] 3d6+25 magical damage.
  8326.  
  8327. <<High-Level Curse>>: Magical Attack / 6 Sq. / 1# / Cancels
  8328. - [Element: Phantom] 5d6+30 magical damage.
  8329.  
  8330. <<Thought Reading>>: Unique / 7 Sq. / 1#
  8331. - Use when the target declares a Talent. The user makes x1 [Timing: Attack]. 1/Round.
  8332.  
  8333. <<Translucent Coating>>: Unique / 7 Sq. / 1#
  8334. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  8335.  
  8336. <<Slaughter Spirit>: Constant / User
  8337. - During the target's [Turn], gain x1 [Timing: Attack].
  8338.  
  8339. Materials (2d6)
  8340. Automatic: Evil Totem/Barrier+2: 1000G (Potency: 2)
  8341.  
  8342. Description:
  8343. An evil spirit from Native American traditions. It is a skeleton covered in translucent skin that appears at night and attacks relentlessly. In recent years there have been rumors of this spirit appearing in South America.
  8344.  
  8345. ----------------------------------------
  8346.  
  8347. Rusalka / Class: Undead / LV: 9 (2)
  8348. Size : 2
  8349. Wits : Clever
  8350. Senses : Magic
  8351. Speech : Yes
  8352. Reaction : Hostile
  8353. ID : 17
  8354. Weakness : [Fire] [Shock]
  8355. Movement : Walk, Fly, Swim
  8356. | ACC | EVA | CNJ | RES | CHK
  8357. {Combat Stats} | 02 | 16 | 16 | 07 | 04
  8358. {Fixed Values} | 09 | 23 | 23 | 14 | 11
  8359. {Initiative} : 13 (6)
  8360. {HP} : 109
  8361. Armor : 10
  8362. Barrier : 10
  8363.  
  8364. Attack Methods
  8365.  
  8366. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  8367. - [Element: Phantom] 2d6+25 magical damage.
  8368.  
  8369. <<Water Wind Blade>>: Magical Attack / 7 Sq. / 1# / Cancels
  8370. - [Element: Wind] 4d6+30 magical damage. 1/Round.
  8371.  
  8372. <<Origin of Water>>: Magical Attack / 7 Sq. / 3# / Cancels
  8373. - [Element: Cold] 4d6+40 magical damage. 1/Round.
  8374.  
  8375. <<Ice Spear Disruption>>: Unique / 7 Sq. / 1#
  8376. - Use when the target declares a Talent. Cancel the effect of a [Timing: Start] Talent used by the target.
  8377.  
  8378. <<Translucent Coating>>: Unique / 7 Sq. / 1#
  8379. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  8380.  
  8381. Materials (2d6)
  8382. Automatic: Divine Water/Will+2: 1000G (Potency: 2)
  8383.  
  8384. Description:
  8385. A mononoke from eastern Europe that is treated as a deity of water in mythology. It is said when a woman dies a violent death, she becomes a Rusalka, a beautiful mononoke that seduces human men.
  8386.  
  8387. ----------------------------------------
  8388.  
  8389. Turdak / Class: Undead / LV: 9 (2)
  8390. Size : 2
  8391. Wits : Clever
  8392. Senses : Magic
  8393. Speech : Yes
  8394. Reaction : Mercurial
  8395. ID : 18
  8396. Weakness: [Shock] [Phantom]
  8397. Movement : Walk
  8398. | ACC | EVA | CNJ | RES | CHK
  8399. {Combat Stats} | 14 | 18 | 07 | 02 | 04
  8400. {Fixed Values} | 21 | 25 | 14 | 09 | 11
  8401. {Initiative} : 25 (10)
  8402. {HP} : 90
  8403. Armor : 10
  8404. Barrier : 10
  8405.  
  8406. Attack Methods
  8407.  
  8408. [Weapon Attack]: Melee Attack / Engaged / 1#
  8409. - [Form: Sword] 3d6+25 physical damage.
  8410.  
  8411. <<Divine Blade Slash>>: Physical Attack / 7 Sq. / 1#
  8412. - [Element: Light / Form: Sword] 4d6+40 physical damage.
  8413.  
  8414. <<Divine Blessing>>: Unique / 7 Sq. / 1#
  8415. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  8416.  
  8417. <<Concept - Healing>>: Unique / 7 Sq. / 1#
  8418. - Use at Any Time. The target removes one [Negative Shift] then [Recovers] 30 {HP}. 1/Round.
  8419.  
  8420. <<Ruler of Disease>>: Constant / User
  8421. - During the target's [Turn], gain x1 [Timing: Attack]. Also, the target gains +30 [Armor] and [Barrier] against [Damage] from targets other than [Range: Engaged].
  8422.  
  8423. Materials (2d6)
  8424. Automatic: Testament of Yomi/Luck+2: 1000G (Potency: 2)
  8425.  
  8426. Description:
  8427. A ruler of disease who serves under King Yama. While responsible for bringing ill health and death to many people, they are also said to have the divine ability to heal injuries and purge diseases.
  8428.  
  8429. ----------------------------------------
  8430.  
  8431. Kudlak / Class: Undead / LV: 10 (2)
  8432. Size : 2
  8433. Wits : Clever
  8434. Senses : Domain
  8435. Speech : Yes
  8436. Reaction : Hostile
  8437. ID : 23
  8438. Weakness : [Light]
  8439. Movement : Walk
  8440. | ACC | EVA | CNJ | RES | CHK
  8441. {Combat Stats} | 14 | 15 | 16 | 04 | 02
  8442. {Fixed Values} | 21 | 22 | 23 | 11 | 09
  8443. {Initiative} : 14 (7)
  8444. {HP} : 100
  8445. Armor : 10
  8446. Barrier : 30
  8447.  
  8448. Attack Methods
  8449.  
  8450. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  8451. - [Element: Wind] 3d6+30 magical damage.
  8452.  
  8453. <<Blood Magic>>: Start / Combat Zone / Combat Zone
  8454. - [Class: Undead] NPCs gain +10 [Damage] and {Initiative}
  8455.  
  8456. <<Fiendish Strike>>: Physical Attack / Charge 2 Sq. / Area
  8457. - The user gains +2 to {Accuracy}, then inflicts [Element: Wind / Form: Hammer] 4d6+40 physical damage, and the target [Halves] their [Armor].
  8458.  
  8459. <<Expert Magic>>: Magical Attack / 6 Sq. / 1# / Cancels
  8460. - [Element: Phantom] 4d6+40 magical damage.
  8461.  
  8462. <<Thought Reading>>: Unique / 7 Sq. / 1#
  8463. - Use when the target declares a Talent. The user makes x1 [Timing: Attack]. 1/Round.
  8464.  
  8465. Materials (2d6)
  8466. Automatic: Forbidden Tome/MD+2: 1000G (Potency: 2)
  8467.  
  8468. Description:
  8469. A sorcerer who became a vampire through the use of forbidden magic. To kill it permanently, it needs to be pierced through the heart with a sacred weapon. They are hunted down by nocturnal vampire hunters known as Krusniks.
  8470.  
  8471. ----------------------------------------
  8472.  
  8473. Manananggal / Class: Undead / LV: 11 (3)
  8474. Size : 2
  8475. Wits : Clever
  8476. Senses : Magic
  8477. Speech : Yes
  8478. Reaction : Hostile
  8479. ID : 24
  8480. Weakness : [Fire] [Phantom]
  8481. Movement : Fly
  8482. | ACC | EVA | CNJ | RES | CHK
  8483. {Combat Stats} | 19 | 10 | 11 | 07 | 06
  8484. {Fixed Values} | 26 | 17 | 18 | 14 | 13
  8485. {Initiative} : 30 (12)
  8486. {HP} : 117
  8487. Armor : 15
  8488. Barrier : 10
  8489.  
  8490. Attack Methods
  8491.  
  8492. [Weapon Attack]: Melee Attack / Engaged / Area
  8493. - [Element: Toxin / Form: Sword] 2d6+35 damage.
  8494.  
  8495. <<Bloody Assault>>: Physical Attack / Charge 4 Sq. / 1#
  8496. - The user gains +2 to {Accuracy}, then inflicts [Form: Spear] 4d6+40 physical damage. If at least one target fails their [Reactive Check], the user [Recovers] 20 {HP}.
  8497.  
  8498. <<Consecutive Attack>>: Unique / User
  8499. - Use on Damage Calculation or Damage Reduction. The target makes x1 [Weapon Attack]. 2/Round.
  8500.  
  8501. <<Detached Flesh>>: Constant / User
  8502. - The target gains +40 [Armor] and [Barrier] against [Target: 2# or more] [Attack Actions] (Including [Area - Combat Zone]). Additionally, the target may reduce [Damage] from [Weapon Attacks] to 0.
  8503.  
  8504. Materials (2d6)
  8505. 2~7: None
  8506. 8~9: Bat Wings/Evasion+1: 1000G (Potency: 2)
  8507. 10+: Severed Lower Body/Speed+3: 2000G (Potency: 4)
  8508.  
  8509. Description:
  8510. A dangerous vampire who appears in asian mythology. They appear to be beautiful men or women, but when their true nature is revealed they detach from their lower body and attack humans from the air, draining the souls and blood simultaneously.
  8511.  
  8512. ----------------------------------------
  8513.  
  8514. Mekurabe / Class: Undead / LV: 12 (3)
  8515. Size : 4
  8516. Wits : Clever
  8517. Senses : Domain
  8518. Speech : Yes
  8519. Reaction : Hostile
  8520. ID : 21
  8521. Weakness : [Light]
  8522. Movement : Walk, Swim
  8523. | ACC | EVA | CNJ | RES | CHK
  8524. {Combat Stats} | 08 | 07 | 17 | 17 | 06
  8525. {Fixed Values} | 15 | 14 | 24 | 24 | 13
  8526. {Initiative} : 29 (12)
  8527. {HP} : 145
  8528. Armor : 10
  8529. Barrier : 10
  8530.  
