HomebrewAnon

(Expansion 02) Kamigakari :: Machine God of Damocles

Jan 22nd, 2018 (edited)
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  1. [[[[[[[[[!!!!!!!!!!!!!!!!!! THERE IS A PDF AVAILABLE FOR EXPANSION 2 NOW. YOU CAN FIND IT IN THE MEDIAFIRE LINK IN THREAD OR VIA THE DISCORD!!!!!!!!!!!!!!!]]]]]]]]]]]
  2.  
  3. New (12/17/2019) New World information, Faction information, and NPC introductions added.
  4. New (4/4/2018): I know this might piss a couple people off, but i added a small snippet to the scenario guidance section to talk about demon-eyed, since it was neglected by the book itself. Nothing much, just some reasoning and a possible seed for motivation.
  5. New (4/3/2018): Cyborg and Marebito GM advice added to the Scenario guidance section.
  6. New (3/20/2018): Nicknames and alias tables translated and added
  7. New (3/2/2018): Boss talents and additional rules translated and added
  8. New (2/21/2017): Added Protectors, Accessories, and Gear. Moving on to Chronos! For those of you paying attention, I've already been doing some stuff with it, just not logging it.
  9. New (2/11/2017): Added Form: Ranged and Form: Magic.
  10. New (2/10/2017): Added Form: Axe and Form: Hammer.
  11. New (2/9/2017): Added Form: Spear.
  12. New (2/7/2017): Added Form: Sword.
  13. New (2/6/2017): Added Covers, and Black Eagle Group faction write-up.
  14. New (2/4/2017): Installed TOC, added Common Racial Talents.
  15.  
  16. TOC
  17. - Understanding the World Setting of Kamigakari [XXXA]
  18. - The Awakened Factions [XXXB]
  19. - NPC Introductions [XXXC]
  20. - Additional Rules 1 [XXXD]
  21. - Additional Rules 2 [XXXE]
  22. - Aliases [XXXF]
  23. - Handout Summary (Unfinished)
  24. - Race: Cyborg [XXXH]
  25. - Race: Demon Eyed [XXXI]
  26. - Race: Marebito [XXXJ]
  27. - Common Racial Talents [XXXK]
  28. - Covers [XXXL]
  29. - Items: Weapons [XXXM]
  30. * Form: Sword [XXXM-1]
  31. * Form: Spear [XXXM-2]
  32. * Form: Axe [XXXM-3]
  33. * Form: Hammer [XXXM-4]
  34. * Form: Ranged [XXXM-5]
  35. * Form: Magic [XXXM-6]
  36. - Items: Protectors, Accessories, Gear [XXXN]
  37. * Protectors (Suits) [XXXN-1]
  38. * Accessories [XXXN-2]
  39. * Gear [XXXN-3]
  40. - GM Section: Scenario Guidance [XXXO]
  41. - GM Section: Scene Template [ST] and Scenario Generation [XXXP] (Unfinished)
  42. - GM Section: Sample Scenarios [XXXQ] (Unfinished)
  43. - GM Section: Boss Talents [XXXR]
  44. - GM Section: Mononoke [XXXS]
  45.  
  46. ================================================================================
  47. Machine-God of Damocles -- Understanding the World Setting of Kamigakari [XXXA]
  48. ================================================================================
  49.  
  50. War of the Gods
  51.  
  52. Since the occurrence of Purgatory night, 16 years ago, Japan has become the forefront of a rash of mysterious, supernatural incidents.
  53.  
  54. In recent years, Aramitama, who exist to cause the destruction of the world, have caused a series of supernatural incidents of escalating intensity... All of which have been resolved by godhunters at the last minute, with the safety of the world in the balance.
  55.  
  56. Under such conditions, there are two emergent threats that could tip the scales and shatter the balance of this constant battle.
  57.  
  58. These two threats are a dark, supernatural organization that's hostile towards human society- Or the rise of a huge corporation that tries to generate enormous profits by using awakened.
  59.  
  60. A fierce battle between companies over highly valuable godforged regalia. Land gods and their family members are deprived of the artifacts they need to live, captured and designated as experimental materials.
  61.  
  62. Awakened who have decided to stand against the human race because of a long-standing grudge, and those who have forsaken their family and entrusted themselves to an evil organization.
  63.  
  64. For a variety of complex reasons, there have been a number of shocking incidents- Godhunters turning their blades on humanity instead of aramitama, abused mononoke turning their backs on human society, and other godhunters joining forces with aramitama due to shared interests.
  65.  
  66. In addition, in many parts of Japan, more and more supernatural events are occuring, such as shards suddenly manifesting inside entities, or the sudden appearance of an aramitama that spirals into a large-scale incident.
  67.  
  68. Therefore, corporations that try to generate enormous profits by using awakened, or supernatural organizations that are hostile to human society, both participate with each other for the purpose of capturing awakened, shards, sacred treasures, entire bloodlines, or leylines.
  69.  
  70. The heads of each awakened organization, upon witnessing the current situation, have begun to believe that the world itself is guided by some force, which is slowly being driven toward chaos.
  71.  
  72. Over-Technology and Supernatural Battles
  73. Certain nations and organizations in the world of "Kamigakari" secretly possess the capabilities to combat awakened.
  74.  
  75. Among them are mechanized soldiers- Cyborgs, and Anti-Awakened Drones, both of which have remarkable performance. Cyborgs are superhumans who have mechanized their entire bodies. Their special prosthetics are extremely high-performance, with the power capable of surpassing State-of-the-art military equipment and combat capabilities comparable to fully armed battalions.
  76.  
  77. However, due to the extreme cost of manufacturing and maintaining their prosthesis, cyborgs only make up a small portion of anti-awakened forces. Research and development of drones with with lesser capabilities but superior in terms of cost is also actively being carried out, and the technology is constantly evolving in modern times.
  78.  
  79. Drones are typically used for exploratory, or military purposes: For things such as space probes or reconnaissance aircraft. Large-Scale drones used for anti-awakened activities, born from a fusion of cutting-edge technology and mysterious knowledge, have reached the point where they can be considered artificial mononoke. They come equipped with advanced artificial intelligence and are, on average, bigger than a normal drone.
  80.  
  81. These drones typically have a shape reminiscent of animals or insectoids, and possess a learning AI that allows them to adapt to different situations as needed. Despite their pinpoint accuracy, many are afraid of their potential for accidents. However, their true strength lies in their inherent ability to reduce human casualties and their relatively cheap manufacturing costs (Compared to Cyborgs)... Although they are relatively expensive.
  82.  
  83. Cyborgs boast extremely high performance and excellent response capabilities, and are typically used as trump cards for important missions, while large, unmanned drones are used for simple missions such as eliminating mononoke, or patrolling an area. Equipped with artificial regalia, they demonstrate their highest performance in battle against other awakened. Despite their tremendous energy intake, they are also capable of operating for extended periods of time.
  84.  
  85. Far beyond the bounds of ordinary science, this technology sits at the edge of human wisdom. This over-technology is the product of a fusion of magic and science. Only time will tell if it becomes a threat to humanity, or a strong ally.
  86.  
  87.  
  88.  
  89. Spirit Terminal
  90. Cyborgs and large drones are powered by special engines that use spirit energy. These engines contain special technology called Spirit Terminals, which can output power beyond human limits.
  91. The Spirit terminal is a special device that outputs high levels of spirit energy by absorbing and amplifying an area's ambient spirit energy.
  92.  
  93. In order to manufacture a spirit-powered engine, a Spirit Terminal is essential. The device itself is a black gem, the size of a thumbnail, that emits a steady red light. The inner workings of the Spirit Terminal are mostly unknown, and the reason that not many know is that they were designed by a person from another world- A [Marebito].
  94.  
  95. Inactive spirit terminals will fuse instantly with anything they come into contact with if any amount of spirit energy is run through them. Even if the object it fuses with is totally destroyed, the terminal will be unrecoverable.
  96.  
  97. With the rise of supernatural incidents in Japan and around the world, many countries and organizations have a desperate need of Spirit Terminals in order to mount a response.
  98. Fierce battles between these entities have begun for the possession of Godforged Regalia, which are used as raw materials in the creation of the Terminals- And it's only possible to create several thousand terminals per Regalia used.
  99.  
  100. Marebito
  101. [Marebito] originate from different worlds, vastly different from present-day earth. Awakened refer to these worlds with names such as "Otherworld" or "Ikai".
  102.  
  103. These worlds are nothing like our own: They can be fantasy worlds where conflicts against dragons or demon lords take place and swords or magic are used as weapons, or take other forms. The only constant is that they exist in parallel with our world.
  104.  
  105. In other worlds there are Aramitama, as well as other similar monsters that consume souls to destroy the world. However, their appearance and name vary from one world to another... In some worlds, they're called "Dragons". In others, they're called "Demons". Further still, in some other worlds, they're called "Magical Beasts". Defeating these creatures yields shards, or substances with a similar effect.
  106.  
  107. All Marebito are extraordinary beings with the power to defeat Aramitama of any world.
  108. They've been called heroes, or demon lords, and through precise manipulation of their spiritual energy, they can display their power in any world. Marebito can travel to other worlds without losing any of their power- And by bringing the laws of their world with them and manipulating them freely, they have become "Rulebreakers"- Beings which can disregard the laws of physics in our world.
  109.  
  110. Via this effect, a sword belonging to a [Marebito] can slice through a rock like paper, and their special weapons and magic powers are far more destructive than modern day weapons.
  111.  
  112. Position and Purpose of the Marebito
  113. A hero who travels to discover a way to save his destroyed home world... A demon lord who travelled to earth to take revenge on the one who destroyed the world he ruled... A criminal who committed a grave sin in his own world and fled to avoid punishment... A superhuman from a parallel world who wanders ours, with the intent of finding a way back to their own. Marebito's objectives are as varied as their backgrounds are. Many of them keep their true identity a secret and live their daily lives under a false identity.
  114.  
  115. They follow clues to solve supernatural incidents, and obtain fool's gold and kushimitama. Marebito with great power are viewed as troublesome to modern day society, and hunted as research subjects by large corporations seeking to study them. A benevolent Marebito is a trusted ally for an organization, but a malevolent one is a dangerous enemy.
  116.  
  117. Where do Marebito come from?
  118. The cause of Marebito's appearance in modern day society is currently unknown. Many of them are discovered by chance within spirit barriers or sanctums where awakened dwell.
  119.  
  120. A common place for Marebito to "cross over" to our world is through spirit barriers, leylines, or places with similar properties to either. Accidents in these places can lead to a crossing. Another known way to travel is through being hit with an especially powerful, spirit energy-imbued attack (Like a powerful spell). Upon being hit with the attack, many Marebito have been transported to earth through some phenomenon. Regardless of the way they were sent, all Marebito appear in a bright, rainbow-colored flash.
  121.  
  122. Mages belonging to the Association believe that this phenomenon is similar to the magical summoning of Heroic Spirits. It is currently unconfirmed whether or not any Marebito have managed to return to their home world.
  123.  
  124. Due to the effect of the rainbow-colored flash, Marebito fully understand the language of the country in which they emerge in and acquire modern common sense.
  125. For example: This is a different world. It's not good for the general public to see you wearing a sword and armor. Don't hurt the general public without any meaning.
  126. Even if they don't have currency that works in this world, they at least have common sense that cannot be bought and sold.
  127. The knowledge they have goes even further. They know that collecting shards, or kushimitama can return them to their homeworld, or fulfill any of their wishes.
  128.  
  129. Therefore, many Marebito that appear in modern times try to collect kushimitama by defeating Aramitama in order to fulfill their wishes, or return home.
  130. When they arrive, they are sometimes given protection by various organizations, and receive provisional status and lodging while they search out clues.
  131.  
  132.  
  133. Marebito Arms and Armor
  134. Marebito's special armor has been created using special techniques belonging to another world. All of them have the same power as Artificial Regalia, and they demonstrate their full capabilities in battle against opponents that cannot be harmed with ordinary weapons.
  135.  
  136. Cyborgs
  137. Cyborgs: Steel superhumans, produced by a fusion of magic and science.
  138.  
  139. Many of them are former godhunters or Inousha, their bodies, save their brains, completely mechanized in the wake of injuries caused in battle, or after serious accidents.
  140.  
  141. Their prosthetic bodies consist of advanced prosthetic limbs, artificial eyes, and replacement organs. Their skeletons and muscle fibers are constructed from special metals, carbon nanotubes, and special fibers made of materials refined from fool's gold. In addition, their bodies are equipped with a high-performance mind-machine interface, which rarely creates errors in thought or bodily function.
  142.  
  143. Cyborgs, who have no physical limits, boast tremendous physical abilities. They can run at speeds of 300km/hour and effortlessly lift objects over 100 tons. They can see a hummingbird's wings beat in slow motion, a feat beyond the scope of humans. A Cyborg's artificial body is driven by the spirit-energy drive mechanism in the chest, that incorporates a Spirit Terminal, which runs constantly and absorbs spirit energy from the environment to power it's systems.
  144.  
  145. Therefore, Cyborgs do not need to consume more than the minimum amount of water and nutrients that their brain needs, and are capable of spending up to one month without feeding (But sleep is necessary because their brain is alive).
  146.  
  147.  
  148. Research and development on cyborgs has been conducted by military forces in various countries since the second World War. Traditionally, the development and training of a good soldier requires lots of time and money. However, as long as the soldier is a human being, they will be forced to retire sooner or later, whether from old age, or injury.
  149.  
  150. In order to make full use of a soldier's capabilities, a military's human assets, militaries began to upgrade their soldiers - that is, mechanize them.
  151.  
  152. The military performed this research on two types of people: Veterans, people who's physical strength declined due to their age, and soldiers who were severely injured in combat. These types of people, who had no other home than the battlefield, became the subject of cybernetic upgrades. However, cybertechnology at this time was still immature, and because it required enormous cost to manufacture the prosthesthetics, only nine individuals underwent successful reconstruction surgery. These nine cyborgs changed the tide on many battlefields, but their deeds are mostly unknown and they disappeared after the war. Their current status is unknown, and no surviving materials of the project exist. Even their names are unknown.
  153.  
  154. However, it is unquestionable that their existence contributed vastly to the cyberization process, which boasts an extremely high success rate. The number of cyborgs owned by various countries and organizations is low because of their enormous cost. Therefore, cyborgs are often used as trump cards, typically involved in special operations with extreme importance.
  155.  
  156. Cyborg Upkeep
  157. Due to their unique bodies, cyborgs most often belong to corporations or government organizations. Godhunter PCs interested in solving cases will most likely belong to Specprov, Alkeny Materials, or the Black Eagle Group (Other origins for cyborgs include Far East Heavy Industries, The Apostles of Wisdom, Sumizuki Pharmaceuticals, etc... Many of these Factions have NPC cyborgs).
  158.  
  159. Cyborgs belonging to these organizations receive regular maintenance, resupply, and backup. There is an even smaller number of freelance cyborgs, who manage their own maintenance. In the case of serious problems, they can call on technicians or engineers from the government, or the B.E.G, who are happy to help.
  160.  
  161. Armored Arsenal
  162. In order to further augment the extraordinary strength of a cyborg, their patrons have worked tirelessly to develop dedicated armaments for them.
  163.  
  164. Among these systems, the Armored Arsenal system (hereinafter referred to as AA) is a Cyborg-Equipped portable arsenal with internal weapons, special gadgets, and power-assist functions. AA are considered an “Armed Powered Armor” system that contains several external hardpoints and comes equipped with internal drive engines, heavy weapons, advanced reload systems, and more. AA comes in a variety of shapes, but they all resemble bodysuits covered with armor plating.
  165.  
  166.  
  167. Developed as a portable arsenal, an AA is housed inside of a special case or bag, and automatically equips itself onto its owner via voice authentication when they speak a certain keyword before battle. AA augments it's user's effective strength by two times while negating its own weight with advanced spirit drive technology.
  168.  
  169. However, the strain it puts on it's user's body and spirit is tremendous, making it effectively impossible for ordinary people to wear AA- It's only capable of being used by full-body cyborgs. Today, advanced AA is constantly being developed by every company involved in the corporate war, intensifying the conflict several times over.
  170.  
  171. Police and Awakened
  172. There is little the police can do against awakened, who wield unusual abilities and can manipulate spirit energy.
  173.  
  174. Most police officers are not awakened, so they can't even recognize aramitama or mononoke in the event that they show up. As an innocent, there is no way to combat awakened.
  175.  
  176. However, the police are not completely powerless.
  177. When a supernatural incident occurs, it is often local detectives and police officers who are the first to arrive on-site. They are often the first to check a scene for traces of awakened activity.
  178.  
  179. Information acquired by the police is transmitted to nearby Specprov branches, Inousha or special staff are secretly dispatched to the police station.
  180.  
  181. The special agent's official answer is that they work for the National Public Safety Commission, and investigate the site as part of a disaster response team, which have authority in matters of public safety.
  182.  
  183. At this time, they locate and dispatch local godhunters to solve the case.
  184. When used this way, the police, as an organization, are very useful as a source of information. Ordinary people tend to be thought of as helpless victims of awakened, but without the support of police officers and detectives who try to fulfill their duties out of pride and justice, the truth is that many godhunters would never find their targets.
  185.  
  186.  
  187. The Establishment of Specprov
  188.  
  189. It was Yoshito Urabe, the father of the current special director Masato Urabe, who formed Specprov. Before the war, the Demon Hunter's Society was solely responsible for protecting Japan from supernatural incidents.
  190.  
  191. The nation also had its own anti-awakened organization, the Kinjou, but they were a special institution that was only allowed to act in the event of a catastrophic national disaster.
  192.  
  193. After the war, Yoshito, who was active as a politician, was involved in a large-scale supernatural incident during reconstruction activities. By sheer luck, he was rescued by the godhunter [Black Chrysanthemum], and she informed him of the existence of the awakened world.
  194.  
  195. Deeply affected by the incident and his rescue, he was convinced that a new, anti-awakened institution was needed for the sake of Japan's future, and after a successful career as a politician, he pulled strings to create Specprov.
  196.  
  197. At that time, the other organizations- "Kushikimi", and "Kinjou", alongside several ancient nushi (Who governed leylines in various areas) supported it's establishment.
  198.  
  199. The biggest reason why SpecProv was created is because Yoshito recognized that the damage any Awakened could do surpassed the limits of what the law was capable of dealing with, to the point that they could be classified as natural disasters. Another major reason for it's creation is that the Society, one of the largest anti-awakened forces at the time, were exerting pressure on and influencing the police.
  200.  
  201. At first, Specprov had several problems: A feud with the society, which prided itself as the guardian of Japan, and a shortage of human resources on the godhunter side. The results of their activities were negligible at first, but through the development of information technology and the steady continuation of their activities, Specprov gradually gained strength.
  202.  
  203. The birth of the modern-day Specprov occurred on Purgatory Night, a time at which the Society suffered massive casualties and the Kinjou were completely decimated.
  204.  
  205. Kinjou was a sacred bird that gave protection to the real God called Kamu-yamato Iware-biko no Sumeramikoto, or Kamu-yamato Iware-biko no Mikoto. The organization was an ancient, japanese government organization, composed of ancient land gods, special bloodlines, local gods, and other mononoke. However, the treaty that created them only allowed them to operate in the event of a disaster involving a supernatural event.
  206.  
  207. During the events of purgatory night, in order to stop numerous catastrophic events that were occurring across the country, Kinjou's members put their lives on the line. The organization succeeded in their goals but were decimated, suffering massive casualties. The very few survivors of the events were transferred to Specprov.
  208.  
  209. It's said that the SpecProv agent Kurai Kukuri was originally a member of Kinjou, and she worked alongside Yoshito, as a co-founder, to create a Government organization not bound by the limitations of Kinjou.
  210.  
  211. The two organizations rarely interacted because the scope of their activities were vastly different. Several of Kinjou's veterans moved on to SpecProv after the organization's demise.
  212.  
  213. Kinjou, as an organization, had lived for the protection of the nation since ancient times, and ultimately sacrificed itself to save it. But everything it worked for, it's mission to protect Japan and it's people, has not been abandoned- It's been carried on by Specprov.
  214.  
  215. SpecProv and the Police
  216.  
  217. As mentioned above, SpecProv mainly uses the police for information purposes. For this reason, Specprov has established a system that allows them to obtain information rapidly by dispatching Inousha to the Metropolitan Police Department, every Prefectural Police Headquarters, and any large police departments in an area (In which case, Police Officers are required to make an immediate decision- "If they feel it's a supernatural incident, they report it to SpecProv immediately). However, because there is a need to conceal information, this practice is highly secret.
  218.  
  219. The information provided is analyzed at SpecProv HQ, and agents and information gathering specialists will be dispatched to the site as 'inspectors' if necessary.
  220. Additionally, because there is a need for secrecy while investigating, investigators are given a cover: "Public Safety", which is a high-ranking organization of the National Police Agency.
  221.  
  222. After that, SpecProv agents ask the police for cooperation, collect information about the incident, finish post-processing, and perform a cover-up as needed.
  223.  
  224. It should be noted that SpecProv and Public Safety are connected behind the scenes behind the scenes through a secret organization called "Shiki", which helps perform large-scale coverups.
  225.  
  226. In addition, the Self-Defense Forces have special forces for Anti-Awakened combat, and it's rumored that they have been sent to supernatural events under the pretext of training exercises.
  227.  
  228. Supernatural organization
  229. Next, I will explain about the supernatural organizations that appear in this world.
  230. The GM may use the organizations listed here when creating scenarios, or you can have your own original organization appear.
  231.  
  232.  
  233. ================================================================================
  234. Machine-God of Damocles -- The Awakened Factions [XXXB]
  235. ================================================================================
  236.  
  237. Alkeny Group
  238. ----------------------------------------
  239. Leader: Leonie Hohenheim
  240.  
  241. The International Financial Enterprises Group - That's the Alkenny Group. Leonie Hohenheim, the "Modern Alchemy King", is well-known in the Western business world. With a headquarters located in New York, the Alkeny Group is (ostensibly) a financial company, but in reality, it it trades pure gold in various countries around the world. This corporation is well versed in the awakened world, and known for trading in gold. The Alkeny Group is a friendly organization for Godhunters, or good Mononoke.
  242.  
  243. The Alkeny group purchases Fool's Gold en masse from awakened that need ordinary money or assets, and act on their behalf in financial matters.
  244.  
  245. The Alkeny group has experience with forgeries, and their laborious procedures allow them to sort them out with ease. They serve as a great investor for mages who want to immerse themselves in their research.
  246.  
  247. Friendly mononoke who are unable to interact with ordinary people can find support with the Alkeny group.
  248.  
  249. By purchasing Fool's Gold, they're able to trade for rare artifacts and high-value treasures. They're also responsible for a number of construction companies that work for awakened. Because the Alkeny group owns so much fool's gold, other organizations buy large amounts of it from them.
  250.  
  251. Alkeny Materials (AM)
  252. Energy, Aviation, Marine, Industrial Machinery, Infrastructure, Logistics, Transportation, Military... In recent years, Alkenny Materials Heavy Industries (AM) has become a leading company in almost all these fields.
  253.  
  254. Alkeny Materials is headquartered in Detroit, with an R&D department located in Stuttgart.
  255.  
  256. This private, awakened organization aims to bring around the <<Promise of Ascension>> by studying science and magic, and works to destroy Aramitama through use of it's heavy industry. They use spirit energy as a weapon to battle awakened, then collect information related to the promise and shards. These assets allow them to solve supernatural incidents in almost any country.
  257.  
  258.  
  259. Alkeny Material's main force consists of elite mercenaries, veteran soldiers, and cyborgs. Alkeny Materials is known for producing high-performance prosthesis for it's cyborgs, which are renowned as some of the world's most advanced- On the same level as <Far East Heavy Industries>.
  260.  
  261.  
  262. Arkham University
  263. ----------------------------------------
  264. Leader: Carol Armitage
  265.  
  266. Arkham University is a prestigious university that exists in Arkham, MA. It is a group rather than an organization, which refers mainly to college literary doctor Carol Armitage and those who cooperate with her. The members of Arkham University are a friendly organization for "good" God Hunters and Mononoke.
  267.  
  268. At the University Library of Arkham there are documents such as ancient documents related to the original sacred treasure, which is said to have been created by the gods, literature relating to the Avatar of Ruin, and documents describing various legends. There are many collections of magical books as well. In the past, a person appeared trying to revive the <Avatar of Ruin> by using one particular book collection. However, by the hands of Dr. Henry and his colleagues, who were also the librarian chief and God Hunters in those days, the incident was stopped before it could escalate.
  269.  
  270. Carol as the successor of her great grandfathers, Dr. Henry's, will manages his collections along with trusted God Hunters. Carol gathers information based on the forefront of mystery in the present, in order to crush the ambition of those misusing <Godforged Regalia> and those embodying <destruction>, evil people who wish for the resurrection of the Avatar of Ruin. Arkham University and Carol herself are deeply connected with the Alkeny Group, which is the benefactor for both. In addition, Carol is acquainted with Charles Derleth who is one of the leaders of the <Mage Association> as a master of magic, and there is also communication and exchange with various other organizations as well.
  271.  
  272. A Number of Magical Books
  273. At Arkham University there are many books that are deeply related to the Aramitama known as the <Avatar of Ruin>. Among them, a number of marvelous magic books that are said to have secrets written in them related to the realization of Aramitama and destruction are the most dangerous sacred treasures. Many of them are written in an unknown language, and even the age that they were written is unknown. Currently, at the Arkham University Library, these manuscripts are stored, and if you can obtain permission from the University of Arkham or its allied organizations, you can view its contents. Not only is the Secret of Secrets written in the original, but a mighty spiritual power is hidden within, and if you can decipher its contents you can manipulate that great power, even as an ordinary person. The original is currently sealed by the cooperation of many organizations and it is hidden away. However, all sorts of manuscripts with a such power are still left in the world, and when they are discovered it will cause a massive supernatural incident.
  274.  
  275.  
  276.  
  277. Apostles of Wisdom
  278. ----------------------------------------
  279. Leader: Hannibal Barca
  280.  
  281. The Apostle of Wisdom are an Awakened terrorist organization that was created with the aim of destroying our current society and creating a new one in it's place.
  282.  
  283. The Apostles of Wisdom are a hostile organization for good Godhunters and Mononoke.
  284. Their true goals, exact numbers, and home base are totally unknown. An investigation revealed that their leader is the Heroic Spirit, Hannibal Barca. Below Hannibal are Awakened with high power, called "executives". Executives command Members, their subordinates. Members outrank "Chiefs", who play important roles in countries across the world.
  285.  
  286. Currently, their main objective appears to be stealing powerful Godforged Regalia across the world to further their plans. They attempt to plunder these relics from sacred shrines, sealed ruins, or sanctums: They also target Godforged held by special clans and gods, working to steal their target by any means necessary.
  287.  
  288. It's rumored that they analyze their stolen Godforged and sell the requisite knowledge and theories to different countries in exchange for huge amounts of money, goods, or human resources. It's also said that they have the backing of several large nations, and the Apostles themselves are merely tools to unravel the hidden secrets and unknown technology in Godforged Regalia. In any case, they are always at odds with those who aim to seal and protect the Godforged.
  289.  
  290. Beast Demons and Kaijin
  291.  
  292. Created by an Awakened who's earned the title of Executive, the mad scientist Shindou Katsutake, the mysterious creatures called <Beast Demons> and <Kaijin> were designed from the template of an extremely powerful Dragon Carrier.
  293.  
  294. Beast Demons and Kaijin are magical creatures created from a fusion of alchemy and genetic engineering, a process that starts by culturing cells collected from various mononoke.
  295. These biological weapons combine human traits with those of Flora and Fauna to gain access to tremendous combat capabilities. The Apostles of wisdom mainly use these creatures in their mission to steal Godforged.
  296.  
  297. The performance and life span of Beast Demons and Kaijin depends on their level of completion. Those with a high degree of completion have high combat ability and a long lifespan. On the other hand, those with low degrees of completion are weaker and very short-lived.
  298.  
