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(Expansion 8) Kamigakari :: Shinma Struggle

Jan 19th, 2020 (edited)
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  1. New (2/7/2020): All the mononoke have been added to the Pastebin
  2.  
  3. TOC
  4. -Items: Weapons [XXXA]
  5. *Form: Sword [XXXA-1]
  6. *Form: Spear [XXXA-2]
  7. *Form: Axe [XXXA-3]
  8. *Form: Hammer [XXXA-4]
  9. *Form: Ranged [XXXA-5]
  10. *Form: Magic [XXXA-6]
  11. -Items: Protector: Suits, Protector: Shields, Accessories, and Consumables
  12. *Protector:Suits [XXXB-1]
  13. *Protector:Shields [XXXB-2]
  14. *Accessories [XXXB-3]
  15. *Consumables [XXXB-4]
  16. - Mononoke [XXXC]
  17. * Humanoid [XXXC-1]
  18. * Beast [XXXC-2]
  19. * Insectoid [XXXC-3]
  20. * Plant [XXXC-4]
  21. * Mechanical [XXXC-5]
  22. * Undead [XXXC-6]
  23. * Mythical [XXXC-7]
  24. * Chaos [XXXC-8]
  25.  
  26. ================================================================================
  27. Shinma Struggle -- -Items: Weapons [XXXA]
  28. ================================================================================
  29.  
  30. ------------------------
  31. Form: Sword [XXXA-1]
  32. ------------------------
  33. Enhanced Broadsword
  34. Restrict : Martial/Utility
  35. Mode : Switch Hand
  36. ACC : +1
  37. PD : +4 / +5
  38. INIT : -2 / -1
  39. Cost : 1,100G
  40. [Form: Sword / Range: Engaged / Target: 1#]. An artificial regalia based on a western-style sword with a wide blade.
  41. While [Equipped], once per round, the target of a [Physical Attack] gains -1 to their {Evade} check.
  42.  
  43. Military Sword
  44. Restrict : Martial
  45. Mode : Two Hand
  46. ACC : +1
  47. PD : +6
  48. INIT : -3
  49. Cost : 1,100G
  50. [Form: Sword / Range: Engaged / Target: 1#]. A long, wide sword that was popular at the end of the Tokugawa period, and converted to an artificial regalia.
  51. While [Equipped], once per combat, gain +1 [Physical Rank] while performing a [Physical Attack].
  52.  
  53. Enhanced Longsword
  54. Restrict : Martial / Utility
  55. Mode : Switch Hand
  56. ACC : +1
  57. PD : +5 / +6
  58. INIT : -3 / -2
  59. Cost : 1,100G
  60. [Form: Sword / Range: Engaged / Target: 1#]. A western sword converted into an artificial regalia.
  61. While [Equipped], once per round, gain +1 to an {Evade} check.
  62.  
  63. Reinforced New Sword
  64. Restrict : Martial / Utility
  65. Mode : Switch Hand
  66. ACC : None
  67. PD : +5 / +6
  68. INIT : -1 / None
  69. Cost : 1,100G
  70. [Form: Sword / Range: Engaged / Target: 1#]. A newly forged sword, upgraded to an artificial regalia.
  71. While [Equipped], once per round, when making a [Physical Attack], reduce the targets [Armor] by 3 (minimum 0).
  72.  
  73. Bayonet
  74. Restrict : None
  75. Mode : One Hand
  76. ACC : None
  77. PD : +5
  78. INIT : -2
  79. Cost : 1,500G
  80. [Form: Sword / Range: Engaged / Target: 1#]. A bayonet-shaped artificial regalia that can be thrown.
  81. Can be thrown as a [Ranged Weapon]. When doing so, change [Form / Range / Target] to [Ranged / {Strength} Sq. / 1#].
  82.  
  83. Unsigned Magic Sword
  84. Restrict : DHS / Evil God Cults
  85. Mode : Switch Hand
  86. ACC : None
  87. PD : +6 / +7
  88. INIT : -3 / -2
  89. Cost : 1,500G
  90. [Form: Sword / Range: Engaged / Target: 1#]. An unsigned Japanese sword that contains a magical spirit.
  91. While [Equipped], increase [Physical Damage] to non-boss [Godhunters] by 5.
  92.  
  93. Silver Stiletto
  94. Restrict : Knights-Templar
  95. Mode : One Hand
  96. ACC : None
  97. PD : +5
  98. INIT : +2
  99. Cost : 2,250G
  100. [Form: Sword / Range: Engaged / Target: 1#]. A cone-shaped piercing dagger, purified with prayer and holy water. Skilled templar knights carry them as spare weapons.
  101. While [Equipped], bestow [Element: Light], and when making a [Physical Attack], reduce the targets [Armor] by 3 (minimum 0).
  102.  
  103. Enhanced Bastard Sword
  104. Restrict : Martial
  105. Mode : Switch Hand
  106. ACC : +1
  107. PD : +6 / +7
  108. INIT : -3 / -2
  109. Cost : 2,250G
  110. [Form: Sword / Range: Engaged / Target: 1#]. A rugged, one-handed western sword converted to an artificial regalia.
  111. While [Equipped], once per round, gain +2 [Armor].
  112.  
  113. Old Sword
  114. Restrict : Martial / Utility
  115. Mode : Switch Hand
  116. ACC : None
  117. PD : +6 / +7
  118. INIT : -1 / None
  119. Cost : 2,250G
  120. [Form: Sword / Range: Engaged / Target: 1#]. An old, unnamed sword with spiritual power that became a regalia.
  121. While [Equipped], once per round, gain +2 [Barrier].
  122.  
  123. Enhanced Flamberge
  124. Restrict : Martial
  125. Mode : Switch Hand
  126. ACC : +1
  127. PD : +6 / +7
  128. INIT : None / +1
  129. Cost : 3,000G
  130. [Form: Sword / Range: Engaged / Target: 1#]. **
  131. While [Equipped], once per combat, inflict [Shift: Pain] on a target that fails their {Evade} check.
  132.  
  133. Enhanced Two-Handed Sword
  134. Restrict : Martial
  135. Mode : Two Hand
  136. ACC : +1
  137. PD : +8
  138. INIT : -1
  139. Cost : 5,000G
  140. [Form: Sword / Range: Engaged / Target: 1#]. A western sword with an extremely long blade, converted into an artificial regalia.
  141. While [Equipped], once per combat, change the [Target] of an [Attack Action] to [Area].
  142.  
  143. Penetrating Rapier
  144. Restrict : Martial
  145. Mode : One Hand
  146. ACC : +1
  147. PD : +8
  148. INIT : +1
  149. Cost : 5,000G
  150. [Form: Sword / Range: Engaged / Target: 1#]. A rapier-type artificial regalia with enhanced penetration. Effective against opponents who have difficulty blocking the blade.
  151. While [Equipped], once per round when performing a [Physical Attack], reduce the targets [Armor] by 3 (minimum 0).
  152.  
  153. Falcata
  154. Restrict : Apostles of Wisdom
  155. Mode : One Hand
  156. ACC : +1
  157. PD : +8
  158. INIT : +2
  159. Cost : 5,000G
  160. [Form: Sword / Range: Engaged / Target: 1#]. A loosely curved single-edged sword used in carthage. Only the tip has a double blade, which is excellent for both slashing and piercing.
  161. While [Equipped], once per round, gain +1 to the [Target] of a [Physical Attack].
  162.  
  163. Crystal Sword
  164. Restrict : Arkham
  165. Mode : Two Hand
  166. ACC : +1
  167. PD : +9
  168. INIT : +2
  169. Cost : 5,000G
  170. [Form: Sword / Range: Engaged / Target: 1#]. A single-edged sword made of a quartz-like mineral, found at an ancient archeological site in South America. It is transparent, and can inhibit the effects of magic.
  171. While [Equipped], gain +5 [Barrier]. Additionally, once per round, the target of a [Physical Attack] reduces their {Evade} check by 1.
  172.  
  173. Wind Blade Sword
  174. Restrict : Saionji
  175. Mode : One Hand
  176. ACC : None
  177. PD : +7
  178. INIT : +3
  179. Cost : 3,000G
  180. [Form: Sword / Range: Engaged / Target: 1#]. Usually a handle only, the blade of this sword extends at the will of the user.
  181. While [Equipped], bestow [Element: Wind], and once per round, change the [Range] of a [Physical Attack] to 6 Sq.
  182.  
  183. Nomad
  184. Restrict : Mage's Association
  185. Mode : Two Hand
  186. ACC : None
  187. PD : +12
  188. INIT : +1
  189. Cost : 5,000G
  190. [Form: Sword / Range: Engaged / Target: 1#]. A magic sword used in tranference ceremonies.
  191. While [Equipped], treat as though equipped with a [Magic Weapon], and once per round, targets that fail their {Evade} check may be moved up to 2 Sq away, ignoring [Engagements].
  192.  
  193. Suijingiri Kanemitsu
  194. Restrict : Arc Slayer
  195. Mode : Two Hand
  196. ACC : +1
  197. PD : +10
  198. INIT : +2
  199. Cost : 8,000G
  200. [Form: Sword / Range: Engaged / Target: 1#]. An artificial regalia made from a traditional sword which is said to have subdued the floods.
  201. While [Equipped], once per combat, [Halve] [Magical Damage] that is not bestowed with either of [Element: Fire / Shock].
  202.  
  203. God-Killing Liuyedao
  204. Restrict : Heilong
  205. Mode : Two Hand
  206. ACC : +1
  207. PD : +10
  208. INIT : +4
  209. Cost : 8,000G
  210. [Form: Sword / Range: Engaged / Target: 1#]. A curved, single-edged sword with a wide blade used in the arts.
  211. While [Equipped], when performing a [Physical Attack], reduce the target's [Armor] by 5 (Minimum 0).
  212.  
  213. Echizen Yasutsugu
  214. Restrict : Martial
  215. Mode : Two Hand
  216. ACC : +1
  217. PD : +12
  218. INIT : None
  219. Cost : 8,000G
  220. [Form: Sword / Range: Engaged / Target: 1#]. A sword made by the Edo Shogunate imperial forge, converted into an artificial regalia.
  221. While [Equipped], once per combat after [Damage Calculation], perform x1 [Weapon Attack].
  222.  
  223. Suishinshi Masahide
  224. Restrict : Martial
  225. Mode : Two Hand
  226. ACC : +1
  227. PD : +13
  228. INIT : -1
  229. Cost : 8,000G
  230. [Form: Sword / Range: Engaged / Target: 1#]. Amongst newly-made swords, one that became famous was converted into an artificial regalia.
  231. While [Equipped], twice in one combat, [Halve] the Target of a [Physical Attack]'s [Armor].
  232.  
  233. Hitokubimaru
  234. Restrict : Shikimi
  235. Mode : Two Hand
  236. ACC : None
  237. PD : +15
  238. INIT : +1
  239. Cost : 8,000G
  240. [Form: Sword / Range: Engaged / Target: 1#]. A replica of the sword used by Yamada Asaemon during his mission.
  241. While [Equipped], once per round after [Influencing], treat the [Roll] of [Damage Calculation] applied to [Class: Humanoid] as though it were [5].
  242.  
  243. Youken
  244. Restrict : Martial / Utility
  245. Mode : One Hand
  246. ACC : +2
  247. PD : +11
  248. INIT : +2
  249. Cost : 10,000G
  250. [Form: Sword / Range: Engaged / Target: 1#]. A male and female couple's sword turned into artificial regalia. By wielding both simultaniously, they demonstrate their hidden spiritual power.
  251. While [Equipped] with both [Youken] and [Inken], once per round when making a [Physical Attack], gain +1 [Physical Rank].
  252.  
  253. Inken
  254. Restrict : Martial / Utility
  255. Mode : One Hand
  256. ACC : None
  257. PD : +12
  258. INIT : +1
  259. Cost : 10,000G
  260. [Form: Sword / Range: Engaged / Target: 1#]. A male and female couple's sword turned into an artificial regalia. By wielding both simultaniously, they demonstrate their hidden spiritual power.
  261. While [Equipped] with both [Youken] and [Inken], once per round when making a [Physical Attack], gain +1 [Physical Rank].
  262.  
  263. Minamoto Kiyomaro
  264. Restrict : Martial
  265. Mode : Two Hand
  266. ACC : None
  267. PD : +14
  268. INIT : +1
  269. Cost : 10,000G
  270. [Form: Sword / Range: Engaged / Target: 1#]. A dynamic sword boasting a full-fledged blade crest.
  271. While [Equipped], twice per combat, [Halve] the Target of a [Physical Attack]'s [Armor].
  272.  
  273. Yakumogiri Norimasa
  274. Restrict : Freelancer
  275. Mode : Two Hand
  276. ACC : +1
  277. PD : +14
  278. INIT : +1
  279. Cost : 10,000G
  280. [Form: Sword / Range: Engaged / Target: 1#]. A masterpiece that the small blacksmith of Kyoto, Sanjo Hosei, poured his heart and blood into for the person who recognized his skills.
  281. While [Equipped], while performing a [Physical Attack], gain +1 [Physical Rank].
  282.  