  8531. Attack Methods
  8532.  
  8533. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  8534. - [Element: Phantom] 3d6+30 magical damage.
  8535.  
  8536. <<Penetrating Stare>>: Magical Attack / 7 Sq. / 2# / Cancels
  8537. - [Element: Phantom] 4d6+25 magical damage.
  8538.  
  8539. <<Countless Evil Eyes>>: Magical Attack / 7 Sq. / Area / Cancels
  8540. - [Element: Phantom 6d6+30 magical damage. 1/Round.
  8541.  
  8542. <<Evil Eye>>: Unique / 7 Sq. / 1#
  8543. - Use when the target declares a Talent. Cancel the effect of one Talent other than [Timing: Constant] used by the target. 1/Round
  8544.  
  8545. <<Stare Back>>: Unique / User
  8546. - Use on Damage Reduction. The target [Recovers] 20 {HP}, then makes x1 [Timing: Attack]. 1/Round.
  8547.  
  8548. <<Countless Skulls>>: Constant / User
  8549. - The user reduces [Damage] from [Weapon Attacks] to 0.
  8550.  
  8551. Materials (2d6)
  8552. Automatic: Polished Skull/MD+2: 1000G (Potency: 2)
  8553.  
  8554. Description:
  8555. A powerful collective spirit made up of countless souls gathered through some kind of ritual. It's said they will endlessly stare down a victim until their curse is ended.
  8556.  
  8557. ----------------------------------------
  8558.  
  8559. Coffin Queen / Class: Undead / LV: 15 (3)
  8560. Size : 2
  8561. Wits : Clever
  8562. Senses : Domain
  8563. Speech : Yes
  8564. Reaction : Hostile
  8565. ID : 26
  8566. Weakness : [Lightning]
  8567. Movement : Walk, Fly
  8568. | ACC | EVA | CNJ | RES | CHK
  8569. {Combat Stats} | 10 | 10 | 20 | 19 | 06
  8570. {Fixed Values} | 17 | 17 | 27 | 26 | 13
  8571. {Initiative} : 31 (12)
  8572. {HP} : 136
  8573. Armor : 20
  8574. Barrier : 20
  8575.  
  8576. Attack Methods
  8577.  
  8578. [Weapon Attack]: Magical Attack / 3 Sq. / 3#
  8579. - [Element: Toxin] 5d6+35 damage.
  8580.  
  8581. <<Magical Deployment>>: Prep / User
  8582. - Increase the [Target] of [Attack Actions] by 2#.
  8583.  
  8584. <<Blood Spirit Drain>>: Magical Attack / 3 Sq. / 1# / Cancels
  8585. - [Element: Phantom] 6d5+50 magical damage. If the target is [Class: Humanoid], increase [Damage] by 30.
  8586.  
  8587. <<Dispersal Dodge>>: Defense / User
  8588. - Use on Evasion Check. The target may make a {Resist} check in place of an {Evasion} check, and when succeeding the check, the target may also [Install] up to 5 Sq away.
  8589.  
  8590. <<King's Consort>>: Constant / User
  8591. - During the target's [Turn], gain x1 [Timing: Attack].
  8592.  
  8593. Materials (2d6)
  8594. Automatic: Magical Torture Device/PD+3: 1500G (Potency: 3)
  8595.  
  8596. Description:
  8597. A high-ranking vampire that is on par with the Vampire King. It has accumulated a great amount of spiritual power over a long period of time, and is able to use powerful supernatural skills that even other high-ranking vampires cannot.
  8598.  
  8599. ----------------------------------------
  8600.  
  8601. Phantom / Class: Undead / LV: 16 (4)
  8602. Size : 3
  8603. Wits : Clever
  8604. Senses : Domain
  8605. Speech : Yes
  8606. Reaction : Hostile
  8607. ID : 28
  8608. Weakness : [Light]
  8609. Movement : Walk, Fly, Swim
  8610. | ACC | EVA | CNJ | RES | CHK
  8611. {Combat Stats} | 07 | 10 | 22 | 22 | 06
  8612. {Fixed Values} | 14 | 17 | 29 | 29 | 13
  8613. {Initiative} : 30 (12)
  8614. {HP} : 191
  8615. Armor : 30
  8616. Barrier : 10
  8617.  
  8618. Attack Methods
  8619.  
  8620. [Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
  8621. - [Element: Cold] 4d6+50 damage.
  8622.  
  8623. <<Mind Crush>>: Magical Attack / 7 Sq. / 2# / Cancels
  8624. - [Element: Phantom] 7d6+90 magical damage.
  8625.  
  8626. <<Drain Touch>>: Unique / Engaged / 1#
  8627. - Use at Any Time. The target loses [1d6x10] HP, and the target [Recovers] 30 {HP}.
  8628.  
  8629. <<Spirit Diffusion>>: Unique / Combat Zone / 1#
  8630. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  8631.  
  8632. <<Complete Spirit>>: Constant / User
  8633. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Physical Damage].
  8634.  
  8635. Materials (2d6)
  8636. Automatic: Black Spirit Core/MD+3: 1500G (Potency: 3)
  8637.  
  8638. Description:
  8639. An evil spirit that can freely interact with the physical world despite having only the body of a spirit. It appears identical to when they were alive, but their eyes shine with bright light. Only a high-ranking Godhunter or Esper are capable of becoming one after death.
  8640.  
  8641. ----------------------------------------
  8642.  
  8643. ================================================================================
  8644. Super God Evolve -- GM Section: Mythic Mononoke [XXXN-7]
  8645. ================================================================================
  8646. Variant Halo x3 / Class: Mythical / LV: 1 (1)
  8647. Size : 2
  8648. Wits : Clever
  8649. Senses : Magic
  8650. Speech : Yes
  8651. Reaction : Friendly
  8652. ID : 13
  8653. Weakness : [Magnet] [Phantom]
  8654. Movement : Walk, Fly
  8655. | ACC | EVA | CNJ | RES | CHK
  8656. {Combat Stats} | 05 | 03 | 07 | 07 | 04
  8657. {Fixed Values} | 12 | 10 | 14 | 14 | 11
  8658. {Initiative} : 17 (8)
  8659. {HP} : 51
  8660. Armor : 4
  8661. Barrier : 1
  8662.  
  8663. Attack Methods
  8664.  
  8665. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  8666. - [Element: Light] 2d6+8 magical damage.
  8667.  
  8668. <<Halo Flash>>:: Magical Attack / 5 Sq. / 2# / Cancels
  8669. - [Element: Light] 2d6+7 magical damage. 1/Round.
  8670.  
  8671. <<Protective Light>>: Defense / Engaged / 1#
  8672. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  8673.  
  8674. <<Avatar of Light>>: Constant / User
  8675. - The target reduces [Element: Light] damage to 0, and ignores other effects.
  8676.  
  8677. Materials (2d6)
  8678. 2~7: None
  8679. 8~11: Divine Afterglow/MD+1: 500G (Potency: 1)
  8680. 10+: Spirit Stone of Light/Bestow Light: 1500G (Potency: 3)
  8681.  
  8682. Description:
  8683. A mononoke made of the spiritual power from the halos surrounding gods and divine beings, and even from leylines. They take the form of faintly glowing humanoids but may on rare occasions appear in the form of a beast. Though they have low combat power, they have a will to protect their master with their spiritual abilities.
  8684.  
  8685. ----------------------------------------
  8686.  
  8687. Baku / Class: Mythical / LV: 1 (1)
  8688. Size : 3
  8689. Wits : High
  8690. Senses : Magic
  8691. Speech : Yes
  8692. Reaction : Friendly
  8693. ID : 12
  8694. Weakness : [Shock] [Toxin]
  8695. Movement : Walk
  8696. | ACC | EVA | CNJ | RES | CHK
  8697. {Combat Stats} | 07 | 03 | 05 | 07 | 04
  8698. {Fixed Values} | 14 | 10 | 12 | 14 | 11
  8699. {Initiative} : 15 (7)
  8700. {HP} : 56
  8701. Armor : 5
  8702. Barrier : 5
  8703.  
  8704. Attack Methods
  8705.  
  8706. [Weapon Attack]: Melee Attack / Engaged / 1#
  8707. - [Form: Hammer] 3d6+8 physical damage. [Additional Effect]: [Target: 1#] gains a +2 modifier to a {Will} check. 1/Round.
  8708.  
  8709. <<Spirit Energy Interference>>: Start / Combat Zone / Combat Zone / No Reactive Check
  8710. - [Class: Undead - Chaos] reduce [Damage] by 5 during [Damage Calculation] (to a minimum of 0).
  8711.  
  8712. <<Nightmare Eater>>: Defense / 3 Sq. / 1#
  8713. - The target [Halves] [Element: Phantom] [Damage].
  8714.  
  8715. <<Mythical Regeneration>>: End / 7 Sq. / 1#
  8716. - The target spends any number of [Spirit Dice] or [Overflow], then recovers 10 {HP} for each one spent (Maximum 20).
  8717.  
  8718. Materials (2d6)
  8719. 2~9: None
  8720. 10+: Baku Nose/Will+1: 500G (Potency: 1)
  8721.  
  8722. Description:
  8723. A concentrated mass of pure spirit energy that combines with a shard and becomes a spiritual beast. It forms as a quadrupedal animal whose body is covered in platinum-colored fur and it has a long, elephant-like nose. It feeds on miasma and negative emotions of humanity, purging them from the nightmares of children. While not very good in combat, they have great supporting abilities with their ability to eat miasma.