  299. In the past, several Kaijin designated masterworks were developed, but they escaped the organization for some reason. It's rumored that they wander the world, searching for a powerful Dragon Carrier that could be their predecessor.
  300.  
  301.  
  302. Far East Heavy Industries
  303. ----------------------------------------
  304. Leader: Fuchi Kazuomi
  305.  
  306. Far East Heavy Industries boasts overwhelming market shares and technological strength, not only in Japan, but also overseas. Headquartered in Osaka, it has several huge plants based in the Hyogo prefecture. It's also rumored to own several islands in the Seto Inland Sea, used as special research and development facilities.
  307.  
  308. On the surface, it's engaged in the development of aviation, shipbuilding, industrial machinery, robotics, industrial equipment, and industrial plants. In reality, it's actually secretly developing drones, cyborgs, armor, and other technologies for military use. Their main goal is to monopolize their shares in world militaries by selling drones and cyborgs to different countries via various routes. They may secretly attack sanctums or hidden villages belonging to awakened, referred to as performance tests of drones and cyborgs. For those reasons, they are hostile to good Godhunters or Mononoke.
  309.  
  310. Far East Heavy Industries was founded during the Meiji era, and has achieved remarkable success due to the outstanding foresight and commercial talent of it's creator, Fuchi Masaomi.
  311.  
  312. Their family was originally an esteemed pedigree in the Demon Hunter's Society. In the past, he had the surname "Kaze", and was in charge of the production of Artificial Regalia for the Eight Legions.
  313.  
  314. However, the Kaze family was unable to produce a Godhunter for three generations in a row, and on those grounds they lost much of their influence and respect within the Society. The Kaze clan, once a prestigious family renowned by all, had become a family of powerless Inousha. They left the eight legions out of sheer humiliation.
  315.  
  316. After some time, the Kaze clan changed its name back to Fuchi, and returned from their exile. Fuchi Masaomi experimented with Artificial Regalia creation techniques left by his ancestors, and combined them with science and technology. The Demon Hunter's Society did not take this well, but because of the chaos of war and the fact that numerous disasters occuring at the time, they had their hands full with other matters. The Fuchi clan is said to have contributed to the development of various weapons, and with the wartime demand occuring, they had the military on their side.
  317.  
  318. After the war and their secret return to Japan, they used their military connections and the high economic growth that followed in the post-war era to grow to massive size.
  319.  
  320. New weapons development
  321. Far East Heavy Industries is currently rumored to be developing [Androids] with state-of-the-art armor and high-quality artificial intelligence that gives them the ability to compete with drones and cyborgs. Companies and organizations other than FEHI are researching and analyzing their technologies to develop their own drones and cyborgs.
  322.  
  323.  
  324. Black Eagle Group
  325. ----------------------------------------
  326. Leader: Edward A. Blackeagle
  327.  
  328. A corporate known for their work in the transportation industry, it is commonly known as the Black Eagle Group- The B.E.G for short. Headquartered in Seattle, it's current CEO is Edward Allister Blackeagle, known as the king of transportation.
  329.  
  330. In the business world, it's merely a transportation company with top-class capabilities and appropriate revenue to match: But it's true identity is that of a global arms merchant that uses it's own transportation routes to move arms across the globe.
  331.  
  332. It's main purpose is to analyze and reverse-engineer the unknown technology present in Godforged Regalia to develop powerful weapons, many of which are used to wage war against Awakened.
  333.  
  334. It is Edward's sons that do a majority of work in the company. As businessmen, they sell weapons and Artificial Regalia while travelling the world, and purchase Godforged from those who will sell them- Or in some cases, attack, then take them by force.
  335.  
  336. The Black Eagle Group can be considered neutral to good Godhunters and mononoke, but they are rivals, at best, with other awakened organizations such as Arkham University and the Mage's Association.
  337.  
  338. Edward's children are said to be extremely difficult to successfully attack or assassinate because of their escorts: Private Platoons, commonly known as "PP" for short. These forces are made up of elite godhunters with military experience.
  339.  
  340. The Corporate War
  341.  
  342. Each Corporate Organization listed here has repeatedly engaged in espionage, sabotage, and warfare in order to steal research results and Godforged Regalia from each other.
  343.  
  344. Ostensibly, these incidents are covered up as disasters, accidents, terrorist attacks, or acts of political sabotage. In this way, the Corporate war continues on without the general public ever learning of it. Edward's sons are divided into two factions- The Hounds (The NPC Cordelia belongs to this faction) and the Doves, respectively, those who actively participate in corporate wars and those who try to avoid them.
  345.  
  346. Because the corporate war cannot be carried out publicly, each corporation sends a small number of elite awakened called "Operatives" to perform missions and attack their rivals. Each company also provides it's operatives with special equipment based on the results of their research.
  347.  
  348. Because of the increase in the supernatural incidents since Purgatory Night, corporate wars have increased in both number, and intensity. There are several cases involving them spilling over and affecting the general public, and other awakened organizations. When this occurs, they can lead to serious incidents involving godhunters, mononoke, dangerous seals, and leylines.
  349.  
  350.  
  351. Saionji Private Inquiry
  352. ----------------------------------------
  353. Leader: Kiriko Saionji
  354.  
  355. Saionji Private Inquiry is a medium-sized detective agency with branches across all of Japan. Their headquarters are in Tokyo. Publically, they do everything that detectives typically do: Finding lost pets, or uncovering affairs.
  356. However, Saionji Private Inquiry is actually a private organization that specializes in investigating incidents related to awakened.
  357.  
  358. Their ranks mainly consist of ordinary people, and godhunters. Their tasks include the protection of marebito and mononoke lost in modern society, escorting other awakened, concealing supernatural incidents from the public, or altering memories of events.
  359.  
  360. Saionji Private Inquiry is recognized as a friendly organization for good Godhunters and Mononoke.
  361. The representative, Kiriko Saionji, is not a godhunter, but has a sterling reputation in both awakened, and ordinary society. She's known for taking care of the innocents involved in supernatural incidents, Godhunters who spontaneously gained their shards, or those who wander into this world- Marebito.
  362.  
  363. She does her best to help these people return to their daily lives by altering their memories, and teaches them basic knowledge about awakened or lectures them on modern common. Many of the godhunters protected by Saionji Private Inquiry end up hired as employees and part-time workers, and given the use of the agencies for their needs.
  364.  
  365. Psychic Investigations
  366.  
  367. Those employed by Saionji Private Inquiry receive numerous jobs of both mundane and special origin. In fact, it seems that detective work is it's business, rather than it's other activity as a credit bureau. Their special work is called "purification", in which they investigate supernatural incidents and resolve them. Their first job was a request from a soul who was unable to attain Buddhahood because he left unrequited love in this world.
  368.  
  369. They will search for those missing because of supernatural incidents to the ends of the earth. Their investigations are thorough, and their treatment of their clients is top-notch. Every time they're asked for such a case, employees and part-time workers on the case make full use of their abilities, spirit energy, and artificial regalia to solve the case.
  370.  
  371. Of course, requests for "purification" are always related to supernatural incidents.
  372. Saionji Private Inquiry's investigation of such strange incidents is often referred to as "psychic investigation".
  373.  
  374.  
  375.  
  376. Heilong
  377. ----------------------------------------
  378. Leader: 47
  379.  
  380. "Heilong" is a massive criminal organization with operations all across Asia, having established a firm position within the underworld using their supernatural martial arts and magic—spirit energy techniques in other words—for crime. The current boss of the organization is a man called '47' (as he is the 47th head of the organization), yet his identity and real name are unknown. It's said that Heilong has existed in some form or another since before the third centry BC, and it's believed that Qin Shi Huang, the First Emperor of the Qin Dynasty, was a member.
  381.  
  382. Originally, the organization's goal was to find its ancestors, who had been sealed away by the supreme god known as "Shangdi," and release them. However, following a decree from the organization's head during the early part of the 12th century, they became an anti-government organization aimed at overthrowing the current dynasty, and then after the World Wars, they became the criminal organization they are today.
  383.  
  384. There are many Awakened within Heilong, and following the orders of 47, they carry out tasks such as leading criminal activities, spying, demolitions, assassination, bodyguarding, and even cursing. The Awakened members of Heilong are supernatural assassins called either <Sage> or <Kill-Savant>, and if they are important within the underworld (including among Innocents), rumors will abound about them. Because of this, Innocents in the underworld will hire Kill-Savants to inflict harm upon more virtuous Innocents.
  385.  
  386. The Awakened within Heilong have lost their interest in searching for the <Promise of Ascension>, and are infatuated with using the sacraments for evil. For that reason, Heilong, who sees the sacraments as only a "means," have a conflicted relationship with the other Awakened factions, and have become a hostile existence for good Godhunters and Mononoke.
  387.  
  388. > Kill-Savants
  389. Drug dealings, money laundering, prostitution, gambling, trafficking, smuggling, assassination, and more; Heilong has stained its hands with all kinds of criminal activities, and the enormous revenue they have gained from those is set aside for financing their organization's operations. Assassination is Heilong's specialty, and the fee for a single request can reach unimaginable sums. If a request is made, a Kill-Savant, a supernatural assassin that is the pride of Heilong, will find the target and dispatch them in the manner required by the client.
  390.  
  391. There are also cases where a powerful Kill-Savant will be hired as a bodyguard, when that happens the Savant will guard the client while keeping vigilant for assassins, and when discovered, will not only kill the assassin, but their client as well. Their power is terrifying, and when an opponent identifies themselves as a Kill-Savant, it's said that even the Awakened of other factions will face the battle knowing they may very well die.
  392.  
  393.  
  394. False God Cults
  395. ----------------------------------------
  396. Leader: Various
  397.  
  398. The term "False God Cults" are a blanket designation for groups that believe in and worship various Aramitama that are hostile to mankind. All false god cults are hostile to good Godhunters and Mononoke. They all have unique religious views and worship an Aramitama, which they believe is their absolute god. A common view among these groups is that the Aramitama they worship one day will awaken from their slumber, regain their power, and continue their horrific activities.
  399.  
  400. The largest threat among these groups is the Black Goat cult, which worships Kuroyagi-hime. It was originally just a small-scale cult dedicated to the goddesses who presided over fertility and prosperity. However, a few years ago, the arrival of Kuroyagi-hime during a ceremony completely changed the situation. The believers who witnessed her "miracle" were instantly enthralled, and the cult's numbers expanded explosively. They expanded into a massive organization almost overnight by absorbing smaller cults.
  401.  
  402. Today, several organizations, the Knights-Templar in particular, are on a hunt to eliminate Kuroyagi-hime. However, due to the interference of other companies and organizations that want to secure Kuroyagi-hime, the inquisition has been difficult.
  403.  
  404. In addition to this, there are a few other notable emergent false god cults. A cult called Hongqiao, typically based in port towns, preaches about a "world of dreams" and a rainbow bridge that connects our world to it. Another group is the "Brotherhood of True Sight", formed by a charismatic, fortune telling student, which has begun to recruit other students.
  405.  
  406. Threats that lurk in the Darkness
  407.  
  408. Many participants in these cults are ordinary people who do not possess any special abilities. As a result, they aren't that big of a threat to Godhunters: The real threat is elsewhere.
  409.  
  410. Friendly old women or neighbors who live on your street and greet each other each morning, or the managers of their favorite stores: Anyone may be a worshipper of Aramitama. In order to carry out their horrific rituals, they might not target Awakened, but also their neighbors or loved ones. Of course, these individuals fully understand that they are an anti-social existence, and operate in utmost secrecy in their communities to thoroughly conceal their activities. Therefore, their victims will be buried in unknown locations, designated as accidents, or called runaways.
  411.  
  412. However, the existence of many cults has been uncovered due to victims who were lucky enough to survive their attacks, or those who perished but left notes left behind.
  413. The general public rarely takes these events seriously, but for Awakened who know the truth of the world, these events are important pieces of information that cannot be ignored.
  414.  
  415.  
  416. Sumizuki Pharmaceutical
  417. ----------------------------------------
  418. Leader: Ishii Hajime
  419.  
  420. Sumizuki Pharmaceutical, a new pharmaceutical company that has rapidly expanded its power in the last decade. The CEO is The First of the Board of Directors. It's head office is located in Kyoto.
  421.  
  422. On the surface, they mainly develop, research, manufacture, and sell pharmaceutical drugs. In recent times, the company has achieved considerable results in the development of new drugs through genetic engineering and biotechnology.
  423.  
  424. The organization is aware of awakened and uses it's knowledge of them in medical and pharmaceutical technology. It researches, produces, and sells elixirs such as "Ochimizu" and "Goziwasan". Sumizuki Pharmaceutical is a neutral organization for awakened, and they've made their neutrality clear to every organization.
  425.  
  426. What this means is that sometimes, they can be hostile to PCs, attempt to capture Mononoke, and steal Godforged. Their reasons are unknown, it's rumored that they're involved in the creation of Artificial Gods, prompting other organizations to monitor their activities... Even as they continue to buy their goods.
  427.  
  428. Sumizuki Pharmaceutical was originally a secret military research organization established during the war, whose purpose was to study awakened.
  429.  
  430. However, their progress was halted because of the war. Ishii's predecessor secretly took their research results and established a pharmaceutical company with his colleagues after the war. After that, they merged with several other companies to become the giant that they are today. The company became famous overnight because of its response to the events of purgatory night, where it distributed free medical aid to the victims.
  431.  
  432. It's advanced medical technologies have the power to cure diseases which are normally thought to be impossible to fix with ordinary medicine.
  433.  
  434. However, these procedures require large amounts of rare materials, and have massive costs. As a result, these medical technologies can only be afforded by a small percentage of godhunters, Inousha, and ordinary people, but the knowledge of these miraculous treatments is slowly spreading to the general public.
  435.  
  436. Espers and Adapters
  437.  
  438. Currently, Sumizuki Pharmaceutical is focusing on the research of "a certain existence", people discovered in various places in recent years with strange powers.
  439.  
  440. Their powers are diverse: Supersensory abilities, Psychokinesis, Physical Hardening, Hypermetabolism, and growth of the brain are only the tip of the iceberg of those that have been confirmed.
  441.  
  442. Adapters with super-intelligence and telekinesis are called [Espers], and those who have Super-Metabolism and transformation abilities are called [Adapters]. Some have had these powers from birth, but most gained them after surviving <Purgatory Night>. Some of them have even obtained shards and become Godhunters.
  443.  
  444.  
  445. Rozenskull
  446. ----------------------------------------
  447. Leader: De Gaita III
  448.  
  449. Rozenskull is an evil magic association that is hostile not only to the good godhunters, but also to all organizations who aim to complete the <Promise of Ascension>, and those who destroy Aramitama. Their apparent goal seems to be to prevent anyone else from reaching the <Promise>.
  450.  
  451. It's current leader is the renowned mage, Stanislav De Gaita. Once a part of the Mages Association, and the third to take the title "Marquis De Gaita", he began to despise the Association in the wake of a certain incident that damaged his honor. It was then that he established the sorcerous organization Rozenskull.
  452.  
  453. He approaches scientists who have been denied recognition for their work, disgraced figures of authority, and even ordinary people who have great ambitions or strong dreams. He promises to lend these people Rozenskull's support, free of charge. The forbidden knowledge that they desire. Powerful Spells that can aid them. The Manpower that they need. Everything that the subject requires is given to them.
  454.  
  455. This support is carried out until the subject dies, at which point De Gaita inherits their profits, or research. Upon learning of these activities, the Mages Association immediately sent a special task force to put an end to it. After a great deal of sacrifice, De Gaita was killed.
  456.  
  457. A few months later, however, a person claiming to be De Gaita appeared and resumed these activities, and the situation has begun to play out again. Currently, De Gaita is the leader of Rozenskull, along with subordinates called the eleven secrets.
  458.  
  459. Rozenskull is looking to complete the <Promise of Ascension> earlier than anyone else can, and regularly interferes in other's attempts to fulfill it. Although there are few prominent supporters, it is said that there are a large number of people who will cooperate with it for their immediate benefit.
  460.  
  461. Prohibited Items
  462. A Prohibited Item is a general term for witchcraft, magic spells, Godforged Regalia, Bloodlines, and more, that have been sealed away due their magnitude and high risk. Their degree of danger varies, but most of them are sealed away immediately after they're found.
  463.  
  464. They're contained inside tightly sealed books, behind multiple barriers, or in the bodies of Inousha belonging to certain bloodlines, and rarely see the light of day. There are occasionally unfortunate accidents where their containment is breached- Usually through complete chance, and these forbidden objects fall into the hands of a person who's wholly self-interested.
  465.  
  466. In many cases, prohibited items are the cause of the appearance of an Aramitama, or Distortion, and trigger dangerous supernatural incidents.
  467.  
  468.  
  469.  
  470. ================================================================================
  471. Machine-God of Damocles -- NPC Introductions [XXXC]
  472. ================================================================================
  473.  
  474. "Sorcerer of the Demon Eye" Domeki Kaname
  475. "Hey, long time no see! By the way, are you free now?"
  476. Cover: Lawyer
  477. Race: Demon-Eyed
  478. Age: 26
  479. Sex: Female
  480.  
  481. Kaname is a Mage belonging to the Association, who passes jobs down to Godhunters to resolve supernatural incidents. Based in a city near Tokyo, she owns both a law firm and a number of antique shops. Kaname is a always wears fancy glasses and red lipstick.
  482.  
  483. Her family- The Domeki family, has been host to a strange power that has manifested in their eyes for generations. Kaname is no exception, and her "Evil Eye" is fairly powerful. However, she was disgusted by the events that her family was involved in and moved to Tokyo to escape, and go to school. Immediately after she arrived, she was involved in a supernatural incident, but was saved by a Mage belonging to the Association. After a number of twists and turns, she managed to become their apprentice.
  484.  
  485. She practiced her magic endlessly, served her teacher faithfully, acted as the guardian of his son, and secretly used her magic for the benefit of the people.
  486. She uses her position as a [Lawyer] or an antique shop owner to gather information about a paranormal case, and then either resolves it herself, or entrusts the job to godhunters she personally favors.
  487.  
  488. ----------------------------------------
  489. "Deputy Director" Yoake Kazuya
  490. "All right. If it's for the sake of my husband and his partner... No Mercy."
  491. Cover: Bureaucrat
  492. Race: Dragon Lord
  493. Age: 34
  494. Sex: Male
  495.  
  496. Yoake Kazuya, a sharp-dressed man with extraordinary beauty, acts as the director of the Ministry of the Environment, Special Provisions Department office in Tokyo.
  497.  
  498. At first glance, he projects a ruthless and violent aura. In truth, however, he's a highly capable individual who acts as a father to his subordinates, and displays a strong loyalty to his boss.
  499.  
  500. On Purgatory Night, he and his friends, who were all criminals at the time, were attacked by powerful mononoke who appeared out of nowhere.
  501. As his friends were killed one after the other in front of his very eyes, he was saved by the timely arrival of a powerful government agent. Since that time, he's become romantically involved with the agent, who he now calls his husband.
  502.  
  503. He's entered the world of awakened with the desire to overcome the fear of the supernatural that was engraved upon him that day. As a result of his titanic efforts, he was selected as deputy director at an unusually young age. Currently, he's taken command of SpecProv headquarters, where he's made several considerable achievements.
  504.  
  505. ----------------------------------------
  506. "Child of the Moon" Lara Hohenheim
  507. "Oh, dear! Hey, why don't you work part-time with your sister?"
  508. Cover: Millionaire
  509. Race: Homunculus
  510. Age: Unknown
  511. Sex: Female
  512.  
  513. Lara Hohenheim is a talented young woman that works as CEO of the leading company "Alkeny Materials", part of the Alkeny Group. She is the love-child of Leonie, the Alkeny Group's general manager, and is currently active in Japan, the forefront of supernatural incidents.
  514.  
  515. She sends her world-class secretary Elena to investigate incidents, and upon discovering evidence that one has occured, Alkeny Materials superhuman soldiers and cyborgs are sent out to resolve it, with plenty of backup.
  516.  
  517. She is also keen on hiring Godhunters, scouting such personnel and hiring them via contract to work for Alkeny for certain periods of time. Being extremely sociable and curious, she often scouts these individuals by herself.
  518.  
  519. She came to Japan around the time of Purgatory Night occured. It's rumored that she died during the events of it, but the truth is unknown.
  520.  
  521. ----------------------------------------
  522. "Navigator" Elena Belefskaya
  523. "Support on standby. Prepared to launch."
  524. Cover: Corporate Operative
  525. Race: Cyborg
  526. Age: 18
  527. Sex: Female
  528.  
  529. Elena Belefskaya is a talented secretary who works under Alkeny Materials CEO Lara Hohenheim. She plays a support role in the investigation of supernatural incidents and operations concerning soldiers, or cyborgs working for the Alkeny Group.
  530.  
  531. In her youth, her hometown became an urban warzone, and Elena suffered fatal wounds across her entire body. However, the Alkeny Group's General Manager, Leonie, who was visiting the region for relief activities, was fortunate enough to stumble across her. He saved her life with an experimental version of cybernetic surgery.
  532.  
  533. She was given a new lease on life as a cyborg. Leonie became her guardian, and with his help, she was given a proper education and eventually became Lara's secretary.
  534.  
  535. During a mission, she tries to give commands and relay information with an attitude of indifference, but in fact, she's far more emotional than others and conceals a girly side.
  536.  
  537. It should be noted that puns, or dajare, are her weakness. After hearing a new one, she will continuously spew more.
  538.  
  539. ----------------------------------------
  540. "Evil Genius" Fuchi Madoka
  541. "Shards contain the future of humanity. Kihihihi!"
  542. Cover: Corporate Executive
  543. Race: Human
  544. Age: 16
  545. Sex: Female
  546.  
  547. An incredibly young, genius scientist under the employ of Far East Heavy Industries. Fuchi Madoka is also the granddaughter of the president, and has been entrusted with the design, development and research of cyborgs or drones using spirit terminals. She has a very cute appearance, but she's always lost in her research and doesn't take care of it. She has bags under her eyes, wears a dirty lab coat, never does her hair, and worse- Her morals have been completely lost, buried under extraordinary, yet malicious thoughts.
  548.  
  549. Boasting an IQ of over 300, she uses her unusually efficient brain to analyze the functions and properties of the Godforged Regalia. She uses this knowledge to develop new weapons, equipment, and other artificial regalia.
  550.  
  551. Currently, she's particularly focused on the development of advanced artificial intelligence. She sees the need for the use of emotions (A delicate, and complex phenomena) in order to express and burn spiritual crests. She hopes to utilize artificial intelligence in order to transplant crests into drones and other vehicles.
  552. The results of this research are about to be proven by the prototype [Android] Copperia.
  553.  
  554. ----------------------------------------
  555. "Guardian Machine God" Copperia
  556. "The protection of my creator, Madoka, is my mission!"
  557. Cover: Defense Type
  558. Race: Android
  559. Age: Unknown
  560. Sex: Female?
  561.  
  562. Created by the "Evil Genius", Fuchi Madoka, Copperia is a high-performance artificial intelligence in a robotic humanoid body, known as an [Android]. Her designation is prototype #2.
  563.  
  564. In contrast to her creator's appearance, she has a clean and pretty, doll-like appearance, and an innocent personality to match. That's all there is to it. As for her female appearance, Madoka explains that "Self-Awareness is an essential element to create emotions", but it is rumored that Madoka made her cute just because.
  565.  
  566. Copperia is a prototype, manufactured with bodyguard duties in mind, and has various weapons and gadgets built into her body. Copperia uses them to overenthusiastically defend and protect her creator, who she adores.
  567. Her combat ability, however, is terrible, a byproduct of her having been designed by compressing the schematics of a large drone into a humanoid form. In terms of combat ability, she's weaker than a single battalion of soldiers armed with modern weapons.
  568.  
  569. Copperia's prototype, Olympia, was stolen by someone a year ago as a result of the corporate war.
  570.  
  571. ----------------------------------------
  572. "Numerology Witch" Kizaia Mason
  573. "Ufufufu... Do you want forbidden knowledge, too?"
  574. Cover: Supernatural Criminal
  575. Race: Marebito
  576. Age: Unknown
  577. Sex: Female
  578.  
  579. This Marebito is known as Kizaia Mason, an otherworldly witch who gave a number of countries the knowledge to manufacture spirit terminals during the war.
  580. It's said that she once used to be an old woman with eerie eyes, but
  581. now she takes the form of a heart-wrenchingly beautiful woman with a bewitching appearance.
  582.  
  583. The details of her true identity are not known in detail. Few things about this mysterious godhunter are known: It's known that she's been confirmed to have existed since the 17th century, and that she uses a special type of magic that manipulates space.
  584.  
  585. Mason seems to be trying to sow chaos in human society in accordance with the orders of the powerful evil god she believes in, by spreading the crystalline supertechnology, spirit terminals, to shift the balance of power.
  586.  
  587. For this reason, she is being pursued by every awakened organization- Especially the Knights templar, and every company involved in the corporate war. However, it's extremely difficult to catch her, given her ability to control space freely. She sometimes visits her favorite godhunters to give advice.
  588.  
  589. ----------------------------------------
  590. "Community Lord" Fugami Akihito
  591. "...Just believe me. I'll show you the truth."
  592. Cover: Honor Student
  593. Race: Esper
  594. Age: 17
  595. Sex: Male
  596.  
  597. Fugami Akihito. Regarded as a medium-level threat, this charismatic, fortune-telling student has drawn in crowds of other high-schoolers and formed his own community: The Brotherhood of True Sight.
  598.  
  599. He appears to be all but an ordinary boy. Akihito is very popular with girls. He has a slender body, natural brown hair, and a fair-skinned appearance. He's capable of accurately telling a person's past or near-future by touching one's palms or hearing their date of birth. He believes that he's the reincarnation of a great prophet, and is an esper with high power.
  600.  
  601. It is not clear what purpose he created the Brotherhood for. However, it's scale is rapidly expanding, and both Public Safety and SpecProv are increasingly concerned that it will trigger a large-scale supernatural event. They are currently investigating it in secret.
  602.  
  603. ----------------------------------------
  604. “Doctor” Ishii Hajime
  605. "There were too many people and youkai. I'd like to contribute a few to medical care."
  606. Cover: Businessman
  607. Race: Human
  608. Age: 60
  609. Sex: Male
  610.  
  611. The president of Sumizuka Pharmaceutical Co, and Chief Executive Officer of it's Development and Research Division.
  612. Ishii Hajime is known as the "Medical King". The Ishii family has regularly produced excellent doctors and scientists in each generation, but never included any awakened. However, this changed after Hajime became involved with the military. He has grey hair, and always wears a high-quality suit with a white coat over it. His personality is very ambitious and confident, he's kind to his subordinates and is willing to admit his mistakes.
  613. For this reason, Sumizuka's executives and operatives are strongly loyal to him.
  614.  
  615. He is now involved in the research and development of "supernatural drugs that change their users into awakened by releasing their true potential". For this reason, it's rumored that he is conducting inhumane experiments on captured mononoke and land gods, and that he's applying the results of that research to ordinary people. However, there is no reliable evidence of this activity at present.
  616.  
  617. ----------------------------------------
  618. “Battle Captain” Ryuichi Naito
  619. "Damn it... I'll remember this!"
  620. Cover: Corporate Executive
  621. Race: Adapter
  622. Age: 36
  623. Sex: Male
  624.  
  625. Ryuichi Naito, the commander of Sumizuka Pharmaceutical's anti-awakened forces, is a close aide to Hajime Ishii. He was once a member of the airborne, but his natural ferocity caused problems and he was court-martialed. Ishii stumbled across him when Naito was working as a bouncer, and recruited him. Naito is an excellent soldier, and took the offer to command Sumizuka's PMC.
  626.  
  627. However, the original "Anti-Awakened Force" was annihilated at the hands of a single godhunter, leaving Naito with deep wounds to his body and spirit.
  628.  