  283. Ichimonji Norimune
  284. Restrict : Martial
  285. Mode : Two Hand
  286. ACC : +1
  287. PD : +15
  288. INIT : -2
  289. Cost : 10,000G
  290. [Form: Sword / Range: Engaged / Target: 1#]. A slender and elegant Meito crafted into an artificial regalia. Extremely Rare.
  291. While [Equipped], twice per combat, [Halve] the target of a [Physical Attacks] [Armor].
  292.  
  293. Nokori Yuki
  294. Restrict : SpecProv
  295. Mode : Two Hand
  296. ACC : None
  297. PD : +15
  298. INIT : +3
  299. Cost : 10,000G
  300. [Form: Sword / Range: Engaged / Target: 1#]. A japanese sword with a pale blade, tempered with a frozen blue flame by a yuki-onna.
  301. While [Equipped], bestow [Element: Cold] to [Physical Attacks]. Additionally, once per round, change the [Target] of a [Physical Attack] to [Area].
  302.  
  303. Magoroku Kanemoto
  304. Restrict : Martial
  305. Mode : Two Hand
  306. ACC : None
  307. PD : +16
  308. INIT : -1
  309. Cost : 10,000G
  310. [Form: Sword / Range: Engaged / Target: 1#]. An artificial regalia made from a practical Meito.
  311. While [Equipped], gain +20 [Damage] against mononoke with "x#" in their name.
  312.  
  313. Hazanken
  314. Restrict : Martial
  315. Mode : Switch Hand
  316. ACC : None
  317. PD : +14 / +15
  318. INIT : +2 / +3
  319. Cost : 12,000G
  320. [Form: Sword / Range: Engaged / Target: 1#]. A sword of gods transmitted to china that was reproduced as an artificial regalia.
  321. While [Equipped], once per combat when performing a [Physical Attack], gain +2 [Physical Rank].
  322.  
  323. Tsuda Sukehiro
  324. Restrict : Martial
  325. Mode : Two Hand
  326. ACC : None
  327. PD : +16
  328. INIT : None
  329. Cost : 12,000G
  330. [Form: Sword / Range: Engaged / Target: 1#]. A large weapon forged during the Edo period crafted into an artificial regalia.
  331. While [Equipped], gain +10 [Damage] against non-[Boss] Godhunters.
  332.  
  333. Rune Saber
  334. Restrict : Martial / Arcane
  335. Mode : Two Hand
  336. ACC : +1
  337. PD : +16
  338. INIT : -2
  339. Cost : 12,000G
  340. [Form: Sword / Range: Engaged / Target: 1#]. A large sword typr artifact with a sophisticated rune on the blade. It has an effect that increases the magic of the owner.
  341. While [Equipped], once per round, gain +2 [Magical Rank] when performing a [Magical Attack].
  342.  
  343. Chirijiraden
  344. Restrict : Demon Hunter's Society
  345. Mode : Two Hand
  346. ACC : None
  347. PD : +16
  348. INIT : +2
  349. Cost : 12,000G
  350. [Form: Sword / Range: Engaged / Target: 1#]. A secret sword prepared by the swordsmen clans of the Association that remain nameless. Only those who have earned the trust of the 8 families can handle the weapon.
  351. While [Equipped], once per session, the target of a [Physical Attack] cannot apply [Halve] effects during [Damage Reduction].
  352.  
  353. Inoue Shinkai
  354. Restrict : Martial
  355. Mode : Two Hand
  356. ACC : None
  357. PD : +17
  358. INIT : -1
  359. Cost : 12,000G
  360. [Form: Sword / Range: Engaged / Target: 1#]. A sword with beautiful inscriptions made into an artificial regalia.
  361. While [Equipped], once per combat, [Halve] received [Physical Damage].
  362.  
  363. Senningiri
  364. Restrict : Martial
  365. Mode : Two Hand
  366. ACC : +1
  367. PD : +17
  368. INIT : -3
  369. Cost : 12,000G
  370. [Form: Sword / Range: Engaged / Target: 1#]. A sword made by many high priests, used by a warlord known as the Demon King.
  371. While [Equipped], when performing a [Physical Attack] on [Class: Humanoid / Mythical], gain +2 [Physical Rank].
  372.  
  373. Futsu-no-Mitama
  374. Restrict : Martial
  375. Mode : Two Hand
  376. ACC : +1
  377. PD : +16
  378. INIT : None
  379. Cost : 15,000G
  380. [Form: Sword / Range: Engaged / Target: 1#]. A straight sword type artificial regalia that contains the spiritual power of the sword god. By filling it with spirit power, the user can create images of swords that attack an entire area.
  381. While [Equipped], once per round when making a [Physical Attack], change the [Target] of the [Physical Attack] to [Area].
  382.  
  383. Soul Eater
  384. Restrict : Arc Slayer
  385. Mode : Switch Hand
  386. ACC : None
  387. PD : +16 / +17
  388. INIT : None / +1
  389. Cost : 15,000G
  390. [Form: Sword / Range: Engaged / Target: 1#]. A sword-type artificial regalia that absorbs the soul of enemies it cuts and converts it into its own spiritual power.
  391. While [Equipped], once per round after [Damage Calculation], add or subtract 1 to the value of one [Spirit Dice] (cannot go above 6 or below 1).
  392.  
  393. God-Quelling Godsword
  394. Restrict : Arc Slayer
  395. Mode : Switch Hand
  396. ACC : +1
  397. PD : +17 / +18
  398. INIT : -3 / -2
  399. Cost : 15,000G
  400. [Form: Sword / Range: Engaged / Target: 1#]. The highest-ranked sword class artificial regalia, with the spiritual power to suppress even the gods.
  401. While [Equipped], when performing a [Physical Attack], gain +5 [Physical Damage] against [Aramitama].
  402.  
  403. Onimaru Kunitsuna
  404. Restrict : Martial
  405. Mode : Two Hand
  406. ACC : +1
  407. PD : +18
  408. INIT : -2
  409. Cost : 15,000G
  410. [Form: Sword / Range: Engaged / Target: 1#]. An artificial regalia based on one of the Tenka-Goken.
  411. While [Equipped], gain +15 [Physical Damage] against non-[Boss] [Mononoke].
  412.  
  413. Odenta Mitsuyo
  414. Restrict : Martial
  415. Mode : Two Hand
  416. ACC : None
  417. PD : +19
  418. INIT : -1
  419. Cost : 15,000G
  420. [Form: Sword / Range: Engaged / Target: 1#]. An artificial regalia version of one of the famous Tenka-Goken.
  421. While [Equipped], twice per combat, reroll the result of an {Accuracy} check (excluding [Criticals] and [Fumbles]).
  422.  
  423.  
  424. ------------------------
  425. Form: Spear [XXXA-2]
  426. ------------------------
  427. Pata
  428. Restrict : Martial / Utility
  429. Mode : One Hand
  430. ACC : +1
  431. PD : +3
  432. INIT : -1
  433. Cost : 1750G
  434. [Form: Spear / Range: Engaged / Target: 1#]. A gauntlet with a retractable blade concealed within.
  435. While [Equipped], gain +2 [Armor].
  436.  
  437. Poison Needle
  438. Restrict : None
  439. Mode : One Hand
  440. ACC : None
  441. PD : +4
  442. INIT : -1
  443. Cost : 1750G
  444. [Form: Spear / Range: Engaged / Target: 1#]. A shortspear-type Artificial Regalia with that emits a mysterious poison.
  445. While [Equipped], once per combat, inflict [Shift: Poison] on a target that takes at least 1 point of damage.
  446.  
  447. Jamadhar
  448. Restrict : Martial / Utility
  449. Mode : One Hand
  450. ACC : None
  451. PD : +3
  452. INIT : +1
  453. Cost : 1750G
  454. [Form: Spear / Range: Engaged / Target: 1#]. A special weapon made for stabbing. The H-shaped handle is easy to grasp, and it it highly suitable for combat.
  455. While [Equipped] alongside another weapon with "Jamadhar" in its name, treat as though [Equipped] with [Unarmed].
  456.  
  457. Stiletto
  458. Restrict : Martial
  459. Mode : One Hand
  460. ACC : +1
  461. PD : +4
  462. INIT : None
  463. Cost : 2800G
  464. [Form: Spear / Range: Engaged / Target: 1#]. A piercing weapon with an exceedingly sharp, diamond-shaped blade. Primarily used to stab.
  465. While [Equipped], once per combat, perform a [Coup De Grace] without spending [Timing: Attack].
  466.  
  467. Ancient Hoko
  468. Restrict : None
  469. Mode : Two Hand
  470. ACC : +1
  471. PD : +5
  472. INIT : None
  473. Cost : 2800G
  474. [Form: Spear / Range: 2 Sq. / Target: 1#]. An Artificial Regalia constructed from an ancient artifact. It's huge tip has extreme killing power.
  475. While [Equipped], increase [Physical Damage] to [Mononoke] with an [x#] designation by 5.
  476.  
  477. Ubelkuse
  478. Restrict : Rozenskull
  479. Mode : Two Hand
  480. ACC : +1
  481. PD : +9
  482. INIT : -1
  483. Cost : 2800G
  484. [Form: Spear / Range: 2 Sq. / Target: 1#]. A spear favored by Rozenskull operatives that carries a powerful curse.
  485. While [Equipped], gain +1 to {Evasion} checks. Additionally, when performing a [Physical Attack] on a target, reduce their [Reactive Check] by 1.
  486.  
  487. Infamous Magic Spear
  488. Restrict : Martial / Utility
  489. Mode : Switch Hand
  490. ACC : +1
  491. PD : +6/+7
  492. INIT : -2/-1
  493. Cost : 3100G
  494. [Form: Spear / Range: 2 Sq. / Target: 1#]. An infamous magical spear that radiates evil power.
  495. While [Equipped], increase [Physical Damage] to non-[Boss] [Mononoke] by 5.
  496.  
  497. Skewer
  498. Restrict : Martial
  499. Mode : Switch Hand
  500. ACC : +1
  501. PD : +5/+6
  502. INIT : -1/None
  503. Cost : 3100G
  504. [Form: Spear / Range: 2 Sq. / Target: 1#]. A slender spear-type Artificial Regalia optimized for stabbing. It boasts high penetration ability.
  505. While [Equipped], [Targets] reduce their [Armor] by 3 (to a minimum of 0).
  506.  
  507. Sansentou
  508. Restrict : Heilong
  509. Mode : Two Hand
  510. ACC : None
  511. PD : +11
  512. INIT : +1
  513. Cost : 3100G
  514. [Form: Spear / Range: 2 Sq. / Target: 1#]. A large spear with a three-part head.
  515. While [Equipped], when making [Physical Attacks] against [Class: Beast], gain +1 [Physical Rank]. Additionally, change between [Form: Spear] and [Form: Sword] at any time.
  516.  
  517. War Hoko
  518. Restrict : Martial
  519. Mode : Two Hand
  520. ACC : +1
  521. PD : +6
  522. INIT : +1
  523. Cost : 4000G
  524. [Form: Spear / Range: 2 Sq. / Target: 2#]. An extremely old spear that was modified for combat.
  525. While [Equipped], increase [Physical Damage] to [Mononoke] with an [x#] designation by 10.
  526.  
  527. Demon Jamadhar
  528. Restrict : Martial
  529. Mode : One Hand
  530. ACC : +1
  531. PD : +7
  532. INIT : None
  533. Cost : 4000G
  534. [Form: Spear / Range: Engaged / Target: 1#]. A Jamadhar that brings the curse of madness. While dangerous, it is very powerful.
  535. While [Equipped] alongside another weapon with "Jamadhar" in its name, treat as though [Equipped] with [Unarmed].
  536.  
  537. Ether Estoc
  538. Restrict : Martial / Utility
  539. Mode : One Hand
  540. ACC : None
  541. PD : +7
  542. INIT : +2
  543. Cost : 4000G
  544. [Form: Spear / Range: Engaged / Target: 1#]. An artificial regalia created from a two-handed piercing weapon used against armor.
  545. While only [Equipped] with this weapon (All [Weapons] or [Shields] must be [Unequipped]}, gain +5 to [Physical Damage].
  546.  
  547. Stinger Lance
  548. Restrict : Martial / Utility
  549. Mode : Two Hand
  550. ACC : None
  551. PD : +8
  552. INIT : +1
  553. Cost : 4000G
  554. [Form: Spear / Range: Charge 2 Sq. / Target: 1#]. A longspear-type artificial regalia with a pile driver function built-in. Use it during an attack to wipe out enemies in the proximity.
  555. While [Equipped], once per combat, change the [Target] of a [Physical Attack] to [Area].
  556.  
  557. Puppetwork
  558. Restrict : Cult
  559. Mode : One Hand
  560. ACC : +1
  561. PD : +7
  562. INIT : +1
  563. Cost : 4000G
  564. [Form: Spear / Range: Engaged / Target: 1#]. A cursed spear cut from the hard bones of a family.
  565. While [Equipped], when making [Physical Attacks] against [Class: Humanoid], gain +1 [Physical Rank]. Additionally, bestow [Element: Toxin] on [Physical Attacks].