  8724.  
  8725. ----------------------------------------
  8726.  
  8727. Watchman / Class: Mythical / LV: 2 (1)
  8728. Size : 2
  8729. Wits : Clever
  8730. Senses : Magic
  8731. Speech : Yes
  8732. Reaction : Mercurial
  8733. ID : 15
  8734. Weakness : [Toxin] [Phantom]
  8735. Movement : Walk
  8736. | ACC | EVA | CNJ | RES | CHK
  8737. {Combat Stats} | 08 | 06 | 05 | 03 | 04
  8738. {Fixed Values} | 15 | 13 | 12 | 10 | 11
  8739. {Initiative} : 17 (6)
  8740. {HP} : 67
  8741. Armor : 5
  8742. Barrier : 1
  8743.  
  8744. Attack Methods
  8745.  
  8746. [Weapon Attack]: Melee Attack / Engaged / 1#
  8747. - [Form: Sword] 3d6+10 physical damage. [Additional Effect]: After [Damage Calculation], make x1 [Weapon Attack]. 1/Combat.
  8748.  
  8749. <<Ancient Swordsmanship>>: Physical Attack / Engaged / 1#
  8750. - The target gains +2 to {Accuracy}, then inflicts [Form: Sword] 3d6+10 physical damage.
  8751.  
  8752. <<Regeneration>>: Unique / 7 Sq. / 1#
  8753. - Use on Damage Reduction. The target [Recovers] 10 {HP}. 1/Round.
  8754.  
  8755. <<Blessing of Leylines>>: Constant / User
  8756. The target [Halves] [Damage] from [Weapon Attacks].
  8757.  
  8758. Materials (2d6)
  8759. 2~9: None
  8760. 10+: Watchman's Mark/Luck+1: 500G (Potency: 1)
  8761.  
  8762. Description:
  8763. The soul of a person who was steadfast in their righteousness and benevolence during life and was chosen by a leyline to become a guardian spirit. Although their strength is not on the level of a Heroic Spirit, they are granted combat strength by the leyline.
  8764.  
  8765. ----------------------------------------
  8766.  
  8767. Ohaguro-Bettari / Class: Mythical / LV: 2 (1)
  8768. Size : 2
  8769. Wits : Normal
  8770. Senses : Heat
  8771. Speech : Yes
  8772. Reaction : Mercurial
  8773. ID : 15
  8774. Weakness : [Fire] [Toxin]
  8775. Movement : Walk
  8776. | ACC | EVA | CNJ | RES | CHK
  8777. {Combat Stats} | 07 | 05 | 07 | 03 | 04
  8778. {Fixed Values} | 14 | 12 | 14 | 10 | 11
  8779. {Initiative} : 19 (8)
  8780. {HP} : 52
  8781. Armor : 0
  8782. Barrier : 5
  8783.  
  8784. Attack Methods
  8785.  
  8786. [Weapon Attack]: Melee Attack / Engaged / 1#
  8787. - [Form: Hammer] 2d6+10 physical damage.
  8788.  
  8789. <<Apostle Spirit Arts>>: Magical Attack / 7 Sq. / 1# / Cancels
  8790. - [Element: Light] 3d6+10 magical damage.
  8791.  
  8792. <<Laughter>>: Unique / 7 Sq. / 1#
  8793. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  8794.  
  8795. Materials (2d6)
  8796. 2~8: None
  8797. 9+: Messenger's Mirror/HP+3: 500G (Potency: 1)
  8798.  
  8799. Description:
  8800. A Nopperabo with only a mouth. In actuality it is a fox or tanuki that serves a divine spirit or tochigami, and its duty is to frighten humans who approach a leyline and steer them away. However, in the modern times, humans are no longer scared of their true appearance and so they have adapted and take on more fearsome images of contemporary youkai, such as Kuchitake-Onna and Hasami-Onna.
  8801.  
  8802. ----------------------------------------
  8803.  
  8804. Shisa / Class: Mythical / LV: 4 (1)
  8805. Size : 3
  8806. Wits : Clever
  8807. Senses : Magic
  8808. Speech : Yes
  8809. Reaction : Friendly
  8810. ID : 16
  8811. Weakness : [Cold] [Poison]
  8812. Movement : Walk
  8813. | ACC | EVA | CNJ | RES | CHK
  8814. {Combat Stats} | 09 | 09 | 05 | 03 | 06
  8815. {Fixed Values} | 16 | 16 | 12 | 10 | 13
  8816. {Initiative} : 17 (8)
  8817. {HP} : 84
  8818. Armor : 10
  8819. Barrier : 3
  8820.  
  8821. Attack Methods
  8822.  
  8823. [Weapon Attack]: Melee Attack / Engaged / 1#
  8824. - [Form: Sword] 4d6+13 physical damage. [Additional Effect]: [Halve] the [Armor] or [Barrier] of the target of an [Attack Action]. 1/Combat.
  8825.  
  8826. <<Evil-Crushing Roar>>: Start / Combat Zone / Combat Zone
  8827. - [Class: Mythical] NPC gain +10 [Damage].
  8828.  
  8829. <<Lion Dance>>: Physical Attack / Engaged / Area
  8830. - [Form: Axe] 3d6+13 physical damage. 1/Round.
  8831.  
  8832. <<Divine Beast Protection>>: Defense / 5 Sq. / 1#
  8833. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  8834.  
  8835. <<Lion of Exorcism>>: Constant / User
  8836. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Element: Light] [Damage].
  8837.  
  8838. Materials (2d6)
  8839. 2~9: Shisa's Claw/Initiative+1: 500G (Potency: 1)
  8840. 10+: Shisa's Fang/PD+2: 1000G (Potency: 2)
  8841.  
  8842. Description:
  8843. A subspecies of Komainu that has grown over many years and acquired divine spiritual power comparable to a deity. It is said to be able to extinguish fires with the power of its roar. A rare existence, they can typically only be seen working under a Nushi with spiritual power amongst the greatest within Japan.
  8844.  
  8845. ----------------------------------------
  8846.  
  8847. Dawon / Class: Mythical / LV: 5 (1)
  8848. Size : 3
  8849. Wits : Clever
  8850. Senses : Magic
  8851. Speech : Yes
  8852. Reaction : Mercurial
  8853. ID : 16
  8854. Weakness : [Wind] [Phantom]
  8855. Movement : Walk
  8856. | ACC | EVA | CNJ | RES | CHK
  8857. {Combat Stats} | 11 | 09 | 09 | 05 | 04
  8858. {Fixed Values} | 18 | 16 | 16 | 12 | 11
  8859. {Initiative} : 28 (11)
  8860. {HP} : 102
  8861. Armor : 5
  8862. Barrier : 10
  8863.  
  8864. Attack Methods
  8865.  
  8866. [Weapon Attack]: Melee Attack / Engaged / 1#
  8867. - [Element: Fire / Form: Sword] 4d6+19 physical damage. [Additional Effect]: The user gains +2 to an {Evasion} check. 1/Round.
  8868.  
  8869. <<Blessing of the Holy Beast>>: Start / 7 Sq. / 1#
  8870. - The target may ignore [Engagements] during a [Combat Move].
  8871.  
  8872. <<Divine Beast Claws And Fangs>>: Physical Attack / Engaged / 1#
  8873. - [Element: Light / Form: Axe] 3d6+25 physical damage. Targets that fail their [Reactive Check] reduce the result of {Evasion} check by 2 for the rest of combat.
  8874.  
  8875. <<Goddess Cavalry>>: Unique / Engaged / 1#
  8876. - Use before Accuracy Check. Change the target's [Attack Action] to [Charge 10 Sq] and the target gains +10 [Physical Damage]. 2/Round.
  8877.  
  8878. <<Extra Attack I>>: Constant / User
  8879. - During the target's [Turn], gain x1 [Timing: Attack].
  8880.  
  8881. Materials (2d6)
  8882. 2~8: Golden Saddle/Initiative+1: 500G (Potency: 1)
  8883. 9+: Tiger Paw/Evasion+1: 1000G (Potency: 2)
  8884.  
  8885. Description:
  8886. A sacred beast said to have been ridden by a god of war. Its true identity is a lion or tiger that has gained a shard and become a supernatural being. They have noble spirits and great wisdom, and will risk their lives in defense of their master.
  8887.  
  8888. ----------------------------------------
  8889.  
  8890. Holawaka / Class: Mythical / LV: 6 (2)
  8891. Size : 2
  8892. Wits : Low
  8893. Senses : Magic
  8894. Speech : Yes
  8895. Reaction : Friendly
  8896. ID : 20
  8897. Weakness : [Shock] [Light]
  8898. Movement : Walk, Fly
  8899. | ACC | EVA | CNJ | RES | CHK
  8900. {Combat Stats} | 03 | 09 | 11 | 12 | 05
  8901. {Fixed Values} | 10 | 16 | 18 | 19 | 12
  8902. {Initiative} : 26 (11)
  8903. {HP} : 97
  8904. Armor : 10
  8905. Barrier : 10
  8906.  
  8907. Attack Methods
  8908.  
  8909. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  8910. - [Element: Magnet ] 3d6+20 magical damage.
  8911.  
  8912. <<Voice of the Divine Bird>>: Start / Combat Zone / Combat Zone
  8913. - The target gains +5 on [Damage Calculation].
  8914.  
  8915. <<Carrion Eater>>: Magical Attack / Engaged / 1# / Cancels
  8916. - [Element: Toxin] 4d6+20 magical damage. If the target is a [Mononoke], gain an additional +10 [Damage].