  629. Despite his humiliating defeat, Ishii generously forgave his failure, and Naito asked him to rebuild the "Anti-Awakened Force". Grateful to Ishii, he volunteered himself for experimentation. After withstanding an overdose of chemicals, he transformed into a superhuman [Adapter] with an exoskeleton tougher than metal, and supernatural athletic ability.
  630.  
  631. Since then, he has participated in the corporate war, making full use of his combat skills. It seems that he has a bad habit of making poor plans, which backfire horribly. Luckily for him, he survives each time.
  632.  
  633. ----------------------------------------
  634. “The Leader of the Rose” De Gaita III
  635. "The Promise shall never be fulfilled... That's our revenge."
  636. Cover: Arch Wizard
  637. Race: Magus
  638. Age: N/A
  639. Sex: Male
  640.  
  641. Rozenskull is an evil mages association created for the sole purpose of preventing the promise of ascension. The man who created the organization is the has taken the name of the great magus, Stanislav De Gaita III.
  642.  
  643. It's unclear who he really is and why he's taken De Gaita's name, but his abilities are far superior to the real De Gaita. He can use powerful magic at the flick of a wrist, and summon a variety of mononoke with forbidden rituals. He has a strong grudge against the Mages Association, and is fully committed to its destruction. He's currently waging a secret war against it.
  644.  
  645. It is said that he, along with his aides, the Eleven Secrets, give forbidden knowledge and Godforged to sorcerers or bloodlines who have a grudge against awakened organizations. When these objects are activated, they copy the abilities or techniques of the user. Every organization regards him as an exceedingly dangerous individual.
  646.  
  647.  
  648. ================================================================================
  649. Machine-God of Damocles -- Additional Rules 1 [XXXD]
  650. ================================================================================
  651.  
  652. Additional rule: Remuneration to GM
  653. Each time a person serves as the GM of a round-robin campaign, their PC also gains experience and money. At [Session end], The GM Chooses a character of his to get the remuneration. After that, enter the value (described below) that can be earned by acting as GM in the [Experience] and [Gold] of said character. Next time, when other players serve as GM, you can improve your PC with the [Experience] and [Gold] gained from Gm'ing. [Experience] and [Gold] that the GM can acquire are as follows.
  654. ◎ Experience gained by GM = Average value of [experience value] PC's acquired.
  655. Example: The average [Experience] acquired by the PCs is 136, GM acquires 136 [Experience].
  656. ◎ Money gained by GM = Defeated [Boss]'s [LV] x 1200 G
  657. Example: The PCs defeat a [boss] whose [LV] is 3, GM acquires 3600 G of [money].
  658.  
  659. TL Note: The Original version recommends using a spare record sheet to note down how much each person gets, for the sake of fairness. To do this, write down the GM and character names in the Item field, and the amount gained in the effect field of the items. Each GM session counts as 1 item on the record sheet. Think of it like a communal log of who GM'ed and what they get for it.
  660.  
  661. ================================================================================
  662. Machine-God of Damocles -- Additional Rules 2 [XXXE]
  663. ================================================================================
  664.  
  665. Godhunter Covers and Identification checks.
  666. Regardless of PC or NPC, the difficulty of hiding your [Cover] is [target value: 14]. Also, even if a Godhunter is successful in [Identification], only partial data is known (→ see Core p156. [Identification]). In addition to each item that is found in [Identification], the [Race] and [Main Style] will be known (The acquired Talents and other details are unknown). Unless otherwise specified, each item of a godhunter is as follows.
  667.  
  668. ◎ Contents of Godhunter
  669. Classification: by [Race]
  670. World Interference LV (LV): current value
  671. Size: 2
  672. Intelligence: cunning
  673. Sense: normal
  674. Speech: Yes
  675. Reaction: Mercurial
  676. Identify: 14
  677. Weakness: None
  678. Movement: Walk
  679.  
  680. TL Note: These are the rules for identifying enemy godhunters. If you do not make DC 14, the above stat block is what is told to you, and nothing else. Should a PC succeed in their identify check, they will Learn more detailed information, Such as race, and main style. If anything is different from the above stat block, take into account that change if your players successfully identify a godhunter.
  681.  
  682. ================================================================================
  683. Machine-God of Damocles -- Aliases/Nicknames [XXXF]
  684. ================================================================================
  685.  
  686. ================================================================================
  687. TL Note: D66 means to roll 2d6, using the first number as the tens, and the second as the ones. 1d is just 1d6.
  688. ================================================================================
  689.  
  690.  
  691. Nicknames And Aliases
  692. Regardless of PC or NPC, it is possible that a God Hunter that has reached [World
  693. Influence LV (LV): 3] or higher is known by other Awakened under a different name. These names are called [Nicknames] Or [Aliases].
  694. Each player can arbitrarily have a [Nickname/Alias] on their PCs with [World Interference LV: 3] or more.
  695. When setting [Nickname/Alias], decide the following contents respectively.
  696. 1: Determine of different name
  697. 2: Determine feat or evil (misdeed)
  698. 3: Determine modifications to popularity
  699. 1: Determine the Nickname
  700.  
  701. To determine what kind of [alias] the PC is called by other awakened, Players may freely set
  702. [different names], or use the table described in this booklet. In addition, since the contents of the
  703. table are a rough guide, if you feel that the description is poor, or you do not agree with the image it presents, you can
  704. reroll again or use another similar word.
  705.  
  706. Nickname determination table
  707. This table is for determining the content of a different name. The contents of the table have the
  708. following meanings.
  709.  
  710. ◎ Table ① only
  711. [Nickname] of the God Hunter will represent that it is the content and the name itself of the Table used.
  712. "Table ①" is divided into three different themes. These are "color", "adjective", and "attributes". For example, if "Table 1 → Color"
  713.  
  714. and the result of "Color Table" is "Crimson", that God Hunter's [Nickname] is "Crimson 〇〇 (〇〇 is the full name of PC or under)
  715.  
  716. ◎ Table ① + Table ②
  717. It means that the [different name] of that God Hunter combines the contents of "Table ①" and
  718. "Table ②", "Table ②" will always be the [Shape] of the <Artificial Regalia> that that God Hunter has [Equipped]. For example, in the case of "table ①-> color" the result of "color table" is "crimson", and the [Artificial Regalia] that is [Equipped] Has [Form:sword] - that is "table ②-> sword"
  719. If it was a Katana, the God Hunter’s [alias] will be "Scarlet Sword Light".
  720.  
  721. ◎ Table ② only
  722. It means that the [Alias] of the God Hunter is the content and the name itself of an option rolled on "Table ②"
  723.  
  724. Nickname Determination Table (1d)
  725. 1: Table 1 Only
  726. 2-4: Tables 1 + 2
  727. 5: Table 2 Only
  728. 6: No Nickname (Name option above)
  729.  
  730. Table 1 (1d6)
  731. 1-2: Color (→ to color table)
  732. 3-4: Epithet (→ to epithet table)
  733. 5-6: Attribute table (→ to attribute table)
  734.  
  735. Table 1 – Colour Table (d66)
  736. 11-12: Scarlet
  737. 13-14: Crimson
  738. 15-16: Suou (hex 973C3F, a kind of dark red)
  739. 21-22: Golden
  740. 23-24: Pure White
  741. 25-26: White
  742. 31-32: Silver
  743. 33-34: Pale Blue
  744. 35-36: White-Green (Mint Green?)
  745. 41-42: Ash Gray
  746. 43-44: Iron Gray
  747. 45-46: Amber
  748. 51-52: Jade
  749. 53-54: Lapis Lazuli
  750. 55-56: Rose
  751. 61-62: Black
  752. 63-64: Jet Black
  753. 65-66: Player Choice
  754.  
  755. Table 1 – Epithet Table (d66)
  756. 11-12: Acute/Sharp (as in sharp-witted, I think)
  757. 13-14: The Cruel
  758. 15-16: Bizarre (Grotesque, fantastical, variant, etc.)
  759. 21-22: Quiet
  760. 23-24: Stiff (inflexible?)
  761. 25-26: Sonic Speed
  762. 31-32: Awesome
  763. 33-34: God of Murder
  764. 35-36: Glorious
  765. 41-42: Formidable
  766. 43-44: Distant
  767. 45-46: Eternal
  768. 51-52: The Just
  769. 53-54: The Promised
  770. 55-56: The Victorious
  771. 61-62: Wonderful
  772. 63-64: Forbidden (taboo?)
  773. 65-66: Player Choice
  774.  
  775. Table 1 – Attribute Table (d66)
  776. 11-14: Flame (→to flame table)
  777. 15-22: Cold (→to cold table)
  778. 23-32: Shock (→to Shock table)
  779. 33-36: Wind (→to wind table)
  780. 41-44: Light (→to light table)
  781. 45-52: Magnet (→to magnet table)
  782. 53-56: Toxic (→to Toxic table)
  783. 61-66: Phantom (→to Phantom table)
  784.  
  785. Table 1 – Flame Attribute Table (d66)
  786. 11-14: Wildfire
  787. 15-22: Red-hot
  788. 23-32: Pyrotechnic/Firey
  789. 33-36: Hellish (literally purgatory)
  790. 41-44: Flame/Blaze
  791. 45-52: Inferno
  792. 53-56: Strong flame
  793. 61-66: Explosive flame
  794.  
  795. Table 1 – Cold Attribute Table (d66)
  796. 11-14: Ruthless (?)
  797. 15-22: Melting snow
  798. 23-32: Snowstorm
  799. 33-36: Zero degrees
  800. 41-44: Extreme cold
  801. 45-52: Frozen
  802. 53-56: Callous
  803. 61-66: Oceanic
  804.  
  805. Table 1 – Shock Attribute Table (d66)
  806. 11-14: Lightning Strike 雷撃
  807. 15-22: Lightning speed (?) 雷奔
  808. 23-32: Thunder 雷鳴
  809. 33-36: Thunderclap 迅雷
  810. 41-44: Lightning Bolt 稲妻
  811. 45-52: Thunder & Lightning 雷電
  812. 53-56: Lightning 電光
  813. 61-66: Thunderbolt 霹靂
  814.  
  815. Table 1 – Wind Attribute Table (d66)
  816. 11-14: Fierce wind
  817. 15-22: Stormy
  818. 23-32: Light wind (breezy?)
  819. 33-36: Strong wind (gale?)
  820. 41-44: Stardust
  821. 45-52: Calm
  822. 53-56: Cloudy
  823. 61-66: Windy
  824.  
  825. Table 1 – Light Attribute Table (d66)
  826. 11-14: Red light
  827. 15-22: Backlit
  828. 23-32: Sunshine
  829. 33-36: Flash
  830. 41-44: Light
  831. 45-52: Divine light
  832. 53-56: Lightning (the light of? Also translates as hope, apparently)
  833. 61-66: Moonlight
  834.  
  835. Table 1 – Magnet Attribute Table (d66)
  836. 11-14: Magnetic field
  837. 15-22: Grounded
  838. 23-32: Pulsation/beat
  839. 33-36: Earth
  840. 41-44: Dragon
  841. 45-52: Tectonic (literally “moving land”)
  842. 53-56: Spirit
  843. 61-66: Celestial
  844.  
  845. Table 1 – Toxic Attribute Table (d66)
  846. 11-14: Poisonous
  847. 15-22: Abyssal
  848. 23-32: Deadly poison
  849. 33-36: Incubus
  850. 41-44: Magical
  851. 45-52: Miasma
  852. 53-56: Malicious
  853. 61-66: Toxic
  854.  
  855. Table 1 – Phantom Attribute Table (d66)
  856. 11-14: Darkness
  857. 15-22: Gloomy
  858. 23-32: Shadow
  859. 33-36: Ghostly
  860. 41-44: Dreamy
  861. 45-52: Eerie
  862. 53-56: Phantasmal
  863. 61-66: Dark
  864.  
  865. Table 2 – Sword (d66)
  866. 11-13: Heir/Successor
  867. 14-16: Sword Shadow
  868. 21-23: Treasured Sword
  869. 24-26: Demonic Swordsman
  870. 31-33: Swordsman
  871. 34-36: Sword Demon
  872. 41-43: Holy Sword
  873. 44-46: Devil Sword
  874. 51-53: Fencing Master
  875. 54-56: White Blade
  876. 61-63: Sword Light
  877. 64-66: Player Choice
  878.  
  879. Table 2 – Spear (d66)
  880. 11-13: Ranged Spear (literally “spear bow”)
  881. 14-16: Steel Bar
  882. 21-23: Serpent
  883. 24-26: Spearer
  884. 31-33: Unicorn
  885. 34-36: God-Killer (?)
  886. 41-43: Asura
  887. 44-46: Pierce
  888. 51-53: Beam/Shaft of Light
  889. 54-56: Demon Spear
  890. 61-63: Flying Dragon (Dragoon?)
  891. 64-66: Player Choice
  892.  
  893. Table 2 – Axe (d66)
  894. 11-13: Champion
  895. 14-16: Magical Beast
  896. 21-23: Battle Axe
  897. 24-26: Demon Claw
  898. 31-33: Hungry Wolf
  899. 34-36: Executioner
  900. 41-43: Lion
  901. 44-46: Demon Axe
  902. 51-53: Fierce Tiger
  903. 54-56: King
  904. 61-63: Jailbreak
  905. 64-66: Player Choice
  906.  
  907. Table 2 – Hammer (d66)
  908. 11-13: Masurao (means ‘strong, brave man’)
  909. 14-16: Charge
  910. 21-23: Hammer
  911. 24-26: Meteor
  912. 31-33: War
  913. 34-36: Follower
  914. 41-43: Soldier
  915. 44-46: Weaponmaster
  916. 51-53: Evil Demon
  917. 54-56: Iron Man
  918. 61-63: Comet
  919. 64-66: Player Choice
  920.  
  921. Table 2 – Ranged (d66)
  922. 11-13: Flying Hawk
  923. 14-16: God Eye
  924. 21-23: Wild Eagle
  925. 24-26: Hunter
  926. 31-33: Magic Bullet
  927. 34-36: Wing or Twin Wing
  928. 41-43: Silver Chain
  929. 44-46: Huntmaster
  930. 51-53: Archer
  931. 54-56: Bow
  932. 61-63: Falcon
  933. 64-66: Player Choice
  934.  
  935. Table 2 – Magic (d66)
  936. 11-13: Soul
  937. 14-16: Crest
  938. 21-23: Shaman/Miko
  939. 24-26: Magical Hail
  940. 31-33: Angel
  941. 34-36: Magician
  942. 41-43: Wizard
  943. 44-46: Forbidden Tome
  944. 51-53: Witch/Warlock
  945. 54-56: Sorcerer
  946. 61-63: Jewel
  947. 64-66: Player Choice
  948.  
  949. Table ◎ Column: About the <God Name> of the [Artificial Regalia] ②
  950. The tables in this book are not for <God Names> of [Artificial Regalia]. Instead, they act to obscure the god name of Artificial Regalia. In this case, use the [Form] of weapon closest to its actual shape (→ basic p 144 ~ 146)
  951.  
  952. ◎ Column: Not having a Nickname
  953. If for some reason a [Nickname] is not set for that character, the modification to their popularity is [+ 4 / secret in
  954. secret] and set [Name Recognition] to 18.
  955.  
  956. ◎ Column: Changes in name recognition
  957. During [session end], a GM may change the degree of recognition for each character by seeing the
  958. degree of activity for each character. For example, if a character contributes to an organization, the degree of recognition is decreased by one. Alternatively, or if they are a hostile God Hunter, if you hinder a friendly organizations goals or cause an incident or [Misdeed], your recognition is increased by 1. Modifications to popularity are decided by the GM arbitrarily. If there are no guidelines in particular set forth by your GM, let 's say that each PC can arbitrarily ± 1 their [Name Recognition] when they reach [Level Advancement]. In addition, the maximum value of popularity is 18 and the minimum value is 2.
  959.  
  960. 2: Determination of the feat, misdeeds
  961. These are tables that determines whether you are known for your feats such as your [alias] or for "bad" behavior. The player arbitrarily decides what kind of feat was accomplished by the PC as a Godhunter on the [feat table], or consults with other players or the GM to decide. The GM decides what kind of accomplishments and wrongdoings the NPC did, either arbitrarily or by Rolling once on eiter the [Feat table] or [Misdeed table].
  962. If you do not have permission of the GM, PCs cannot take or roll for [Misdeeds]. When the player uses the [Misdeed Table], treat it like it was "to protect someone's honor" or that they "made a mistake due to a misunderstanding". There should be a positive spin on the misdeed for player Godhunters, as they are ostensibly "The good guys". A Gm should consult with each participant and try not prevent progress of a [session] while taking this under consideration. Try to avoid having Feats and Misdeeds that overlap in a contradictory manner.
  963.  
  964. Feat table
  965. 11-12: Infiltrated a dark underground tournament and defeated its champion
  966. 13-14: I caused a miracle that saved many people
  967. 15-16: I have survived many battlefields
  968. 21-22: I fought against an evil Mononoke and was victorious
  969. 23-24: I rescued the heads of organizations and companies from disaster
  970. 25-26: I destroyed a Godforged Regalia, which was regarded as impossible to destroy
  971. 31-32: I destroyed an elite unit of infamous organization alone
  972. 33-34: I beat an Aramitama, which is regarded as impossible to kill
  973. 35-36: I brought the infamous evil Daiyoukai to justice
  974. 41-42: I saved a famous national leader on my own
  975. 43-44: I defeated the presence of a legend which had been sealed
  976. 45-46: I am the successor to the legendary Artificial Regalia
  977. 51-52: Once-in-a-hundred years genius in their [title]
  978. 53-54: I Dueled against a user of the first-class prohibited magic and won
  979. 55-56: I have destroyed special forces boasted about by companies and nations on my own
  980. 61-62: I have acquired the legendary deathblow technique
  981. 63-64: Roll twice
  982. 65-66: Player’s Discretion
  983.  
  984. Misdeeds table
  985. 11-12: I broke the organization's largest taboo and was banished
  986. 13-14: I used a greatly forbidden curse
  987. 15-16: Knowing the secrets of the organization and being chased
  988. 21-22: The legendary former assassin
  989. 23-24: Only I will survive on many battlefields
  990. 25-26: Destroyed the Godforged regalia to be used for a precious ritual
  991. 31-32: I destroyed a branch of a gigantic organization by myself
  992. 33-34: Killing excellent and prestigious Godhunters
  993. 35-36: I killed a mighty god
  994. 41-42: Has Destroyed many sanctums of renowned Mononoke (Literally Tochigami/Ubunokami)
  995. 43-44: Infamous genius in the [title]
  996. 45-46: Has eradicated a rare and mysterious tribe
  997. 51-52: In order to save a lot of people, I killed a small number of people
  998. 53-54: I made a bargain with an evil god or spirit
  999. 55-56: I have mastered a taboo mystery
  1000. 61-62: I used Aramitama a number of times for my self-interest
  1001. 63-64: Roll twice
  1002. 65-66: Player’s discretion
  1003.  
  1004. 3: Determine the modifications to name recognition
  1005. To decide how much influence a [Feat] Or [Misdeed] has on [Name recognition], Each participant will take the "degree of modification" and apply it to the baseline [degree of recognition: 14]. For example, if you get "-4 / Upstart", apply -4 of the fix to 14. If your
  1006. [nickname] was "Crimson Sword Light", that God Hunter would be [nickname: Crimson Sword Light / famous degree: 10]. Furthermore, it is assumed that [character recognition] can be judged for a character who a PC has never had a [Bond] with. On the contrary, let's assume that you already know an NPC in the campaign and have formed a [Bond] with them. Once an NPC has formed a bond with you, even once, they do not need to roll to recognize you or your nickname. If you write your [name recognition] or [nickname] on the character sheet, if there is no space for it, write it next to the free part of [player name] or [character name].
  1007.  
  1008. Correction degree table (2d)
  1009. 2: +4; Secret secret
  1010. 3: +2; Do not speak that name
  1011. 4: -1; It is considered a secret
  1012. 5: -2; A rumour on the wind
  1013. 6: -3; People know of you
  1014. 7-8: -4; Upstart
  1015. 9: -6; Celebrity
  1016. 10: -8; Super Celebrity
  1017. 11: -10; Hero
  1018. 12: -12; Living Legend
  1019.  
  1020. Additional NPC table (2d)
  1021. Finally, this is a table to be used when acquiring NPC's appearing in this book as a [Bond].
  1022. 2: Copperia (this book p15)
  1023. 3: Ryuichi Naito (this book p16)
  1024. 4: Akito Shingin (this book p16)
  1025. 5: Lara/Lala Hohenheim (this book p14)
  1026. 6: Elena Belefskaya (this book p15)
  1027. 7: Domeki Kaname (this book p14)
  1028. 8: Yoake Kazuya (this book p14)
  1029. 9: Kizaia Mason (this book p15)
  1030. 10: Ishii Hajime (this book p16)
  1031. 11: De Gaita III (this book p16)
  1032. 12: Fuchi Madoka (this book p15)
  1033.  
  1034. From the next page, [handout list] used in [scene template] (this book p65) is posted.
  1035. Follow the instructions of GM and let the player read the handout with the description of the
  1036. specified alphabet.
  1037.  
  1038. ================================================================================
  1039. Machine-God of Damocles -- Handout Summary [XXXG]
  1040. ================================================================================
  1041.  
  1042. -Coming sometime
  1043.  
  1044. ================================================================================
  1045. Machine-God of Damocles -- Cyborg (Race) [XXXH]
  1046. ================================================================================
  1047. ●◎※
  1048.  
  1049. Introduction
  1050. ----------------------------------------
  1051. Cyborgs are steel superhumans possessing a mechanical form called an "artificial body" that is driven using spirit energy and a synthetic white blood as its source of power. Cyborg's [Stat Types] each hold excellent performance in regards to combat or magic. Their outer appearance is largely indistinguishable from a normal person, however there may be things such as a terminal plug on their neck connecting to their brains. They gain their abilities by modifying their own bodies for combat use. When using Cyborg Racial Talents, a high-pitched drive noise issues from within their artificial bodies.
  1052.  
  1053.  
  1054. Racial Bonus
  1055. ----------------------------------------
  1056. [Special Modifications]: You are able to acquire Cyborg Racial Talents. Also, you are able to [Equip] [Restrict: Cyborg] [Items], and you change your [Class] to [Mechanical].
  1057.  
  1058.  
  1059. Stat Types S A I W L
  1060. +---------+---+---+---+---+---+
  1061. | Martial | 6 | 6 | 1 | 1 | 1 |
  1062. | Utility | 4 | 3 | 4 | 3 | 1 |
  1063. | Arcane | 1 | 1 | 6 | 6 | 1 |
  1064. +---------+---+---+---+---+---+
  1065.  
  1066. «Accel Function»
  1067. Timing : Start/Unique
  1068. Range : User
  1069. Target : User
  1070. Cost : [E]
  1071. By activating an acceleration device, you can temporarily achieve super speeds.
  1072. Unique Effect. The target gains an effect depending on the [Timing] used. This Talent may be used once per combat (or scene).
  1073. [Start]: The target may move up to 2 squares, ignoring [Engagements].
  1074. [Unique]: Use On Check. The target gains +2 to the result of the check.
  1075.  
  1076. «Retractable Armament»
  1077. Timing : Attack
  1078. Range : 7 Sq.
  1079. Target : 1#
  1080. Cost : [O]
  1081. You cause armament to pop out of your body, such as a gun or missile pod stored within your head, shoulder, or back, and augment your attack with it.
  1082. Use While Active. Make an [Attack Action] on the target, and gain a benefit according to its type.
  1083. [Physical Attack]: User gains +1 [Rank].
  1084. [Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).
  1085.  
  1086. «High Output Parts»
  1087. Timing : Unique
  1088. Range : User
  1089. Target : User
  1090. Cost : [E]
  1091. You display overwhelming power and speed due to high-performance artificial limbs fitted with unique modifications.
  1092. 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.
  1093.  
  1094. «Cyberdive»
  1095. Timing : Unique
  1096. Range : User
  1097. Target : User
  1098. Cost : [O]
  1099. You may instantly hack something through a super small-scale quantum computer installed in your body in order to gain information or acquire support from a satellite.
  1100. 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.
  1101.  
  1102. «Precise Adjustments»
  1103. Timing : Unique
  1104. Range : User
  1105. Target : User
  1106. Cost : [O]
  1107. When attacking, your artificial body itself makes fine adjustments for maximum effect, vastly improving your power.
  1108. Use On Damage Calculation. The target gains +1 [Rank] at [Damage Calculation]. This Talent may be used once per round (or scene).
  1109.  
  1110. «Armored Skin»
  1111. Timing : Unique
  1112. Range : User
  1113. Target : User
  1114. Cost : [Steps]
  1115. By fitting your skin with bulletproof, bladeproof, and blastproof materials, you display physical resilience that can deny most anything.
  1116. Use On Damage Reduction. [Halve] the [Physical Damage] the target takes. This Talent may be used once per round.
  1117.  
  1118. «Anti-Impact Function»
  1119. Timing : Constant
  1120. Range : User
  1121. Target : User
  1122. Cost : None
  1123. Utilizing a propulsion device, you mitigate shocks you receive.
  1124. Passive Effect. The target gains a +2 modifier to [Armor]. Also, the target may reduce effects that would forcibly move them any number of squares by up to 2 squares. For example, if the target would be forced to move two squares, they may change that to either one square, or no squares. If this effect reduces the distance to no squares, then treat it as though the target was never subjected to that effect.
  1125.  
  1126. «Extreme Run»
  1127. Timing : Constant
  1128. Range : User
  1129. Target : User
  1130. Cost : None
  1131. Due to a special calculation device installed in your body, while performing acrobatics and parkour, you can move with the speed of an automobile.
  1132. Passive Effect. The target gains +2 to {Initiative}. Also, they are able to ignore [Bad Footing] penalties, and while [Out of Combat], can move as fast as an [Automobile].
  1133.  
  1134. ● «Destroy Mode»
  1135. Timing : Start
  1136. Range : User
  1137. Target : User
  1138. Cost : None
  1139. Removing the limiter on your spirit energy drive mechanism, you achieve super acceleration that exceeds your tolerances. The effects are so great that it appears everything around you stands still.
  1140. Unique Effect. «Accel Function» Required. The target takes their [Turn] regardless of their {Initiative}. This Talent does not spend the user's [Start] timing, and may be used once per combat (or scene).
  1141.  
  1142. ● «Full Metal Burst»
  1143. Timing : Attack
  1144. Range : Item
  1145. Target : 1#
  1146. Cost : [E, E]
  1147. You achieve incredible destructive power by kicking the output of your spirit energy drive mechanism into high gear and wreathing your weapons and bullets in spirit energy.
  1148. Use While Active. Make an [Attack Action] on the target, and in addition to gaining an effect according to the type of attack as below, the target is unable to apply any [Halve] effects at their [Damage Reduction].
  1149. [Physical Attack]: The user gains +1 [Rank].
  1150. [Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Cancels]).
  1151.  
  1152. ● «Massacre Function»
  1153. Timing : Unique
  1154. Range : User
  1155. Target : User
  1156. Cost : [E]
  1157. Temporarily dedicating every one of your artificial body's functions towards combat, you vastly enhance the efficiency of target dispatch.
  1158. Use On Damage Calculation. The target gains the effect of either ① or ②. This Talent may be used once per round (or scene).
  1159. ①: The user gains +[any one of the user's {Main Stats}] to [Damage Calculation].
  1160. ②: The user may apply [Shift: Dead] to all [Mononoke] with "x#" in their name that they dealt [Damage] to.
  1161.  
  1162. ● «Defense Break»
  1163. Timing : Unique
  1164. Range : Combat Zone
  1165. Target : 1#
  1166. Cost : None
  1167. You instantly analyze your opponent's defenses, and increase your power by stopping their actions.
  1168. Use when the target declares a Talent. «Cyberdive» Required. Cancel the effect of any one Talent with [Timing: Defense] that the target uses. This Talent may be used once per combat (or scene).
  1169.  