  566.  
  567. Fifteen
  568. Restrict : Super Defense Force
  569. Mode : Two Hand
  570. ACC : +1
  571. PD : +10
  572. INIT : -1
  573. Cost : 4000G
  574. [Form: Spear / Range: Engaged / Target: 1#]. A versatile Artificial Regalia used by the Disaster Dispatch Corps. By swapping its modular tip, it can be used for over 15 different applications: Scoop, prybar, saw, and more.
  575. While [Equipped], by spending [Timing: Prep], change the weapon's [Form] to one of [Form: Spear / Sword / Axe].
  576.  
  577. Ritual Hoko
  578. Restrict : Martial
  579. Mode : Two Hand
  580. ACC : +1
  581. PD : +8
  582. INIT : +1
  583. Cost : 6000G
  584. [Form: Spear / Range: 2 Sq. / Target: 1#]. This Artificial Regalia was used in many wars before it gained spiritual power. It is now used in festivals.
  585. While [Equipped], increase [Physical Damage] to [Mononoke] with an [x#] designation by 15.
  586.  
  587. Mixer Spear
  588. Restrict : Martial / Utility
  589. Mode : Switch Hand
  590. ACC : None
  591. PD : +8/+9
  592. INIT : +1/+2
  593. Cost : 6000G
  594. [Form: Spear / Range: 2 Sq. / Target: 1#]. An Artificial Regalia with a blade in its tip that can spin like a saw. When shaken, the blade rotates rapidly to cut through an opponent.
  595. While [Equipped], once per combat, perform a [Weapon Attack] after [Damage Calculation].
  596.  
  597. Areadbhar
  598. Restrict : FEHI
  599. Mode : Two Hand
  600. ACC : +1
  601. PD : +11
  602. INIT : None
  603. Cost : 6000G
  604. [Form: Spear / Range: 2 Sq. / Target: 1#]. A spear-type Artificial Regalia said to have been owned by the king of Persia.
  605. While [Equipped], bestow [Element: Fire / Toxin] on [Physical Attacks].
  606.  
  607. Aurora
  608. Restrict : Martial / Utility
  609. Mode : Switch Hand
  610. ACC : +1
  611. PD : +11
  612. INIT : -2/-1
  613. Cost : 8500G
  614. [Form: Spear / Range: 2 Sq. / Target: 1#]. A longspear-type Artificial Regalia that emits rainbow-colored spirit energy every time it's shaken. It constantly emits a dim light.
  615. While [Equipped], gain +2 to the [Target] of [Physical Attacks].
  616.  
  617. Spiral Estoc
  618. Restrict : Martial / Utility
  619. Mode : One Hand
  620. ACC : None
  621. PD : +10
  622. INIT : None
  623. Cost : 8500G
  624. [Form: Spear / Range: 2 Sq. / Target: 1#]. An Ether Estoc created with more powerful materials.
  625. While only [Equipped] with this weapon (All [Weapons] or [Shields] must be [Unequipped]}, gain +5 to [Physical Damage].
  626.  
  627. Wargod Jamadhar
  628. Restrict : God Hand
  629. Mode : One Hand
  630. ACC : +1
  631. PD : +9
  632. INIT : None
  633. Cost : 8500G
  634. [Form: Spear / Range: Engaged / Target: 1#]. A Jamadhar once used by a god of War.
  635. While [Equipped] alongside another weapon with "Jamadhar" in its name, treat as though [Equipped] with [Unarmed].
  636.  
  637. Yellow Scale Spear
  638. Restrict : Freelance
  639. Mode : Two Hand
  640. ACC : +1
  641. PD : +12
  642. INIT : +1
  643. Cost : 8500G
  644. [Form: Spear / Range: 2 Sq. / Target: 1#]. A spear created from a dragon scale belonging to the Nushi Huanglong, in Kyoto. It is typically given as a gift to one who has performed great deeds.
  645. While [Equipped], bestow [Element: Light] on [Physical Attacks]. Also, gain +10 [Physical Damage] against non-[Boss] [Mononoke].
  646.  
  647. Ningen Mukotsu
  648. Restrict : DHS
  649. Mode : Two Hand
  650. ACC : +1
  651. PD : +13
  652. INIT : None
  653. Cost : 8500G
  654. [Form: Spear / Range: 2 Sq. / Target: 1#]. A replica of a massive Jumonji Yari used once used by Onimura.
  655. While [Equipped], twice per combat, [Halve] the [Armor] of a target.
  656.  
  657. Consolidated Spear
  658. Restrict : Dark Hunter
  659. Mode : One Hand
  660. ACC : +1
  661. PD : +8
  662. INIT : None
  663. Cost : 10000G
  664. [Form: Spear / Range: Engaged / Target: 1#]. A shortspear-type Artificial Regalia constructed from a unique material.
  665. While [Equipped], once per combat, make a [Weapon Attack] after [Damage Calculation].
  666.  
  667. Hurricane Estoc
  668. Restrict : Martial
  669. Mode : One Hand
  670. ACC : +1
  671. PD : +11
  672. INIT : +1
  673. Cost : 10000G
  674. [Form: Spear / Range: 2 Sq. / Target: 1#]. A Spiral Estoc that was modified to bring its strength to the absolute limit.
  675. While only [Equipped] with this weapon (All [Weapons] or [Shields] must be [Unequipped]}, gain +5 to [Physical Damage].
  676.  
  677. Ether Aiming
  678. Restrict : Martial
  679. Mode : Two Hand
  680. ACC : +1
  681. PD : +11
  682. INIT : +2
  683. Cost : 10000G
  684. [Form: Spear / Range: 2 Sq. / Target: 1#]. A longspear Artificial Regalia that specializes in piercing the very concept of an enemy.
  685. While [Equipped], once per session, set the [Armor] of the [Target] of a [Physical Attack] to 0.
  686.  
  687. Martial Arts Spear
  688. Restrict : Martial
  689. Mode : Two Hand
  690. ACC : +1
  691. PD : +11
  692. INIT : +2
  693. Cost : 10000G
  694. [Form: Spear / Range: 2 Sq. / Target: 1#]. A longspear typically used in martial arts, converted into an Artifiical Regalia. It has excellent durability and can be used for martial arts techniques.
  695. While [Equipped], treat as though [Equipped] with [Unarmed].
  696.  
  697. Silver Halberd
  698. Restrict : Martial
  699. Mode : Two Hand
  700. ACC : +1
  701. PD : +12
  702. INIT : +1
  703. Cost : 10000G
  704. [Form: Spear / Range: 2 Sq. / Target: 1#]. A longspear type artificial regalia with a sharp axehead added on. It can be used to stab, or slash.
  705. While [Equipped], choose between [Form: Spear] and [Form: Axe].
  706.  
  707. Gibeon Lance
  708. Restrict : Martial / Utility
  709. Mode : Switch Hand
  710. ACC : +1
  711. PD : +12/+13
  712. INIT : -1/None
  713. Cost : 10000G
  714. [Form: Spear / Range: 2 Sq. / Target: 1#]. A longspear type artificial regalia with forged with a combination of rare iron and fool's gold. The tip is strong, and shines with a unique luster.
  715. While [Equipped], gain +5 to [Armor].
  716.  
  717. Ray Stinger
  718. Restrict : Saionji
  719. Mode : Two Hand
  720. ACC : +1
  721. PD : +13
  722. INIT : +2
  723. Cost : 10000G
  724. [Form: Spear / Range: 2 Sq. / Target: 1#]. A double-edged weapon used by the Demon King of the Otherworld. When the user projects their will into the handle, blades of light appear from each side.
  725. While [Equipped], once per session, set the [Armor] of the [Target] of a [Physical Attack] to 0.
  726.  
  727. Amanosakahoko
  728. Restrict : Martial
  729. Mode : Two Hand
  730. ACC : +1
  731. PD : +15
  732. INIT : None
  733. Cost : 10000G
  734. [Form: Spear / Range: 2 Sq. / Target: 1#].
  735. A sacred treasure made from part of a tree on mount Takachihomine. It emits pure spirit energy that disturbs evildoers.
  736. While [Equipped], when making [Physical Attacks] against [Class: Chaos], gain +1 [Physical Rank]. Additionally, reduce [Damage] received from [Aramitama] by 5.
  737.  
  738. Brain Shaver
  739. Restrict : Martial
  740. Mode : Two Hand
  741. ACC : +1
  742. PD : +13
  743. INIT : +2
  744. Cost : 12000G
  745. [Form: Spear / Range: 2 Sq. / Target: 1#]. A long-spear Artificial Regalia that confounds the enemy's thinking.
  746. While [Equipped], once per combat, change the [Wits] of a [Range: Engaged] non-[Boss] Mononoke that took [Physical Damage] to "Low" until after [Timing: End] of the next turn.
  747.  
  748. Dragon Eater
  749. Restrict : Martial
  750. Mode : Two Hand
  751. ACC : +1
  752. PD : +14
  753. INIT : +1
  754. Cost : 12000G
  755. [Form: Spear / Range: 2 Sq. / Target: 1#]. A greatspear-type Artificial Regalia created to slay dragons. A shining red gem sits near the grip.
  756. While [Equipped], when making [Physical Attacks] against [Class: Mythical / Chaos], gain +1 [Physical Rank].
  757.  
  758. Army Greatspear
  759. Restrict : Martial
  760. Mode : Two Hand
  761. ACC : +1
  762. PD : +14
  763. INIT : +1
  764. Cost : 12000G
  765. [Form: Spear / Range: 2 Sq. / Target: 1#]. A greatspear-type Artificial Regalia used by ancient armies.
  766. While the [Weapon] is [Equipped], the [Range] of the user's [Physical Attacks] gets +1 Sq. (If [Engaged], it becomes 2 Sq.; if [Charge 2 Sq] it becomes [Charge 3 Sq]).
  767.  
  768. Oath Spear
  769. Restrict : Templars
  770. Mode : Two Hand
  771. ACC : +1
  772. PD : +16
  773. INIT : +1
  774. Cost : 12000G
  775. [Form: Spear / Range: 2 Sq. / Target: 1#]. An Artificial Regalia created as a replica of the spear that pierced the savior. It exerts extreme power against deities.
  776. While [Equipped], when making [Physical Attacks] against [Class: Mythical / Chaos], gain +1 [Physical Rank]. Additonally, the user always has [Remove: Darkness].
  777.  
  778. Trample Lance
  779. Restrict : Martial / Utility
  780. Mode : Two Hand
  781. ACC : +1
  782. PD : +14
  783. INIT : +2
  784. Cost : 15000G
  785. [Form: Spear / Range: Charge 2 Sq. / Target: 1#]. A longspear-type artificial regalia with a mechanism that builds and explosively releases spirit energy.
  786. While [Equipped], once per combat, change the [Target] of a [Physical Attack] to [Area].
  787.  
  788. War Cry
  789. Restrict : Martial
  790. Mode : Two Hand
  791. ACC : +1
  792. PD : +14
  793. INIT : None
  794. Cost : 15000G
  795. [Form: Spear / Range: 2 Sq. / Target: 1#]. A powerful greatspear-type Artificial Regalia that harbors a spell of excitement.
  796. While [Equipped], once per combat, consume 1x [Start] to grant [Range: Combat Zone / Target: Combat Zone] +5 to [Damage Calculation] until after [Timing: End].
  797.  
  798. Shinryu's Fang
  799. Restrict : Martial
  800. Mode : Two Hand
  801. ACC : None
  802. PD : +15
  803. INIT : +2
  804. Cost : 15000G
  805. [Form: Spear / Range: 2 Sq. / Target: 1#]. A longspear-type Artificial Regalia made from Shinryu's fangs. It emits a blinding, spiritual light from its tip, which can protect its user.
  806. While [Equipped], reduce [Damage] taken by 5.
  807.  
  808. Dual Consolidated Spear
  809. Restrict : Dark Hunter
  810. Mode : Two Hand
  811. ACC : +1
  812. PD : +16
  813. INIT : +2
  814. Cost : 18000G
  815. [Form: Spear / Range: 2 Sq. / Target: 2#]. A unique weapon created by combining two consolidated spears.
  816. While [Equipped], twice per combat, make a [Weapon Attack] after [Damage Calculation].
  817.  
  818. ------------------------
  819. Form: Axe [XXXA-3]
  820. ------------------------
  821. Kpinga
  822. Restrict : None
  823. Mode : One Hand
  824. ACC : None
  825. PD : +5
  826. INIT : -4
  827. Cost : 1800G
  828. [Form: Axe / Range: Engaged / Target: 1#]. A one-handed axe with a Sauwastika-shaped blade. It can be used as a melee weapon as well as a throwing one.
  829. While [Equipped], can be thrown as a [Ranged Weapon]. When this happens, change [Range / Target] to [{Strength} Sq. / 1#].
  830.  
  831. Magical Hatchet
  832. Restrict : Martial
  833. Mode : One Hand
  834. ACC : -1
  835. PD : +6
  836. INIT : -3
  837. Cost : 1800G
  838. [Form: Axe / Range: Engaged / Target: 1#]. A hatchet endowed with magical power.