  8917.  
  8918. <<Sheep Scream>>: Defense / 6 Sq. / 1#
  8919. - Use on Damage Reduction. The target gains +10 [Barrier].
  8920.  
  8921. <<Divine Message of Shedding>>: Unique / 6 Sq. / 1#
  8922. - Use on Damage Reduction. The target [Recovers] 10 {HP}. 1/Round.
  8923.  
  8924. Materials (2d6)
  8925. 2~9: Snake Carrion/HP+3: 500G (Potency: 1)
  8926. 10+: Oracle Paper/HP+9: 1500G (Potency: 3)
  8927.  
  8928. Description:
  8929. A sacred bird in Ethiopian mythology. It is said that because it did not convey god's message to mankind and instead gave it to snakes, mankind failed to gain immortality. It's favored as a messenger spirit by African leyline Nushi across the African continent.
  8930.  
  8931. ----------------------------------------
  8932.  
  8933. Ceremonial Tool Avatar / Class: Mythical / LV: 7 (2)
  8934. Size : 1
  8935. Wits : Clever
  8936. Senses : Magic
  8937. Speech : Yes
  8938. Reaction : Friendly
  8939. ID : 19
  8940. Weakness : [Magnet] [Phantom]
  8941. Movement : Walk
  8942. | ACC | EVA | CNJ | RES | CHK
  8943. {Combat Stats} | 13 | 05 | 12 | 03 | 05
  8944. {Fixed Values} | 20 | 12 | 19 | 10 | 12
  8945. {Initiative} : 20 (9)
  8946. {HP} : 121
  8947. Armor : 10
  8948. Barrier : 10
  8949.  
  8950. Attack Methods
  8951.  
  8952. [Weapon Attack]: Melee Attack / Engaged / 1#
  8953. - [Form: Sword] 3d6+20 physical damage.
  8954.  
  8955. <<Sword and Spear Sharpening>>: Start / Combat Zone / Combat Zone
  8956. - The target gains +5 to the [Damage] of [Form :Sword - Spear]
  8957.  
  8958. <<Spirit Sword Flash>>: Physical Attack / 7 Sq. / 1#
  8959. - [Form: Sword] 4d6+30 physical damage. 1/Round.
  8960.  
  8961. <<Exorcist Flash>>: Magical Attack / 7 Sq. / 1# / Cancels
  8962. - [Element: Light] 3d6+20 magical damage. 1/Round.
  8963.  
  8964. <<Mononoke-Suppressing Blade>>: Unique / 7 Sq. / 1#
  8965. - Use on Damage Calculation. Gain +[1d6x5] [Damage] against [Mononoke]. 1/Round.
  8966.  
  8967. Materials (2d6)
  8968. 2~9: Ceremonial Item/PD+1: 500G (Potency: 1)
  8969. 10+: Shining Ritual Tool/Accuracy+1: 1000G (Potency: 2)
  8970.  
  8971. Description:
  8972. An artificial regalia that has existed for many years and has become a minor deity. It appears similar to a sword or spear used in rituals and ceremonies rather than battle, but when it manifests itself, it appears as a handsome man or beautiful woman in shinto robes. Many serve as guardians of tochigami and protect their realms.
  8973.  
  8974. ----------------------------------------
  8975.  
  8976. Thunderbird / Class: Mythical / LV: 8 (2)
  8977. Size : 3
  8978. Wits : Clever
  8979. Senses : Magic
  8980. Speech : Yes
  8981. Reaction : Mercurial
  8982. ID : 17
  8983. Weakness : [Fire] [Cold]
  8984. Movement : Walk, Fly
  8985. | ACC | EVA | CNJ | RES | CHK
  8986. {Combat Stats} | 14 | 14 | 05 | 05 | 06
  8987. {Fixed Values} | 21 | 21 | 12 | 12 | 13
  8988. {Initiative} : 35 (14)
  8989. {HP} : 93
  8990. Armor : 10
  8991. Barrier : 10
  8992.  
  8993. Attack Methods
  8994.  
  8995. [Weapon Attack]: Ranged Attack / 10 Sq. / 1#
  8996. - [Element: Thunder / Form: Ranged] 3d6+20 physical damage. [Additional Effect]: The target of an [Attack Action] [Halves] their [Armor]. 1/Combat.
  8997.  
  8998. <<Like Lightning>:: Start / 5 Sq. / 1#
  8999. - The target gains +3d6 {Initiative}.
  9000.  
  9001. <<Lightning Speed>>: Physical Attack / Charge 5 Sq. / 1#
  9002. - [Element: Shock / Form: Spear] 4d6+40 physical damage. 1/Round.
  9003.  
  9004. <<Lightning Avatar>>: Constant / User
  9005. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target may make [Ranged Attacks] after a [Combat Move], and reduces [Element: Shock] [Damage] to 0 and ignores all other effects.
  9006.  
  9007. Materials (2d6)
  9008. 2~10: Golden Feather/Initiative+1: 500G (Potency: 1)
  9009. 10+: Glowing Tail Feather/Bestow Shock: 1500G (Potency: 3)
  9010.  
  9011. Description:
  9012. An eagle that obtained a shard and became a deity. It is gigantic, with flaming eyes, and wings that shine like flashes of lightning that can generate thunderbolts at will.
  9013.  
  9014. ----------------------------------------
  9015.  
  9016. Genbu / Class: Mythical / LV: 9 (2)
  9017. Size : 3
  9018. Wits : Clever
  9019. Senses : Domain
  9020. Speech : Yes
  9021. Reaction : Mercurial
  9022. ID : 20
  9023. Weakness : [Wind]
  9024. Movement : Walk, Swim
  9025. | ACC | EVA | CNJ | RES | CHK
  9026. {Combat Stats} | 16 | 05 | 03 | 13 | 09
  9027. {Fixed Values} | 23 | 12 | 10 | 20 | 16
  9028. {Initiative} : 10 (5)
  9029. {HP} : 126
  9030. Armor : 20
  9031. Barrier : 20
  9032.  
  9033. Attack Methods
  9034.  
  9035. [Weapon Attack]: Melee Attack / Combat Zone / 3#
  9036. - [Element: Cold / Form: Hammer] 4d6+25 physical damage.
  9037.  
  9038. <<Wisdom of Genbu>>: Start / Combat Zone / Combat Zone
  9039. - The target gains +2 to [Active Checks] and +10 [Armor] and [Barrier].
  9040.  
  9041. <<Gravity Roar>>: Physical Attack / 7 Sq. / 2#
  9042. - [Element: Magnet / Form: Ranged] 6d6+40 physical damage.
  9043.  
  9044. <<Peaceful Mountain's Protection>>: Defense / Combat Zone / 1#
  9045. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  9046.  
  9047. <<Spiritual Power of the Black Tortoise>>: Constant / User
  9048. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target reduces [Damage] by 10 while [Ready].
  9049.  
  9050. Materials (2d6)
  9051. Automatic: Genbu's Shell/Armor+3: 1500G (Potency: 3)
  9052.  
  9053. Description:
  9054. One of the four guardian gods and ruler of the North. It appears as a giant turtle with a snake for a tail, and a shining shell. It is a calm and patient deity said to impart ancient knowledge onto godhunters. It is also able to control magnetic force with ease.
  9055.  
  9056. ----------------------------------------
  9057.  
  9058. Seiryuu / Class: Mythical / LV: 10 (2)
  9059. Size : 3
  9060. Wits : Clever
  9061. Senses : Domain
  9062. Speech : Yes
  9063. Reaction : Mercurial
  9064. ID : 21
  9065. Weakness : [Shock]
  9066. Movement : Walk. Swim
  9067. | ACC | EVA | CNJ | RES | CHK
  9068. {Combat Stats} | 19 | 16 | 05 | 04 | 08
  9069. {Fixed Values} | 23 | 23 | 12 | 11 | 15
  9070. {Initiative} : 30 (12)
  9071. {HP} : 164
  9072. Armor : 10
  9073. Barrier : 10
  9074.  
  9075. Attack Methods
  9076.  
  9077. [Weapon Attack]: Ranged Attack / 7 Sq. / 2#
  9078. - [Element: Light / Form: Ranged] 4d6+30 physical damage.
  9079.  
  9080. <<Freezing Water Breath>>: Physical Attack / 7 Sq. / Area
  9081. - [Element: Cold / Form: Ranged] 5d6+50 physical damage.
  9082.  
  9083. <<Movement Control>>: Unique / Combat Zone / 1#
  9084. - Use when the target declares a Talent. The user makes x1 [Timing: Attack]. 1/Combat.
  9085.  
  9086. <<Attack Absorption>>: Unique / Combat Zone / 1#
  9087. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  9088.  
  9089. <<Spiritual Power of the Azure Dragon>>: Constant / User
  9090. - The target may make [Ranged Attacks] after a [Combat Move], and gains +3d6 [Damage] against [Targets] while [Ready].
  9091.  
  9092. Materials (2d6)
  9093. Automatic: Azure Dragon Scale/PD+3: 1500G (Potency: 3)
  9094.  
  9095. Description:
  9096. One of the four guardian gods and ruler of the East. It is a gigantic oriental dragon with scales that shine like jade, and controls the water at will. It is a deity that respects swiftness, and is even able to momentarily alter the flow of time.
  9097.  
  9098. ----------------------------------------
  9099.  