  1170. ● «Trajectory Analysis»
  1171. Timing : Unique
  1172. Range : User
  1173. Target : User
  1174. Cost : None
  1175. You analyze the path of a unique attack or an attack launched at high speeds, and evade with minimal movement.
  1176. Use On {Insight} Check. The target may make an {Evasion} check in place of an {Insight} check, treating the result of the {Evasion} check as though it were the result of an {Insight} check. This Talent may be used once per round.
  1177.  
  1178. ● «High-Performance Spirit Drive»
  1179. Timing : Constant
  1180. Range : User
  1181. Target : User
  1182. Cost : None
  1183. A specially made spirit energy drive mechanism installed on your body vastly enhances the functions of your artificial body, which in turn improves the efficiency of your spirit energy.
  1184. Passive Effect. «High Output Parts» «Extreme Run» Required. Each time the target uses a [Race: Cyborg / Timing: Unique] Talent (not including «Accel Function»), they may treat one portion of the [Cost] as already paid.
  1185.  
  1186. ================================================================================
  1187. Machine-God of Damocles -- Demon Eyed (Race) [XXXI]
  1188. ================================================================================
  1189. ●◎※
  1190.  
  1191. Introduction
  1192. ----------------------------------------
  1193. The Demon Eyed are a race classified as an Inheritor. Demon Eyed are akin clans that have inherited the blood of those that hold special power within their eyes in myths and legends, such as gods, witches, monsters, and youkai. Their lineages boast physical and mental abilities well suited for warriors or magicians, although they have a tendency to possess higher luck than anything. Outwardly, they appear no different from a normal person, but many will have irises different than normal. When they are wield Demon Eyed Racial Talents, strong spirit energy burns within their pupils, and their eyes give off a strong, noticeable glow.
  1194.  
  1195.  
  1196. Racial Bonus
  1197. ----------------------------------------
  1198. [Majestic Gaze]: You are able to acquire Demon Eyed Racial Talents. Also, you are able to [Equip] [Restrict: Demon Eyed] [Items].
  1199.  
  1200.  
  1201. Stat Types S A I W L
  1202. +---------+---+---+---+---+---+
  1203. | Martial | 4 | 5 | 2 | 1 | 3 |
  1204. | Utility | 3 | 3 | 3 | 1 | 5 |
  1205. | Arcane | 1 | 1 | 5 | 4 | 4 |
  1206. +---------+---+---+---+---+---+
  1207.  
  1208. «Eyes of Ruin»
  1209. Timing : Attack
  1210. Range : Item
  1211. Target : 1#
  1212. Cost : [E]
  1213. Using the unique powers of the Demon Eyed, you instantly "see" the weakpoint on your opponent, and pierce it with a physical attack.
  1214. Physical Attack. The user gains a +[any one of user's {Main Stats}] at [Damage Calculation]. This Talent may be used once per round (or scene).
  1215.  
  1216. «Bewitching Gaze»
  1217. Timing : Attack
  1218. Range : 10 Sq.
  1219. Target : 1#
  1220. Cost : [Doubles]
  1221. You inflict others with powerful hallucinations using the power of the Demon Eyed, causing them to harm themselves.
  1222. Magical Attack. Deal [Rank: 3] [Element: Phantom] [Magical Damage] to the target (Resist [Cancels]).
  1223.  
  1224. «Hypnotic Eye»
  1225. Timing : Attack
  1226. Range : Other
  1227. Target : Other
  1228. Cost : [E]
  1229. Applying the hypnotic effect of your Demon Eyes, you alter the thougths of another, and erase their memories.
  1230. 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).
  1231.  
  1232. «Slow Time»
  1233. Timing : Defense
  1234. Range : User
  1235. Target : User
  1236. Cost : [O]
  1237. You perceive the flow of time at your leisure with the power of the Demon Eyed, reading your opponent's attacks and evading them.
  1238. Use On Reactive Check. The target gains a +1 modifier to the result of [Reactive Checks].
  1239.  
  1240. «Trace Trajectory»
  1241. Timing : Unique
  1242. Range : User
  1243. Target : User
  1244. Cost : None
  1245. With the power of the Demon Eyed, you perceive the path of your opponent's attacks no matter where they come from, then parry the strike to offset its power.
  1246. Unique Effect. Use when the target becomes the [Target] of a [Target: X#] [Weapon Attack]. The target makes an [Opposed Check] against the result of the [Weapon Attack], making an [Active Check] (treat it as a [Reactive Check]), and if they succeed, they cancel the [Damage] and other effects of that [Weapon Attack]. This Talent may be used once per round (or scene).
  1247.  
  1248. «Eyes of Death»
  1249. Timing : Unique
  1250. Range : User
  1251. Target : User
  1252. Cost : None
  1253. With the power of the Demon Eyed, you "see" the lines of death, the weakpoints on your opponent, then unleash a certain-kill strike there.
  1254. Unique Effect. Use after the target succeeds on an {Evasion} check. After reacting, the target may make 1x [Timing: Attack] against the [Target] that made the [Attack Action]. This Talent may be used once per combat (or scene).
  1255.  
  1256. «Clairvoyance»
  1257. Timing : Unique
  1258. Range : User
  1259. Target : User
  1260. Cost : [E]
  1261. With the power of the Demon Eyed, you instantly see through any distance. Or, you widen your range with unique spirit energy.
  1262. Unique Effect. Use at any time. The target gains the effect of either ① or ②. This Talent may be used once per round (or scene).
  1263. ①: +2 to the result of [Tracking] [Spot] or [Eavesdrop]
  1264. ②: Change the [Range] of a [Attack Action] to [6 Sq.]
  1265.  
  1266. «Eyes of the Reaper»
  1267. Timing : Unique
  1268. Range : User
  1269. Target : User
  1270. Cost : [O]
  1271. Perceiving the "lines" and the "point" where you can destroy your opponent's soul, you inflict a mortal wound to them.
  1272. Use On Damage Calculation. The target may inflict [Shift: Dead] onto all Mononoke with "x#" in their names (multiple Mononoke treated as one) that they've dealt [Damage] to. This Talent may be used once per round (or scene).
  1273.  
  1274. ● «Eyes of Instant Death»
  1275. Timing : Unique
  1276. Range : User
  1277. Target : User
  1278. Cost : None
  1279. Using a baleful gaze, you instantly kill an opponent, or inflict mortal wounds upon them.
  1280. Unique Effect. «Eyes of the Reaper» Required. Use when the target uses «Eyes of the Reaper». The target may change the effect of «Eyes of the Reaper» to either ① or ②. This Talent may be used once per combat (or scene).
  1281. ①: Gain +[any one of user's {Main Stats}] at [Damage Calculation].
  1282. ②: Roll 1d6. If something other than "1" or "2" is shown, the target may inflict [Shift: Dead] on a single [Mononoke] that is not a [Boss] or [Aramitama], even if it doesn't have "x#" in its name.
  1283.  
  1284. ● «Petrifying Eyes»
  1285. Timing : Start
  1286. Range : Combat Zone
  1287. Target : 1#
  1288. Cost : None
  1289. Refining the hypnotic effect of your eyes into a petrifying gaze, you cause your opponent's body to temporarily turn to stone.
  1290. Unique Effect. «Hypnotic Eye» Required. The target's {Initiative} changes to 1. Also, until [End] of the current round, the target may not receive the effects of Talents [Items] or [Additional Effects] that adjust {Initiative}. This Talent may be used once per session.
  1291.  
  1292. ● «Omnidirectional Sight»
  1293. Timing : Unique
  1294. Range : User
  1295. Target : User
  1296. Cost : None
  1297. Awakening to a more powerful level of the Demon Eyed, you extensively expand the effect of your gaze.
  1298. Use While Active. «Clairvoyance» Required. The target changes the [Range/Target] of a [Race: Demon Eyed / Timing: Attack] Talent to [Combat Zone / Area]. This Talent may be used once per combat (or scene).
  1299.  
  1300. ● «Precognition»
  1301. Timing : Unique
  1302. Range : 7 Sq.
  1303. Target : 1#
  1304. Cost : [Doubles]
  1305. Enhancing the power of your demonic eyes, you see a little into the future, and through your warnings and actions, can change the outcome you see.
  1306. Use when the target declares a Talent. «Trace Trajectory» Required. Cancel the effect of any one Talent with [Timing: Prep・End・Unique] that the target used. This Talent may be used once per combat (or scene).
  1307.  
  1308. ● «Retrocognition»
  1309. Timing : Unique
  1310. Range : 7 Sq.
  1311. Target : 1#
  1312. Cost : [Steps]
  1313. Enhancing the power of your demonic eyes, you peer into your opponent's past, and reading their arts and rendering them powerless against you.
  1314. Unique Effect. «Slow Time» Required. Use after the target declares an [Attack Action]. Cancel the target's [Attack Action]. This Talent may be used once per combat (or scene).
  1315.  
  1316. ● «Dragon's Malediction»
  1317. Timing : Unique
  1318. Range : Combat Zone
  1319. Target : 1#
  1320. Cost : [O]
  1321. Your gaze burns as an enemy, an ally, or yourself executes an art. Use when the target declares a Talent. Requires «Eyes of Ruin» or «Bewitching Gaze». The user may perform a single [Race: Demon Eyed / Timing: Attack] Talent, treating the [Cost] as already paid. This Talent may be used once per combat (or scene).
  1322.  
  1323. ================================================================================
  1324. Machine-God of Damocles -- Marebito (Race) [XXXJ]
  1325. ================================================================================
  1326. ●◎※
  1327.  
  1328. Introduction
  1329. ----------------------------------------
  1330. Marebito are visitors from another world or multiverse. They are either "chosen ones" born to carve out a future for their own worlds, or "renegades of fate" who have gained great power. Therefore, Marebito almost without exception are Awakened, and those that could be classified as Godhunters are hostile to Aramitama and hate their very existence, and it seems as though no few number of them have escaped to this world due to their own worlds being destroyed by an Aramitama. [Marebito] must select their [Cover] from the [Cover 4] list.
  1331.  
  1332.  
  1333. Racial Bonus
  1334. ----------------------------------------
  1335. [Rulebreaker]: Characters with this [Race] are able to acquire Marebito Racial Talents. Also, they are able to [Equip] [Restrict: Marebito] [Items].
  1336.  
  1337.  
  1338. Stat Types S A I W L
  1339. +---------+---+---+---+---+---+
  1340. | Martial | 5 | 4 | 4 | 1 | 1 |
  1341. | Utility | 4 | 2 | 4 | 1 | 4 |
  1342. | Arcane | 1 | 3 | 5 | 3 | 3 |
  1343. +---------+---+---+---+---+---+
  1344.  
  1345. «Bloodlust of Demons»
  1346. Timing : Start
  1347. Range : Combat Zone
  1348. Target : Combat Zone
  1349. Cost : [Steps]
  1350. You emit a bizarre power held only by those who could be called a demon, crushing the spirit of foes, and enflaming the spirit of your allies.
  1351. Unique Effect. The target gains a +2 modifier to the result of [Active Checks].
  1352.  
  1353. «Otherworldly Combat Arts»
  1354. Timing : Attack
  1355. Range : Item
  1356. Target : 1#
  1357. Cost : [E]
  1358. Utilizing fearsome combat arts developed in another world, you unleash a terrifying blow.
  1359. Physical Attack. The user gains +1 to [Physical Rank], and to the result of {Accuracy} checks.
  1360.  
  1361. «Otherworldly Magecraft»
  1362. Timing : Attack
  1363. Range : 7 Sq.
  1364. Target : 1#
  1365. Cost : [Steps]
  1366. Utilizing powerful spells acquired in another world, you crush your opponent with terrifying magic.
  1367. Magical Attack. Deal [Rank: 3] [Magical Damage] to the target (Resist [Halves]).
  1368.  
  1369. «Cloud Memories»
  1370. Timing : Attack
  1371. Range : Other
  1372. Target : Other
  1373. Cost : [O]
  1374. Using enormous spirit energy, you manipulate another's mind and memory.
  1375. 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).
  1376.  
  1377. «Overflowing Spirit»
  1378. Timing : Unique
  1379. Range : User
  1380. Target : User
  1381. Cost : [E]
  1382. You widen the scope of your attack, filling it with excessively powerful spirit energy with just a thought.
  1383. Unique Effect. The target changes the [Target] of their [Timing: Attack] Talent to [Area]. If already something other than [Target: X#], they gain +2 at [Damage Calculation]. This Talent may be used once per round (or scene).
  1384.  
  1385. «Forbidden Knowledge»
  1386. Timing : Unique
  1387. Range : User
  1388. Target : User
  1389. Cost : [O]
  1390. You calmly carry out a deed that should be called a sin, using forbidden knowledge from another world. Marebito are not just feared for their amazing abilities, but for the knowledge they hold as well.
  1391. Use On {Intellect} Or {Luck} Check. The target succeeds at the {Intellect} or {Luck} 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.
  1392.  
  1393. «Transcend Form»
  1394. Timing : Constant
  1395. Range : User
  1396. Target : User
  1397. Cost : None
  1398. Using otherworldly magic or unique abilities, you can transform your own physique and appearance at will.
  1399. Passive Effect. The target gains a +2 modifier at [Damage Calculation]. Also, at any time, the target may change their physical appearance to look like any human or animal (treat as [Maneuver: Disguise / Result: 20]).
  1400.  
  1401. «Otherworldly Trait»
  1402. Timing : Constant
  1403. Range : User
  1404. Target : User
  1405. Cost : None
  1406. This Talent represents possessing a powerful ability unique to your world.
  1407. Passive Effect. At the time this Talent is acquired, the Talent selects one of the following ①~⑤ effects, and gains it.
  1408. ①: +1 to two different {Main Stats}
  1409. ②: Once every round, gain [Remove: Fallen].
  1410. ③: +10 to max {HP}
  1411. ④: 1/Session, change 1 [Spirit] die to [Overflow].
  1412. ⑤: When the target rolls for progressing [Limit], reduce it by 1 (min 0).
  1413.  
  1414. ● «Corridor of Heroes»
  1415. Timing : Prep
  1416. Range : User
  1417. Target : User
  1418. Cost : None
  1419. Applying the characteristic knowledge of Marebito, you twist space, and instantly move a certain distance.
  1420. Unique Effect. «Forbidden Knowledge» Required. The target [Installs] in any square within 10 Sq., ignoring [Engagements]. This Talent does not spend [Prep], and may be used once per combat (or scene).
  1421.  
  1422. ● «Empty Strike»
  1423. Timing : Unique
  1424. Range : User
  1425. Target : User
  1426. Cost : [O]
  1427. You apply the enormous spirit energy of Marebito to sublimate physical arts into magical, and vice-versa.
  1428. Use On Damage Calculation. «Cloud Memories» Required. The target changes their [Physical Damage] into [Magical Damage], or their [Magical Damage] into [Physical Damage]. This Talent may be used once per combat (or scene).
  1429.  
  1430. ● «High Level Regeneration»
  1431. Timing : Start / End
  1432. Range : User
  1433. Target : User
  1434. Cost : [O]
  1435. Drawing on powerful spirit energy, you regenerate your body at an impossible rate.
  1436. Unique Effect. «Transcend Form» Required. With either [Timing], the target [Recovers] {HP} equal to [any one of the user's {Main Stats}]. This Talent may be used once per round (or scene).
  1437.  
  1438. ● «Ultimate Secret Art»
  1439. Timing : Unique
  1440. Range : User
  1441. Target : User
  1442. Cost : [E]
  1443. Having acquired the ultimate technique of another world, which you, as a hero or demon lord, honed to its utmost limit, you are able to expand the effect of your arts massively.
  1444. Use While Active. «Overflowing Spirit» Required. The target changes the [Range/Target] of their [Timing: Attack] Talent to [Combat Zone]. This Talent may be used once per combat (or scene).
  1445.  
  1446. ● «Demon Lord's Barrier»
  1447. Timing : Start
  1448. Range : Combat Zone
  1449. Target : Combat Zone
  1450. Cost : [O]
  1451. Generating an effect akin to a barrier by condensing otherworldly power, you massively curtail force directed at you and your allies.
  1452. Unique Effect. «Bloodlust of Demons» Required. The target gains a +[any one of user's {Main Stats}] modifier to [Armor] and [Barrier]. This Talent may be used once per combat (or scene).
  1453.  
  1454. ● «Chosen One»
  1455. Timing : Constant
  1456. Range : User
  1457. Target : User
  1458. Cost : None
  1459. This Talent represents that you are chosen being recognized by an overwhelming fate, no matter which world you're in.
  1460. Passive Effect. «Otherworldly Trait» Required. Each time the target deals [Damage] using a [Timing: Attack] Talent, they gain the effect of either ① or ②.
  1461. ①: +1 [Rank]
  1462. ②: Can inflict [Shift: Dead] on Mononoke with "x#" in their name.
  1463.  
  1464. ================================================================================
  1465. Machine-God of Damocles -- Common Racial Talents [XXXK]
  1466. ================================================================================
  1467. Herein can be found shared Racial Talents that can be acquired regardless of [Race]. Please note that these Talents are not treated as though they are Racial Talents of a particular [Race] (for example, [Scion]'s «Accursed Blood» would not work with these Talents).
  1468. ●◎※
  1469.  
  1470. «Jumping Power»
  1471. Timing : Start
  1472. Range : User
  1473. Target : User
  1474. Cost : None
  1475. You can jump incredible distances, whether it's due to raw ability, a technique, or built-in functionality.
  1476. Unique Effect. The target may move up to 3 Sq., ignoring [Engagements]. This Talent does not spend [Start], and may be used once per combat (or scene).
  1477.  
  1478. «Power Acceleration»
  1479. Timing : Start
  1480. Range : User
  1481. Target : User
  1482. Cost : None
  1483. Wielding spirit energy, you accelerate your mind and body.
  1484. Unique Effect. The target gains a +1d6 modifier to {Initiative}.
  1485.  
  1486. «Spatial Move»
  1487. Timing : Prep
  1488. Range : User
  1489. Target : User
  1490. Cost : None
  1491. Wielding spirit energy, you instantly move to somewhere nearby.
  1492. Unique Effect. The target [Installs] in any square within 3 Sq. of their current square. This Talent does not spend [Prep], and may be used once per combat (or scene).
  1493.  
  1494. «Self-Repair»
  1495. Timing : Prep
  1496. Range : User
  1497. Target : User
  1498. Cost : [O]
  1499. You can instantly restore your own wounds, whether it's due to raw ability, a technique, or built-in functionality.
  1500. Unique Effect. The target [Recovers] {HP} equal to any one of their {Main Stats}. This Talent does not spend [Prep], and may only be used once per round (or scene).
  1501.  
  1502. «Power Strike»
  1503. Timing : Attack
  1504. Range : Item
  1505. Target : 1#
  1506. Cost : [E]
  1507. Coating your weapon in spirit energy, you unleash a powerful strike.
  1508. Physical Attack. The user gains +1 [Physical Rank] at [Damage Calculation].
  1509.  
  1510. «Power Spell»
  1511. Timing : Attack
  1512. Range : Item
  1513. Target : 1#
  1514. Cost : [E]
  1515. You materialize spirit energy with your unique magecraft and magically attack your opponent.
  1516. Magical Attack. The target takes [Rank: 1] [Magical Damage] (Cancel [Halves]).
  1517.  
  1518. «Supernatural Attack»
  1519. Timing : Attack
  1520. Range : 5 Sq.
  1521. Target : Area
  1522. Cost : [Doubles]
  1523. Uprooting an electrical pole or hefting a car, you convert it into a temporary Artificial Regalia by coating it with spirit energy, then launch it at your opponent.
  1524. Physical Attack. This Talent may only be used if the user has an [Obstacle] in one square adjacent to them. The user destroys the [Obstacle] in a square adjacent to them, then makes a [Physical Attack] on the target, gaining +1 [Rank] at [Damage Calculation].
  1525.  
  1526. «Crest Bequeath»
  1527. Timing : Attack
  1528. Range : Other
  1529. Target : Other
  1530. Cost : None
  1531. You burn off a portion of your Spirit Crest, donating it to your ally.
  1532. Unique Effect. May only be used while [Out of Combat]. An [Appearing] [Target: 1#] that the user designates [Recovers] 3d6 {Crest} (cannot reduce to 2d6 or 1d6). The user then loses {Crest} equal to the amount [Target: 1#] [Recovered]. This Talent may be used once per session.
  1533.  
  1534. «Aura Commandment»
  1535. Timing : End
  1536. Range : User
  1537. Target : User
  1538. Cost : None
  1539. You can manipulate and adjust your remaining spirit energy, whether it's due to raw ability, a technique, or built-in functionality.
  1540. Unique Effect. The target may add or subtract 1 from the value of one of their [Spirit] dice (cannot go above 6 or below 1). This Talent may be used once per round (or scene).
  1541.  
  1542. «Spirit Regen»
  1543. Timing : End
  1544. Range : User
  1545. Target : User
  1546. Cost : [E]
  1547. Making expert use of spirit energy, you trigger a powerful regenerative effect.
  1548. Unique Effect. The target [Recovers] {HP} equal to any one of their {Main Stats}. This Talent does not spend [End], and may be used once per round (or scene).
  1549.  
  1550. «Power Emission»
  1551. Timing : Unique
  1552. Range : User
  1553. Target : User
  1554. Cost : None
  1555. By releasing spirit energy accumulated within your body, you emit a fearsome power for just a moment.
  1556. Unique Effect. Use at any time. The target gains 1 [Overflow]. This Talent may be used once per combat (or scene).
  1557.  
  1558. «Awesome Strength»
  1559. Timing : Unique
  1560. Range : User
  1561. Target : User
  1562. Cost : [O]
  1563. With awe-inspiring mystic power, you create an obstacle by tearing off a chunk of asphalt, hefting a car, or yanking loose a boulder.
  1564. Unique Effect. Use at any time during the target's [Turn]. The target [Installs] one [Obstacle: Large Boulder] in an adjacent square that does not already have a character or other [Obstacle] in it. This Talent may be used once per round (or scene).
  1565.  
  1566. «Ultra Martial Arts»
  1567. Timing : Constant
  1568. Range : User
  1569. Target : User
  1570. Cost : None
  1571. Showing your mastery of physical arts that exceed human knowing, you cartwheel or flip away as you evade an attack, gaining distance from your opponent.
  1572. Passive Effect. When the target succeeds at a [Reactive Check], they may move up to 2 Sq. in any direction, ignoring [Engagements] (if «Dispersal» is acquired, can move a total of 4 Sq.)
  1573.  
  1574. «Unusual Recovery»
  1575. Timing : Constant
  1576. Range : User
  1577. Target : User
  1578. Cost : None
  1579. You possess unusual regenerative abilities, and while recovering, you display bizarre healing powers.
  1580. Passive Effect. When the target [Recovers] {HP} due to the effect of a Talent, [Item], [Rest], or [Long Rest], they gain a +5 modifier to the [Recovery] effect.
  1581.  
  1582. «Unclean»
  1583. Timing : Constant
  1584. Range : User
  1585. Target : User
  1586. Cost : None
  1587. You possess the characteristics of two races.
  1588. Passive Effect. The target increases one of their {Main Stats} by 1. Also, they select one [Race] in addition to their current [Race], and may re-create their PC, combining the {Main Stats} of one [Race] with the [Racial Bonus] of the other. For example, if a [Scion] chooses [Human], they may recreate their PC using the [Racial Bonus] of [Human] and the {Main Stats} of [Scion]. (The player may not apply both. While recreating, only the Racial Talents designated by the new [Racial Bonus] may be acquired. At [Advancement], if «Unclean» is changed, this effect is canceled.)
  1589.  
  1590. ● «Soul Steal»
  1591. Timing : Unique
  1592. Range : User
  1593. Target : User
  1594. Cost : None
  1595. When you defeat an Awakened, you take their spirit energy, whether it's due to raw ability, a technique, or built-in functionality.
  1596. Unique Effect. Use after the target makes a [Target] they dealt [Damage] to any one of [Shift: Downed・Taken Out・Dead]. The target gains 1 [Overflow]. Even if multiple [Targets] are eligible, the target may only gain 1 [Overflow] at most. This Talent may be used once per round (or scene).
  1597.  
  1598. ● «Excessive Power»
  1599. Timing : Unique
  1600. Range : User
  1601. Target : User
  1602. Cost : None
  1603. Whether due to talent or training, you wield excessive spirit energy.
  1604. Unique Effect. When the target uses a Talent, they treat one portion of the [Cost] as already paid. This Talent may be used once per combat (or scene).
  1605.  
  1606. ● «Powerful Semblance»
  1607. Timing : Constant
  1608. Range : User
  1609. Target : User
  1610. Cost : None
  1611. As one who possesses a special power, or as one who has gained power through discipline, you emit a strong aura from your whole body.
  1612. Passive Effect. The target gains a +10 modifier to {HP}.
  1613.  
  1614. ● «Performance»
  1615. Timing : Constant
  1616. Range : User
  1617. Target : User
  1618. Cost : None
  1619. You enhance the efficiency of your spirit energy through talent or training.
  1620. Passive Effect. The target may use Racial Talents with [Cost: Doubles] or [Cost: Steps] as though they were [Cost: E].
  1621.  
  1622. ● «Augment Materialization»
  1623. Timing : Constant
  1624. Range : User
  1625. Target : User
  1626. Cost : None
  1627. You augment your ability to materialize spirit energy through talent or training.
  1628. Passive Effect. When the target performs [Damage Calculation] while using a [Timing: Attack] Racial Talent, they gain an additional +1 [Rank].
  1629.  
  1630. ● «Spirit Exciter»
  1631. Timing : Constant
  1632. Range : User
  1633. Target : User
  1634. Cost : None
  1635. When using a particular ability or technique, you vastly enhance your combat prowess by letting spirit energy affect your mind and body.
  1636. Passive Effect. This Talent has an effect on the target after using a [Timing: Start] Racial Talent. After using a [Timing: Start] Racial Talent, for the rest of the combat (or scene) the target gains a +5 modifier at [Damage Calculation].
  1637.  
  1638. ● «Spirit Vortex»
  1639. Timing : Constant
  1640. Range : User
  1641. Target : User
  1642. Cost : None
  1643. Passive Effect. This Talent has an effect on the target after using a [Timing: Start] Racial Talent. After using a [Timing: Start] Racial Talent, for the rest of the combat (or scene) the target reduces [Physical Damage] taken from [Ranged Attacks] by an amount equal to any one of their {Main Stats}.
  1644.  
  1645. ● «Fortuitous Strike»
  1646. Timing : Unique
  1647. Range : User
  1648. Target : User
  1649. Cost : [O]
  1650. When making a particular attack, by letting your own fortune affect you, you vastly increase the power of your strikes.
  1651. Use On Damage Calculation. The target gains a +[user's {Luck}] modifier at [Damage Calculation]. This Talent may be used once per round.
  1652.  
  1653. ================================================================================
  1654. Machine-God of Damocles -- Cover [XXXL]
  1655. ================================================================================
  1656.  
  1657. Cover 1
  1658. ----------------------------------------
  1659. Freelance Writer□
  1660. Description: A freelance writer who writes fiction and non-fiction. Freelance Writers acquire the [Observation] [Trait], and gain the following [Items].
  1661. [Observation]
  1662. Effect: +1 to the result of {Agility} {Intellect} and {Luck} checks.
  1663. [Item]
  1664. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1665. Residence (Rest Recovery Amount +3)
  1666. Safehouse (Rest Recovery Amount +1)
  1667. Motorcycle
  1668. Bag
  1669. Recording Device
  1670.  
  1671. Cameraman□
  1672. Description: A cameraman that performs photography or video recording. Cameramen acquire the [Observation] [Trait], and gain the following [Items].
  1673. [Camera Eye]
  1674. Effect: +1 to the result of {Strength} {Will} and {Luck} checks.
  1675. [Item]
  1676. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1677. Residence (Rest Recovery Amount +3)
  1678. Emergency Kit (Rest Recovery Amount +3)
  1679. Automobile
  1680. Camera
  1681. Bag
  1682.  
  1683. Corporate Soldier□
  1684. Description: A veteran combat operative belonging to a corporation. Corporate Soldiers acquire the [Combat Experience] [Trait], and gain the following [Items].