  839. While [Equipped], increase [Physical Damage] to [Mononoke] with x# in their name by 5.
  840.  
  841. Jiangshi Claws
  842. Restrict : Heilong
  843. Mode : Two Hands
  844. ACC : +1
  845. PD : +6
  846. INIT : +2
  847. Cost : 2500G
  848. [Form: Axe / Range: Engaged / Target: 1#]. Special, golden claws that are equipped with a unique poison, and often used for assassinations.
  849. While [Equipped], treat as though [Equipped] with [Unarmed]. Also, once per combat, inflict [Shift: Poison] on a [Target] that fails their {Evasion} check.
  850.  
  851. Valaska
  852. Restrict : Martial
  853. Mode : One Hand
  854. ACC : -1
  855. PD : +7
  856. INIT : +2
  857. Cost : 3800G
  858. [Form: Axe / Range: Engaged / Target: 1#]. A handaxe-type Artificial Regalia with an elegant engraving. The inscription enhances the power of magic.
  859. While [Equipped], once per round when performing a [Magic Attack], increase [Magic Damage] by 3.
  860.  
  861. Black-Steel Kukri
  862. Restrict : None
  863. Mode : One Hand
  864. ACC : +1
  865. PD : +7
  866. INIT : None
  867. Cost : 3800G
  868. [Form: Axe / Range: Engaged / Target: 1#]. A single-edged Kukri-type Regalia with a striking, white blade. It's edge is sharp and it has high cutting power.
  869. While [Equipped], when making [Physical Attacks] against [Class: Plant], gain +1 [Physical Rank].
  870.  
  871. Hawk Talons
  872. Restrict : Martial / Utility
  873. Mode : Two Hands
  874. ACC : +1
  875. PD : +7
  876. INIT : +1
  877. Cost : 3800G
  878. [Form: Axe / Range: Engaged / Target: 3#]. A combat-ready Artificial Regalia reminiscent of the talons of raptors. This regalia covers the user's hands and feet.
  879. While [Equipped], treat as though [Equipped] with [Unarmed].
  880.  
  881. Crystal Scythe
  882. Restrict : Martial / Utility
  883. Mode : Two Hands
  884. ACC : None
  885. PD : +8
  886. INIT : +2
  887. Cost : 3800G
  888. [Form: Axe / Range: Engaged / Target: 1#]. A large sickle made of pure crystal, with patterns etched on its blade. The moment it is picked up, it will glow from the user's spirit.
  889. While [Equipped], once per combat, change the [Target] of a [Physical Attack] to [Area].
  890.  
  891. GunAxe
  892. Restrict : None
  893. Mode : Switch Hand
  894. ACC : None
  895. PD : +8/+9
  896. INIT : -1/None
  897. Cost : 3800G
  898. [Form: Axe / Range: Engaged / Target: 1#]. A single-bladed axe-type Artificial Regalia with a firing mechanism in its blade and handle.
  899. While [Equipped] as [Mode: One Hand], treat as [Form: Ranged / Range: 7 Sq. / Target: 1#].
  900.  
  901. Grand Voulge
  902. Restrict : None
  903. Mode : Two Hand
  904. ACC : None
  905. PD : +9
  906. INIT : None
  907. Cost : 3800G
  908. [Form: Axe / Range: Engaged / Target: 2#]. A long-handled Axe-type Artificial Regalia with a huge, single-edged blade.
  909. While the [Weapon] is [Equipped], the [Range] of the user's [Physical Attacks] gets +1 Sq. (If [Engaged], it becomes 2 Sq.; if [Charge 2 Sq] it becomes [Charge 3 Sq]).
  910.  
  911. Thorn Scythe
  912. Restrict : Rozenskull
  913. Mode : Two Hand
  914. ACC : None
  915. PD : +10
  916. INIT : +2
  917. Cost : 3800G
  918. [Form: Axe / Range: 2 Sq. / Target: 1#]. A jet-black scythe wrapped around a rose stem. It launches automatic counterattacks in accordance with its user's will.
  919. While [Equipped], once per combat, the user can perform a [Weapon Attack] against a [Range: Item / Target: 1#] when succeeding on a [Reactive Check].
  920.  
  921. Labyrinth Labrys
  922. Restrict : Alkeny Materials / FEHI
  923. Mode : Two Hand
  924. ACC : None
  925. PD : +13
  926. INIT : -1
  927. Cost : 3800G
  928. [Form: Axe / Range: Engaged / Target: 1#]. A two-handed Axe jointly developed by Alkeny Materials and Far East Heavy Industries. It specializes in the destruction of the very concept of spirits and sanctums.
  929. While [Equipped], bestow [Element: Shock] on [Physical Attacks]. Also, reduce the result of [Limit Progress] rolls in a [Sanctum] by 1 (Minimum 1).
  930.  
  931. Ilhoon
  932. Restrict : Martial
  933. Mode : Switch Hand
  934. ACC : +1
  935. PD : +7/+8
  936. INIT : +2/+3
  937. Cost : 5500G
  938. [Form: Axe / Range: Engaged / Target: 1#]. *The ultimate Axe-type Artificial Regalia, which features a double-sided head with wide blades. It harbors extreme power.
  939. While [Equipped], [Targets] reduce their [Armor] by 3 (to a minimum of 0).
  940.  
  941. Commando Axe
  942. Restrict : Martial
  943. Mode : One Hand
  944. ACC : +1
  945. PD : +8
  946. INIT : +2
  947. Cost : 5500G
  948. [Form: Axe / Range: Engaged / Target: 1#]. A jet-black handaxe-type Artificial Regalia used by special forces. Its performance is startlingly higher than it appears to be.
  949. While [Equipped], when making [Physical Attacks] against [Class: Humanoid], gain +1 [Physical Rank].
  950.  
  951. Panabus
  952. Restrict : Martial
  953. Mode : Switch Hand
  954. ACC : None
  955. PD : +8/+9
  956. INIT : +1/+2
  957. Cost : 5500G
  958. [Form: Axe / Range: Engaged / Target: 1#]. A machete-type Artificial Regalia with a sturdy, long handle and a curved blade.
  959. While [Equipped], gain +2 to [Appearance] checks.
  960.  
  961. Ascetic Axe
  962. Restrict : Shikimi / Saionji
  963. Mode : Switch Hand
  964. ACC : +1
  965. PD : +11/+12
  966. INIT : None/+1
  967. Cost : 5500G
  968. [Form: Axe / Range: Engaged / Target: 1#]. A long-handled Axe used by Ascetics who travel the mountains. It can relieve a mononoke of its hostility and give it peace in their soul.
  969. While [Equipped], gain +3 to {Will} checks. Also, reduce [Damage] from non-[Boss] Mononoke by 5.
  970.  
  971. Fire Axe
  972. Restrict : Super Defense Force
  973. Mode : Switch Hand
  974. ACC : +1
  975. PD : +13/+14
  976. INIT : -2/-1
  977. Cost : 5500G
  978. [Form: Axe / Range: Engaged / Target: 1#]. A massive fireaxe used by SDF soldiers in times of disaster.
  979. While [Equipped], when performing a [Physical Attack], change the [Armor] of [Obstacles] to 0. Also, once per combat, [Halve] the [Armor] of the target of a [Physical Attack].
  980.  
  981. Glass Cutter
  982. Restrict : B.E.G / Freelance
  983. Mode : Two Hand
  984. ACC : None
  985. PD : +14
  986. INIT : None
  987. Cost : 5500G
  988. [Form: Axe / Range: Engaged / Target: 1#]. A scythe that was customized for efficient mononoke-hunting.
  989. While [Equipped], when performing a [Physical Attack] on non-[Boss] mononoke, gain +1 [Physical Rank]. Also, once per combat, change the [Target] of a [Physical Attack] to [Area].
  990.  
  991. Khopesh
  992. Restrict : Martial
  993. Mode : Switch Hand
  994. ACC : +1
  995. PD : +9/+10
  996. INIT : +1/+2
  997. Cost : 7500G
  998. [Form: Axe / Range: Engaged / Target: 1#]. A sickle-shaped Artificial Regalia with a thick, crescent-shaped blade. By using this crescent, it is possible to inhibit your enemy's defense.
  999. While [Equipped], once per round when performing a [Physical Attack], [Targets] reduce their [Armor] by 5 (to a minimum of 0).
  1000.  
  1001. Chain Scythe
  1002. Restrict : Utility
  1003. Mode : Two Hand
  1004. ACC : None
  1005. PD : +10
  1006. INIT : +3
  1007. Cost : 7500G
  1008. [Form: Axe / Range: Engaged / Target: 1#]. A special weapon that consists of a chain attached to a massive, crescent-shaped blade.
  1009. While [Equipped], by spending 1x [Start], change the [Range / Target] of [Physical Attacks] to [5 Sq. / 1#].
  1010.  
  1011. Empty Tabar
  1012. Restrict : Apostles
  1013. Mode : Two Hand
  1014. ACC : +1
  1015. PD : +10
  1016. INIT : +3
  1017. Cost : 7500G
  1018. [Form: Axe / Range: Engaged / Target: 1#]. A one-handed axe with a crescent-shaped blade. It has a special feature that allows its user to perform rapid movements.
  1019. While [Equipped], bestow [Element: Wind] on [Physical Attacks]. Additionally, by spending 1x [Start], the user can [Install] up to 2 Squares away, ignoring [Engagements].
  1020.  
  1021. Great Battleaxe
  1022. Restrict : Martial
  1023. Mode : Two Hand
  1024. ACC : +1
  1025. PD : +11
  1026. INIT : None
  1027. Cost : 7500G
  1028. [Form: Axe / Range: Engaged / Target: 1#]. An oversized battleaxe that was modified for combat.
  1029. While [Equipped], once per combat, [Halve] the [Armor] of the [Target] of a [Physical Attack].
  1030.  
  1031. Anguish Scythe
  1032. Restrict : Martial / Utility
  1033. Mode : Two Hand
  1034. ACC : +1
  1035. PD : +12
  1036. INIT : -1
  1037. Cost : 7500G
  1038. [Form: Axe / Range: Engaged / Target: 1#]. A scythe-type Artificial Regalia with a wavy blade. These waves contain small grooves that secrete a mysterious poison.
  1039. While [Equipped], once per combat, inflict [Shift: Poison] on a target that takes at least 1 point of damage.
  1040.  
  1041. Barbaros
  1042. Restrict : Martial
  1043. Mode : Two Hand
  1044. ACC : None
  1045. PD : +13
  1046. INIT : None
  1047. Cost : 7500G
  1048. [Form: Axe / Range: Engaged / Target: 1#]. A barbarian's axe, bearing the name "Barbaros".
  1049. While [Equipped], when making a [Physical Attack], gain +5 [Physical Damage]; however, this [Weapon] may only be used to make a [Physical Attack] once per round.
  1050.  
  1051. Berserk
  1052. Restrict : Martial
  1053. Mode : Two Hand
  1054. ACC : +1
  1055. PD : +13
  1056. INIT : -2
  1057. Cost : 7500G
  1058. [Form: Axe / Range: 2 Sq. / Target: 1#]. A large axe-type Artificial Regalia bearing the name of the berserker.
  1059. While [Equipped], when making a [Physical Attack] against [Target: 1#], gain +10 [Physical Damage]; however, this [Weapon] may only be used to make a [Physical Attack] once per round.
  1060.  
  1061. Bone Scythe
  1062. Restrict : None
  1063. Mode : Two Hand
  1064. ACC : +1
  1065. PD : +12
  1066. INIT : None
  1067. Cost : 10000G
  1068. [Form: Axe / Range: Engaged / Target: 1#]. A scythe-type Artificial Regalia constructed from the bones of ancient mononoke. It harbors tremendous power.
  1069. While [Equipped], once per round when making a [Physical Attack], change [Target] to [Area].
  1070.  
  1071. Headhunter's Sickle
  1072. Restrict : Rozenskull
  1073. Mode : Two Hand
  1074. ACC : None
  1075. PD : +12
  1076. INIT : +2
  1077. Cost : 10000G
  1078. [Form: Axe / Range: Engaged / Target: 1#]. An Artificial Regalia with a large, curved blade, created specifically for beheading purposes.
  1079. While [Equipped], once per combat, inflict [Shift: Dead] on a non-[Boss] mononoke that took at least 1 point of damage from a [Physical Attack].
  1080.  
  1081. Silver Cutter
  1082. Restrict : Martial
  1083. Mode : Two Hand
  1084. ACC : None
  1085. PD : +13
  1086. INIT : +1
  1087. Cost : 10000G
  1088. [Form: Axe / Range: Engaged / Target: 1#]. A replica of the silver axe that a water goddess once showed to an honest woodsman. It is said to bring wealth to the one who possesses it.
  1089. While [Equipped], once per session, add +1 to the roll made to acquire [Materials].
  1090.  