  9100. Dominion / Class: Mythical / LV:11 (3)
  9101. Size : 2
  9102. Wits : Clever
  9103. Senses : Domain
  9104. Speech : Yes
  9105. Reaction : Mercurial
  9106. ID : 20
  9107. Weakness : [Magnet] [Toxin]
  9108. Movement : Walk, Fly
  9109. | ACC | EVA | CNJ | RES | CHK
  9110. {Combat Stats} | 06 | 06 | 17 | 16 | 09
  9111. {Fixed Values} | 13 | 13 | 24 | 23 | 16
  9112. {Initiative} : 29 (12)
  9113. {HP} : 142
  9114. Armor : 20
  9115. Barrier : 10
  9116.  
  9117. Attack Methods
  9118.  
  9119. [Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
  9120. - [Form: Magic] 3d6+28 magical damage. [Additional Effect]: The target of an [Attack Action] reduces [Barrier] to 0. 1/Combat.
  9121.  
  9122. <<Shining Majesty>>: Magical Attack / Combat Zone / Area / Halves
  9123. - [Element: Light] 4d6+47 magical damage. 1/Round.
  9124.  
  9125. <<<Divine Absorption>>: Unique / Combat Zone / 1#
  9126. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 2/Round.
  9127.  
  9128. <<Divine Lordship>>: Constant / User
  9129. - During the target's [Turn], gain x2 [Timing: Attack]. Additionally, as long as the user does not have [Shift: Dead], [Class: Plant - Mythical] NPCs in the [Combat Zone] other than [Bosses] gain +20 [Armor] and [Barrier].
  9130.  
  9131. Materials (2d6)
  9132. 2~10: Robe of Light/Armor+2: 1000G (Potency: 2)
  9133. 11+: Scepter of Lordship/Intellect+4: 4000G (Potency: 3)
  9134.  
  9135. Description:
  9136. A high-ranking angel that rules and governs over the lower choirs. They appear as beautiful men and women wearing a shining robe of light and wielding a sacred scepter.
  9137.  
  9138. ----------------------------------------
  9139.  
  9140. Byakko / Class: Mythical / LV: 11 (3)
  9141. Size : 3
  9142. Wits : Clever
  9143. Senses : Domain
  9144. Speech : Yes
  9145. Reaction : Mercurial
  9146. ID : 22
  9147. Weakness : [Fire]
  9148. Movement : Walk, Fly
  9149. | ACC | EVA | CNJ | RES | CHK
  9150. {Combat Stats} | 18 | 17 | 06 | 06 | 07
  9151. {Fixed Values} | 25 | 24 | 13 | 13 | 14
  9152. {Initiative} : 35 (14)
  9153. {HP} : 152
  9154. Armor : 10
  9155. Barrier : 15
  9156.  
  9157. Attack Methods
  9158.  
  9159. [Weapon Attack]: Melee Attack / Charge 2 Sq. / 1#
  9160. - [Element: Wind / Form: Axe] 4d6+30 physical damage.
  9161.  
  9162. <<Gale Barrier>>: Start / Combat Zone / Combat Zone / No Reactive Check
  9163. - [Install] the target up to 7 Sq away.
  9164.  
  9165. <<White Tiger Fang>>: Physical Attack / Charge 2 Sq. / 1#
  9166. - [Element: Shock / Form: Sword] 7d6+50 physical damage.
  9167.  
  9168. <<Lucky Spring Breeze>>: Unique / Combat Zone / 1#
  9169. - Use on Check. Add or subtract 1 from the [Result] of the target's check.
  9170.  
  9171. <<Spiritual Power of the White Tiger>>: Constant / User
  9172. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, so long as the target does not have [Shift: Dead], [Class: Mythical] NPCs in the [Combat Zone] other than [Bosses] reduce [Damage] by 10.
  9173.  
  9174. Materials (2d6)
  9175. Automatic: White Tiger's Mane/Barrier+3: 1500G (Potency: 3)
  9176.  
  9177. Description:
  9178. One of the four guardian gods and ruler of the West. A giant tiger with silvery-white fur that can manipulate freedom and fortune, and it is said to grant good luck to the mythical beasts under its domain. It also controls wind and thunder at will.
  9179.  
  9180. ----------------------------------------
  9181.  
  9182. Suzaku / Class: Mythical / LV: 12 (3)
  9183. Size : 3
  9184. Wits : Clever
  9185. Senses : Domain
  9186. Speech : Yes
  9187. Reaction : Mercurial
  9188. ID : 23
  9189. Weakness : [Cold]
  9190. Movement : Walk, Fly
  9191. | ACC | EVA | CNJ | RES | CHK
  9192. {Combat Stats} | 02 | 15 | 18 | 15 | 08
  9193. {Fixed Values} | 09 | 22 | 25 | 22 | 15
  9194. {Initiative} : 25 (10)
  9195. {HP} : 140
  9196. Armor : 15
  9197. Barrier : 20
  9198.  
  9199. Attack Methods
  9200.  
  9201. [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  9202. - [Element: Fire] 4d6+30 magical damage.
  9203.  
  9204. <<Vermillion Bird Array>>: Start / Combat Zone / Combat Zone
  9205. - [Class: Mythical] NPCs gain +10 [Damage] and {Initiative}.
  9206.  
  9207. <<Suzaku's Flight>>: Prep / User
  9208. - The target [Installs] up to 7 Sq away.
  9209.  
  9210. <<Suzaku's Burning Light>>: Magical Attack / 7 Sq. / 1# / Cancels
  9211. - [Element: Light] 7d6+40 magical damage.
  9212.  
  9213. <<Firestorm>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  9214. - [Element: Fire] 6d6+30 magical damage. 1/Round.
  9215.  
  9216. <<Spiritual Power Of The Vermillion Bird>>: Constant / User
  9217. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, while the target is [Ready], gain +3 to [Active Checks].
  9218.  
  9219. Materials (2d6)
  9220. Automatic: Suzaku's Vermillion Feather/MD+3: 1500G (Potency: 3)
  9221.  
  9222. Description:
  9223. One of the four guardian gods and ruler of the South. It appears as a large peacock with ruby-like feathers, and can manipulate morale and the tides of war. It grants spiritual and combat power to the mythical beasts under its control and can freely manipulate fire.
  9224.  
  9225. ----------------------------------------
  9226.  
  9227. Airavata / Class: Mythical / LV: 14 (3)
  9228. Size : 3
  9229. Wits : Clever
  9230. Senses : Domain
  9231. Speech : Yes
  9232. Reaction : Mercurial
  9233. ID : 28
  9234. Weakness : [Toxin]
  9235. Movement : Walk, Fly
  9236. | ACC | EVA | CNJ | RES | CHK
  9237. {Combat Stats} | 23 | 06 | 20 | 04 | 07
  9238. {Fixed Values} | 30 | 13 | 27 | 11 | 14
  9239. {Initiative} : 20 (9)
  9240. {HP} : 200
  9241. Armor : 20
  9242. Barrier : 20
  9243.  
  9244. Attack Methods
  9245.  
  9246. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  9247. - [Element: Light] 4d6+40 magical damage.
  9248.  
  9249. <<Divine Wing Flight>>: Prep / User
  9250. - The target gains [Shift: Flight].
  9251.  
  9252. <<Holy Beast Ice Spear>>: Physical Attack / 7 Sq. / 4#
  9253. - [Element: Cold / Form: Spear] 6d5+50 physical damage, and the target reduces [Armor] by 20 during [Damage Reduction]. 1/Round.
  9254.  
  9255. <<Divine Beast Thunderstorm>>: Magical Attack / 7 Sq. / 4# / Cancels
  9256. - [Element: Lightning] 5d6+40 magical damage. 1/Round.
  9257.  
  9258. <<Attack Absorption>>: Unique / Combat Zone / 1#
  9259. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  9260.  
  9261. <<Four Great Tusks>>: Constant / User
  9262. - During the target's [Turn], gain x1 [Timing: Attack].
  9263.  
  9264. Materials (2d6)
  9265. Automatic: Huge Wings/Initiative+4: 2000G (Potency: 4)
  9266.  
  9267. Description:
  9268. A sacred beast that appears in hindu scripture, in the form of a huge white elephant with four tusks and large wings. It is rumored to be able to fly and make it rain.
  9269.  
  9270. ----------------------------------------
  9271.  
  9272. ================================================================================
  9273. Super God Evolve -- GM Section: Chaos Mononoke [XXXN-8]
  9274. ================================================================================
  9275. Amorphous Malice / Class: Chaos / LV: (1)
  9276. Size : 3
  9277. Wits : Low
  9278. Senses : Heat
  9279. Speech : No
  9280. Reaction : Hostile
  9281. ID : 13
  9282. Weakness : [Cold] [Shock]
  9283. Movement : Walk
  9284. | ACC | EVA | CNJ | RES | CHK
  9285. {Combat Stats} | 07 | 01 | 02 | 08 | 07
  9286. {Fixed Values} | 14 | 08 | 09 | 15 | 14
  9287. {Initiative} : 12 (6)
  9288. {HP} : 51
  9289. Armor : 5
  9290. Barrier : 5
  9291.  
  9292. Attack Methods
  9293.  
  9294. [Weapon Attack]: Melee Attack / 2 Sq. / 2#
  9295. - [Form: Hammer] 3d6+9 physical damage.
  9296.  
  9297. <<Reactive Attack>> Unique / Engaged / 1#
  9298. - Use when the target declares an [Engagement]. The user makes x1 [Weapon Attack]. 1/Round.
  9299.  
  9300. <<Roiling Flesh>>: Constant / User
  9301. - The target gains +20 [Armor] and [Barrier] against [Target: 2# or more] [Attack Actions] (Including [Area - Combat Zone])
  9302.  
  9303. Materials (2d6)
  9304. 2~7: None
  9305. 8+: Pulsating Flesh/Barrier+1: 500G (Potency: 1)
  9306.  