  1685. [Combat Experience]
  1686. Effect: +1 to the result of {Will} checks, and +2 to the result of {Luck} checks.
  1687. [Item]
  1688. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1689. Residence (Rest Recovery Amount +3)
  1690. Spy Tools (+1 to {Agility} [Maneuvers])
  1691. Special Vehicle (Treat as an Automobile, and also Rest Recovery Amount +3)
  1692. Bag
  1693.  
  1694. Student Agent□
  1695. Description: A covert operative belonging to SpecProv or some other faction that pretends to be a student. The player and GM should discuss together whether the student is elementary, middle, or high school, or even college. Student Agents acquire the [Special Training] [Trait], and gain the following [Items].
  1696. [Special Training]
  1697. Effect: +2 to the result of {Agility} checks, and +1 to the result of {Luck} checks.
  1698. [Item]
  1699. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1700. Change of Clothes
  1701. Residence (Rest Recovery Amount +3)
  1702. Safehouse (Rest Recovery Amount +1)
  1703. Motorcycle
  1704. Bag
  1705. Cosmetics Kit (+1 to [Disguise] checks)
  1706.  
  1707. Special Investigator□
  1708. Description: An investigator with SpecProv or some other faction that intervenes in supernatural incidents, acting as a liasion with police. Special Investigators acquire the [Investigator] [Trait], and gain the following [Items].
  1709. [Investigator]
  1710. Effect: +1 to the result of {Agility} {Intellect} and {Luck} checks.
  1711. [Item]
  1712. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1713. Upperclass Residence (Rest Recovery Amount +5)
  1714. Safehouse (Rest Recovery Amount +1)
  1715. Spy Tools (+1 to {Agility} [Maneuvers])
  1716. Motorcycle
  1717. Automobile
  1718. Bag
  1719.  
  1720. Soldier
  1721. Description: A soldier in a nation's military. This include Japanese Self-Defense Force soldiers assigned to "SpecProv" as a special mission. Soldiers acquire the [Tactical Training] [Trait], and gain the following [Items].
  1722. [Investigator]
  1723. Effect: +1 to the result of {Strength} checks, and +2 to the result of {Luck} checks.
  1724. [Item]
  1725. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1726. Residence (Rest Recovery Amount +3)
  1727. Emergency Kit (Rest Recovery Amount +3)
  1728. Spy Tools (+1 to {Agility} [Maneuvers])
  1729. Motorcycle
  1730. Automobile
  1731. Bag
  1732.  
  1733. Mercenary
  1734. Description: A mercenary that has signed a contract with a country, corporation, or faction. Mercenaries acquire the [Mercenary's Intuition] [Trait], and gain the following [Items].
  1735. [Mercenary's Intuition]
  1736. Effect: +1 to the result of {Agility} checks, and +2 to the result of {Luck} checks.
  1737. [Item]
  1738. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1739. Residence (Rest Recovery Amount +3)
  1740. Emergency Kit (Rest Recovery Amount +3)
  1741. Spy Tools (+1 to {Agility} [Maneuvers])
  1742. Automobile
  1743. Bag
  1744.  
  1745. Corporate Operative
  1746. Description: A special operative belonging to a corporation. Corporate Operatives acquire the [Corporate Espionage] [Trait], and gain the following [Items].
  1747. [Corporate Espionage]
  1748. Effect: +1 to the result of {Agility} {Intellect} and {Luck} checks.
  1749. [Item]
  1750. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1751. Residence (Rest Recovery Amount +3)
  1752. Spy Tools (+1 to {Agility} [Maneuvers])
  1753. Special Vehicle (Treat as an Automobile, and also Rest Recovery Amount +3)
  1754. Bag
  1755.  
  1756. Servant△
  1757. Description: A servant employed at an estate or mansion or the like. Servants acquire the [Corporate Espionage] [Trait], and gain the following [Items].
  1758. [Domestic Affairs]
  1759. Effect: +1 to the result of {Agility} {Intellect} and {Will} checks.
  1760. [Item]
  1761. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1762. Change of Clothes
  1763. Residence (Rest Recovery Amount +3)
  1764. Emergency Kit (Rest Recovery Amount +3)
  1765. Automobile
  1766. Bag
  1767. Cosmetics Kit (+1 to [Disguise])
  1768.  
  1769. Steward△
  1770. Description: A steward or head butler who oversees the servants of a house. Stewards acquire the [Handling Business] [Trait], and gain the following [Items].
  1771. [Handling Business]
  1772. Effect: +1 to the result of {Intellect} checks, and +2 to the result of {Will} checks.
  1773. [Item]
  1774. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1775. Change of Clothes
  1776. Stylish Clothes (+1 to [Negotiation])
  1777. Upperclass Residence (Rest Recovery Amount +5)
  1778. Emergency Kit (Rest Recovery Amount +3)
  1779. Automobile
  1780. Bag
  1781.  
  1782. Faction Leader△
  1783. Description: A leader of a faction, corporation, or country. The player and GM should discuss together where the character belongs. Faction Leaders acquire the [Commander] [Trait], and gain the following [Items].
  1784. [Commander]
  1785. Effect: +1 to the result of {Intellect} checks, and +2 to the result of {Will} checks.
  1786. [Item]
  1787. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1788. Stylish Clothes (+1 to [Negotiation])
  1789. Upperclass Residence (Rest Recovery Amount +5)
  1790. Safehouse (Rest Recovery Amount +1)
  1791. Automobile
  1792. Bag
  1793.  
  1794. Bureaucrat△
  1795. Description: A high-ranking civil servant. The player and GM should discuss the details together. Bureaucrats acquire the [Limited Authority] [Trait], and gain the following [Items].
  1796. [Limited Authority]
  1797. Effect: +2 to the result of {Will} checks, and +1 to the result of {Luck} checks.
  1798. [Item]
  1799. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1800. Upperclass Residence (Rest Recovery Amount +5)
  1801. Safehouse (Rest Recovery Amount +1)
  1802. Automobile
  1803. Bag
  1804.  
  1805.  
  1806. Cover 4
  1807. ----------------------------------------
  1808. Ultimate Warrior
  1809. Description: A supernatural warrior from another world that could be called a hero or a demon. Ultimate Warriors acquire the [Fearsome Warrior] [Trait], and gain the following [Items].
  1810. [Fearsome Warrior]
  1811. Effect: +2 to the result of {Strength} checks, and +1 to the result of {Intellect} checks.
  1812. [Item]
  1813. Illusionary ([Maneuver: Disguise / Result: 12])
  1814. Transition (Able to move as fast as an Automobile)
  1815. Large-Scale Barrier (Rest Recovery Amount +10)
  1816.  
  1817. Dragonslayer
  1818. Description: A warrior, explorer, or magician from another world that once slayed a dragon. Dragonslayers acquire the [Fearsome Warrior] [Trait], and gain the following [Items].
  1819. [Top-Class Purger]
  1820. Effect: +1 to the result of {Strength} {Intellect} {Will} and {Luck} checks.
  1821. [Item]
  1822. Illusionary ([Maneuver: Disguise / Result: 12])
  1823. Drifting (While [Out of Combat], ignore "bad footing" penalties.)
  1824. Large-Scale Barrier (Rest Recovery Amount +10)
  1825.  
  1826. Adventurer
  1827. Description: Someone from another world who undertook various kinds of requests, and was called an Adventurer. Adventurers acquire the [Adventure] [Trait], and gain the following [Items].
  1828. [Adventure]
  1829. Effect: +2 to the result of {Agility} checks, and +1 to the result of {Intellect} and {Luck} checks.
  1830. [Item]
  1831. Illusionary ([Maneuver: Disguise / Result: 12])
  1832. Drifting (While [Out of Combat], ignore "bad footing" penalties.)
  1833. Large-Scale Barrier (Rest Recovery Amount +10)
  1834.  
  1835. Magical Researcher
  1836. Description: An elite magician from another world who performs high-level research into magic. Magical Researchers acquire the [Magic Research] [Trait], and gain the following [Items].
  1837. [Magic Research]
  1838. Effect: +2 to the result of {Intellect} checks, and +1 to the result of {Will} and {Luck} checks.
  1839. [Item]
  1840. Illusionary ([Maneuver: Disguise / Result: 12])
  1841. Drifting (While [Out of Combat], ignore "bad footing" penalties.)
  1842. Large-Scale Barrier (Rest Recovery Amount +10)
  1843.  
  1844. Supernatural Criminal
  1845. Description: A powerful magician who has mastered forbidden magicks and committed a great crime in another world. Supernatural Criminals acquire the [Forbidden Knowledge] [Trait], and gain the following [Items].
  1846. [Forbidden Knowledge]
  1847. Effect: +3 to the result of {Intellect} checks, and +1 to the result of {Will} checks.
  1848. [Item]
  1849. Illusionary ([Maneuver: Disguise / Result: 12])
  1850. Transition (Able to move as fast as an Automobile)
  1851. Large-Scale Barrier (Rest Recovery Amount +10)
  1852.  
  1853. ================================================================================
  1854. Machine-God of Damocles -- Item: Weapons [XXXM]
  1855. ================================================================================
  1856.  
  1857. Melee Weapons / Form: Swords [XXXM-1]
  1858. ----------------------------------------
  1859. Damascus Knife
  1860. Restrict : None
  1861. Mode : One Hand
  1862. ACC : None
  1863. PD : +4
  1864. INIT : -1
  1865. Cost : 800G
  1866. [Form: Sword / Range: Engaged / Target: 1#]. A distinctive combat knife-style Artificial Regalia with a beautiful pattern on the blade. Can be thrown as a [Ranged Weapon]. When doing so, change [Physical Attack / Range / Target] to [Special Attack / {Strength} Sq. / 1#].
  1867.  
  1868. Doutanuki
  1869. Restrict : Martial・Utility
  1870. Mode : Two Hands
  1871. ACC : +1
  1872. PD : +6
  1873. INIT : -3
  1874. Cost : 1,100G
  1875. [Form: Sword / Range: Engaged / Target: 1#]. A sharp and heavy Japanese sword forged for practical use in combat, which has been converted into an Artificial Regalia. While [Equipped], once per round, reduce the [Target] of the user's [Physical Attack]'s [Armor] by 5 (to a minimum of 0).
  1876.  
  1877. High-Frequency Blade
  1878. Restrict : Cyborg
  1879. Mode : Two Hands
  1880. ACC : None
  1881. PD : +7
  1882. INIT : -2
  1883. Cost : 1,100G
  1884. [Form: Sword / Range: Engaged / Target: 1#]. A sword Artificial Regalia that has incredible cutting power due to high frequency waves reverberating down the blade. While [Equipped], reduce the [Target] of the user's [Physical Attack]'s [Armor] by 3 (to a minimum of 0).
  1885.  
  1886. Godseye Blade
  1887. Restrict : Demon Eyed
  1888. Mode : Two Hands
  1889. ACC : None
  1890. PD : +8
  1891. INIT : -3
  1892. Cost : 1,100G
  1893. [Form: Sword / Range: Engaged / Target: 1#]. A straight-bladed chokutou Artificial Regalia that amplifies the power of a Demon Eyed. It is a masterwork sword handed down through Demon Eyed clans through their generations. While [Equipped], once per combat, change the [Target] of a [Race: Demon Eyed / Timing: Attack] Talent to [Area].
  1894.  
  1895. Heat Knife
  1896. Restrict : Cyborg
  1897. Mode : One Hand
  1898. ACC : None
  1899. PD : +5
  1900. INIT : None
  1901. Cost : 2,250G
  1902. [Form: Sword / Range: Engaged / Target: 1#]. A combat knife-style Artificial Regalia that enhances its cutting power by emitting extreme heat. While [Equipped], bestow [Element: Fire] to [Physical Attacks]. Also, reduce the [Target] of the user's [Physical Attack]'s [Armor] by 3 (to a minimum of 0).
  1903.  
  1904. Seven-Branched Sword
  1905. Restrict : None
  1906. Mode : Switch Hand
  1907. ACC : None
  1908. PD : +7 / +8
  1909. INIT : -3 / -2
  1910. Cost : 2,250G
  1911. [Form: Sword / Range: Engaged / Target: 1#]. A chokutou Artificial Regalia that has six points extending from the left and right side of the blade. While [Equipped], the user increases the [Damage] they deal to Mononoke with "x#" written in their [Name] by 10.
  1912.  
  1913. Jeweled Sword of Airgetlam
  1914. Restrict : Demon Eyed
  1915. Mode : Two Hands
  1916. ACC : +1
  1917. PD : +8
  1918. INIT : -4
  1919. Cost : 2,250G
  1920. [Form: Sword / Range: Engaged / Target: 1#]. A unique sword that can only be equipped by one who carries the eyes of a god. It repels sickness and brings luck. While [Equipped], once per combat, [Range: Combat Zone / Target: 1#] gains [Remove: Darkness・Poison・Pain].
  1921.  
  1922. Nameless Godblade
  1923. Restrict : Arc Slayer
  1924. Mode : Two Hands
  1925. ACC : None
  1926. PD : +8
  1927. INIT : -2
  1928. Cost : 2,250G
  1929. [Form: Sword / Range: Engaged / Target: 1#]. A divine sword that holds the power to augment the skills of a godslayer. While [Equipped], once per round, gain +5 to the [Damage Calculation] of [Style: Arc Slayer / Timing: Attack] Talents.
  1930.  
  1931. Masterwork Tachi
  1932. Restrict : Martial・Utility
  1933. Mode : Switch Hand
  1934. ACC : +1
  1935. PD : +8 / +9
  1936. INIT : -1 / None
  1937. Cost : 5,000G
  1938. [Form: Sword / Range: Engaged / Target: 1#]. A long masterwork tachi Artificial Regalia that, despite its age, combines a form crafted for war with unparalleled beauty. While [Equipped], once per combat, when making a [Physical Attack], gain +2 [Physical Rank].
  1939.  
  1940. Onikirimaru
  1941. Restrict : Martial
  1942. Mode : Two Hands
  1943. ACC : +1
  1944. PD : +10
  1945. INIT : -1
  1946. Cost : 5,000G
  1947. [Form: Sword / Range: Engaged / Target: 1#]. A legendary inscribed blade that was used to slaughter oni and goblins alike. While [Equipped], when making [Physical Attacks] against [Class: Humanoid・Chaos], gain +1 [Physical Rank].
  1948.  
  1949. Elder Slayer
  1950. Restrict : Martial
  1951. Mode : Two Hands
  1952. ACC : None
  1953. PD : +13
  1954. INIT : -2
  1955. Cost : 5,000G
  1956. [Form: Sword / Range: Engaged / Target: 1#]. A heavy greatsword Artificial Regalia forged to for anti-Awakened combat. It requires great skill to handle, but its power is unmatched.
  1957.  
  1958. Kingsblade
  1959. Restrict : Marebito
  1960. Mode : Switch Hand
  1961. ACC : None
  1962. PD : +9 / +10
  1963. INIT : -2 / -1
  1964. Cost : 5,000G
  1965. [Form: Sword / Range: Engaged / Target: 1#]. A sword that gives off a radiant golden shine, once possessed by the king of another world. While [Equipped], gain +5 [Armor].
  1966.  
  1967. Crystal Slasher
  1968. Restrict : Martial・Utility
  1969. Mode : Two Hands
  1970. ACC : None
  1971. PD : +12
  1972. INIT : +2
  1973. Cost : 8,000G
  1974. [Form: Sword / Range: Engaged / Target: 1#]. A longsword Artificial Regalia that has a crystalline blade. When it is focused on, it emits a particular type of element from its blade. While [Equipped], bestow either one of [Element: Light・Magnet] on [Physical Attacks].
  1975.  
  1976. Sword of the Universe
  1977. Restrict : Martial
  1978. Mode : One Hand
  1979. ACC : +1
  1980. PD : +8
  1981. INIT : +2
  1982. Cost : 8,000G
  1983. [Form: Sword / Range: Engaged / Target: 1#]. An acclaimed blade that drifted to this world from another. While [Equipped], gain +5 [Barrier].
  1984.  
  1985. Angel's Greatsword
  1986. Restrict : Martial
  1987. Mode : Two Hands
  1988. ACC : +1
  1989. PD : +13
  1990. INIT : -1
  1991. Cost : 8,000G
  1992. [Form: Sword / Range: Engaged / Target: 1#]. A greatsword Artificial Regalia forged using the sacraments. Due to the blessings bestowed upon it, it protects its wielder with an invisible wall of force. While [Equipped], gain +5 [Armor].
  1993.  
  1994. Baneslayer Ichimonji
  1995. Restrict : Arc Slayer
  1996. Mode : Two Hands
  1997. ACC : None
  1998. PD : +14
  1999. INIT : None
  2000. Cost : 8,000G
  2001. [Form: Sword / Range: Engaged / Target: 1#]. A sword Artificial Regalia infused with a glow that inflicts pain on evil. It augments the skills of a godslayer. While [Equipped], once per round, gain +5 to the [Damage Calculation] of [Style: Arc Slayer / Timing: Attack] Talents.
  2002.  
  2003. Guardian King Blade
  2004. Restrict : None
  2005. Mode : One Hand
  2006. ACC : +1
  2007. PD : +10
  2008. INIT : +3
  2009. Cost : 10,000G
  2010. [Form: Sword / Range: Engaged / Target: 1#]. An Artificial Regalia that imitates the jeweled sword of a Divine Soul known as a Guardian King. It is favored by veteran demon hunters.
  2011.  
  2012. High-Carbon Blade
  2013. Restrict : Martial・Utility
  2014. Mode : Two Hands
  2015. ACC : None
  2016. PD : +13
  2017. INIT : +3
  2018. Cost : 10,000G
  2019. [Form: Sword / Range: Engaged / Target: 1#]. A high-frequency, high-carbon blade created using cutting-edge modern technology. Having been converted into an Artificial Regalia, it possesses incredible hardness and cutting power. While [Equipped], reduce the [Target] of the user's [Physical Attack]'s [Armor] by 3 (to a minimum of 0).
  2020.  
  2021. Holy Blade of the Traveler
  2022. Restrict : Martial・Utility
  2023. Mode : Switch Hand
  2024. ACC : None
  2025. PD : +13 / +14
  2026. INIT : +1 / +2
  2027. Cost : 10,000G
  2028. [Form: Sword / Range: Engaged / Target: 1#]. A holy sword that has drifted through many worlds, bestowing its power to fell all foes in a single swing upon heroes it deems worthy. While [Equipped], once per combat, when making a [Physical Attack], gain +2 [Physical Rank].
  2029.  
  2030. Epicwork Tachi
  2031. Restrict : Martial
  2032. Mode : Two Hands
  2033. ACC : +1
  2034. PD : +15
  2035. INIT : -1
  2036. Cost : 10,000G
  2037. [Form: Sword / Range: Engaged / Target: 1#]. A masterwork tachi Artificial Regalia taken to the next level, secreting divinity and spells within. While [Equipped], when making [Physical Attacks] against [Class: Humanoid・Chaos], gain +2 [Physical Rank].
  2038.  
  2039.  
  2040. Melee Weapons / Form: Spears [XXXM-2]
  2041. ----------------------------------------
  2042. Onyx Naginata
  2043. Restrict : Martial・Utility
  2044. Mode : Switch Hand
  2045. ACC : +1
  2046. PD : +3 / +4
  2047. INIT : -4 / -3
  2048. Cost : 750G
  2049. [Form: Spear / Range: Engaged / Target: 1#]. A naginata-style Artificial Regalia with a sharp crescent moon blade. The blade is dyed jet black. While [Equipped], increase the [Target] of the user's [Physical Attacks] by 1#.
  2050.  
  2051. Spirit Sai
  2052. Restrict : Utility
  2053. Mode : One Hand
  2054. ACC : +1
  2055. PD : +4
  2056. INIT : -2
  2057. Cost : 1,750G
  2058. [Form: Spear / Range: Engaged / Target: 1#]. A sai-style Artificial Regalia with sharpened tips. Can be thrown as a [Ranged Weapon]. When that happens, change [Physical Attack / Range / Target] to [Special Attack / {Strength} x2 Sq. / 1#].
  2059.  
  2060. Glory Hasta
  2061. Restrict : Martial・Utility
  2062. Mode : Two Hands
  2063. ACC : None
  2064. PD : +7
  2065. INIT : -2
  2066. Cost : 1,750G
  2067. [Form: Spear / Range: Engaged / Target: 1#]. An otherworldly spear Artificial Regalia with a letter from an unknown script engraved on the blade. It's easy to handle on top of having high power. While [Equipped], increase the [Target] of the user's [Physical Attacks] by 1#.
  2068.  
  2069. Mighty General's Spear
  2070. Restrict : Martial
  2071. Mode : Two Hands
  2072. ACC : +1
  2073. PD : +5
  2074. INIT : None
  2075. Cost : 2,800G
  2076. [Form: Spear / Range: Engaged / Target: 1#]. A masterwork famous spear that was once used by a Sengoku-era valorous warrior or general, then made into an Artificial Regalia. While [Equipped], once per combat, change the [Target] of the user's [Physical Attack] to [Area].
  2077.  
  2078. Variable Multi-Part Spear
  2079. Restrict : Cyborg
  2080. Mode : Switch Hand
  2081. ACC : None
  2082. PD : +6 / +7
  2083. INIT : -1 / None
  2084. Cost : 2,800G
  2085. [Form: Spear / Range: Engaged / Target: 1#]. A spear-style Artificial Regalia that keeps its joints flexible via constant voltage, and thereby can transform into a form like a whip.
  2086. While [Equipped], after spending x1 [Timing: Prep], the user may change an [Attack Action] into a [Ranged Attack], changing its [Range/Target] to [5 Sq. / 1#].
  2087.  
  2088. Evilslayer Sai
  2089. Restrict : Martial・Utility
  2090. Mode : One Hand
  2091. ACC : None
  2092. PD : +5
  2093. INIT : +2
  2094. Cost : 3,100G
  2095. [Form: Spear / Range: Engaged / Target: 1#]. A sai-style Artificial Regalia that has a strong effect against ghosts and goblins due to being consecrated. Can be thrown as a [Ranged Weapon]. When that happens, change [Physical Attack / Range / Target] to [Special Attack / {Strength} Sq. / 1#].
  2096.  
  2097. Zanyousou
  2098. Restrict : Scion
  2099. Mode : Two Hands
  2100. ACC : +1
  2101. PD : +8
  2102. INIT : -3
  2103. Cost : 3,100G
  2104. [Form: Spear / Range: Engaged / Target: 1#]. A sacramental spear forged in order to defeat evil creatures. While [Equipped], when making a [Physical Attack] against [Class: Undead・Chaos], gain +1 [Physical Rank].
  2105.  
  2106. Sankosho
  2107. Restrict : Martial・Utility
  2108. Mode : One Hand
  2109. ACC : None
  2110. PD : +6
  2111. INIT : +1
  2112. Cost : 4,000G
  2113. [Form: Spear / Range: Engaged / Target: 1#]. A sankosho, a secret implement of esoteric Buddhism, made into an Artificial Regalia. While [Equipped], when making [Attack Actions] against [Class: Chaos], gain +1 [Rank].
  2114.  
  2115. Sakahoko
  2116. Restrict : Martial
  2117. Mode : Two Hands
  2118. ACC : None
  2119. PD : +13
  2120. INIT : -4
  2121. Cost : 4,000G
  2122. [Form: Spear / Range: Engaged / Target: 1#]. A long spear Artificial Regalia made in the image of the Ame-no-Sakahoko. In addition to its length, it holds tremendous spirit energy, and each thrust is accompanied by a roar like a beast's.
  2123.  
  2124. Strategic Sai
  2125. Restrict : Cyborg
  2126. Mode : One Hand
  2127. ACC : None
  2128. PD : +7
  2129. INIT : +2
  2130. Cost : 4,000G
  2131. [Form: Spear / Range: Engaged / Target: 1#]. A sai-style Artificial Regalia with a spirit energy reactor built-in. Can be thrown as a [Ranged Weapon]. When that happens, change [Physical Attack / Range / Target] to [Special Attack / {Strength} Sq. / 1#]. Also, while [Equipped], bestow [Element: Magnet] onto [Physical Attacks].
  2132.  
  2133. Teninsou
  2134. Restrict : Martial・Utility
  2135. Mode : Two Hands
  2136. ACC : +1
  2137. PD : +7
  2138. INIT : +2
  2139. Cost : 6,000G
  2140. [Form: Spear / Range: Engaged / Target: 1#]. A long spear Artificial Regalia that holds the power to neutralize and absorb stagnant spirit energy. It has been specially consecrated. While [Equipped], once per combat, gain +10 to [Armor].
  2141.  
  2142. Godfrost Naginata
  2143. Restrict : Martial・Utility
  2144. Mode : Switch Hand
  2145. ACC : +1
  2146. PD : +8 / +9
  2147. INIT : -1 / None
  2148. Cost : 6,000G
  2149. [Form: Spear / Range: Engaged / Target: 1#]. A naginata-style Artificial Regalia with a blade made from the ice of a Dominion where it is eternally frozen. While [Equipped], bestow [Element: Cold] onto [Physical Attacks]. When the effect of a Talent (and only a Talent) would bestow [Cold] as well, gain +1 [Rank].
  2150.  
  2151. Mabeast Spear
  2152. Restrict : Hanyou
  2153. Mode : Two Hands
  2154. ACC : None
  2155. PD : +11
  2156. INIT : None
  2157. Cost : 6,000G
  2158. [Form: Spear / Range: Engaged / Target: 1#]. A holy spear forged to hunt magical beasts. It is especially effective against bestial creatures. While [Equipped], when making a [Physical Attack] against [Class: Beast・Chaos], gain +1 [Physical Rank].
  2159.  
  2160. Boneeater
  2161. Restrict : Martial
  2162. Mode : Two Hands
  2163. ACC : +1
  2164. PD : +11
  2165. INIT : -2
  2166. Cost : 6,000G
  2167. [Form: Spear / Range: Engaged / Target: 1#]. A naginata-style Artificial Regalia that's said to crush bones loud enough to sound as though it is eating them. While [Equipped], reduce [Target] of the user's [Physical Attacks] by 5 (to a minimum of 0).
  2168.  
  2169. Stormhowl
  2170. Restrict : Martial
  2171. Mode : Two Hands
  2172. ACC : +1
  2173. PD : +10
  2174. INIT : -1
  2175. Cost : 8,500G
  2176. [Form: Spear / Range: Engaged / Target: 1#]. A trident that governs storms and harvests. The prongs—representing love, strength, and wisdom—grant blessings upon the user. While [Equipped], the user is treated as fulfilling the use conditions for [Style: Elder Mage A] Style Talents.
  2177.  
  2178. Wilds of the Forest Lord
  2179. Restrict : Martial
  2180. Mode : Two Hands
  2181. ACC : None
  2182. PD : +11
  2183. INIT : -5
  2184. Cost : 8,500G
  2185. [Form: Spear / Range: Engaged / Target: 1#]. A long spear Artificial Regalia that is fused with rare plant [Materials]. It protects those who possess supernatural power. While [Equipped], gain +5 [Armor] and [Barrier].
  2186.  
  2187. Gokosho
  2188. Restrict : Martial
  2189. Mode : One Hand
  2190. ACC : +1
  2191. PD : +8
  2192. INIT : -1
  2193. Cost : 8,500G
  2194. [Form: Spear / Range: Engaged / Target: 1#]. A gokosho, a secret implement of esoteric Buddhism, made into an sai-type Artificial Regalia. Strong etherlight emits from its tip. While [Equipped], once per combat, change the [Range/Target] of a [Physical Attack] to [Combat Zone / Area].
  2195.  
  2196. Red Condor
  2197. Restrict : Demon Eyed
  2198. Mode : Two Hands
  2199. ACC : +1
  2200. PD : +11
  2201. INIT : +2
  2202. Cost : 10,00G
  2203. [Form: Spear / Range: Engaged / Target: 1#]. A crimson long spear Artificial Regalia where the shaft and tip are as one. It is believed to have been created by ancient peoples, and ancient writing is engraved on its shaft. While [Equipped], three times per combat, change the [Range] of the user's [Attack Action] to [Combat zone].