  1091. Soul Reaper
  1092. Restrict : Sumizuka
  1093. Mode : Two Hand
  1094. ACC : None
  1095. PD : +13
  1096. INIT : +3
  1097. Cost : 10000G
  1098. [Form: Axe / Range: 2 Sq. / Target: 1#]. Based off of human experimentation, this scythe was created from an awakened that was turned into an Artificial Regalia. It appears to be a thin, twisted, human body.
  1099. While [Equipped], bestow [Element: Phantom] to [Physical Attacks], and once per combat, change the [Range] of a [Physical Attack] to [Combat Zone].
  1100.  
  1101. That Which Devours
  1102. Restrict : Darkstalker
  1103. Mode : Two Hand
  1104. ACC : None
  1105. PD : +14
  1106. INIT : None
  1107. Cost : 10000G
  1108. [Form: Axe / Range: Engaged / Target: 1#]. An ominous scythe that continuously grows sharper as it cuts an enemy's soul.
  1109. While [Equipped], each time you perform [Damage Calculation], gain +5 to [Physical Damage]. This effect stacks up to +10, but the bonus persists until [Combat End].
  1110.  
  1111. Barrier Blade
  1112. Restrict : Martial
  1113. Mode : Two Hand
  1114. ACC : None
  1115. PD : +15
  1116. INIT : -1
  1117. Cost : 10000G
  1118. [Form: Axe / Range: Engaged / Target: 1#]. A giant, axe-type Artificial Regalia with a massive blade. The blade is so large that it can be used as a shield.
  1119. While [Equipped], once per turn, gain +5 to [Armor].
  1120.  
  1121. Rhan-Tegoth's Tentacle
  1122. Restrict : Cult
  1123. Mode : Two Hand
  1124. ACC : None
  1125. PD : +15
  1126. INIT : +1
  1127. Cost : 10000G
  1128. [Form: Axe / Range: 2 Sq. / Target: 1#]. The arm of a Great Old One who manifested in this world some time ago. There is a narrow claw at the end of the tentacle.
  1129. While [Equipped], treat [Physical Attacks] as [Special Attacks]. Additionally, targets that fail their [Reactive Check] lose 3 HP.
  1130.  
  1131. Kthanid's Stone Axe
  1132. Restrict : Arkham
  1133. Mode : Two Hand
  1134. ACC : +1
  1135. PD : +17
  1136. INIT : -2
  1137. Cost : 12000G
  1138. [Form: Axe / Range: Engaged / Target: 1#]. A special axe with a rainbow-colored gem embedded in it, found at a South American archeological site.
  1139. While [Equipped], by spending 1x [Timing: Prep], add any [Element] to your [Attack Actions] until after [Timing: End] of the current turn.
  1140.  
  1141. Golden Cutter
  1142. Restrict : Martial
  1143. Mode : Two Hand
  1144. ACC : None
  1145. PD : +14
  1146. INIT : +1
  1147. Cost : 13000G
  1148. [Form: Axe / Range: Engaged / Target: 1#]. A replica of the golden axe that a water goddess once showed to an honest woodsman. It is said to bring great wealth to the one who possesses it.
  1149. While [Equipped], once per session, add +2 to the roll made to acquire [Materials].
  1150.  
  1151. Witch Axe
  1152. Restrict : Darkstalker
  1153. Mode : Two Hand
  1154. ACC : None
  1155. PD : +15
  1156. INIT : None
  1157. Cost : 13000G
  1158. [Form: Axe / Range: Engaged / Target: 1#]. A large, axe-type Artificial Regalia that was blessed by a bloodthirsty demon.
  1159. While [Equipped], each time you perform [Damage Calculation], [Recover] 5 HP.
  1160.  
  1161. Two-Headed Battleaxe
  1162. Restrict : Martial
  1163. Mode : Two Hand
  1164. ACC : None
  1165. PD : +16
  1166. INIT : -1
  1167. Cost : 13000G
  1168. [Form: Axe / Range: Engaged / Target: 1#]. It is said that anything this Axe touches is eventually cleaved in two.
  1169. While [Equipped], when performing a [Physical Attack], reduce the target's [Armor] by 3 (Minimum 0). Additionally, once per turn, destroy an adjacent [Obstacle].
  1170.  
  1171. Lars
  1172. Restrict : Martial
  1173. Mode : Two Hand
  1174. ACC : -1
  1175. PD : +17
  1176. INIT : None
  1177. Cost : 13000G
  1178. [Form: Axe / Range: Engaged / Target: 1#]. An axe-type Artificial Regalia bearing the name of "anger".
  1179. While [Equipped], gain +5 to [Physical Damage] when performing a [Physical Attack] against [Target: Area].
  1180.  
  1181. ------------------------
  1182. Form: Hammer [XXXA-4]
  1183. ------------------------
  1184. Judge Gavel
  1185. Restrict : None
  1186. Mode : One Hand
  1187. ACC : -1
  1188. PD : +4
  1189. INIT : -1
  1190. Cost : 1,300G
  1191. [Form: Hammer / Range: Engaged / Target: 1#]. An artificial regalia created from a gavel uses by judges. It has spiritual power to govern the law.
  1192. While [Equipped], when making an [Attack Action] against [Class: Undead / Chaos], gain +1 [Rank].
  1193.  
  1194. Fighting Tonfa
  1195. Restrict : God Hand
  1196. Mode : One Hand
  1197. ACC : +1
  1198. PD : +3
  1199. INIT : None
  1200. Cost : 2,250G
  1201. [Form: Hammer / Range: Engaged / Target: 1#]. A tonfa-type artificial regalia modeled for combat.
  1202. While [Equipped] alongside another weapon with "Tonfa" in its name, treat as though [Equipped] with [Unarmed].
  1203.  
  1204. Magical Tonfa
  1205. Restrict : God Hand
  1206. Mode : One Hand
  1207. ACC : None
  1208. PD : +5
  1209. INIT : None
  1210. Cost : 2,250G
  1211. [Form: Hammer / Range: Engaged / Target: 1#]. A Tonfa with magical power.
  1212. While [Equipped] alongside another weapon with "Tonfa" in its name, treat as though [Equipped] with [Unarmed], and when making an [Attack Action], gain +1 [Rank] against [Class: Chaos].
  1213.  
  1214. Gentry Stick
  1215. Restrict : None
  1216. Mode : One Hand
  1217. ACC : None
  1218. PD : +5
  1219. INIT : +1
  1220. Cost : 2,600G
  1221. [Form: Hammer / Range: Engaged / Target: 1#]. An artificial regalia based on the canes used by western gentlemen.
  1222. While [Equipped], once per turn when performing a [Physical Attack], gain +1# to the [Target] of the [Physical Attack].
  1223.  
  1224. Quarterstaff
  1225. Restrict : None
  1226. Mode : One Hand
  1227. ACC : +1
  1228. PD : +5
  1229. INIT : -1
  1230. Cost : 2,600G
  1231. [Form: Hammer / Range: Engaged / Target: 1#]. A western staff weapon converted into an artificial regalia.
  1232. While [Equipped], gain +2 [Armor].
  1233.  
  1234. Archer's Cane
  1235. Restrict : Demon Hunter's Society - FEHI
  1236. Mode : Switch Hand
  1237. ACC : +1
  1238. PD : +6 / +7
  1239. INIT : -1 / None
  1240. Cost : 2,600G
  1241. [Form: Hammer / Range: Engaged / Target: 1#]. A cane carved from the original tree which sprouted from the seeds of the god of archery.
  1242. While [Equipped], gain +2 [Armor]. Additionally, while performing a [Sanctum Purge], increase the maximum [Limit] by 5.
  1243.  
  1244. Melee Tonfa
  1245. Restrict : Martial
  1246. Mode : One Hand
  1247. ACC : +1
  1248. PD : +5
  1249. INIT : -1
  1250. Cost : 3,400G
  1251. [Form: Hammer / Range: Engaged / Target: 1#]. A tonfa specialized for melee combat.
  1252. While [Equipped] alongside another weapon with "Tonfa" in its name, treat as though [Equipped] with [Unarmed].
  1253.  
  1254. Marked Cane
  1255. Restrict : Mage's Association / Arkham
  1256. Mode : One Hand
  1257. ACC : None
  1258. PD : +5
  1259. INIT : +2
  1260. Cost : 3,400G
  1261. [Form: Hammer / Range: Engaged / Target: 1#]. A ceremonial cane inherited by the Mage's Association. Its magic guides the owner to meet the right person.
  1262. While [Equipped], gain +3 to the result of [Appearance Checks]. Additionally, once per combat, reduce [Magical Damage] received by 5.
  1263.  
  1264. Demon Scoop
  1265. Restrict : None
  1266. Mode : Two Hand
  1267. ACC : +1
  1268. PD : +6
  1269. INIT : -3
  1270. Cost : 3,400G
  1271. [Form: Hammer / Range: Engaged / Target: 1#]. A scoop for trench warfare that was remodeled into an artificial regalia.
  1272. While [Equipped], once per turn when performing a [Physical Attack], change the [Form] to [Sword].
  1273.  
  1274. Six-Shaku Bo
  1275. Restrict : None
  1276. Mode : Two Hand
  1277. ACC : +1
  1278. PD : +7
  1279. INIT : +2
  1280. Cost : 4,100G
  1281. [Form: Hammer / Range: Engaged / Target: 1#]. A Six-Shaku Bo used in japanese martial-arts. It has a good defensive ability.
  1282. While [Equipped], gain +1 to the result of [Reactive Checks]. Additionally, treat as though [Equipped] with [Unarmed].
  1283.  
  1284. Macana
  1285. Restrict : Martial / Utility
  1286. Mode : Switch Hand
  1287. ACC : +1
  1288. PD : +7 / +8
  1289. INIT : +1 / +2
  1290. Cost : 4,100G
  1291. [Form: Hammer / Range: Engaged / Target: 1#]. A mace-type artifact with a star-shaped weight.
  1292. While [Equipped], gain +2 [Armor].
  1293.  
  1294. Commander's Blur
  1295. Restrict : Sumizuka
  1296. Mode : One Hand
  1297. ACC : +1
  1298. PD : +8
  1299. INIT : +2
  1300. Cost : 4,100G
  1301. [Form: Hammer / Range: Engaged / Target: 1#]. A One-handed mace with a circular handle. Sumizuka's commander class has many uses.
  1302. While [Equipped], once per combat by spending [Timing: Start], install one PC withing [Range: Combat Zone] from their current square into any square.
  1303.  
  1304. Alchemy Staff
  1305. Restrict : Alkeny Materials
  1306. Mode : Two Hand
  1307. ACC : +1
  1308. PD : +11
  1309. INIT : None
  1310. Cost : 4,100G
  1311. [Form: Hammer / Range: Engaged / Target: 1#]. A metal staff made using the secrets of alchemy. It strengthens the connection between body and soul.
  1312. While [Equipped], twice per combat by spending [Timing: End], [Recover] 20 {HP}.
  1313.  
  1314. Mysterious Iron Club
  1315. Restrict : None
  1316. Mode : Two Hand
  1317. ACC : +1
  1318. PD : +6
  1319. INIT : +5
  1320. Cost : 6,800G
  1321. [Form: Hammer / Range: Engaged / Target: 1#]. An artificial regalia made from a special metal club. Easy to handle due to its simplicity.
  1322. While [Equipped], gain +1 to [Reactive Checks]. Additionally, treat as though [Equipped] with [Unarmed].
  1323.  
  1324. Explorer Guard
  1325. Restrict : Arkham
  1326. Mode : Two Hand
  1327. ACC : +1
  1328. PD : +8
  1329. INIT : +3
  1330. Cost : 6,800G
  1331. [Form: Hammer / Range: Engaged / Target: 1#]. Light and mobile guards for hands and feet. Preferred by skilled explorers.
  1332. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, once per session, gain +1 when rolling for [Materials].
  1333.  
  1334. Martial Arts Cane
  1335. Restrict : Martial
  1336. Mode : Two Hand
  1337. ACC : +1
  1338. PD : +9
  1339. INIT : +2
  1340. Cost : 6,800G
  1341. [Form: Hammer / Range: Engaged / Target: 1#]. An artificial regalia used in kenpo. Unlike a six-shaku bo, it has been modified for combat.
  1342. While [Equipped], treat as though [Equipped] with [Unarmed].
  1343.  
  1344. Tactical Gloves
  1345. Restrict : Super Defense Force
  1346. Mode : Two Hand
  1347. ACC : +1
  1348. PD : +9
  1349. INIT : +4
  1350. Cost : 6,800G
  1351. [Form: Hammer / Range: Engaged / Target: 1#]. Durable military gloves made of the hide of a magic beast. Loved by members who excel in hand to hand combat.
  1352. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, once per combat, the target of a [Physical Attack] [Halves] their [Armor].
  1353.  
  1354. Lightning Tail
  1355. Restrict : B.E.G.
  1356. Mode : Two Hand
  1357. ACC : +1
  1358. PD : +13
  1359. INIT : None
  1360. Cost : 6,800G
  1361. [Form: Hammer / Range: 2 Sq / Target: 1#]. A morningstar with three special iron alloy heads. It emits a powerul eletric shock when infused with spirit energy.