  9307. Description:
  9308. A strange chaotic mass produced by Sumizuka Pharmaceutical's meridian remodeling experiments. It is a lump of meat about 3 meters long that repeatedly pulsates and changes shape, with several thick secondary arms and pseudo-legs that emerge from its mass to attack. They are believed to lurk in the country's sewers and in rare cases, feed on human flesh and are followers of evil entities.
  9309.  
  9310. ----------------------------------------
  9311.  
  9312. Curse Marked / Class: Chaos / LV: 1 (1)
  9313. Size : 2
  9314. Wits : High
  9315. Senses : Normal
  9316. Speech : Yes
  9317. Reaction : Mercurial
  9318. ID : 15
  9319. Weakness : [Fire] [Cold]
  9320. Movement : Walk
  9321. | ACC | EVA | CNJ | RES | CHK
  9322. {Combat Stats} | 06 | 08 | 02 | 08 | 01
  9323. {Fixed Values} | 13 | 15 | 09 | 15 | 08
  9324. {Initiative} : 18 (8)
  9325. {HP} : 40
  9326. Armor : 5
  9327. Barrier : 0
  9328.  
  9329. Attack Methods
  9330.  
  9331. [Weapon Attack]: Melee Attack / Engaged / 1#
  9332. - [Form: Hammer] 2d6+8 physical damage.
  9333.  
  9334. <<Psychic Attack>>: Physical Attack / Engaged / 1#
  9335. - The user gains +2 to {Accuracy}, then inflicts [Form: Sword] 3d6+10 damage. 1/Round.
  9336.  
  9337. <<Mark of the Cursed>>: Unique / User
  9338. - Use on Reactive Check. The target gains +2 to the [Reactive Check]. 1/Round.
  9339.  
  9340. Materials (2d6)
  9341. 2~7: None
  9342. 8+: Mark Remnants/MD+1: 500G (Potency: 1)
  9343.  
  9344. Description:
  9345. A former Innocent inflicted with the power of a Curse Mark. Because they have survived through many near-fatal incidents due to the curse they have awakened to powerful psychic abilities. However, they are plagued by fears and paranoia from their experiences and suffer from a mental instability, and are easily noticed and targeted by Aramitama. Occasionally, some of these awaken into Godhunters.
  9346.  
  9347. ----------------------------------------
  9348.  
  9349. Larva Soldier x4/ Class: Chaos / LV: 2 (1)
  9350. Size : 3
  9351. Wits : Clever
  9352. Senses : Heat
  9353. Speech : Yes
  9354. Reaction : Hostile
  9355. ID : 14
  9356. Weakness : [Wind] [Light]
  9357. Movement : Walk
  9358. | ACC | EVA | CNJ | RES | CHK
  9359. {Combat Stats} | 08 | 07 | 02 | 07 | 03
  9360. {Fixed Values} | 15 | 14 | 09 | 14 | 10
  9361. {Initiative} : 18 (8)
  9362. {HP} : 52
  9363. Armor : 2
  9364. Barrier : 1
  9365.  
  9366. Attack Methods
  9367.  
  9368. [Weapon Attack]: Me;ee Attack / 2 Sq. / 2#
  9369. - [Form: Sword] 3d6+11 physical damage.
  9370.  
  9371. <<Giant Sword Attack>>: Physical Attack / Engaged / 1#
  9372. - [Element: Wind / Form: Sword] 3d6+20 physical damage.
  9373.  
  9374. <<Greatshield Protection>>: Defense / 3 Sq. / 1#
  9375. - Use on Damage Reduction. Reduce the [Damage] by 5, and the user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  9376.  
  9377. Materials (2d6)
  9378. 2~9: None
  9379. 10+: Dark Green Exoskeleton/PD+2: 1000G (Potency: 2)
  9380.  
  9381. Description:
  9382. A subspecies of larva with excellent arm strength. It appears similar to a conventional larva but with a larger physique, and its exoskeleton forms a greatsword and greatshield in their hands. Unlike Larva Assassins, these have the power to kill in one blow.
  9383.  
  9384. ----------------------------------------
  9385.  
  9386. Larva Fencer / Class: Chaos / LV: 4 (1)
  9387. Size : 2
  9388. Wits : Clever
  9389. Senses : Domain
  9390. Speech : Yes
  9391. Reaction : Hostile
  9392. ID : 16
  9393. Weakness : [Wind] [Light]
  9394. Movement : Walk
  9395. | ACC | EVA | CNJ | RES | CHK
  9396. {Combat Stats} | 09 | 10 | 02 | 06 | 04
  9397. {Fixed Values} | 16 | 17 | 09 | 13 | 11
  9398. {Initiative} : 21 (9)
  9399. {HP} : 64
  9400. Armor : 2
  9401. Barrier : 2
  9402.  
  9403. Attack Methods
  9404.  
  9405. [Weapon Attack]: Melee Attack / 2 Sq. / 2#
  9406. - [Form: Sword] 3d6+15 physical damage.
  9407.  
  9408. <<Disrupting Slash>>: Physical Attack / Move 2 Sq. / 1#
  9409. - The user gains +1 {Accuracy}, then inflicts [Element: Wind / Form: Axe] 3d6+30 physical damage, and targets [Halves] their [Armor] during [Damage Reduction].
  9410.  
  9411. <<Chaos Strike>>: Unique / User
  9412. - Use when the target declares a Talent. The target may make x1 [Weapon Attack]. 2/Round.
  9413.  
  9414. <<Agile Evasion>> Unique / User
  9415. - Use on Evasion Check. The target loses 5 {HP} then gains +1d6 to the {Evasion} check, and when succeeding the check, may [Install] up to 5 Sq away.
  9416.  
  9417. Materials (2d6)
  9418. 2~9: Crested Exoskeleton/Barrier+1: 500G (Potency: 1)
  9419. 10+: Red Exoskeleton/Initiative+2: 1000G (Potency: 2)
  9420.  
  9421. Description:
  9422. A powerful subspecies of larva. Taller and stronger than average, it wields two sabers on its exoskeleton. Amongst larva it has the highest capacity for martial arts, and even godhunters are wary of its combat strength.
  9423.  
  9424. ----------------------------------------
  9425.  
  9426. Vessel of Chaos / Class: Chaos / LV: 6 (2)
  9427. Size : 1
  9428. Wits : Clever
  9429. Senses : Domain
  9430. Speech : Yes
  9431. Reaction : Hostile
  9432. ID : 18
  9433. Weakness : [Fire] [Toxin]
  9434. Movement : Walk, Fly, Swim
  9435. | ACC | EVA | CNJ | RES | CHK
  9436. {Combat Stats} | 13 | 05 | 05 | 12 | 04
  9437. {Fixed Values} | 20 | 12 | 12 | 19 | 11
  9438. {Initiative} : 29 (12)
  9439. {HP} : 82
  9440. Armor : 2
  9441. Barrier : 2
  9442.  
  9443. Attack Methods
  9444.  
  9445. [Weapon Attack]: Melee Attack / Engaged / 2#
  9446. - [Element: Light / Form: Spear] 1d6+20 physical damage.
  9447.  
  9448. <<Divine Technique Replication>>: Physical Attack / Combat Zone / 1#
  9449. - [Element: Cold / Form: Sword] 5d6+25 magical damage.
  9450.  
  9451. <<Ritual Tool Protection>>: Defense / 7 Sq. / 1#
  9452. - Use on Damage Reduction. Reduce the [Damage] by 5, and the user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  9453.  
  9454. <<Demonic Ritual Tool>>: Constant / User
  9455. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from targets other than [Range: Engaged].
  9456.  
  9457. Materials (2d6)
  9458. 2~11: Master's Memory/Will+1: 500G (Potency: 1)
  9459. 12+: Godforged Regalia Shard/PD+4: 2000G (Potency: 4)
  9460.  
  9461. Description:
  9462. A ritual tool used for evil rituals that attract powerful chaotic beings. It resembles a divine treasure or famous weapon. Possessing an evil will and spiritual power, it attempts to manipulate people around them in order to ascend itself.
  9463.  
  9464. ----------------------------------------
  9465.  
  9466. Uwan / Class: Chaos / LV: 6 (2)
  9467. Size : 2
  9468. Wits : High
  9469. Senses : Magic
  9470. Speech : Yes
  9471. Reaction : Hostile
  9472. ID : 16
  9473. Weakness : [Fire] [Shock]
  9474. Movement : Walk
  9475. | ACC | EVA | CNJ | RES | CHK
  9476. {Combat Stats} | 05 | 09 | 15 | 05 | 04
  9477. {Fixed Values} | 12 | 16 | 22 | 12 | 11
  9478. {Initiative} : 18 (8)
  9479. {HP} : 87
  9480. Armor : 10
  9481. Barrier : 10
  9482.  
  9483. Attack Methods
  9484.  
  9485. [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
  9486. - [Element: Phantom] 2d6+20 damage.
  9487.  
  9488. <<Spirit Roar>>: Start / 4 Sq. / Area / Cancels
  9489. - The target gains [Shift: Pain].
  9490.  
  9491. <<Triple Claw>>: Magical Attack / 5 Sq. / 3# / Cancels
  9492. - [Element: Wind] 4d6+20 magical damage. 1/Round.
  9493.  
  9494. <<Squishy Skin>>: Defense / User
  9495. - Use on Damage Reduction. The target gains +10 [Armor].
  9496.  
  9497. <<Wow!>>: End / Combat Zone / 1# / No Reactive Check
  9498. - Target [Mononoke] loses [1d6x10] {HP}.
  9499.  
  9500. <<Building Mystery>>: Constant / User
  9501. - While the target has [Shift: Cover], gain +20 [Armor] and [Barrier].