  2204.  
  2205. Thorn of Vengeance
  2206. Restrict : Martial
  2207. Mode : Two Hands
  2208. ACC : +1
  2209. PD : +13
  2210. INIT : None
  2211. Cost : 10,000G
  2212. [Form: Spear / Range: Engaged / Target: 1#]. A spear-style Artficial Regalia tangled with thorns. It carries a curse that's said to return its bearer's wounds onto another. While [Equipped], once per combat, make 1x [Weapon Attack] on [Item / 1#] that made a [Physical Attack] (the target may not react).
  2213.  
  2214. Nuboko
  2215. Restrict : Martial
  2216. Mode : Two Hands
  2217. ACC : None
  2218. PD : +15
  2219. INIT : None
  2220. Cost : 10,000G
  2221. [Form: Spear / Range: Engaged / Target: 1#]. A long spear Artificial Regalia that is especially effective against the forces of chaos. Its tip is adorned with brilliant accessories that carry a sublime light. While [Equipped], when making a [Physical Attack] on [Class: Chaos], gain +1 [Physical Rank].
  2222.  
  2223.  
  2224. Melee Weapons / Form: Axes [XXXM-3]
  2225. ----------------------------------------
  2226. Hand Chakram
  2227. Restrict : Martial・Utility
  2228. Mode : One Hand
  2229. ACC : None
  2230. PD : +4
  2231. INIT : +1
  2232. Cost : 1,800G
  2233. [Form: Axe / Range: Engaged / Target: 1#]. A giant chakram-style Artificial Regalia built with a grip. While [Equipped], can e thrown as a [Ranged Weapon]. When this happen, change [Physical Attack / Range / Target] to [Special Attack / {Strength} Sq. / 1#].
  2234.  
  2235. Blood Scythe
  2236. Restrict : Martial・Utility
  2237. Mode : Two Hands
  2238. ACC : -1
  2239. PD : +5
  2240. INIT : -1
  2241. Cost : 600G
  2242. [Form: Axe / Range: Engaged / Target: 1#]. A scythe-style Artificial Regalia fitted with unique modifications. It can mow down an area with a single swipe. While [Equipped], increase the [Target] of the user's [Physical Attacks] by 1#.
  2243.  
  2244. Twin Hand Blades
  2245. Restrict : Martial・Utility
  2246. Mode : Two Hands
  2247. ACC : None
  2248. PD : +5
  2249. INIT : None
  2250. Cost : 1,800G
  2251. [Form: Axe / Range: Engaged / Target: 1#]. An Artificial Regalia in the form of a pair of gloves equipped with retractable blades. While [Equipped], treat as though [Equipped] with [Unarmed].
  2252.  
  2253. Thunder Bullova
  2254. Restrict : Martial・Utility
  2255. Mode : Two Hands
  2256. ACC : None
  2257. PD : +7
  2258. INIT : -2
  2259. Cost : 1,800G
  2260. [Form: Axe / Range: Engaged / Target: 1#]. A poleaxe-style Artificial Regalia that glows with a green light. While [Equipped], bestow [Element: Shock] on [Physical Attacks]. When the effect of a Talent (and only a Talent) would bestow [Cold] as well, gain +1 [Rank].
  2261.  
  2262. Killer Chainsaw
  2263. Restrict : Martial・Utility
  2264. Mode : Switch Hand
  2265. ACC : None
  2266. PD : +7 / +8
  2267. INIT : None / +1
  2268. Cost : 2,500G
  2269. [Form: Axe / Range: Engaged / Target: 1#]. A chainsaw-style Artificial Regalia that has been given a powerful consecration. While [Equipped], once per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].
  2270.  
  2271. Demon Hunter's Axe
  2272. Restrict : Martial
  2273. Mode : Switch Hand
  2274. ACC : -1
  2275. PD : +8 / +9
  2276. INIT : -5 / -4
  2277. Cost : 2,500G
  2278. [Form: Axe / Range: Engaged / Target: 1#]. An axe-style Artificial Regalia built with a huge, curved blade. It specializes in destroying chaotic foes. While [Equipped], when making a [Physical Attack] against [Class: Chaos], gain +1 [Physical Rank].
  2279.  
  2280. Scythe of the White Night
  2281. Restrict : Martial
  2282. Mode : Two Hands
  2283. ACC : -1
  2284. PD : +8
  2285. INIT : -1
  2286. Cost : 3,800G
  2287. [Form: Axe / Range: Engaged / Target: 1#]. A scythe forged using rare metals. Faint etherlight, like a midnight sun, radiates from the blade. While [Equipped], gain +5 [Barrier].
  2288.  
  2289. Mabeast Claws
  2290. Restrict : Martial・Utility
  2291. Mode : Two Hands
  2292. ACC : -1
  2293. PD : +7
  2294. INIT : None
  2295. Cost : 3,800G
  2296. [Form: Axe / Range: Engaged / Target: 1#]. An Artificial Regalia in the form of a pair of gloves with sharp, hooked claws sprouting from the back of the hands. While [Equipped], treat as though [Equipped] with [Unarmed].
  2297.  
  2298. Heat Chainsaw
  2299. Restrict : Martial
  2300. Mode : Two Hands
  2301. ACC : None
  2302. PD : +7
  2303. INIT : -2
  2304. Cost : 3,800G
  2305. [Form: Axe / Range: Engaged / Target: 1#]. A chainsaw Artificial Regalia built with a superheating function. While [Equipped], bestow [Element: Fire] on [Physical Attacks]. Also, [Targets] reduce their [Armor] by 3 (to a minimum of 0).
  2306.  
  2307. Rancor Slayer
  2308. Restrict : Martial
  2309. Mode : Two Hands
  2310. ACC : -1
  2311. PD : +12
  2312. INIT : -5
  2313. Cost : 3,800G
  2314. [Form: Axe / Range: Engaged / Target: 1#]. A massive axe Artificial Regalia forged in order to take down powerful Awakened. It's extremely heavy, but it holds power equal to that weight.
  2315.  
  2316. Sacred Beast Claws
  2317. Restrict : Martial
  2318. Mode : Two Hands
  2319. ACC : +1
  2320. PD : +6
  2321. INIT : +4
  2322. Cost : 5,500G
  2323. [Form: Axe / Range: Engaged / Target: 1#]. An Artificial Regalia in the form of a pair of gloves with sharp, hooked claws sprouting from the back of the hands. The claws have been consecrated. While [Equipped], treat as though [Equipped] with [Unarmed].
  2324.  
  2325. High-Frequency Machete
  2326. Restrict : Martial
  2327. Mode : Two Hands
  2328. ACC : None
  2329. PD : +10
  2330. INIT : +2
  2331. Cost : 5,500G
  2332. [Form: Axe / Range: Engaged / Target: 1#]. A forestry knife-style Artificial Regalia that emits high-frequency waves along the blade by controlling spirit energy. While [Equipped], once per round, [Targets] of the user's [Physical Attacks] reduce their [Armor] by 5 (to a minimum of 0).
  2333.  
  2334. Rune Scythe
  2335. Restrict : Martial
  2336. Mode : Two Hands
  2337. ACC : -1
  2338. PD : +11
  2339. INIT : +3
  2340. Cost : 5,500G
  2341. [Form: Axe / Range: Engaged / Target: 1#]. A scythe-style Artificial Regalia reinforced to its limit. Unique runes engraved on the blade give off light. While [Equipped], twice per combat, increase the [Target] of the user's [Physical Attacks] by 1#.
  2342.  
  2343. Evilslayer Battleaxe
  2344. Restrict : Martial
  2345. Mode : Two Hands
  2346. ACC : None
  2347. PD : +12
  2348. INIT : None
  2349. Cost : 5,500G
  2350. [Form: Axe / Range: Engaged / Target: 1#]. A powerful battleaxe Artificial Regalia. Its blade, holding the power to crush evil, is thick, and can be used as a shield to protect against spells. While [Equipped], once per round, gain +5 [Barrier].
  2351.  
  2352. Divine Beast Claws
  2353. Restrict : Martial・Utility
  2354. Mode : Two Hands
  2355. ACC : None
  2356. PD : +8
  2357. INIT : +5
  2358. Cost : 7,500G
  2359. [Form: Axe / Range: Charge 1 Sq. / Target: 1#]. An Artificial Regalia in the form of a pair of gloves with sharp, hooked claws sprouting from the back of the hands. The claws are made using the fangs and claws of a divine beast. While [Equipped], treat as though [Equipped] with [Unarmed].
  2360.  
  2361. Destructive Heatblast
  2362. Restrict : Martial
  2363. Mode : Two Hands
  2364. ACC : -1
  2365. PD : +9
  2366. INIT : +6
  2367. Cost : 7,500G
  2368. [Form: Axe / Range: Engaged / Target: 1#]. A high-frequency machete with powerful modifications made. Due to its high-frequency waves and its use of spirit energy, it burns as it cuts. While [Equipped], bestow [Element: Fire] on [Physical Attacks]. Also, [Targets] reduce their [Armor] by 3 (to a minimum of 0).
  2369.  
  2370. Scythe of the Reaper
  2371. Restrict : Darkstalker
  2372. Mode : Two Hands
  2373. ACC : -1
  2374. PD : +11
  2375. INIT : +4
  2376. Cost : 7,500G
  2377. [Form: Axe / Range: Engaged / Target: 1#]. A scythe Artificial Regalia that holds the power of a god of death. While [Equipped], once per combat, roll 1d6 after succeeding at an {Accuracy} check, and if the result is anything other than a "1", the user may inflict [Shift: Dead] on any one [Mononoke] that is not a [Boss] or [Aramitama].
  2378.  
  2379. Vampire Slaughter
  2380. Restrict : Martial
  2381. Mode : Two Hands
  2382. ACC : None
  2383. PD : +13
  2384. INIT : +3
  2385. Cost : 10,000G
  2386. [Form: Axe / Range: Engaged / Target: 1#]. An axe-style Artificial Regalia, its blade of unique metals inlaid with silver and consecrated, and fitted with a pistol grip. While [Equipped], twice per combat, change [Physical Attack] to [Form: Ranged / Range: Combat Zone / Target: Area].
  2387.  
  2388. Spinning Fist
  2389. Restrict : Martial
  2390. Mode : Two Hands
  2391. ACC : +1
  2392. PD : +10
  2393. INIT : +4
  2394. Cost : 10,000G
  2395. [Form: Axe / Range: Charge 1 Sq. / Target: 1#]. An Artificial Regalia in the form of a pair of gloves fitted with gear-style blades that rotate at high speeds with spirit energy. While [Equipped], treat as though [Equipped] with [Unarmed].
  2396.  
  2397. Legendary Chainsaw
  2398. Restrict : Martial
  2399. Mode : Two Hands
  2400. ACC : None
  2401. PD : +14
  2402. INIT : +2
  2403. Cost : 10,000G
  2404. [Form: Axe / Range: Engaged / Target: 1#]. A legendary chainsaw Artificial Regalia that can rip false gods to pieces. While [Equipped], twice per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].
  2405.  
  2406.  
  2407. Melee Weapons / Form: Hammers [XXXM-4]
  2408. ----------------------------------------
  2409. Sledgehammer
  2410. Restrict : Martial・Utility
  2411. Mode : Switch Hand
  2412. ACC : None
  2413. PD : +4 / +5
  2414. INIT : -5 / -4
  2415. Cost : 600G
  2416. [Form: Hammer / Range: Engaged / Target: 1#]. A huge battle hammer Artificial Regalia. While [Equipped], [Targets] of [Physical Attacks] reduce their [Armor] by 5 (to a minimum of 0).
  2417.  
  2418. Morning Star
  2419. Restrict : Martial・Utility
  2420. Mode : Two Hands
  2421. ACC : None
  2422. PD : +5
  2423. INIT : -4
  2424. Cost : 900G
  2425. [Form: Hammer / Range: Engaged / Target: 1#]. An Artificial Regalia where an iron ball is linked to a long chain or cord.
  2426. While [Equipped], after spending x1 [Timing: Prep], the user may change an [Attack Action] into a [Ranged Attack], changing the [Range/Target] to [5 Sq. / 1#].
  2427.  
  2428. Magic Guard
  2429. Restrict : None
  2430. Mode : Two Hands
  2431. ACC : +1
  2432. PD : +6
  2433. INIT : -2
  2434. Cost : 2,600G
  2435. [Form: Hammer / Range: Engaged / Target: 1#]. Regalized gloves and kneepads. While [Equipped], treat as though [Equipped] with [Unarmed], and [Targets] of [Physical Attacks] reduce their [Armor] by 3 (to a minimum of 0).
  2436.  
  2437. Rocket Hammer
  2438. Restrict : None
  2439. Mode : Two Hands
  2440. ACC : None
  2441. PD : +8
  2442. INIT : -2
  2443. Cost : 2,600G
  2444. [Form: Hammer / Range: Engaged / Target: 1#]. A warhammer Artificial Regalia with a jet propulsion device built into the head. It has a nozzle on the rear face of the head, and by pulling a trigger, compressed fuel is ignited. While [Equipped], once per combat (scene), change the [Range] of a [Physical Attack] to [Charge 4 Sq.]
  2445.  
  2446. Origin Gloves
  2447. Restrict : Elemental Adept
  2448. Mode : Two Hands
  2449. ACC : None
  2450. PD : +5
  2451. INIT : +1
  2452. Cost : 2,60G
  2453. [Form: Hammer / Range: Engaged / Target: 1#]. Artificial Regalia in the form of combat gloves or gauntlets, boots or gaiters, which enhance the power of the Origins. While [Equipped], treat as though [Equipped] with [Unarmed]. Also, gain +3 at [Damage Calculation] when bestowed with an [Element].
  2454.  
  2455. Mystic Staff
  2456. Restrict : Hanyou・Divine Soul
  2457. Mode : Switch Hand
  2458. ACC : +1
  2459. PD : +4 / +5
  2460. INIT : -2 / -1
  2461. Cost : 3,400G
  2462. [Form: Hammer / Range: Engaged / Target: 1#]. An illusioner's staff once possessed by a daiyoukai. While [Equipped], bestow [Element: Phantom] on [Physical Attacks]. Also, once per scene, a target can change into any form. (Treat as [Maneuver: Disguise / Result: 15], lasts for one scene. This effect may be refused.)
  2463.  
  2464. Shooting Star
  2465. Restrict : Martial・Utility
  2466. Mode : Two Hands
  2467. ACC : +1
  2468. PD : +7
  2469. INIT : -3
  2470. Cost : 3,400G
  2471. [Form: Hammer / Range: Engaged / Target: 1#]. A morning star style Artificial Regalia fashioned with a relic blade at its end.
  2472. While [Equipped], after spending x1 [Timing: Prep], the user may change an [Attack Action] into a [Ranged Attack], changing the [Range/Target] to [5 Sq. / 1#].
  2473.  
  2474. Banish Guard
  2475. Restrict : Martial・Utility
  2476. Mode : Two Hands
  2477. ACC : +1
  2478. PD : +10
  2479. INIT : -1
  2480. Cost : 4,100G
  2481. [Form: Hammer / Range: Engaged / Target: 1#]. Gloves or boots-style Artificial Regalia designed for anti-Awakened combat. While [Equipped], treat as though [Equipped] with [Unarmed]. Also, once per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].
  2482.  
  2483. Rage of Thunder
  2484. Restrict : Martial・Utility
  2485. Mode : Two Hands
  2486. ACC : None
  2487. PD : +11
  2488. INIT : None
  2489. Cost : 4,100G
  2490. [Form: Hammer / Range: Engaged / Target: 1#]. A warhammer Artificial Regalia forged using meteoric iron and Fool's Gold. Its head is infused with lightning. While [Equipped], bestow [Element: Shock] onto [Physical Attacks]. Also, once per round, gain +1d6 at [Damage Calculation].
  2491.  
  2492. Crested Gloves
  2493. Restrict : Martial・Utility
  2494. Mode : Two Hands
  2495. ACC : +1
  2496. PD : +6
  2497. INIT : +5
  2498. Cost : 6,800G
  2499. [Form: Hammer / Range: Engaged / Target: 1#]. A glove or shin guards made from special fibers, with a crest drawn on them representing fire, the sun, or some other Origin. While [Equipped], treat as though [Equipped] with [Unarmed]. Also, gain +5 at [Damage Calculation] when bestowed with an [Element].
  2500.  
  2501. Rune Rod
  2502. Restrict : None
  2503. Mode : Two Hands
  2504. ACC : +1
  2505. PD : +10
  2506. INIT : +1
  2507. Cost : 6,800G
  2508. [Form: Hammer / Range: Engaged / Target: 1#]. A staff-type Artficial Regalia made from unique materials. It is favorited by Magi who have mastered self-defense. While [Equipped], treat as though [Equipped] with a [Magical Weapon]. Also, gain a +7 modifier to [Magical Damage].
  2509.  
  2510. Gennou's Hammer
  2511. Restrict : Martial・Utility
  2512. Mode : Switch Hand
  2513. ACC : +1
  2514. PD : +10 / +11
  2515. INIT : -1 / None
  2516. Cost : 6,800G
  2517. [Form: Hammer / Range: Engaged / Target: 1#]. An imitation fashioned after the greathammer that destroyed the cursed Godforged Regalia called the Sesshouseki, or Killing Stone. It repels sickness and rejects curses. While [Equipped], once per combat, grant [Remove: Darkness・Poison・Pain] to [Range: Combat Zone / Target: 1#].
  2518.  
  2519. Onbashira
  2520. Restrict : Martial
  2521. Mode : Two Hands
  2522. ACC : -1
  2523. PD : +15
  2524. INIT : None
  2525. Cost : 6,800G
  2526. [Form: Hammer / Range: Engaged / Target: 1#]. A huge pillar fashioned from a sacred tree and made into an Artificial Regalia, once used in holy festivals. In addition to its overwhelming mass, it is extremely powerful.
  2527.  
  2528. Gravity Wave Gloves
  2529. Restrict : Martial
  2530. Mode : Two Hands
  2531. ACC : +1
  2532. PD : +11
  2533. INIT : -2
  2534. Cost : 8,000G
  2535. [Form: Hammer / Range: Engaged / Target: 1#]. Glove-style Artificial Regalia installed with a gravity generator. While [Equipped], by spending 1x [Prep], can [Install] one [Obstacle] of 40 {HP} or less into an unoccupied adjacent square. Also, while [Equipped], treat as though [Equipped] with [Unarmed].
  2536.  
  2537. Horseshoe Hammer
  2538. Restrict : Martial
  2539. Mode : Two Hands
  2540. ACC : None
  2541. PD : +14
  2542. INIT : +3
  2543. Cost : 8,000G
  2544. [Form: Hammer / Range: Engaged / Target: 1#]. A warhammer-style Artificial Regalia created with the horseshoe of a horse said to bring good luck. While [Equipped], once per combat (or scene), before [Influencing], can reroll an {Accuracy} check's [Roll] (unless a [Critical] or [Fumble], then cannot).
  2545.  
  2546. Emperor's Hammer
  2547. Restrict : Martial
  2548. Mode : Two Hands
  2549. ACC : +1
  2550. PD : +15
  2551. INIT : None
  2552. Cost : 8,000G
  2553. [Form: Hammer / Range: Engaged / Target: 1#]. An imitation of the hammer of a hero from another world who received a Regalia from the gods and forged an empire that lasted a thousand years. While [Equipped], once per session, [Targets] of a [Physical Attack] reduce their [Armor] to 0.
  2554.  
  2555. Abominable Bar-like Thing
  2556. Restrict : None
  2557. Mode : Switch Hand
  2558. ACC : +1
  2559. PD : +13 / +14
  2560. INIT : -2 / -1
  2561. Cost : 8,00G
  2562. [Form: Hammer / Range: Engaged / Target: 1#]. An iron rod shaped like an iron bar. It seems like something from another world, and is treated as an Artificial Regalia for some reason. While [Equipped], once per round, change the [Target] of a [Physical Attack] to [Area].
  2563.  
  2564. Divine Idol
  2565. Restrict : Martial
  2566. Mode : Two Hands
  2567. ACC : +1
  2568. PD : +12
  2569. INIT : +5
  2570. Cost : 10,000G
  2571. [Form: Hammer / Range: Engaged / Target: 1#]. A statue of some manner of god, whether from ancient times, the here and now, West, East, or whatever, and then made into an Artificial Regalia. The strength of its blessings and its power are fearsome. While [Equipped], once per combat, gain +2 to the [Physical Rank] of a [Physical Attack].
  2572.  
  2573. Eyes of the Black Flame King
  2574. Restrict : Demon Eyed
  2575. Mode : Two Hands
  2576. ACC : +1
  2577. PD : +13
  2578. INIT : +4
  2579. Cost : 10,000G
  2580. [Form: Hammer / Range: Engaged / Target: 1#]. Crimson gloves with magical stones worked into them that glow red. While [Equipped], twice per combat, inflict [Shift: Dead] on Mononoke that have "x#" in their [Name] that the user has dealt at least 1 point of [Damage] to. Also, while [Equipped] with this [Weapon], treat as though [Equipped] with [Unarmed].
  2581.  
  2582. Meteor
  2583. Restrict : Martial
  2584. Mode : Two Hands
  2585. ACC : +1
  2586. PD : +15
  2587. INIT : +2
  2588. Cost : 10,000G
  2589. [Form: Hammer / Range: Engaged / Target: 1#]. A morning star Artificial Regalia designed for anti-Awakened combat.
  2590. While [Equipped], after spending x1 [Timing: Prep], the user may change an [Attack Action] into a [Ranged Attack], changing the [Range/Target] to [5 Sq. / 1#]. Also, while [Equipped] with this [Weapon], treat as though [Equipped] with [Unarmed].
  2591.  
  2592.  
  2593. Ranged Weapons / Form: Ranged [XXXM-5]
  2594. ----------------------------------------
  2595. ※ Enforcement II
  2596. Restrict : None
  2597. Mode : One Hand
  2598. ACC : None
  2599. PD : (4)
  2600. INIT : -1
  2601. Cost : 1,000G
  2602. [Range: 7 Sq. / Target: 1#]. A consecrated Glock machine pistol. While [Equipped], once per combat, change the [Target] of a [Physical Attack] to [Area].
  2603.  
  2604. Exorcist Bow
  2605. Restrict : Martial・Utility
  2606. Mode : Two Hands
  2607. ACC : None
  2608. PD : +5
  2609. INIT : -4
  2610. Cost : 1,300G
  2611. [Range: {Strength} x2 Sq. / Target: 1#]. A Japanese bow Artificial Regalia that carries powers of exorcism. While [Equipped], when making [Physical Attacks] against [Class: Undead・Chaos], gain +1 [Physical Rank].
  2612.  
  2613. ※ Thunder Rain
  2614. Restrict : None
  2615. Mode : Switch Hand
  2616. ACC : None
  2617. PD : (5) / (6)
  2618. INIT : -3 / -2
  2619. Cost : 2,000G
  2620. [Range: 5 Sq. / Target: 1#]. A high-performance submachine gun like an Uzi, modified for anti-Awakened use. While [Equipped], once per round, increase the [Target] of [Ranged Attacks] by 2#.
  2621.  
  2622. ※ Black Predator
  2623. Restrict : None
  2624. Mode : One Hand
  2625. ACC : None
  2626. PD : (5)
  2627. INIT : -2
  2628. Cost : 2,000G
  2629. [Range: 8 Sq. / Target: 1#]. An M1911 series pistol made into an Artificial Regalia. Layered with spells, it has excellent stopping power due to the bullets it fires being infused with spirit energy. While [Equipped], [Targets] of [Physical Attacks] reduce their [Armor] by 2 (to a minimum of 0).
  2630.  
  2631. ※ Dawnhunter
  2632. Restrict : None
  2633. Mode : One Hand
  2634. ACC : None
  2635. PD : (6)
  2636. INIT : None
  2637. Cost : 2,400G
  2638. [Range: 7 Sq. / Target: 1#]. A unique handgun based on the AMT Hardballer, which has been bestowed with an effect similar to the light of the sun. It gives off a silver glow. While [Equipped], when making [Physical Attacks] against [Class: Insectoid・Plant], gain +1 [Physical Rank].
  2639.  
  2640. ※ Ultrahawk
  2641. Restrict : None
  2642. Mode : Switch Hand
  2643. ACC : None
  2644. PD : (7) / (8)
  2645. INIT : -2 / -1
  2646. Cost : 2,400G
  2647. [Range: 8 Sq. / Target: 1#]. A Python series revolver made into an Artificial Regalia. It uses a large-bore bullet of unique make. While [Equipped], once per round, may force [Targets] who fail their [Reaction Check] to move 1 Sq. in any direction (this movement ignores [Engagements]).
  2648.  
  2649. Blessed Silver Whip
  2650. Restrict : Utility
  2651. Mode : Two Hands
  2652. ACC : +1
  2653. PD : +7
  2654. INIT : -2
  2655. Cost : 3,500G
  2656. [Range: {Strength} +1 Sq. / Target: 1#]. A combat whip made by weaving together special fibers and silver thread and then blessing it. It's especially favored by vampire hunters. [Physical Attacks] made with this [Ranged Weapon] as treated as [Special Attacks].
  2657.  
  2658. ※ Gespenst
  2659. Restrict : Martial・Utility
  2660. Mode : Two Hands
  2661. ACC : +1
  2662. PD : (8)
  2663. INIT : -2
  2664. Cost : 4,400G
  2665. [Range: 7 Sq. / Target: 1#]. An anti-Awakened assault rifle made to spell armament specifications, based on the H&K G41. It is easy to handle and is high performance. While [Equipped], once per round, increase the [Target] of [Ranged Attacks] by 2#.
  2666.  
  2667. ※ Volkmech
  2668. Restrict : Martial・Utility
  2669. Mode : Two Hands
  2670. ACC : -1
  2671. PD : (12)
  2672. INIT : -2
  2673. Cost : 4,400G
  2674. [Range: 6 Sq. / Target: 1#]. An automatic rifle modified via consecration and made based on the AKM. It's a bit heavy on the recoil, but has excellent rapid fire performance. While [Equipped], once per round, change the [Target] of a [Ranged Attack] to [Area].
  2675.  
  2676. Acid Whip
  2677. Restrict : Cyborg
  2678. Mode : Two Hands
  2679. ACC : +1
  2680. PD : +8
  2681. INIT : -1
  2682. Cost : 5,000G
  2683. [Range: 6 Sq. / Target: 1#]. A whip-style Artificial Regalia built into the arm. It secretes a strong acid from its surface. While [Equipped], once per round, [Targets] of [Physical Attacks] reduce their [Armor] by 5 (to a minimum of 0).
  2684.  
  2685. Horn of Ruin
  2686. Restrict : Utility
  2687. Mode : Two Hands
  2688. ACC : +1
  2689. PD : +8
  2690. INIT : -3
  2691. Cost : 6,000G
  2692. [Range: 5 Sq. / Target: Area]. An imitation of a horn believed to signal the end of the world. When blown, it doesn't emit sound but rather shockwaves. While [Equipped], once per combat, inflict [Shift: Fallen] on targets that fail their [Reaction Check].
  2693.  
  2694. Pale Horse
  2695. Restrict : Martial・Utility
  2696. Mode : Two Hands
  2697. ACC : None
  2698. PD : +10
  2699. INIT : -3
  2700. Cost : 6,000G
  2701. [Range: Charge 4 Sq. / Target: 1#]. A combat motorcycle-style Artificial Regalia with thick plating. It boasts incredible horsepower. While [Equipped], user is able to make [Ranged Attacks] and [Magical Attacks] after a [Combat Move].
  2702.  
  2703. Weapon 10
  2704. Restrict : Utility
  2705. Mode : Two Hands
  2706. ACC : None
  2707. PD : +12
  2708. INIT : -5
  2709. Cost : 6,000G
  2710. [Range: {Agility} Sq. / Target: 1#]. A cross-shaped throwing weapon that flies at tremendous speed. While [Equipped], once per combat, can make a [Weapon Attack] using a [Ranged Weapon] after performing [Damage Calculation]. Also, throwing this [Weapon] does not render it unuseable.