  1362. While [Equipped] bestow [Element: Shock] to [Physical Attacks], and reduce the target of a [Physical Attacks] [Armor] by 3 (minimum 0).
  1363.  
  1364. Leiomano
  1365. Restrict : Martial
  1366. Mode : One Hand
  1367. ACC : +1
  1368. PD : +10
  1369. INIT : +1
  1370. Cost : 6,800G
  1371. [Form: Hammer / Range: Engaged / Target: 1#]. A club-type artificial regalia with an oval wooden head ringed with shark's teeth. Very powerful, contrary to its appearance.
  1372. While [Equipped], once per combat when making a [Physical Attack], gain +1 [Physical Rank].
  1373.  
  1374. Flame Bash
  1375. Restrict : Martial
  1376. Mode : Switch Hand
  1377. ACC : +1
  1378. PD : +9 / +10
  1379. INIT : None / +1
  1380. Cost : 8,000G
  1381. [Form: Hammer / Range: Engaged / Target: 1#]. A sledgehammer artificial regalia with a rune of fire engraved on the head.
  1382. While [Equipped], gain +5 [Barrier]. Additionally, reduce [Element: Fire - Cold] [Damage] by 10.
  1383.  
  1384. Swordsmasters Bokken
  1385. Restrict : Martial / Utility
  1386. Mode : Switch Hand
  1387. ACC : +1
  1388. PD : + 10 / +11
  1389. INIT : +3 / +4
  1390. Cost : 8,000G
  1391. [Form: Hammer / Range: Engaged / Target: 1#]. A wooden sword made by a famous swordman and used as an artificial regalia.
  1392. While [Equipped], when performing a [Physical Attack], reduce the target's [Armor] by 3 (minimum 0).
  1393.  
  1394. Bone Warhammer
  1395. Restrict : Martial
  1396. Mode : Two Hand
  1397. ACC : +1
  1398. PD : +12
  1399. INIT : +3
  1400. Cost : 8,000G
  1401. [Form: Hammer / Range: Engaged / Target: 1#]. A warhammer artificial regalia made from the bones of ancient mononoke. It has tremendous spiritual power.
  1402. While [Equipped], increase the [Range] of [Physical Attacks] by 1 Sq ([Engaged] becomes [2 Sq.], [2 Sq.] becomes [3 Sq.], etc).
  1403.  
  1404. Rose Staff
  1405. Restrict : Rozenskull
  1406. Mode : Two Hand
  1407. ACC : +1
  1408. PD : +15
  1409. INIT : +2
  1410. Cost : 8,000G
  1411. [Form: Hammer / Range: Engaged / Target: 1#]. A rare metal crucifix decorated with roses and a skull.
  1412. While [Equipped], treat as though [Equipped] with a [Magic Weapon]. Additionally, once per combat, change [Physical Damage] to [Magical Damage] during [Damage Calculation].
  1413.  
  1414. Wargod's Tonfa
  1415. Restrict : God Hand
  1416. Mode : One Hand
  1417. ACC : +1
  1418. PD : +10
  1419. INIT : +1
  1420. Cost : 10,000G
  1421. [Form: Hammer / Range: Engaged / Target: 1#]. A combat tonfa which has undergone advanced remodeling.
  1422. While [Equipped], gain +3 [Armor]. Additionally, while [Equipped] alongside another weapon with "Tonfa" in its name, treat as though [Equipped] with [Unarmed].
  1423.  
  1424. Kamui Baton
  1425. Restrict : SpecProv / Shikimi
  1426. Mode : One Hand
  1427. ACC : +1
  1428. PD : +11
  1429. INIT : +2
  1430. Cost : 10,000G
  1431. [Form: Hammer / Range: Engaged / Target: 1#]. A special baton-type artifact with powerful remodeling.
  1432. While [Equipped], reduce the Target of a [Physical Attack]'s [Armor] by 3 (minimum 0).
  1433.  
  1434. Blast Fist
  1435. Restrict : None
  1436. Mode : Two hand
  1437. ACC : +1
  1438. PD : +12
  1439. INIT : None
  1440. Cost : 10,000G
  1441. [Form: Hammer / Range: Charge 1 Sq. / Target: 1#]. A hand-made artificial regalia equipped with an explosive mechanism on the impact surface.
  1442. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, once per combat while making a [Physical Attack], gain +1 [Physical Rank].
  1443.  
  1444. Earth Shaker
  1445. Restrict : Martial
  1446. Mode : Two Hand
  1447. ACC : +1
  1448. PD : +13
  1449. INIT : -1
  1450. Cost : 10,000G
  1451. [Form: Hammer / Range: Engaged / Target: 1#]. A mallet-type artifact that creates strong vibrations when it strikes the ground.
  1452. While [Equipped], once per combat when inflicting [Physical Damage], give [Shift: Fallen] to targets who take at least 1 point of [Damage].
  1453.  
  1454. Iron Maiden
  1455. Restrict : Martial
  1456. Mode : Two Hand
  1457. ACC : None
  1458. PD : +14
  1459. INIT : None
  1460. Cost : 10,000g
  1461. [Form: Hammer / Range: Engaged / Target: 1#]. An artificial regalia composed of a chain attached to a torture device specialized for anti-Aramitama combat. Swing to use.
  1462. While [Equipped], by spending x1 [Prep], change the [Range/Target] of [Physical Attacks] to [6 Sq / 1#] until [Timing: End] of the next round.
  1463.  
  1464. Sacred Tree
  1465. Restrict : Martial
  1466. Mode : Two Hand
  1467. ACC : +1
  1468. PD : +14
  1469. INIT : +1
  1470. Cost : 10,000G
  1471. [Form: Hammer / Range: Engaged / Target: 1#]. A club made by compressing sacred trees. Excellent for obth offense and defense.
  1472. While [Equipped], treat as though [Equipped] with [Unarmed].
  1473.  
  1474. Grinding Zaghnal
  1475. Restrict : Apostles
  1476. Mode : Two Hand
  1477. ACC : +1
  1478. PD : +16
  1479. INIT : +3
  1480. Cost : 10,000G
  1481. [Form: Hammer / Range: Engaged / Target: 1#]. A tcombat pickaxe with both an ice pick head on one side and and axe-like head on the other.
  1482. While [Equipped], the user may change [Physical Damage] to [Form: Axe]. Additionally, reduce the Target of a [Physical Attacks] [Armor] by 3 (Minimum 0).
  1483.  
  1484. Suitegetsu Staff
  1485. Restrict : Shikimi
  1486. Mode : Two Hand
  1487. ACC : +2
  1488. PD : +17
  1489. INIT : None
  1490. Cost : 10,000G
  1491. [Form: Hammer / Range: Engaged / Target: 1#]. A staff issued to those who excel at staff combat. By releasing the spirit power inside, it interferes with the opponents spiritual energy and hinders movement.
  1492. While [Equipped], twice per combat, targets that fail their {Evade} checks gain [Shift: Pain].
  1493.  
  1494. Tenimuhou
  1495. Restrict : Heilong
  1496. Mode : Two Hand
  1497. ACC : +1
  1498. PD : +17
  1499. INIT : +2
  1500. Cost : 12,000G
  1501. [Form: Hammer / Range: Engaged / Target: 1#]. A thin woven glove made from the spirit fur of a beast, which does not impair spirit energy. It has no noteworthy effects, but does not break, stain, or deteriorate. There are many users within Heilong who are confident in their kung fu.
  1502. While [Equipped], treat as though [Equipped] with [Unarmed].
  1503.  
  1504. Arch Enemy
  1505. Restrict : Rozenskull
  1506. Mode : Two Hand
  1507. ACC : +1
  1508. PD : +12
  1509. INIT : +5
  1510. Cost : 14,000G
  1511. [Form: Hammer / Range: Engaged / Target: 1#]. An evil hand or foot inscribed with carvings of the devil's face. It is wrapped in spiritual light that has special effects.
  1512. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, reduce [Damage] from [Class: Humanoid - Chaos] by 5.
  1513.  
  1514. Magic Chamber
  1515. Restrict : Mage's Association
  1516. Mode : Two Hand
  1517. ACC : +1
  1518. PD : +14
  1519. INIT : +3
  1520. Cost : 14,000G
  1521. [Form: Hammer / Range: Engaged / Target: 1#]. A hand-made artificial regalia for sorcerers. It has a hidden trigger function.
  1522. While [Equipped], treat as though equipped with [Unarmed] and a [Magical Weapon]. Additionally, gain +10 [Magical Damage].
  1523.  
  1524. God's Warhammer
  1525. Restrict : Martial
  1526. Mode : Switch Hand
  1527. ACC : +1
  1528. PD : +14 / +15
  1529. INIT : None / +1
  1530. Cost : 14,000G
  1531. [Form: Hammer / Range: Engaged / Target: 1#]. A replica of the warhammer called by a variety of god names.
  1532. While [Equipped], once per round, targets that fail their [Reactive Check] may be moved up to 2 Sq awat in any direction, ignoring [Engagements].
  1533.  
  1534. Castle Hammer
  1535. Restrict : Martial
  1536. Mode : Two Hand
  1537. ACC : None
  1538. PD : +15
  1539. INIT : None
  1540. Cost : 14,000G
  1541. [Form: Hammer / Range: Engaged / Target: 1#]. A hammer-shaped artificial regalia that was forged to crush strongholds.
  1542. While [Equipped], twice per round, destroy one [Obastacle] within [Range: 1 Sq.] that has 40 or less {HP}.
  1543.  
  1544. Macuahuitl
  1545. Restrict : Martial
  1546. Mode : Two Hand
  1547. ACC : +1
  1548. PD : +16
  1549. INIT : +2
  1550. Cost : 14,000G
  1551. [Form: Hammer / Range: Engaged / Target: 1#]. An ancient hammer-type artificial regalia that uses obsidian blades embedded in a wooden club.
  1552. While [Equipped], once per combar when performing a [Physical Attack], gain +2 [Physical Rank].
  1553.  
  1554. Tri-Element
  1555. Restrict : God Hand
  1556. Mode : Two Hand
  1557. ACC : +1
  1558. PD : +15
  1559. INIT : None
  1560. Cost : 17,000G
  1561. [Form: Hammer / Range: Charge 1 Sq. / Target: 1#]. A knuckle-duster with jewels that bring forth the origins.
  1562. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, once per turn when performing a [Physical Attack], bestow one of [Element: Fire - Shock - Cold].
  1563.  
  1564. Wargod's Hammer
  1565. Restrict : Martial
  1566. Mode : Two Hand
  1567. ACC : None
  1568. PD : +17
  1569. INIT : None
  1570. Cost : 17,000G
  1571. [Form: Hammer / Range: Engaged / Target: 1#]. A reproduction of the hammer used by the gods of war.
  1572. May be thrown as a [Ranged Attack]. In this case, change the [Form / Range / Target] to [Ranged / {Strength} Sq. / 1#]. This weapon is not disabled after throwing.
  1573.  
  1574. ------------------------
  1575. Form: Ranged [XXXA-5]
  1576. ------------------------
  1577. Hangwire
  1578. Restrict : Martial / Utility
  1579. Mode : One Hand
  1580. ACC : +1
  1581. PD : +4
  1582. INIT : -4
  1583. Cost : 1000G
  1584. [Range: 3 Sq. / Target: 1#]. A combat-ready Artificial Regalia constructed from tiny, deadly wires.
  1585. While [Equipped], [Physical Attacks] made with this weapon are treated as [Special Attacks].
  1586.  
  1587. ※ Service Revolver
  1588. Restrict : Specprov / Shikimi / Super Defense Force
  1589. Mode : One Hand
  1590. ACC : None
  1591. PD : (5)/(6)
  1592. INIT : None/-1
  1593. Cost : 2000G
  1594. [Range: 7 Sq. / Target: 1#]. An automatic revolver based on the S&W 356, turned into an Artificial Regalia. They are only provided to members of the Anti-Awakened groups that belong to Japan.
  1595. While [Equipped], gain +5 to [Physical Damage] when performing a [Physical Attack] on non-[Boss] mononoke.
  1596.  
  1597. Black Pegasus
  1598. Restrict : Alkeny
  1599. Mode : Two Hand
  1600. ACC : None
  1601. PD : +6
  1602. INIT : -3
  1603. Cost : 2000G
  1604. [Range: Charge 4 Sq. / Target: 1#]. An Alkeny-developed, stylish black racecar Artificial Regalia.
  1605. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves].
  1606.  
  1607. ※ One Hand
  1608. Restrict : Apostle / Cult
  1609. Mode : One Hand
  1610. ACC : +1
  1611. PD : (5)
  1612. INIT : +1
  1613. Cost : 2400G
  1614. [Range: 7 Sq. / Target: 1#]. An elaborate prosthetic hand with a built-in firearm, manufactured by Shindo Katsutake. It features a transformation function.
  1615. While [Equipped], gain +2 to {Strength} checks. Also, spend 1x [Prep] to change the [Target] of [Physical Attacks] to [Area] until after [Timing: End] of the current round.
  1616.  