  9502.  
  9503. Materials (2d6)
  9504. 2~8: Triple Claw/PD+1: 500G (Potency: 1)
  9505. 9+: Uwan's Tooth/PD+2: 1000G (Potency: 2)
  9506.  
  9507. Description:
  9508. A mysterious entity from ancient Japan. It is said that the vengeful spirit of nobles can transform into 'Uwan'. They appear in the form of a three-fingered ogre with blackened teeth. By emitting a roar filled with spiritual power, it absorbs the souls of its victims.
  9509.  
  9510. ----------------------------------------
  9511.  
  9512. Plague God / Class: Chaos / LV: 7 (2)
  9513. Size : 4
  9514. Wits : Normal
  9515. Senses : Magic
  9516. Speech : No
  9517. Reaction : Hostile
  9518. ID : 16
  9519. Weakness : [Fire]
  9520. Movement : Walk
  9521. | ACC | EVA | CNJ | RES | CHK
  9522. {Combat Stats} | 16 | 13 | 04 | 04 | 04
  9523. {Fixed Values} | 23 | 20 | 11 | 11 | 11
  9524. {Initiative} : 20 (9)
  9525. {HP} : 90
  9526. Armor : 10
  9527. Barrier : 10
  9528.  
  9529. Attack Methods
  9530.  
  9531. [Weapon Attack]: Ranged Attack / 6 Sq. / 1#
  9532. - [Form: Ranged] 3d6+25 physical damage.
  9533.  
  9534. <<Avatar of Pestilence>>: Start / 4 Sq. / Area / No Reactive Check
  9535. - The target gains [Shift: Poison / Rating: 10]
  9536.  
  9537. <<Blessing of the Plague God>>: Prep / 6 Sq. / 1#
  9538. - The target gains a +3d6 modifier to [Damage Calculation] against targets that have [Shift: Poison] until [Timing: End] of the current round.
  9539.  
  9540. <<Sudden Accident>>:Physical Attack / 6 Sq. / 2#
  9541. - [Form: Hammer] 3d6+30 physical damage. 1/Round.
  9542.  
  9543. <<Chain of Misfortune>>: Unique / 6 Sq. / 1#
  9544. - Use on Damage Calculation. The target makes x1 [Timing: Attack]. 1/Round.
  9545.  
  9546. Materials (2d6)
  9547. Automatic: Chi-No-Wa/Barrier+2: 1000G (Potency: 2)
  9548.  
  9549. Description:
  9550. An embodiment of illness, plague and epidemics, empowered by a shard. Its true form is an intangible chaos, but it can also appear in the form of an old man dressed in modern clothing. In recent years, due to widespread epidemics such as influenza, this entity has appeared frequently.
  9551.  
  9552. ----------------------------------------
  9553.  
  9554. Jester / Class: Chaos / LV: 7 (2)
  9555. Size : 2
  9556. Wits : Clever
  9557. Senses : Domain
  9558. Speech : Yes
  9559. Reaction : Hostile
  9560. ID : 21
  9561. Weakness : [Shock] [Magnet]
  9562. Movement : Walk, Fly
  9563. | ACC | EVA | CNJ | RES | CHK
  9564. {Combat Stats} | 15 | 13 | 01 | 10 | 02
  9565. {Fixed Values} | 22 | 20 | 08 | 17 | 09
  9566. {Initiative} : 30 (12)
  9567. {HP} : 98
  9568. Armor : 2
  9569. Barrier : 5
  9570.  
  9571. Attack Methods
  9572.  
  9573. [Weapon Attack]: Melee Attack / Engaged / 1#
  9574. - [Form: Axe] 2d6+25 physical damage.
  9575.  
  9576. <<Meta-Slash>>: Physical Attack / Engaged / 1#
  9577. - [Element: Wind / Form: Sword] 5d6+40 physical damage.
  9578.  
  9579. <<Spirit Transfer>>: Unique / 10 Sq. / 1#
  9580. - Use when the target declares a Talent. The user [Installs] up to 5 Sq away. 1/Round.
  9581.  
  9582. <<Mysterious Powers>>: Unique / Engaged / 1#
  9583. - Use when the target declares a Talent. Cancel the effect of x1 [Timing: Unique] Talent used by the target, then the user makes x1 [Timing: Attack].
  9584.  
  9585. <<Legendary Horror>>: Constant / User
  9586. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, when the target becomes the [Target] of a [Target: 2# or more] [Attack Action] (including [Area - Combat Zone]), gain +30 [Armor] and [Barrier].
  9587.  
  9588. Materials (2d6)
  9589. Automatic: Red Clown Nose/Barrier+2: 1000G (Potency: 2)
  9590.  
  9591. Description:
  9592. A clown with evil golden eyes. A legendary monstrosity born from malice and miasma. With unusual combat strength, it is a nightmarish existence brought to life.
  9593.  
  9594. ----------------------------------------
  9595.  
  9596. Soul-Stealing Mirror / Class: Chaos / LV: 8 (2)
  9597. Size : 1
  9598. Wits : Clever
  9599. Senses : Domain
  9600. Speech : Yes
  9601. Reaction : Hostile
  9602. ID : 20
  9603. Weakness : [Fire] [Cold]
  9604. Movement : Fly
  9605. | ACC | EVA | CNJ | RES | CHK
  9606. {Combat Stats} | 03 | 14 | 09 | 14 | 05
  9607. {Fixed Values} | 10 | 21 | 16 | 21 | 12
  9608. {Initiative} : 10 (5)
  9609. {HP} : 99
  9610. Armor : 15
  9611. Barrier : 15
  9612.  
  9613. Attack Methods
  9614.  
  9615. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  9616. - [Form: Magic] 2d6+23 magical damage. [Additional Effect]: The target gains +2 to a [Reactive Check]. 2/Round.
  9617.  
  9618. <<Spirit Power Defense>>: Defense / Engaged / 1#
  9619. - Use on Reactive Check. The user may make the [Reactive Check] in place of the target, and receives the [Damage] if the check fails.
  9620.  
  9621. <<Martial Arts Reflection II>>: Unique / User
  9622. - Use before Evasion Check. If the target succeeds the {Evasion} check, then [Range: Combat Zone / Target: 1#] who made the [Attack Action] receives [Physical Damage] calculated by itself. 2/Round.
  9623.  
  9624. <<Magic Reflection II>>: Unique / User
  9625. - Use before Resist Check. If the target succeeds the {Resist} check, then [Range: Combat Zone / Target: 1#] who made the [Attack Action] receives [Magical Damage] calculated by itself. 2/Round.
  9626.  
  9627. Materials (2d6)
  9628. 2~10: Spirit Mirror Shard/Intellect+1: 500G (Potency: 1)
  9629. 11+: Cursed Crystal/Bestow Phantom: 1500G (Potency: 3)
  9630.  
  9631. Description:
  9632. A mirror-type monster that emits a purple light. Also known as Murasaki Kagami. Born from the wickedness of humanity, they will curse those who know of their existence and lead them to death.
  9633.  
  9634. ----------------------------------------
  9635.  
  9636. Aura Eater / Class: Chaos / LV: 8 (2)
  9637. Size : 2
  9638. Wits : Clever
  9639. Senses : Domain
  9640. Speech : Yes
  9641. Reaction : Hostile
  9642. ID : 23
  9643. Weakness : [Light]
  9644. Movement : Walk, Fly
  9645. | ACC | EVA | CNJ | RES | CHK
  9646. {Combat Stats} | 14 | 15 | 05 | 05 | 04
  9647. {Fixed Values} | 21 | 22 | 12 | 12 | 11
  9648. {Initiative} : 24 (10)
  9649. {HP} : 104
  9650. Armor : 5
  9651. Barrier : 10
  9652.  
  9653. Attack Methods
  9654.  
  9655. [Weapon Attack]: Melee Attack / Engaged. / 1#
  9656. - [Form: Hammer] 4d6+25 physical damage.
  9657.  
  9658. <<Mirror Mirror>>: Start / User
  9659. - The target sets their {Initiative} to the same as [Range: Combat Zone / Target: 1#].
  9660.  
  9661. <<Spatial Flight>>: Prep / User
  9662. - The target [Installs] up to 5 Sq away.
  9663.  
  9664. <<Mirror Break>>: Physical Attack / Engaged / 1#
  9665. - [Form: Spear] 4d6+10, and the user gains a modifier to [Damage] equal to the total {Initiative} of the targets who failed their [Reactive Check].
  9666.  
  9667. <<Ki Eater>>: Constant / User
  9668. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, while the target is [Ready], gain +30 [Armor] and [Barrier].
  9669.  
  9670. Materials (2d6)
  9671. Automatic: Miasma Mirror/Bestow Phantom: 1500G (Potency: 3)
  9672.  
  9673. Description:
  9674. A subspecies of Shadow Master. By taking in the soul and flesh of its victims it can transform into a more powerful state of being. As a variant species it rarely appears, but it is extremely dangerous, and supernatural organizations will cooperate to subdue them.
  9675.  
  9676. ----------------------------------------
  9677.  
  9678. Crocell / Class: Chaos / LV: 9 (2)
  9679. Size : 2
  9680. Wits : Clever
  9681. Senses : Domain
  9682. Speech : Yes
  9683. Reaction : Hostile
  9684. ID : 24
  9685. Weakness : [Light]
  9686. Movement : Walk, Fly, Swim
  9687. | ACC | EVA | CNJ | RES | CHK
  9688. {Combat Stats} | 05 | 17 | 14 | 05 | 04
  9689. {Fixed Values} | 12 | 24 | 21 | 12 | 11
  9690. {Initiative} : 19 (8)
  9691. {HP} : 130
  9692. Armor : 30
  9693. Barrier : 0
  9694.  