  2711.  
  2712. Monomolecular Whip
  2713. Restrict : None
  2714. Mode : Two Hands
  2715. ACC : +1
  2716. PD : +6
  2717. INIT : +3
  2718. Cost : 8,000G
  2719. [Range: {Agility} Sq. / Target: 1#]. A monomolecular wire with a weight on the end. Due to being Artificial Regaliaized, it possesses incredible cutting power. While [Equipped], [Targets] of the user's [Physical Attacks] reduce their [Armor] by 3 (to a minimum of 0).
  2720.  
  2721. ※ Vollkommen
  2722. Restrict : Martial・Utility
  2723. Mode : Two Hands
  2724. ACC : +1
  2725. PD : (10)
  2726. INIT : -1
  2727. Cost : 8,000G
  2728. [Range: 8 Sq. / Target: 1#]. A machinegun modified to operate as a spell armament, based on the H&K MG43. Its stability, ruggedness, and shot reliability are all without question. While [Equipped], once per round, increase the [Target] of [Ranged Attacks] by 2#.
  2729.  
  2730. ※ Angelhowl
  2731. Restrict : Martial
  2732. Mode : Two Hands
  2733. ACC : +1
  2734. PD : (12)
  2735. INIT : -3
  2736. Cost : 8,000G
  2737. [Range: 6 Sq. / Target: Area]. A consecrated machinegun, based on the FN Minimi. Its overwhelming firepower has been likened to an angel's howl.
  2738.  
  2739. ※ Screaming Wind
  2740. Restrict : Cyborg
  2741. Mode : Two Hands
  2742. ACC : None
  2743. PD : (12)
  2744. INIT : -1
  2745. Cost : 8,000G
  2746. [Range: 10 Sq. / Target: 1#]. A spirit energy laser gun developed for cyborg use. Emits a tremendous noise along with a focused beam of spirit energy, blowing opponents away. While [Equipped], once per round, may force [Targets] who fail their [Reaction Check] to move 1 Sq. in any direction (this movement ignores [Engagements]).
  2747.  
  2748. Scattered Boulder
  2749. Restrict : None
  2750. Mode : Two Hands
  2751. ACC : +1
  2752. PD : +11
  2753. INIT : None
  2754. Cost : 10,000G
  2755. [Range: 6 Sq. / Target: Area]. An imitation of sacramental stones used by a legendary giant. While [Equipped], once per round, change the [Range / Target] of a [Physical Attack] to [Combat Zone / 1#]. Also, throwing this [Weapon] does not render it unuseable.
  2756.  
  2757. ※ Dragon's Breath
  2758. Restrict : Martial・Utility
  2759. Mode : Two Hands
  2760. ACC : +1
  2761. PD : (13)
  2762. INIT : -1
  2763. Cost : 10,000G
  2764. [Range: 8 Sq. / Target: 1#]. The S&W M500, A .50 caliber revolver, made into an Artificial Regalia. Its recoil and power are both to be feared. While [Equipped], once per combat, gain a +[any one of user's {Main Stats}] modifier to [Physical Damage].
  2765.  
  2766. ※ Rail Gun
  2767. Restrict : Martial・Utility
  2768. Mode : Two Hands
  2769. ACC : +1
  2770. PD : (15)
  2771. INIT : -3
  2772. Cost : 10,000G
  2773. [Range: 10 Sq. / Target: 1#]. A launching platform that generates electromagnetic induction via spirit energy, and then discharges a massive projectile. It looks like portable artillery, and its destructive power matches that. While [Equipped], once per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].
  2774.  
  2775.  
  2776.  
  2777. Magical Weapons / Form: Magic [XXXM-6]
  2778. ----------------------------------------
  2779. Spell Armament
  2780. Restrict : None
  2781. Mode : One Hand
  2782. CNJ : None
  2783. MD : +2
  2784. INIT : -1
  2785. Cost : 1,000G
  2786. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A unique armament for magecraft work that Magi created using Fool's Gold. Many of them call forth a supernatural wind.
  2787.  
  2788. Spirit Chaingun
  2789. Restrict : Cyborg
  2790. Mode : Two Hands
  2791. CNJ : -1
  2792. MD : +6
  2793. INIT : -5
  2794. Cost : 2,000G
  2795. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A chaingun-style Artificial Regalia created for anti-Awakened use. It's hard to handle since it's heavier than it looks, and those other than cyborgs have difficulty using it. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 1#.
  2796.  
  2797. Treasure Ring
  2798. Restrict : Arcane
  2799. Mode : Two Hands
  2800. CNJ : -1
  2801. MD : +6
  2802. INIT : -4
  2803. Cost : 3,000G
  2804. [Magical Attack / Range: 5 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A ring-type Artificial Regalia made using a special silver. It creates numerous magic circles, which fire etherlight bullets. While [Equipped], once per combat, change the [Range / Target] of the user's [Magical Attack] to [Combat Zone / Area].
  2805.  
  2806. Miracle Rosary
  2807. Restrict : None
  2808. Mode : Switch Hand
  2809. CNJ : None
  2810. MD : +4 / +5
  2811. INIT : -1 / None
  2812. Cost : 5,000G
  2813. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A crucifix-style Artificial Regalia that carries the power of miracles. While [Equipped], once per combat (scene), can [Recover] using [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 1].
  2814.  
  2815. Multiworld Gem
  2816. Restrict : Arcane
  2817. Mode : Two Hands
  2818. CNJ : +1
  2819. MD : +7
  2820. INIT : -4
  2821. Cost : 5,000G
  2822. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A magical staff embedded with a sacramental jewel, one of many strung across multiple words. While [Equipped], once per session, gain 1 [Overflow].
  2823.  
  2824. Fragment of E
  2825. Restrict : Arcane
  2826. Mode : Two Hands
  2827. CNJ : None
  2828. MD : +9
  2829. INIT : -4
  2830. Cost : 5,000G
  2831. [Magical Attack / Range: 6 Sq. / Target: 2# / Resist: Cancel / Element: None / Rank: 2] A codex of secrets penned by a powerful Magus known as "E". While [Equipped], once per combat, [Targets] that fail their {Resist} check lose 5 {HP}.
  2832.  
  2833. Batbrella
  2834. Restrict : Darkstalker
  2835. Mode : Switch Hand
  2836. CNJ : None
  2837. MD : +9 / +10
  2838. INIT : -5 / -4
  2839. Cost : 5,000G
  2840. [Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] An elegant black parasol that can fire spirit energy bullets in the shape of bats. While [Equipped], once per round, increase [Targets] of the user's [Magical Attacks] by 1#.
  2841.  
  2842. Ether 2000
  2843. Restrict : Digital Sorcerer
  2844. Mode : Two Hands
  2845. CNJ : +1
  2846. MD : +6
  2847. INIT : -4
  2848. Cost : 6,000G
  2849. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: Magnet / Rank: 2] A device-type Artificial Regalia specialized in spell combat that can make powerful magnetic attacks in a wide area. While [Equipped], once per round, change the [Target] of the user's [Magical Attack] to [Area].
  2850.  
  2851. The Great Secret
  2852. Restrict : Elder Mage
  2853. Mode : Two Hands
  2854. CNJ : None
  2855. MD : +7
  2856. INIT : -3
  2857. Cost : 6,000G
  2858. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A grimoire Artificial REgalia that can make powerful [Magical Attacks]. While [Equipped], once per round, change the [Target] of the user's [Magical Attack] to [Area].
  2859.  
  2860. Exorcist Prayer Beads
  2861. Restrict : Arcane
  2862. Mode : Two Hands
  2863. CNJ : None
  2864. MD : +8
  2865. INIT : -4
  2866. Cost : 6,000G
  2867. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: Fire / Rank: 2] An Artificial Regalia in the form of a string of beads, using when invoking spells or powers related to Buddhism. While [Equipped], once per round, [Targets] of the user's [Magical Attacks] reduce their [Barrier] by 5 (to a minimum of 0).
  2868.  
  2869. Lineage of Blue
  2870. Restrict : Arcane
  2871. Mode : Two Hands
  2872. CNJ : +1
  2873. MD : +8
  2874. INIT : -4
  2875. Cost : 6,000G
  2876. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A "tactical-grade" grimoire written with the assumption of anti-Awakened combat. While [Equipped], once per session, change the [Range / Target] of a [Magical Attack] to [Combat Zone].
  2877.  
  2878. Ring of Sabaoth
  2879. Restrict : Utility・Arcane
  2880. Mode : Two Hands
  2881. CNJ : None
  2882. MD : +10
  2883. INIT : -4
  2884. Cost : 6,000G
  2885. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An imitation of the symbol of an old sorcerer-king's pact with 72 demons. While [Equipped], gain a +5 modifier to [Barrier].
  2886.  
  2887. Labyrinth Talisman
  2888. Restrict : Arcane
  2889. Mode : Two Hands
  2890. CNJ : None
  2891. MD : +8
  2892. INIT : None
  2893. Cost : 8,000G
  2894. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 1] An iridescent magic talisman that is believed to have once been possessed by the lord of a labyrinth that controlled another world. While [Equipped], gain +3 to [Armor] and [Barrier].
  2895.  
  2896. Etherlight Oonusa
  2897. Restrict : Arcane
  2898. Mode : Switch Hand
  2899. CNJ : +1
  2900. MD : +8 / +9
  2901. INIT : -4 / -3
  2902. Cost : 8,000G
  2903. [Magical Attack / Range: 5 Sq. / Target: 2# / Resist: Cancel / Element: None / Rank: 2] Paper or cloth streamers filled with etherlight attached to a hexagonal or octagonal rod carved from a sacred tree. It is a tool used in Shinto rites of purification. While [Equipped], [Targets] of the user's [Magical Attacks] reduce their [Barrier] by 3 (to a minimum of 0).
  2904.  
  2905. Jewel of the Universe
  2906. Restrict : Hanyou・Divine Soul
  2907. Mode : Two Hands
  2908. CNJ : None
  2909. MD : +10
  2910. INIT : -2
  2911. Cost : 8,000G
  2912. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 3] A glittering jewel thought to preach about good and evil, illuminating the path one should follow. It is possessed by daiyoukai and Divine Souls. While [Equipped], increase the [Target] of the user's [Magical Attacks] by 1#.
  2913.  
  2914. Otherworldly Secrets
  2915. Restrict : Arcane
  2916. Mode : Two Hands
  2917. CNJ : +1
  2918. MD : +11
  2919. INIT : -5
  2920. Cost : 8,000G
  2921. [Magical Attack / Range: 6 Sq. / Target: Area / Resist: Cancel / Element: None / Rank: 2] A magical codex that contains the secret, forbidden arts of another world. Though a book, its power is undeniable. While [Equipped], once per combat, when making a [Magical Attack], gain +2 [Magical Rank].
  2922.  
  2923. Multi-Cast Device
  2924. Restrict : None
  2925. Mode : Two Hands
  2926. CNJ : None
  2927. MD : +12
  2928. INIT : -4
  2929. Cost : 8,000G
  2930. [Magical Attack / Range: 5 Sq. / Target: Area / Resist: Cancel / Element: Shock / Rank: 2] A magical, mechanized staff. It's built with a function that immediately renews chants and magical circles, releasing spirit energy to be used in spells. While [Equipped], twice per combat, the [Target] of the user's [Magical Attack] [Halves] their [Barrier].
  2931.  
  2932. Tyrant's Bag
  2933. Restrict : Arcane
  2934. Mode : Two Hands
  2935. CNJ : None
  2936. MD : +10
  2937. INIT : None
  2938. Cost : 10,000G
  2939. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A bag with a demon from another dimension sealed inside. It attacks opponents at the possessor's direction. While [Equipped], twice per combat, when making a [Magical Attack], gain +2 [Magical Rank].
  2940.  
  2941. The Seven Secret Scriptures
  2942. Restrict : Arcane
  2943. Mode : Two Hands
  2944. CNJ : +1
  2945. MD : +12
  2946. INIT : -4
  2947. Cost : 10,000G
  2948. [Magical Attack / Range: 10 Sq. / Target: 1# / Resist: Cancel / Element: Light / Rank: 2] A powerful grimoire-type Artificial Regalia. Within are written the secrets of healing powers used by Divine Souls. While [Equipped], when using a Talent that [Recovers] {HP}, increase the effect of the [Recovery] by 10.
  2949.  
  2950. Hecate's Mercury
  2951. Restrict : Arcane
  2952. Mode : Two Hands
  2953. CNJ : None
  2954. MD : +13
  2955. INIT : -3
  2956. Cost : 10,000G
  2957. [Magical Attack / Range: 10 Sq. / Target: 1# / Resist: Cancel / Element: Toxin / Rank: 2] A special mercury that has gained the blessings of a goddess of sorcery and the moon. It can be transformed into a sharp blade or spear, or a massive warhammer, by supplying it with spirit energy. While [Equipped], once per combat, gain +10 [Armor].
  2958.  
  2959.  
  2960. ================================================================================
  2961. Machine-God of Damocles -- Protectors, Accessories, Gear, and Consumables [XXXN]
  2962. ================================================================================
  2963.  
  2964. Protector/Form: Suit [XXXN-1]
  2965. ----------------------------------------
  2966. Digital Suit
  2967. Restrict : Digital Sorcerer
  2968. EVA : None
  2969. INIT : -2
  2970. Armor : +2
  2971. Barrier : +2
  2972. Cost : 2,000G
  2973. A unique suit customized for Digital Sorcerers that allows them to set up and control display screens, images, and keyboards in the air around them via a special hologram function. It can be worn under one's clothes. While [Equipped], the character is treated as fulfilling the use condition of [Digital Sorcerer] Style Talents.
  2974.  
  2975. AA Giftschlange
  2976. Restrict : Cyborg
  2977. EVA : -1
  2978. INIT : -2
  2979. Armor : +5
  2980. Barrier : +1
  2981. Cost : 2,000G
  2982. An Arachne Materials-made combat AA named for a venemous snake. In addition to reinforced armor, it's loaded with rocket launchers and support machineguns. While [Equipped], once per round, change the [Range/Target] of an [Attack Action] to [5 Sq. / Area].
  2983.  
  2984. AA Jinrai
  2985. Restrict : Cyborg
  2986. EVA : -2
  2987. INIT : +3
  2988. Armor : +2
  2989. Barrier : +1
  2990. Cost : 2,000G
  2991. A Far East Heavy Industries-made combat AA. It's equipped with miniature verniers at various places on its lightened armor, allowing for high-mobility combat. While [Equipped], once per round, after [Timing: Attack] can move up to 2 Sq. ignoring [Engagements].
  2992.  
  2993. AA Goldbug
  2994. Restrict : Cyborg
  2995. EVA : -2
  2996. INIT : -4
  2997. Armor : +5
  2998. Barrier : +5
  2999. Cost : 2,000G
  3000. A B.E.G.-made combat AA named after a golden insect. Although it's sluggish to move in, its special, thick overlapping armored plates give it high defensive capabilities. While [Equipped], once per round, reduce [Physical Damage] taken by 3.
  3001.  
  3002. Evil Eye Clothes
  3003. Restrict : Demon Eyed
  3004. EVA : +1
  3005. INIT : -3
  3006. Armor : +2
  3007. Barrier : +1
  3008. Cost : 2,000G
  3009. Clothes woven from special fibers that gathers the spirit energy emitted from its wearer, and then channels it through their body into their eyes. This amplifies the power of a Demon Eyed. While [Equipped], when using a [Race: Demon Eyed / Timing: Attack] Racial Talent, gain +1 to the result of the active check.
  3010.  
  3011. Otherworldly Battle Outfit
  3012. Restrict : Heroic Spirit・Marebito
  3013. EVA : -1
  3014. INIT : -2
  3015. Armor : +4
  3016. Barrier : +2
  3017. Cost : 2,000G
  3018. Clothes or armor created with another world's techniques. It uses special metal and mysterious fibers, so it is highly protective. While [Equipped], once per round, reduce [Physical Damage] taken by 3.
  3019.  
  3020. Dawnlight Armor
  3021. Restrict : None
  3022. EVA : None
  3023. INIT : -2
  3024. Armor : +4
  3025. Barrier : +2
  3026. Cost : 3,500G
  3027. An Artificial Regalia created in imitation of an ancient Chinese set of armor. Specially prepared metal is affixed to the chest and back plates, protecting one's vitals. While [Equipped], reduce [Element: Light・Magnet] [Damage] taken by 5.
  3028.  
  3029. Bloody Battle Suit
  3030. Restrict : None
  3031. EVA : None
  3032. INIT : -2
  3033. Armor : +3
  3034. Barrier : +3
  3035. Cost : 3,500G
  3036. A biological armor created by forming fungal filament into threads, then weaving it together into a suit or student uniform. It transforms into its battle form by absorbing its wearer's blood. While [Equipped], by spending 1x [Start] and 3 {HP}, for the rest of combat the user gains +3 [Physical Damage].
  3037.  
  3038. Hermit Hood
  3039. Restrict : None
  3040. EVA : +1
  3041. INIT : -3
  3042. Armor : +5
  3043. Barrier : None
  3044. Cost : 4,000G
  3045. A coat that emphasizes disguise and concealment. It's favorited by Magi who wish to avoid standing out. While [Equipped], once per combat (or scene), for the rest of the combat (or scene), the target gains [Shift: Hidden] even if they are in a square (or place) with no [Obstacles] (treat as [Maneuver: Concealment / Result: 15]).
  3046.  
  3047. Spirit Corset
  3048. Restrict : None
  3049. EVA : None
  3050. INIT : -1
  3051. Armor : +3
  3052. Barrier : +2
  3053. Cost : 4,000G
  3054. A tailor-made corset crafted according to the user. It optimizes the flow of spirit energy by adjusting the body's balance to the perfect point. While [Equipped], once per session, add or subtract 2 to two [Spirit] dice (adjusting one by 4 is allowed; cannot adjust above 6 or below 1).
  3055.  
  3056. Black Clothes of the Traveler
  3057. Restrict : Heroic Spirit・Marebito
  3058. EVA : None
  3059. INIT : None
  3060. Armor : +1
  3061. Barrier : +5
  3062. Cost : 5,000G
  3063. Black clothes woven with the feathers of a massive bird that travels among the stars. It has an effect of suppressing kinetic energy, and is favorited by travelers from other worlds. While [Equipped], reduce [Physical Damage] taken from [Form: Axe・Hammer] by 5.
  3064.  
  3065. Full Metal Jacket
  3066. Restrict : None
  3067. EVA : +1
  3068. INIT : -2
  3069. Armor : +3
  3070. Barrier : +3
  3071. Cost : 5,000G
  3072. A suit or jacket woven from ultra-fine golden threads that have been infused with magic. Formally adopted as the training uniform of some factions and anti-Awakened forces. While [Equipped], gain +1 to the result of {Will} and {Resist} checks.
  3073.  
  3074. Guardian Spirit Clothes
  3075. Restrict : None
  3076. EVA : None
  3077. INIT : -4
  3078. Armor : +5
  3079. Barrier : +5
  3080. Cost : 5,000G
  3081. Clothes woven from hair infused with spirit energy, which came from the Nushi of a leyline or a Divine Soul granting it to someone they favored. While [Equipped], gain +2 to the result of [Maneuvers] that use {Luck}.
  3082.  
  3083. Extreme Battle Outfit
  3084. Restrict : Martial・Utility
  3085. EVA : None
  3086. INIT : -4
  3087. Armor : +5
  3088. Barrier : +5
  3089. Cost : 5,000G
  3090. A bloody battle outfit that uses an abundant amount of fibers from biological armor. By absorbing a larger amount of blood, it can transform into a powerful combat mode. While [Equipped], by spending 1x [Start] and 5 {HP}, for the rest of the combat, the user gains +4 at [Damage Calculation].
  3091.  
  3092. Cyber Control Suit
  3093. Restrict : Digital Sorcerer
  3094. EVA : None
  3095. INIT : -4
  3096. Armor : +7
  3097. Barrier : +3
  3098. Cost : 5,000G
  3099. A digital suit intended for experienced users, installed with advanced spell programs that increase one's processing speed. While [Equipped], the character is treated as fulfilling the use condition of [Digital Sorcerer] Style Talents.
  3100.  
  3101. AA Heuschrecke
  3102. Restrict : Cyborg
  3103. EVA : None
  3104. INIT : -2
  3105. Armor : +4
  3106. Barrier : +4
  3107. Cost : 5,000G
  3108. An Arachne Materials-made high mobility-type combat AA named after a grasshopper. While [Equipped], ignore "hazardous footing" penalties. Once per round, by spending 1x [Start], the character can move up to 2 Sq. (if [Engaged], cannot move).
  3109.  
  3110. AA Desperado
  3111. Restrict : Cyborg
  3112. EVA : None
  3113. INIT : -5
  3114. Armor : +8
  3115. Barrier : +3
  3116. Cost : 5,000G
  3117. A B.E.G.-made combat AA named after an outlaw. In addition to heavy plating, it is installed with highly efficient radar designed to support melee combat, as well as cutting-edge power assist systems. While [Equipped], increase [Physical Damage] of [Attack Actions] made using [Melee Weapons] by 3.
  3118.  
  3119. Faerie Feather
  3120. Restrict : None
  3121. EVA : +1
  3122. INIT : +2
  3123. Armor : +4
  3124. Barrier : +4
  3125. Cost : 8,000G
  3126. A stole-type Artificial Regalia created from fibers harvested from within a Sanctum. It is infused with strong spirit energy, and gives off a faint light. While [Equipped], once per combat, by spending 1x [Start], reduce [Range: 5 Sq. / Target: 1#]'s {Initiative} by 1d6 (to a minimum of 1).
  3127.  
  3128. Shiroito Odoshi
  3129. Restrict : None
  3130. EVA : None
  3131. INIT : +2
  3132. Armor : +5
  3133. Barrier : +5
  3134. Cost : 8,000G
  3135. Clothes made for anti-Awakened combat, colored white using special dyes. It comes in a variety of forms. Its unique effect comes from the color affecting the etherthreads it's made from. While [Equipped], gain +2 to the result of {Agility} checks, and to [Physical Damage].
  3136.  
  3137. Akaito Odoshi
  3138. Restrict : None
  3139. EVA : +1
  3140. INIT : +1
  3141. Armor : +5
  3142. Barrier : +4
  3143. Cost : 8,000G
  3144. Clothes made for anti-Awakened combat, colored red using special dyes. It comes in a variety of forms. Its unique effect comes from the color affecting the etherthreads it's made from. While [Equipped], gain +2 to the result of {Intellect} checks, and to [Magical Damage].
  3145.  
  3146. Admiral's Coat
  3147. Restrict : None
  3148. EVA : None
  3149. INIT : None
  3150. Armor : +7
  3151. Barrier : +5
  3152. Cost : 8,000G
  3153. A masterwork patterened after a uniform once worn by a hero who commanded a great army. While [Equipped], once per session, by spending 1x [Start], for the rest of the round, [Range: Combat Zone / Target: Combat Zone] gains +1d6 to {Initiative} and [Damage Calculation].
  3154.  
  3155. Mystic Mail
  3156. Restrict : Martial・Marebito
  3157. EVA : None
  3158. INIT : None
  3159. Armor : +8
  3160. Barrier : +4
  3161. Cost : 8,000G
  3162. A full-covering armor suit created with metals that can only be mined within a Sanctum. Various hues ripple across its surface, induced by the wearer's spirit energy. While [Equipped], reduce [Damage] taken from [Weapon Attacks] by 5.
  3163.  
  3164. AA Ashura
  3165. Restrict : Cyborg
  3166. EVA : None
  3167. INIT : None
  3168. Armor : +4
  3169. Barrier : +8
  3170. Cost : 8,000G
  3171. A Far East Heavy Industries-made combat AA. Numerous highly efficient artificial arms are installed on its back, and by controlling these the wearer can gain tremendous combat power. While [Equipped], once per round, gain the effect of either ① or ②. ①: +1d6 at [Damage Calculation]. / ②: Reduce [Damage] taken by 1d6.
  3172.  
  3173. AA Ifrit
  3174. Restrict : Cyborg
  3175. EVA : None
  3176. INIT : -4
  3177. Armor : +10
  3178. Barrier : +6
  3179. Cost : 8,000G
  3180. A B.E.G.-made combat AA named for a fire elemental. In addition to the thick armor, multiple powerful support machineguns are mounted on it. While [Equipped], once per round, change the [Range/Target] of an [Attack Action] to [7 Sq. / Area].
  3181.  
  3182. Divine Outfit
  3183. Restrict : Martial
  3184. EVA : None
  3185. INIT : +1
  3186. Armor : +6
  3187. Barrier : +7
  3188. Cost : 10,000G
  3189. The pinnacle of a bloody battle outfit, believed to contain a divinity from outer space. By offering your Crest rather than your blood as compensation, it changes into the ultimate combat form. While [Equipped], by spending 1x [Start] and 3 {Crest}, for the rest of the combat, gain +5 at [Damage Calculation].
  3190.  
  3191. Karakawa Armor
  3192. Restrict : Martial・Utility
  3193. EVA : +1
  3194. INIT : -2
  3195. Armor : +7
  3196. Barrier : +7
  3197. Cost : 10,000G
  3198. An imitation of the ancestral armor of the Taira clan, originally bestowed upon a Shingon priest by Fudo-myoo. It is bound together with the hide of a sacred tiger. While [Equipped], reduce [Physical Damage] taken from [Form: Ranged] by 10.
  3199.  
  3200. Nebulous Robe
  3201. Restrict : None
  3202. EVA : None
  3203. INIT : -2
  3204. Armor : +8
  3205. Barrier : +8
  3206. Cost : 10,000G
  3207. A chaos-created fabric made into clothes. It hold tremendous power, where even an Innocent who wears it could gain power enough to influence the world, but it will drive its wearer insane after some time. While [Equipped], when performing [Damage Calculation] on [Class: Chaos], gain +1 [Rank].
  3208.  
  3209. Dragonscale
  3210. Restrict : Martial・Marebito
  3211. EVA : +1
  3212. INIT : +2
  3213. Armor : +10
  3214. Barrier : None
  3215. Cost : 10,000G
  3216. Scale armor made by linking together rare dragon scales. As the scales are arranged in the same pattern as they were on the dragon's body, it is believed it grants part of the dragon's own strength. While [Equipped], reduce [Magical Damage] taken by 10.
  3217.  
  3218. Spirit Mobile Armor
  3219. Restrict : Martial・Utility
  3220. EVA : -1
  3221. INIT : -2
  3222. Armor : +10
  3223. Barrier : +8
  3224. Cost : 10,000G
  3225. A powe assist suit-style Artificial Regalia that reads the wearer's spirit energies and doubles their physical capacity. Made by Far East Heavy Industries. This data is of a prototype. While [Equipped], once per round, before spending [Timing: Prep], may move up to 2 Sq. ignoring [Engagements].
  3226.  
  3227. Tatenashi
  3228. Restrict : Martial
  3229. EVA : None
  3230. INIT : -4
  3231. Armor : +10
  3232. Barrier : +10
  3233. Cost : 10,000G
  3234. An imitation of one of the armors of the Genji-hachiryou, eight armors that were heirlooms of the Seiwa Genji. The armor is so robust that it's famed for its wearer not needing a shield of any kind (Tatenashi means "shieldless"). While [Equipped], reduce [Damage] taken by 5.
  3235.  
  3236.  
  3237. Accessories [XXXN-2]
  3238. ----------------------------------------
  3239. Wearable Computer
  3240. Slot : Head・Hand・Lower
  3241. Cost : 500G
  3242. A small, sturdy wearable computer that can be worn on the wrist or waist.
  3243. While [Equipped], gain +1 to [Barrier]. Also, once per scene, can speak with one character regardless of whether they are [Appearing] [Backstage] [Exited] (the GM determines whether they can be reached).
  3244.  