  1617. ※ Grenade Launcher
  1618. Restrict : None
  1619. Mode : Switch Hand
  1620. ACC : -1
  1621. PD : (3)/(4)
  1622. INIT : -5/-4
  1623. Cost : 3000G
  1624. [Range: 5 Sq. / Target: Area]. Created based on the HK69, this grenade launcher is a powerful Artificial Regalia.
  1625. While [Equipped], once per combat, inflict [Shift: Darkness] on [Targets] that took even one point of [Damage] from a [Physical Attack].
  1626.  
  1627. ※ Burnout
  1628. Restrict : Martial
  1629. Mode : Two Hand
  1630. ACC : -1
  1631. PD : (5)
  1632. INIT : -6
  1633. Cost : 3000G
  1634. [Range: 4 Sq. / Target: Area]. A flamethrower-type Artificial Regalia that can deal damage to wide areas. It uses special holy oil as fuel.
  1635. While [Equipped], bestow [Element: Fire] on [Physical Attacks]. Also, once per round, [Targets] reduce their [Armor] by 5 (to a minimum of 0).
  1636.  
  1637. Cakraratna
  1638. Restrict : Specprov
  1639. Mode : One Hand
  1640. ACC : +1
  1641. PD : +5
  1642. INIT : +1
  1643. Cost : 3500G
  1644. [Range: {Strength} / Target: 1#]. A metal throwing weapon shaped like a wheel, allegedly used by Nankobo Tenkai on his journey.
  1645. While [Equipped], treat [Physical Attacks] as [Special Attacks]. Also, can be thrown as a [Ranged Weapon]. Throwing this [Weapon] does not render it unuseable.
  1646.  
  1647. ※ Demon Blues
  1648. Restrict : Martial / Utility
  1649. Mode : One Hand
  1650. ACC : +1
  1651. PD : (6)
  1652. INIT : None
  1653. Cost : 3500G
  1654. [Range: 6 Sq. / Target: 1#]. An automatic handgun-type Artificial Regalia created using a Jericho 941 as a base.
  1655. While [Equipped], once per combat, when making a [Physical Attack], gain +1 [Rank].
  1656.  
  1657. ※ Rebellion
  1658. Restrict : None
  1659. Mode : One Hand
  1660. ACC : None
  1661. PD : (6)
  1662. INIT : None
  1663. Cost : 3500G
  1664. [Range: 6 Sq. / Target: 1#]. An Artificial Regalia created from a Beretta 93R. It boasts a high firepower equivalent to a submachinegun due to its 3-round burst.
  1665. While [Equipped], once per round, increase [Target] of the user's [Physical Attack] by 1#.
  1666.  
  1667. Legendary Warbow
  1668. Restrict : None
  1669. Mode : Two Hands
  1670. ACC : None
  1671. PD : +7
  1672. INIT : None
  1673. Cost : 3500G
  1674. [Range: 10 Sq. / Target: 1#]. A large bow that was made into an Artificial Regalia. Made of thick metal, it is strung with a special fiber that needs spirit energy run through it to be drawn.
  1675. While [Equipped], by spending 1x [Prep] when making an [Attack Action], gain +1 [Rank].
  1676.  
  1677. ※ Sawn-Off
  1678. Restrict : Martial
  1679. Mode : One Hand
  1680. ACC : +1
  1681. PD : (3)
  1682. INIT : None
  1683. Cost : 4000G
  1684. [Range: 3 Sq. / Target: 1#]. An Artificial Regalia created from a sawn-off shotgun. Exceptional in close quarters combat.
  1685. While [Equipped], once per combat, gain +1 to {Accuracy}. This [Weapon] may only be used to make a [Physical Attack] once per round.
  1686.  
  1687. ※ Kaltherzig
  1688. Restrict : Martial / Utility
  1689. Mode : One Hand
  1690. ACC : +1
  1691. PD : (5)
  1692. INIT : None
  1693. Cost : 4000G
  1694. [Range: 8 Sq. / Target: 1#]. An automatic handgun-type Artificial Regalia created using a Sig Sauer as a base. It boasts high performance.
  1695. While [Equipped], once per round, increase [Target] of the user's [Physical Attack] by 1#.
  1696.  
  1697. Etherboard
  1698. Restrict : None
  1699. Mode : Two Hand
  1700. ACC : +1
  1701. PD : +5
  1702. INIT : +1
  1703. Cost : 4000G
  1704. [Range: Charge 2 Sq. / Target: 1#]. A surfboard-type Artificial Regalia developed by the Black Eagle Group. It floats by drawing on an area's ambient spirit energy, drawing it in to use as propulsion.
  1705. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves].
  1706.  
  1707. ※ John Smith
  1708. Restrict : Martial
  1709. Mode : One Hand
  1710. ACC : None
  1711. PD : (6)
  1712. INIT : +2
  1713. Cost : 4400G
  1714. [Range: 8 Sq. / Target: 1#]. An automatic handgun-type Artificial Regalia based on the M1911 series.
  1715. While [Equipped], when performing a [Physical Attack], increase [Physical Damage] to non-[Boss] [Mononoke / Godhunters] by +5.
  1716.  
  1717. O'will
  1718. Restrict : Freelance
  1719. Mode : Two Hand
  1720. ACC : None
  1721. PD : +7
  1722. INIT : +5
  1723. Cost : 4000G
  1724. [Range: Charge 4 Sq. / Target: 1#]. An intelligent, variable vehicle that travelled to earth from elsewhere.
  1725. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves]. Also, if you spend 1x [Start] timing, gain +1 to {Evasion} checks until after [Timing: End] of the current round.
  1726.  
  1727. ※ Donner Schlag
  1728. Restrict : None
  1729. Mode : One Hand
  1730. ACC : None
  1731. PD : (7)
  1732. INIT : None
  1733. Cost : 4400G
  1734. [Range: 8 Sq. / Target: 1#]. A versatile and easy-to-use Artificial Regalia used by the USP.
  1735. While [Equipped], once per round, increase [Target] of the user's [Physical Attack] by 1#.
  1736.  
  1737. Violent Thread
  1738. Restrict : Utility
  1739. Mode : Two Hand
  1740. ACC : +1
  1741. PD : +9
  1742. INIT : -2
  1743. Cost : 5000G
  1744. [Range: {Strength}+1 Sq. / Target: 1#]. A combat-ready Artificial Regalia constructed from copper wires. It boasts unimaginable tension and can cut everything with its inherent spirit energy.
  1745. While [Equipped], [Physical Attacks] made with this weapon are treated as [Special Attacks].
  1746.  
  1747. ※ Mad Bull
  1748. Restrict : None
  1749. Mode : One Hand
  1750. ACC : +1
  1751. PD : (7)/(8)
  1752. INIT : -1/0
  1753. Cost : 5000G
  1754. [Range: 8 Sq. / Target: 1#]. A large-bore, revolver-type Artificial Regalia based on the Raging Bull.
  1755. While [Equipped], once per round, inflict [Shift: Fallen] on [Targets] that fail their {Evasion} check.
  1756.  
  1757. High Servant
  1758. Restrict : Mages Association
  1759. Mode : Two Hands
  1760. ACC : +1
  1761. PD : +9
  1762. INIT : -2
  1763. Cost : 3000G
  1764. [Range: 7 Sq. / Target: 1#]. A combat-use Cursed Doll based on homonculus, which has been heavily modded. It is intelligent enough to carry messages, and can support its user by sharing its senses with them.
  1765. While [Equipped], gain +3 to [Armor] and {Strength} checks. Also, gain [Sense: Magic].
  1766.  
  1767. ※ Storm Cracker
  1768. Restrict : Martial / Utility
  1769. Mode : Two Hand
  1770. ACC : None
  1771. PD : (5)
  1772. INIT : +3
  1773. Cost : 6000G
  1774. [Range: 5 Sq. / Target: Area]. A heavily modified variant of the grenade launcher.
  1775. While [Equipped], once per round, inflict [Shift: Fallen] on [Targets] that took even one point of [Damage] from a [Physical Attack].
  1776.  
  1777. ※ Sterilizer
  1778. Restrict : Martial
  1779. Mode : Two Hand
  1780. ACC : +1
  1781. PD : (6)
  1782. INIT : None
  1783. Cost : 6000G
  1784. [Range: 4 Sq. / Target: Area]. An enhanced version of Burnout. The holy flames it emits scorch everything.
  1785. While [Equipped], bestow [Element: Fire] on [Physical Attacks]. Also, once per round, [Targets] reduce their [Armor] by 5 (to a minimum of 0).
  1786.  
  1787. Spirit Halo
  1788. Restrict : Martial / Utility
  1789. Mode : Two Hand
  1790. ACC : None
  1791. PD : +7
  1792. INIT : +2
  1793. Cost : 6000G
  1794. [Range: {Strength}+2 / Target: 1#]. A chakram-type Artificial Regalia that emits spiritual light from its blade.
  1795. While [Equipped], treat as if [Unarmed]. Also, throwing this [Weapon] does not render it unuseable.
  1796.  
  1797. ※ Undertaker
  1798. Restrict : Templars
  1799. Mode : Two Hand
  1800. ACC : +1
  1801. PD : (9)/(10)
  1802. INIT : -1/None
  1803. Cost : 6000G
  1804. [Range: 6 Sq. / Target: 1#]. A gun that fires sacred nails that can inhibit regeneration techniques.
  1805. While [Equipped], once per combat, when performing a [Physical Attack], a [Target] that fails their [Reactive Check] gains a -20 modifier to [Recovery] until after [Timing: End] of the next round.
  1806.  
  1807. Wire Dagger
  1808. Restrict : Dark Hunter
  1809. Mode : One Hand
  1810. ACC : +1
  1811. PD : +7
  1812. INIT : None
  1813. Cost : 8000G
  1814. [Range: {Agility} / Target: 1#]. A shuriken attached to a dagger-type Artificial Regalia via a thin wire.
  1815. While [Equipped], once per combat, a [Target] that took at least one point of [Physical Damage] reduces the speed of their [Movement] by -2 squares.
  1816.  
  1817. ※ Fury Road
  1818. Restrict : Martial
  1819. Mode : One Hand
  1820. ACC : +1
  1821. PD : (7)
  1822. INIT : +1
  1823. Cost : 8000G
  1824. [Range: 4 Sq. / Target: 1#]. A more powerful version of the Sawn-Off. In addition to higher power, it boasts a longer range.
  1825. While [Equipped], once per combat, gain +2 to {Accuracy}. This [Weapon] may only be used to make a [Physical Attack] once per round.
  1826.  
  1827. Repdigit Dice
  1828. Restrict : Martial
  1829. Mode : One Hand
  1830. ACC : +1
  1831. PD : +7
  1832. INIT : +2
  1833. Cost : 8000G
  1834. [Range: {Strength} / Target: 1#]. A dice-type Artificial Regalia that holds the spirit of gamblers.
  1835. While [Equipped], once per round, when the total of an {Accuracy} roll is even (Before [Influence]), gain +2d6 to [Physical Damage]. Also, throwing this [Weapon] does not render it unusable.
  1836.  
  1837. Serial Dice
  1838. Restrict : Utility
  1839. Mode : One Hand
  1840. ACC : None
  1841. PD : +8
  1842. INIT : +1
  1843. Cost : 8000G
  1844. [Range: {Agility} / Target: 3#]. A dice-type Artificial Regalia that holds the wit of gamblers.
  1845. While [Equipped], once per round, when the total of an {Accuracy} roll is odd (Before [Influence]), gain +2d6 to [Physical Damage]. Also, throwing this [Weapon] does not render it unusable.
  1846.  
  1847. ※ Vertrauen
  1848. Restrict : None
  1849. Mode : One Hand
  1850. ACC : +1
  1851. PD : (8)
  1852. INIT : +1
  1853. Cost : 8000G
  1854. [Range: 8 Sq. / Target: 3#]. A high-performance automatic revolver based on the Kaltherzig. These pistols are very rare.
  1855. While [Equipped], once per round, increase [Target] of the user's [Physical Attack] by +1#.
  1856.  
  1857. ※ Get Wild
  1858. Restrict : Martial
  1859. Mode : Switch Hand
  1860. ACC : +1
  1861. PD : (8)/(9)
  1862. INIT : -1/None
  1863. Cost : 8000G
  1864. [Range: 7 Sq. / Target: 1#]. A high-performance, large-bore revolver-type Artificial Regalia manufactured based off of the Colt Python.
  1865. While [Equipped], when performing a [Physical Attack], increase [Physical Damage] to non-[Boss] [Mononoke / Godhunters] by +10.
  1866.  
  1867. ※ Flame Dragon
  1868. Restrict : Martial / Utility
  1869. Mode : Two Hand
  1870. ACC : None
  1871. PD : (10)/(11)
  1872. INIT : -1/None
  1873. Cost : 8000G
  1874. [Range: 8 Sq. / Target: 1#]. A high-performance assault rifle-style Artificial Regalia based on the latest-model M4 Carbine.
  1875. While [Equipped], once per round, change the [Target] of the user's [Physical Attack] to [Area].
  1876.  