  9695. Attack Methods
  9696.  
  9697. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  9698. - [Element: Wind] 3d6+25 magical damage.
  9699.  
  9700. <<Demon Oracle>>: Start / 7 Sq. / 1#
  9701. - The target gains +10 [Armor] and [Barrier].
  9702.  
  9703. <<Phantom Roar>>: Magical Attack / 7 Sq. / Area / Cancels
  9704. - [Element: Phantom] 4d6+25 magical damage. Targets that fail their [Reactive Check] gain [Shift: Pain]. 1/Round.
  9705.  
  9706. <<Great Demon Magic>>: Magical Attack / 7 Sq. / Area / Cancels
  9707. - [Element: Cold] 5d6+25 magical damage. 1/Round.
  9708.  
  9709. <<Duke of Hell>>: Constant / User
  9710. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, while the target is [Ready], gain +30 [Armor] and [Barrier].
  9711.  
  9712. Materials (2d6)
  9713. 2~9: Hot Spring Water/Intellect+1: 500G (Potency: 1)
  9714. 10+: Demon's Talisman/Barrier+3: 1500G (Potency: 3)
  9715.  
  9716. Description:
  9717. The 49th demon of Solomon and a Great Duke of Hell, commanding 48 legions of demons. It appears in the form of an angel and speaks the truth through riddles. It is said it can freely manipulate water and sound at the behest of its summoner.
  9718.  
  9719. ----------------------------------------
  9720.  
  9721. Nebutori / Class: Chaos / LV: 10 (2)
  9722. Size : 3
  9723. Wits : Clever
  9724. Senses : Domain
  9725. Speech : Yes
  9726. Reaction : Hostile
  9727. ID : 24
  9728. Weakness : [Fire] [Light]
  9729. Movement : Walk
  9730. | ACC | EVA | CNJ | RES | CHK
  9731. {Combat Stats} | 08 | 05 | 13 | 17 | 09
  9732. {Fixed Values} | 15 | 12 | 20 | 24 | 16
  9733. {Initiative} : 26 (11)
  9734. {HP} : 115
  9735. Armor : 20
  9736. Barrier : 10
  9737.  
  9738. Attack Methods
  9739.  
  9740. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  9741. - [Element: Wind] 3d6+25 magical damage.
  9742.  
  9743. <<Tentacle Arm>>: Magical Attack / 6 Sq. / 1# / Cancels
  9744. - [Element: Phantom] 4d6+40 magical damage.
  9745.  
  9746. <<Six Scythes>>: Magical Attack / 6 Sq. / 3# / Cancels
  9747. - [Element: Phantom] 6d6+30 magical damage. 1/Round.
  9748.  
  9749. <<Magical Power of the Black Fan>>: Defense / User
  9750. - Use on Damage Reduction. The target gains +20 [Armor].
  9751.  
  9752. <<Chaos Incarnate>>: Constant / User
  9753. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from targets other than [Range: Engaged].
  9754.  
  9755. Materials (2d6)
  9756. Automatic: Black Fan/PD+2: 1000G (Potency: 2)
  9757.  
  9758. Description:
  9759. A monster known throughout Asia. In public it takes the form of a beautiful woman with a black fan, but when revealing its true form, it becomes an obese monster with many tentacles. It is an evil god incarnate that wreaks havoc throughout China.
  9760.  
  9761. ----------------------------------------
  9762.  
  9763. Othuyeg / Class: Chaos / LV: 11 (3)
  9764. Size : 3
  9765. Wits : Clever
  9766. Senses : Domain
  9767. Speech : Yes
  9768. Reaction : Hostile
  9769. ID : 26
  9770. Weakness : [Light]
  9771. Movement : Walk, Fly
  9772. | ACC | EVA | CNJ | RES | CHK
  9773. {Combat Stats} | 03 | 14 | 18 | 14 | 05
  9774. {Fixed Values} | 10 | 21 | 25 | 21 | 12
  9775. {Initiative} : 25 (10)
  9776. {HP} : 138
  9777. Armor : 15
  9778. Barrier : 15
  9779.  
  9780. Attack Methods
  9781.  
  9782. [Weapon Attack]: Magical Attack / 5 Sq. / 5# / Cancels
  9783. - [Element: Toxin] 3d6+30 magical damage.
  9784.  
  9785. <<Brainwashing Spirit Power>>: Start / Combat Zone / Combat Zone / No Reactive Check
  9786. - [Install] the target up to 5 Sq away.
  9787.  
  9788. <<Thought Tentacle>>: Magical Attack / 7 Sq. / 1#
  9789. - [Element: Toxin] 7d6+50 magical damage, and targets who fail their [Reactive Check] [Halve] their [Barrier].
  9790.  
  9791. <<Authority - Earthquake>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  9792. - [Element: Magnet] 5d6+30 magical damage. 1/Round.
  9793.  
  9794. <<God of Caves and Darkness>>: Constant / User
  9795. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target reduces [Damage] from targets other than [Range: Engaged] to 0 and ignores other effects.
  9796.  
  9797. Materials (2d6)
  9798. Sealing Statue/Barrier+3: 1500G (Potency: 3)
  9799.  
  9800. Description:
  9801. The former ruler of the grimoire-type godforged regalia, the black book "Skull". It resembles a giant white octopus with countless tentacles and a single huge eye. It has the power to create earthquakes.
  9802.  
  9803. ----------------------------------------
  9804.  
  9805. Grey Man / Class: Chaos / LV: 14 (3)
  9806. Size : 4
  9807. Wits : Clever
  9808. Senses : Domain
  9809. Speech : Yes
  9810. Reaction : Hostile
  9811. ID : 24
  9812. Weakness : [Light]
  9813. Movement : Walk, Swim
  9814. | ACC | EVA | CNJ | RES | CHK
  9815. {Combat Stats} | 24 | 05 | 08 | 16 | 06
  9816. {Fixed Values} | 31 | 12 | 15 | 23 | 13
  9817. {Initiative} : 25 (10)
  9818. {HP} : 156
  9819. Armor : 30
  9820. Barrier : 10
  9821.  
  9822. Attack Methods
  9823.  
  9824. [Weapon Attack]: Melee Attack / Engaged / Area
  9825. - [Form: Hammer] 4d6+35 physical damage.
  9826.  
  9827. <<Grey Old Man>>: Prep / User
  9828. - The target [Installs] up to 3 Sq away then makes x1 [Timing: Attack].
  9829.  
  9830. <<Ash Giant Strike>>: Physical attack / Engaged / 1#
  9831. - [Form: Hammer] 6d6+60 physical damage.
  9832.  
  9833. <<Bubbling Shadow>>: Defense / Charge 5 Sq. / 1#
  9834. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  9835.  
  9836. <<Invitation to Death>>: Unique / Engaged / Area
  9837. - Use at Any Time. The target loses [1d6x5] {HP]. 2/Round.
  9838.  
  9839. Materials (2d6)
  9840. Automatic: Moonlight Water/Luck+3: 1500G (Potency: 3)
  9841.  
  9842. Description:
  9843. A demon from Scottish folklore. It is a gigantic gray old man who appears from the seaside when the moon rises. Ordinary people who catch a glimpse of this figure will die shortly after. It is rumored that the entity is merely the shadow of an evil god within another dimension.
  9844.  
  9845. ----------------------------------------
  9846.  
  9847. Shaitan / Class: Chaos / LV: 15 (3)
  9848. Size : 3
  9849. Wits : Clever
  9850. Senses : Domain
  9851. Speech : Yes
  9852. Reaction : Hostile
  9853. ID : 24
  9854. Weakness : [Cold]
  9855. Movement : Walk, Fly
  9856. | ACC | EVA | CNJ | RES | CHK
  9857. {Combat Stats} | 20 | 12 | 18 | 10 | 05
  9858. {Fixed Values} | 27 | 19 | 25 | 17 | 12
  9859. {Initiative} : 35 (14)
  9860. {HP} : 198
  9861. Armor : 20
  9862. Barrier : 10
  9863.  
  9864. Attack Methods
  9865.  
  9866. [Weapon Attack]: Magical Attack / 10 Sq. / 4#
  9867. - [Element: Fire] 4d6+40 magical damage.
  9868.  
  9869. <<Hellfire Tornado>>: Physical Attack / 10 Sq. / 3#
  9870. - [Element: Fire] 7d6+70 physical damage.
  9871.  
  9872. <<Black Flame Explosion>>: Unique / User
  9873. - Use on Damage Calculation. The target gains +[2d6x5] to [Damage]. 1/Round.
  9874.  
  9875. <<Flame Vortex>>: Unique / 10 Sq. / 1#
  9876. - Use on Damage Reduction. Reduce the [Damage] by 20, and change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 2/Round.
  9877.  
  9878. <<Wicked Spirit of Chaos>>: Constant / User
  9879. - During the target's [Turn], gain x2 [Timing: Attack]. Additionally, the target reduces [Element: Fire - Wind - Toxin] [Damage] to 0.
  9880.  
  9881. Materials (2d6)
  9882. 2~10: Evil Spirit Skin/Barrier+1: 500G (Potency: 1)
  9883. 11+: Evil Spirit Horn/Null Fire: 3000G (Potency: 5)
  9884.  
  9885. Description:
  9886. An evil deity who tempts humanity. He appears as a tall man with horns upon his head, and manipulates people who have fragile egos and weak willpower, deceiving them and leading them to certain doom. Though it cannot be confirmed for certain, it's rumored that his true identity is the devil itself.
  9887.  
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