  3245. External ALU
  3246. Slot : Head
  3247. Cost : 500G
  3248. A calulation support device that can enhance the brain's processing speed by reading brainwaves directly. It's worn on the head, over both ears.
  3249. While [Equipped], gain +2 at [Damage Calculation] that uses [Restrict: Cyborg] [Weapons].
  3250.  
  3251. Otherworldly Circlet
  3252. Slot : Head
  3253. Cost : 500G
  3254. A golden circlet decorated with a blue jewel and white feathers.
  3255. While [Equipped], gain +2 at [Damage Calculation] that uses [Restrict: Marebito] [Weapons].
  3256.  
  3257. Monocle Display
  3258. Slot : Head
  3259. Cost : 500G
  3260. A small display worn over a single eye like a monocle.
  3261. It provides tactical assistance. While [Equipepd], once per round, gain +5 to [Barrier].
  3262.  
  3263. Supportive Body Armor
  3264. Slot : Lower
  3265. Cost : 500G
  3266. Undersuit that enhances the body's explosive power when worn.
  3267. While [Equipped], gain +2 at [Damage Calculation] that uses [Item: Melee Weapons].
  3268.  
  3269. Seal of Bravery
  3270. Slot : Lower
  3271. Cost : 500G
  3272. A golden necklace fitted with a jewel that gives off a brilliant glow.
  3273. While [Equipped], gain +2 at [Damage Calculation] that uses [Restrict: Marebito] [Weapons].
  3274.  
  3275. Magic Ring
  3276. Slot : Hand
  3277. Cost : 500G
  3278. An otherworldly ring that serves as a magical weapon. It can be used as a conjuration focus.
  3279. While [Equipped], the character is treated as fulfilling the use condition of [Elder Mage A] Style Talents.
  3280.  
  3281. Flying Shoes
  3282. Slot : Feet
  3283. Cost : 500G
  3284. Athletic or leather shoes made into an Artificial Regalia. They grant one magnificent jump height.
  3285. While [Equipped], character may choose to change the [Range] of [Attack Actions] to [Charge 1 Sq.]
  3286.  
  3287. Ritual Glasses
  3288. Slot : Head
  3289. Cost : 1,000G
  3290. Special glasses that serve as a magical weapon. It can be used as a conjuration focus.
  3291. While [Equipped], the character is treated as fulfilling the use condition of [Elder Mage A] Style Talents. Also, gain +1 to [Magical Damage].
  3292.  
  3293. Gliding Cloak
  3294. Slot : Upper
  3295. Cost : 1,000G
  3296. A sacramental cloak that allows one to move as though they were gliding just by wearing it.
  3297. While [Equipped], once per combat, by spending 1x [Unique] during the character's [Turn], they may move up to 2 Sq. ignoring [Engagements], before or after either [Prep・Attack].
  3298.  
  3299. Reinforcing Cloak
  3300. Slot : Upper
  3301. Cost : 1,000G
  3302. A special cloak that holds the power to vastly reinforce one's physical functions.
  3303. While [Equipped], gain +1 to {Initiative} [Armor] and [Barrier].
  3304.  
  3305. Dragonscale Ring
  3306. Slot : Hand
  3307. Cost : 1,000G
  3308. A sacramental ring inlaid with a gemstone imitating an otherworldly jewel called a Dragonscale.
  3309. While [Equipped], gain +3 to [Barrier].
  3310.  
  3311. Hexen Bracelet
  3312. Slot : Hand
  3313. Cost : 1,000G
  3314. A sacramental bracelet created using the secret arts of another world. It gives off faint etherlight, and enhances its wearer's physical power.
  3315. While [Equipped], gain +3 to [Physical Damage].
  3316.  
  3317. Roller Gear
  3318. Slot : Feet
  3319. Cost : 1,000G
  3320. Special boots fitted with moveable rollers. Driven with spirit energy, allowing one to move at high speeds.
  3321. While [Equipped], character may choose to change the [Range] of [Attack Actions] to [Charge 1 Sq.] Also, the character is treated as fulfilling the use condition of [Contractor A] Style Talents.
  3322.  
  3323. Enhancing ALU
  3324. Slot : Head
  3325. Cost : 1,500G
  3326. An ALU worn on the head that provides additional enhancement.
  3327. While [Equipped], gain +4 at [Damage Calculation] that uses [Restrict: Cyborg] [Weapons].
  3328.  
  3329. Jet Boots
  3330. Slot : Feet
  3331. Cost : 1,500G
  3332. Special boots fitted with jet propulsion. They allow a person to fly a certain distance, but are hard to control.
  3333. While [Equipped], gain +2 {Initiative}. Also, character may choose to change the [Range] of [Attack Actions] to [Charge 1 Sq.]
  3334.  
  3335. Oxygen Supply Device
  3336. Slot : Upper
  3337. Cost : 2,000G
  3338. A highly efficient athletic support device that automatically supplies oxygen. As battle begins, the mouth and nose are covered with a steel plate.
  3339. While [Equipped], gain +2 to {Initiative} and [Armor].
  3340.  
  3341. Burst Boots
  3342. Slot : Feet
  3343. Cost : 2,500G
  3344. Steel boots equipped with a propulsion device that emits spirit energy.
  3345. While [Equipped], gain +2 {Initiative} and to the [Physical Damage] of [Unarmed]. Also, character may choose to change the [Range] of [Attack Actions] to [Charge 1 Sq.]
  3346.  
  3347. Tactical Enhancement Helm
  3348. Slot : Head
  3349. Cost : 3,000G
  3350. A helmet fitted with an ALU and a simplified oxygen supply device. They often come with a design reminiscent of a skull.
  3351. While [Equipped], gain +2 to {Initiative}, [Armor], and at [Damage Calculation] that uses [Restrict: Cyborg] [Weapons].
  3352.  
  3353. Jeweled Ring
  3354. Slot : Hand
  3355. Cost : 4,000G
  3356. A ring-style Artificial Regalia inlaid with a jewel that enhances the power of the Origins.
  3357. While [Equipped], gain +4 at the [Damage Calculation] of [Attack Actions] bestowed with an [Element].
  3358.  
  3359.  
  3360. Gear [XXXN-3]
  3361. ----------------------------------------
  3362. Ornament
  3363. Use : Other
  3364. Cost : —
  3365. Common ornamentation that is not an Artificial Regalia, such as a necklace, ring, or earring. They have various designs, usually involving precious metals and gemstones.
  3366.  
  3367. Winter Clothes
  3368. Use : Other
  3369. Cost : —
  3370. Thick, warm clothes worn while in cold climates.
  3371.  
  3372. Mobile Game
  3373. Use : Other
  3374. Cost : —
  3375. The latest mobage. It doesn't matter whether it's digital or analog. Because there's so many types, it's perfect for killing time.
  3376.  
  3377. Formal Clothes
  3378. Use : Other
  3379. Cost : —
  3380. Classically formal clothes worn at formal occasions.
  3381. Gain +1 to the result of [Etiquette].
  3382.  
  3383. Swimwear
  3384. Use : Other
  3385. Cost : —
  3386. Classical swimwear worn while swimming.
  3387. Gain +1 to the result of [Swimming].
  3388.  
  3389. Hook Rope
  3390. Use : Other
  3391. Cost : —
  3392. A sturdy rope with a grappling hook attached that can be used for climbing.
  3393. Gain +1 to the result of [Climbing].
  3394.  
  3395. Compounding Kit
  3396. Use : Other
  3397. Cost : 50G
  3398. When suffering from a sacramental toxin, this compounding kit can mix medicines to remove it.
  3399. Gain +1 to the result of [Fortitude].
  3400.  
  3401. Camping Car
  3402. Use : Other・Rest (Meal)
  3403. Cost : 50G
  3404. A camping car that considerably improves living outdoors.
  3405. On top of being able to drive it [Out of Combat], when [Resting], gain +1 [Rest Recovery Amount]. Note that, like an [Automobile], it cannot be used as a [Weapon].
  3406.  
  3407. Scroll of One Hundred Spirits
  3408. Use : Other
  3409. Cost : 100G
  3410. A scroll where information regarding Mononoke is written.
  3411. Gain +1 to the result of [Identify].
  3412.  
  3413. Crystal Ball
  3414. Use : Other
  3415. Cost : 100G
  3416. A sacramental crystal ball that holds the power of an oracle.
  3417. Gain +1 to the result of [Intuition].
  3418.  
  3419. Optical Device
  3420. Use : Other
  3421. Cost : 100G
  3422. A special device that one can use to confirm their surroundings with, that uses invisible etherlight. It comes in a variety of forms.
  3423. When used [Out of Combat], ignore "dark place" penalties.
  3424.  
  3425. Neuralizer
  3426. Use : Other
  3427. Cost : 100G
  3428. A device created with sacramental techniques that knocks out Innocents. Innocents subjected to this effect only faint, and do not lose their memories (GM decides the details).
  3429.  
  3430. Spirit Energy Meter
  3431. Use : Other
  3432. Cost : 1,000G
  3433. A spirit energy meter device created through a fusion of the sacraments and science.
  3434. Gain +1 to the result of [Sense].
  3435.  
  3436. Sacred Bird Eye
  3437. Use : Other
  3438. Cost : 1,500G
  3439. A special telescope that can see distant objects up close, which vastly surpasses the zoom function on modern cameras.
  3440. Gain +1 to the result of [Lore] and [Sense].
  3441.  
  3442. High-Grade Spirit Energy Meter
  3443. Use : Other
  3444. Cost : 2,500G
  3445. A highly efficient spirit energy meter device created with even more advanced techniques.
  3446. Gain +2 to the result of [Sense].
  3447.  
  3448. Special Vehicle
  3449. Use : Other・Rest (Meal)
  3450. Cost : Unsellable
  3451. A special vehicle made for covert corporate agents. Can be driven while [Out of Combat]. They come in various types, such as normal passenger cars, vans, and trucks. It has space to rest inside, and while [Resting] gain +3 to [Rest Recovery Amount]. Like an [Automobile], it cannot be used as a [Weapon].
  3452.  
  3453. Illusionary
  3454. Use : Other
  3455. Cost : Unsellable
  3456. Using unique spells or special abilities, your clothes change into any form. ([Maneuver: Disguise / Result: 12]).
  3457.  
  3458. Drifting
  3459. Use : Other
  3460. Cost : Unsellable
  3461. Using unique spells or special abilities, you cause yourself to float through the air. Only usable while [Out of Combat]. Ignore "hazardous footing" penalties.
  3462.  
  3463. Transition
  3464. Use : Other
  3465. Cost : Unsellable
  3466. Using unique spells or special abilities, you transition through space. You are able to move at roughly the speed of an automobile, taking up to about six people with you.
  3467.  
  3468. Large-Scale Barrier
  3469. Use : Rest (Meal)
  3470. Cost : Unsellable
  3471. You possess a barrier due to a spell, research facility, castle, or mansion, made for you to rest in. Gain +10 [Rest Recovery Amount].
  3472.  
  3473. ================================================================================
  3474. Machine-God of Damocles -- GM Section: Scenario Guidance [XXXO]
  3475. ================================================================================
  3476.  
  3477. [Cyborgs] with the body of a machine, and [Marebito] from a different world are also special to the world setting. Therefore, their [scenario introduction] is also somewhat special form. If you create a scenario by welcoming a [Cyborg] or [Marebito] PC, consider [handouts] or [scenario introductions] based on the following example.
  3478.  
  3479. Cyborg Example
  3480. ================================================================================
  3481. Mechanized supermen [Cyborgs], in many cases, are involved in a supernatural case in the form of "receiving duties from the country, company, or organization that it belongs to". The purpose of a [Cyborg] may be to fulfill missions such as "to fulfill certain duties", "to destroy the designation target", or "to defeat Aramitama". Also, it is a good idea to make the [Ending] of [Cyborgs] a directive that "After returning to the base after resolving the incident and reporting the result, you receive words of praise from your boss". Or it would be cool even to use a development such as "It recieves a new mission somehow and heads to the next battlefield". Please allow the GM to set and direct it freely according to the scenario. Let's refer to the following pattern for [handout] or [scenario introduction] of [Cyborg].
  3482.  
  3483. Receiving a mission:
  3484. Receive special missions from superiors such as the country, company and organization that you belong to.
  3485. Purpose: To perform duties and so on.
  3486.  
  3487. To get revenge
  3488. The [Boss] appearing in this supernatural incident is a former human being and was the cause of the PC being killed and altered into a cyborg. Therefore, the PC tries to fulfill revenge.
  3489. Purpose: To defeat opponents.
  3490.  
  3491. Protect old friends
  3492. The NPC involved in a supernatural incident was a person who had been intimate with the PC before becoming a [Cyborg]. Or, they are the immediate family of the person. A PC that casually knew them would return their gratitude. Or try to rescue the NPC for their own reasons.
  3493. Purpose: To save NPC. This is a top priority.
  3494.  
  3495. Receive a request
  3496. For some reason, the PC is already freelance. They take over the request for a supernatural case from the maintenance related personnel who maintains himself / herself.
  3497. Purpose: To solve a paranormal case. Perform a request etc.
  3498.  
  3499. Marebito Example
  3500. ================================================================================
  3501.  
  3502. The hero's and the demon lords who came from another world, the adventurer and the supermen known as [Marebito]. They act on motives like "collect fragments to figure out the way to return to their world", "Pursuing a supernatural existence that reduced my own alternate world to ash", or "I will take on the request and try to solve the supernatural incident" Therefore, the purpose of [Marebito] should be "to collect fragments" "to undertake requests" or "to help their beneficiaries in the modern world" etc. Also, an example of the [Ending] of [Marebito] could be, "This fragment did not include knowledge about the way to return - but there is always next time" or "I was able to aid my benefactor before it became troublesome". It may be good to develop in a manner such as this. Regarding the creation of a [Marebito], please direct it freely according to the contents of the scenario as told by the GM. For [Marebito]'s [Handout] and [Scenario Introduction], please also refer to the following pattern's
  3503.  
  3504. Returning benefits to modern people
  3505. When it appeared from a different world, it suffered serious injury due to some cause, and it was saved by modern people. And, as the modern person was involved in a supernatural incident, she wields her own power to reward the benefactor.
  3506. Purpose: To save his benefactor.
  3507.  
  3508. Adapted to the present age
  3509. It has already been around for a while since it appeared from a different world, and has established a position as a God Hunter. And, in order to protect the people taking care of this world, uses their power secretly to solve supernatural incidents.
  3510. Purpose: To protect people in the city etc.
  3511.  
  3512. Following the enemy
  3513. The one that appeared in the other world is not itself, but its nemesis- a mighty Marebito also came to the present age to carry out their evil purpose. The nemesis causes a supernatural incident due to its ambitions. It is the PC's role to stop it.
  3514. Purpose: To stop the ambition of the nemesis etc.
  3515.  
  3516. ================================================================================
  3517. Machine-God of Damocles -- GM Section: Scene Template [ST] and Scenario Generation [XXXP]
  3518. ================================================================================
  3519.  
  3520. -Coming Eventually
  3521.  
  3522. ================================================================================
  3523. Machine-God of Damocles --GM Section: Scene Template Scenarios [XXXQ]
  3524. ================================================================================
  3525.  
  3526. -Coming Eventually
  3527.  
  3528. ================================================================================
  3529. Machine-God of Damocles --GM Section: Boss Talents [XXXR]
  3530. ================================================================================
  3531. Machine God of Damocles boss talents focus on X# mononoke, summoning, controlling and buffing minions, and improving survival for oneself. Only a few of these talents are straight Damage buffs for the boss itself.
  3532.  
  3533. 《Variant Appearance》
  3534. Timing : Start
  3535. Range : Combat Zone
  3536. Target : 1#
  3537. Cost : None
  3538. Description: Temporarily change the opponent's body using the wicked god's ability to dramatically increase durability and vitality.
  3539. Effect: Special effect. This talent can not target God Hunters. In addition, "Variant appearance" is effective only for Targets other than the user. During battle, The Target gains [HP] Equal to [user's [LV] × 10 (maximum 100)], and [Armor] and [Barrier] both gain +10. This talent can only be used once per combat.
  3540.  
  3541. 《Unusual Movement》
  3542. Timing : Prep
  3543. Target : User
  3544. Range : User
  3545. Cost : None
  3546. Description: Move over the battlefield in a line and cross over with a movement that transcends the law of physics.
  3547. Effect: Special effect. The target moves 3Sq, Ignoring [Engagements]. This talent does not consume [Prep], but it can be used only once per turn.
  3548.  
  3549. 《Blow of Destruction》
  3550. Timing : Attack
  3551. Target : Area
  3552. Range : Engaged
  3553. Cost : None
  3554. Description: A blow that has the destructive power to collapse the whole area.
  3555. Effect: Physical attack. The user gains +3 to the accuracy check and deals physical damage of 5d6+10+[user's [LV] x5 (maximum 50)] to the target. The user may forcibly move the object that failed their [Evasion] check 5Sq in any direction, ignoring [Engagements]. This talent can only be used once per combat.
  3556.  
  3557. 《Puppet》
  3558. Timing : Start
  3559. Target : 1#
  3560. Range : Combat Zone
  3561. Cost : None
  3562. Description: Temporarily dominate only a minion's body to dramatically increase their combat capability.
  3563. Effect: Special effect. This Talent is effective only for Targets other than the User. The Target gains +3 to [Active Checks] and +10 To [Damage Calculation].
  3564.  
  3565. 《Family Summons》
  3566. Timing : Constant
  3567. Target : User
  3568. Range : User
  3569. Cost : None
  3570. Summary: Using magic and ability, summon allies around itself, and manipulate them at will.
  3571. Effect: Always Active. The target consumes [Start] once, And [Installs] 3 mononoke with X# in the name that are an equal or lesser [Lvl] to the average PC World influence level -1. These Mononoke are summoned within 6 squares, and must be of the same class as the User. This "talent" can only be used once per Scene or combat.
  3572.  
  3573. 《Terrain Mutation》
  3574. Timing : Prep
  3575. Target : 1# (square)
  3576. Range : 7 squares
  3577. Cost : None
  3578. Summary: By evil virtuous power, change the terrain and make the building appear.
  3579. Effect: Special effect. The user makes one "obstacle" equivalent to "big building (→ Core p 190)" appear in the square withinThe specified range. This "talent". This talent can only be used Once per scene or combat.
  3580.  
  3581. [Boss Talent] <<The Collapse of Heaven and Earth>>
  3582. Timing : Attack
  3583. Range : Combat Zone
  3584. Target : Combat Zone
  3585. Cost : None
  3586. Magical attack. The user gains +3 on {Conjure} check, then deals [Form: Magic] 2d6+[user's {Lv}x5] (maximum 50) Magical Damage (Resist [Halves]). Additionally, any obstacle that take at least 1 point of this [Damage] is destroyed. This Talent may be used once per combat.
  3587.  
  3588. 《Salvo Attack》
  3589. Timing : Attack
  3590. Target : 1#
  3591. Range : Item
  3592. Cost : None
  3593. Summary: Extend tremendous continuous attacks by using techniques, functions, abilities and the like.
  3594. Effect: The user can perform [weapon attack] twice on the target. This "talent" can only be used once during a turn.
  3595.  
  3596. 《Returning souls》
  3597. Timing : Unique
  3598. Target : User
  3599. Range : User
  3600. Cost : None
  3601. Summary: The mystery of terrible spells that pierce a spirit by breaking bones.
  3602. Effect: Use On Damage Reduction. Perform [Weapon Attack] once on [Range: Item / Target: 1#]. The Target of the attack can not make a [Reactive Check] on this [Weapon Attack]. This "talent" can only be used once per Round.
  3603.  
  3604. 《Overly Strange Magical Energy》
  3605. Timing : Constant
  3606. Target : User
  3607. Range : User
  3608. Cost : None
  3609. Summary: By employing powerful spiritual power, you can dramatically increase your life force.
  3610. Effect: Constant effect. The User gets +50 to [HP]. This Talent can be taken up to three times.
  3611.  
  3612. 《Special Existence》
  3613. Timing : Constant
  3614. Target : User
  3615. Range : User
  3616. Cost : None
  3617. Summary: For a special reason, it shows that there is a mighty existence that has the memory and power of the world hidden in it.
  3618. Effect: Always Active. This talent can not be acquired by Aramitama or God Hunters. The target gets +100 to their maximum [HP], and on their turn gets +1 [timing: Attack]. However, when the target is taken out, each PC gets +50 experience.
  3619.  
  3620. 《Invisible Wall》
  3621. Timing : Defense
  3622. Target : Combat zone
  3623. Range : Combat zone
  3624. Cost : None
  3625. Summary: By causing a wall of spirit to appear before the opponent, the user drastically increases their defense.
  3626. Effect: Use on Damage Reduction. The target gets + [user's [LV] x5 (max 50)) modifier to [armor] and [barrier]. This "talent" can only be used once per combat.
  3627.  
  3628. 《Forbidden Mystery》
  3629. Timing : Unique
  3630. Target : User
  3631. Range : User
  3632. Cost : None
  3633. Summary: Make full use of secret and forbidden mysteries and arcana to draw out a difficult attack to avoid.
  3634. Effect: Use on Active check. Change the target [Attack] to a [Special Attack]. If it is already [Special attack], you get +2d6 on [Damage calculation]. This "talent" can only be used once per combat.
  3635.  
  3636.  
  3637. 《Collection》
  3638. Timing : Constant
  3639. Target : User
  3640. Range : User
  3641. Cost : None
  3642. Overview: Millions of minions form to protect the user.
  3643. Effect: Always Active. This talent can not be obtained by God Hunters. During the [Final Battle], All damage from attack actions is [Halved] for the user. The effect of this talent is only usable while a mononoke with a descriptor of X# is on the field, and dissappears if all of them are taken out (Even if revived with "power to call disaster" the effect will not return). This talent is revealed to players on successful a [Identify].
  3644.  
  3645. 《Formidable Secret Art》
  3646. Timing : Constant
  3647. Targer : User
  3648. Range : User
  3649. Cost : None
  3650. Summary: With special spiritual power, almost no injuries are taken except from attacks with the power of origin.
  3651. Effect: Always Active. This "talent" can not be acquired by Aramitama, God Hunters. Target is [Halves] Damage received from [Attack action]'s that do not have an [Element]. Furthermore, it invalidates other effects that it receives (TL Note: Presumably this means shifts).
  3652.  
  3653.  
  3654.  
  3655. ================================================================================
  3656. Machine-God of Damocles -- Mononoke Data [XXXS] (Unfinished)
  3657. ================================================================================
  3658. Heavy Drone / Class: Mechanical / LV: 3 (1)
  3659. Size : 4
  3660. Wits : Low
  3661. Senses : Magic
  3662. Speech : No
  3663. Reaction : Hostile
  3664. ID : 12
  3665. Weakness : [Shock] [Magnet]
  3666. Movement : Walk
  3667. | ACC | EVA | CNJ | RES | CHK
  3668. {Combat Stats} | 8 | 3 | 2 | 6 | 1
  3669. {Fixed Values} | 15 | 10 | 9 | 13 | 8
  3670. {Initiative} : 8 (5)
  3671. {HP} : 53
  3672. Armor : 10
  3673. Barrier : 2
  3674.  
  3675. Attack Methods
  3676. [Weapon Attack]: Melee Attack / Engaged / 1#
  3677. - [Form: Hammer] 2d6+15 physical damage to the target. [Additional Effect]: 1/Combat, [Install] this enemy up to 3 Sq. away.
  3678.  
  3679. «Grant Physical Resist»: Start / 3 Sq. / 1#
  3680. - The target [Halves] physical damage they take of [Rank: 2 (2d6)] or lower.
  3681.  
  3682. «Full Fusillade»: Physical Attack / 5 Sq. / Area
  3683. - [Form: Ranged] 2d6+25 physical damage to target. Can force targets who fail {Evasion} check to move up to 2 Sq. in any direction, ignoring [Engagements].
  3684.  
  3685. Materials (2d6)
  3686. 2~8: None
  3687. 9+: Drive Motor Wreckage/MD+2: 1,000G (Potency: 2)
  3688.  
  3689. A heavy drone that a company aware of the sacraments created to serve as an anti-Awakened weapons platform. It has a form like an animal or insect. Its special alloy armor is effective against Regalia, and the strikes it unleashes from its huge body are threats in of themselves. It's used in assault operations and for area security, and is installed with a high-grade AI that seeks and destroys enemies.
  3690.  
  3691. ------------------------------------------
  3692. Ghostfish x5 / Class: Beast / LV: 1 (1)
  3693. Size : 1
  3694. Wits : Low
  3695. Senses : Magic
  3696. Speech : No
  3697. Reaction : Hostile
  3698. ID : 9
  3699. Weakness : [Fire] [Shock]
  3700. Movement : Fly, Swim
  3701. | ACC | EVA | CNJ | RES | CHK
  3702. {Combat Stats} | 05 | 07 | 01 | 01 | 04
  3703. {Fixed Values} | 12 | 14 | 08 | 08 | 11
  3704. {Initiative} : 13 (6)
  3705. {HP} : 41
  3706. Armor : 2
  3707. Barrier : 1
  3708.  
  3709. Attack Methods
  3710.  
  3711. [Weapon Attack]: Melee Attack / Engaged / 1#
  3712. - [Form: Axe] 1d6+9 physical damage.
  3713.  
  3714. <<Clinging>>: Unique / 5 Sq. / 1#
  3715. - Use on Check. The target gains -1 to the Check.
  3716.  
  3717. <<Link>>: Constant / User
  3718. - For each mononoke with the same name [Engaged] with the user (including the user), gain +1 {Accuracy}, and +3 [Physical Damage].
  3719.  
  3720. Materials (2d6)
  3721. 2~9: Sharp Fang/PD+1: 500G (Potency: 1)
  3722. 9+: Ghostfish Scale/Agility+2: 1000G (Potency: 2)
  3723.  
  3724. Description:
  3725. A mononoke with a length of 50cm, in the form of a fish with sharp teeth. They are capable of swimming through air and usually appear inside spirit barriers, though if due to some influence the spiritual power overflows, they can escape to the outside. They are always hungry, and when they find prey it is rushed down and quickly devoured to the bone.
  3726.  
  3727. ------------------------------------------
  3728. Faceless Demon / Class: Chaos / LV: 4 (1)
  3729. Size : 2
  3730. Wits : Normal
  3731. Senses : Domain
  3732. Speech : No
  3733. Reaction : Hostile
  3734. ID : 15
  3735. Weakness : [Cold] [Light]
  3736. Movement : Walk, Fly
  3737. | ACC | EVA | CNJ | RES | CHK
  3738. {Combat Stats} | 07 | 06 | 05 | 04 | 04
  3739. {Fixed Values} | 14 | 13 | 12 | 11 | 11
  3740. {Initiative} : 10 (5)
  3741. {HP} : 48
  3742. Armor : 4
  3743. Barrier : 2
  3744.  
  3745. Attack Methods
  3746.  
  3747. [Weapon Attack]: Melee Attack / Engaged / 1#
  3748. - [Form: Sword] 2d6+10 physical damage.
  3749.  
  3750. <<Special Change>>: Prep / User
  3751. - The target may change [Physical Attacks] to [Special Attacks].
  3752.  
  3753. <<Faceless Blow>>: Physical Attack / Engaged / 1#
  3754. - [Form: Sword] 2d6+12 physical damage, and target that fail their [Reactive Check] gain -5 [Armor] until the end of combat.
  3755.  
  3756. <<Command Specialty>>: Constant / User
  3757. - All Mononoke with "x#" in the name in the [Combat Zone] are treated as "Mononoke with the same name".
  3758.  
  3759. Materials (2d6)
  3760. 2~9: Bat Wings/Initiative+1: 500G (Potency: 1)
  3761. 10+: Silent Face/Insight+1: 1000G (Potency: 2)
  3762.  
  3763. Description:
  3764. A human-like mononoke with black rubber-like skin, broken horns, film-like wings, and a long tail. However, the face is sloppy and has an essence of infinite darkness. It is an evil presence created when evil intentions around the world are combined with shards.
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