  1877. ※ Potion Launcher
  1878. Restrict : Sumizuka
  1879. Mode : Two Hand
  1880. ACC : +1
  1881. PD : (10)
  1882. INIT : +1
  1883. Cost : 8000G
  1884. [Range: 7 Sq. / Target: 1#]. An Artificial Regalia based on the Type-64 rifle, with a special underslung grenade launcher.
  1885. While [Equipped], spend 1x [Timing: Prep] to use any [Item: Consumable] with [Range: 5 Sq. / Target: 1#].
  1886.  
  1887. Hero's Greatbow
  1888. Restrict : Martial / Utility
  1889. Mode : Two Hands
  1890. ACC : None
  1891. PD : +11
  1892. INIT : None
  1893. Cost : 8000G
  1894. [Range: 7 Sq. / Target: 1#]. A replica of a greatbow used by ancient heroes, converted into an Artificial Regalia.
  1895. While [Equipped], by spending 1x [Prep] when making an [Attack Action], gain +1 [Rank].
  1896.  
  1897. Red Griffon
  1898. Restrict : Martial
  1899. Mode : Two Hand
  1900. ACC : -1
  1901. PD : +11
  1902. INIT : +2
  1903. Cost : 8000G
  1904. [Range: Charge 4 Sq. / Target: 1#]. A high-performance motorcycle-type Artificial Regalia developed by Far East Heavy Industries.
  1905. While [Equipped], user is able to make [Ranged Attacks] and [Magical Attacks] after a [Combat Move]. Also, once per combat, gain +5 to [Initiative] until after [Timing: End] of the current round.
  1906.  
  1907. uardian Beast King
  1908. Restrict : Contractor
  1909. Mode : Two Hand
  1910. ACC : -1
  1911. PD : +11
  1912. INIT : +2
  1913. Cost : 8000G
  1914. [Range: Charge 4 Sq. / Target: 1#]. A powerful beast that holds one of the highest ranks among bound steeds.
  1915. While [Equipped], user is able to make [Ranged Attacks] and [Magical Attacks] after a [Combat Move]. Also, once per round, change the [Range] of an [Attack Action] to [5 Sq.].
  1916.  
  1917. Silent Assassin
  1918. Restrict : Alkeny
  1919. Mode : Two Hand
  1920. ACC : +1
  1921. PD : +11
  1922. INIT : None
  1923. Cost : 8000G
  1924. [Range: {Strength} Sq. / Target: 1#]. A specialized longbow developed for assassination purposes. It contains a spirit jammer that reduces the amount of killing intent the user emits at the time of attack.
  1925. While [Equipped], gain an additional +10 to [Damage Calculation] when under the effects of [Shift: Assault].
  1926.  
  1927. ※ Scream
  1928. Restrict : Legion
  1929. Mode : Two Hand
  1930. ACC : +1
  1931. PD : (12)
  1932. INIT : -1
  1933. Cost : 8000G
  1934. [Range: 8 Sq. / Target: 1#]. A rocket launcher-type Artificial Regalia. This weapon is fully portable and used for Anti-Drone warfare.
  1935. While [Equipped], when performing a [Physical Attack] on [Type: Mechanical], gain a +[1d6x5] modifier to [Damage Calculation]; however, this [Weapon] may only be used to make a [Physical Attack] once per round.
  1936.  
  1937. Zwei Schutzen
  1938. Restrict : Legion
  1939. Mode : One Hand
  1940. ACC : +1
  1941. PD : (10)
  1942. INIT : None
  1943. Cost : 10000G
  1944. [Range: 8 Sq. / Target: 1#]. A special, handgun-type Artificial Regalia made from two large-caliber pistols connected together. Because of the stopping power of both guns, it hits with extreme force.
  1945. While [Equipped], once per round, the [Target] of a [Physical Attack] that took [Damage] recieves [Shift: Fallen].
  1946.  
  1947. Disk Saucer
  1948. Restrict : Martial
  1949. Mode : Two Hand
  1950. ACC : +1
  1951. PD : +10
  1952. INIT : +1
  1953. Cost : 10000G
  1954. [Range: 7 Sq. / Target: 1#]. A special Artificial Regalia that spins and launches consecrated circular sawblades.
  1955. While [Equipped], once per round, [Targets] reduce their [Armor] by 5 (to a minimum of 0).
  1956.  
  1957. ※ Water Splash
  1958. Restrict : Utility
  1959. Mode : Two Hands
  1960. ACC : +1
  1961. PD : (10)
  1962. INIT : None
  1963. Cost : 10000G
  1964. [Range: 10 Sq. / Target: 1#]. A water cutter-type Artificial Regalia with special modifications. It blasts holy water at such a high pressure that it shears through physical objects.
  1965. While [Equipped], bestow [Element: Cold] on [Physical Attacks]. Also, [Targets] reduce their [Armor] by 3 (to a minimum of 0).
  1966.  
  1967. ※ Stun Buster
  1968. Restrict : Martial
  1969. Mode : Two Hand
  1970. ACC : +1
  1971. PD : (11)
  1972. INIT : None
  1973. Cost : 10000G
  1974. [Range: 5 Sq. / Target: 1#]. A special, howitzer-type Artificial Regalia that fires projectiles that explode in a cross shape.
  1975. While [Equipped], targets that fail their {Evade} check may be moved up to 3 Sq away, ignoring [Engagements]; however, this [Weapon] may only be used to make a [Physical Attack] once per round.
  1976.  
  1977. ※ Enhanced Carbine
  1978. Restrict : Martial
  1979. Mode : Two Hands
  1980. ACC : None
  1981. PD : (11)
  1982. INIT : +2
  1983. Cost : 10000G
  1984. [Range: 7 Sq. / Target: 1#]. A high durability, high performance Artificial Regalia based on the HK416 Carbine.
  1985. While [Equipped], increase the [Target] of [Physical Attacks] by +2#.
  1986.  
  1987. ※ Hydra Custom
  1988. Restrict : Legion
  1989. Mode : Switch Hand
  1990. ACC : +1
  1991. PD : (11)/(12)
  1992. INIT : -1/None
  1993. Cost : 10000G
  1994. [Range: 6 Sq. / Target: 1#]. An extra-large revolver-type Artificial Regalia specially-made for Anti-Mononoke activities.
  1995. While [Equipped], when performing a [Physical Attack], increase [Physical Damage] to non-[Boss] [Mononoke] by +20.
  1996.  
  1997. ※ Pile Cannon
  1998. Restrict : Martial
  1999. Mode : Two Hand
  2000. ACC : None
  2001. PD : (13)
  2002. INIT : None
  2003. Cost : 10000G
  2004. [Range: 2 Sq. / Target: 1#]. A powerful Pile Driver-type Artificial Regalia that can launch massive stakes at high speed.
  2005. While [Equipped], when performing a [Physical Attack], [Halve] the [Target]'s [Armor]; however, this [Weapon] may only be used to make a [Physical Attack] once per round.
  2006.  
  2007. Kamui Greatbow
  2008. Restrict : Martial / Utility
  2009. Mode : Two Hands
  2010. ACC : None
  2011. PD : +13
  2012. INIT : None
  2013. Cost : 10000G
  2014. [Range: 10 Sq. / Target: 1#]. A replica of a bow known in lore, made into an Artificial Regalia. Its power cannot be measured.
  2015. While [Equipped], by spending 1x [Prep] or [Start] when making an [Attack Action], gain +1 [Rank].
  2016.  
  2017. High-Ranking Beast
  2018. Restrict : Contractor
  2019. Mode : Two Hand
  2020. ACC : None
  2021. PD : +13
  2022. INIT : None
  2023. Cost : 10000G
  2024. [Range: Charge 5 Sq. / Target: 1#]. A divine beast that works in tandem with its contractor on the battlefield.
  2025. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves]. Also, once per round, change the [Range] of an [Attack Action] to [5 Sq.].
  2026.  
  2027. ※ Hachikyukai
  2028. Restrict : Super Defense Force
  2029. Mode : Two Hand
  2030. ACC : +1
  2031. PD : (13)
  2032. INIT : None
  2033. Cost : 10000G
  2034. [Range: 7 Sq. / Target: 1#]. An automatic rifle-type Artificial Regalia based on the Type-89 Rifle.
  2035. While [Equipped], by spending 1x [Start], increase the [Target] of [Physical Attacks] by +2# until after [Timing: End] of the current round.
  2036.  
  2037. A.C.S
  2038. Restrict : Black Eagle Group
  2039. Mode : Two Hand
  2040. ACC : +1
  2041. PD : +12
  2042. INIT : +1
  2043. Cost : 10000G
  2044. [Range: Charge 3 Sq. / Target: 1#]. *Prototype Powered Armor modified for personal use. Capable of changing between humanoid and multi-legged modes.
  2045. While [Equipped], gain +3 to [Armor] and [Barrier]. Additionally, [A.C.S] can only be [Equipped] while the user is [Equipped] with [Restrict: Cyborg] [Armor].
  2046.  
  2047. Gamble
  2048. Restrict : None
  2049. Mode : Two Hand
  2050. ACC : None
  2051. PD : +13
  2052. INIT : +1
  2053. Cost : 13000G
  2054. [Range: {Agility} / Target: 3#]. Powerful, dice-type Artificial Regalia.
  2055. While [Equipped], once per session, when an {Accuracy} roll is a [Fumble], change it to a [Critical] and gain +10 to [Physical Damage]. Also, throwing this [Weapon] does not render it unusable.
  2056.  
  2057. ※ Coffin Arms
  2058. Restrict : Legion
  2059. Mode : Two Hand
  2060. ACC : +1
  2061. PD : (14)
  2062. INIT : None
  2063. Cost : 13000G
  2064. [Range: 9 Sq. / Target: 1#]. A coffin-shaped Artificial Regalia packed with large firearms such as heavy machine guns and large-caliber howitzers.
  2065. While [Equipped], change the [Target] of [Physical Attacks] to [Area]. Also, [Targets] reduce their [Armor] by 5 (to a minimum of 0).
  2066.  
  2067. Guardian Deity
  2068. Restrict : Contractor
  2069. Mode : Two Hand
  2070. ACC : None
  2071. PD : +14
  2072. INIT : +1
  2073. Cost : 13000G
  2074. [Range: Charge 4 Sq. / Target: 1#]. The strongest of Bound steeds and Heroic Spirits.
  2075. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves]. Also, once per round, gain +1 [Physical Rank] when performing a [Physical Attack].
  2076.  
  2077. ※ Genocide Pledge
  2078. Restrict : Martial
  2079. Mode : Two Hand
  2080. ACC : -1
  2081. PD : (15)
  2082. INIT : +2
  2083. Cost : 13000G
  2084. [Range: 6 Sq. / Target: 1#]. A large-bore, revolver-type Artificial Regalia based on the Pfeifer Zeliska. It fires a unique Anti-God Nitro Express bullet.
  2085. While [Equipped], when performing a [Physical Attack], increase [Physical Damage] to non-[Boss] [Mononoke ] by +20.
  2086.  
  2087. ※ A.W.S
  2088. Restrict : Cyborg
  2089. Mode : Two Hand
  2090. ACC : None
  2091. PD : (15)
  2092. INIT : None
  2093. Cost : 13000G
  2094. [Range: 10 Sq. / Target: 1#]. A small missile pod-type Artificial Regalia equipped with an AEGIS system.
  2095. While [Equipped], once per combat, [Halve] [Damage] received from [Targets] outside of [Range: Engaged].
  2096.  
  2097. Heavenly Arrow
  2098. Restrict : FEHI
  2099. Mode : Two Hand
  2100. ACC : None
  2101. PD : (15)
  2102. INIT : None
  2103. Cost : 13000G
  2104. [Range: Combat Zone / Target: Area]. A kinetic weapon system that launches projectiles from a sattelite in orbit.
  2105. While [Equipped], bestow [Element: Magnet] to [Physical Attacks]. Also, [Halve] the [Armor] of the [Target] of a [Physical Attack]; however, this [Weapon] may only be used to make a [Physical Attack] once per round.
  2106.  
  2107. ※ Fianna Dona
  2108. Restrict : Martial / Utility
  2109. Mode : Two Hand
  2110. ACC : +1
  2111. PD : (15)
  2112. INIT : -7
  2113. Cost : 16000G
  2114. [Range: 10 Sq. / Target: 1#]. A powerful rifle-type Artificial Regalia based on the Gebert series.
  2115. While [Equipped], when making a [Physical Attack], [Halve] the [Target]'s [Armor]; however, this [Weapon] may only be used to make a [Physical Attack] once per round.
  2116.  
  2117. ※ Artillery System
  2118. Restrict : Cyborg
  2119. Mode : Two Hand
  2120. ACC : None
  2121. PD : (16)
  2122. INIT : None
  2123. Cost : 16000G
  2124. [Range: 10 Sq. / Target: 1#]. Artificial Regalia created from artillery-class cannons once mounted on tanks, battleships, combat aircraft, and more, modified to be man-portable.
  2125. While [Equipped], gain +1 [Size]. Also, once per round, change the [Range] of a [Physical Attack] to [Area].
  2126.  
  2127. Daisuke Hachiman
  2128. Restrict : Martial / Utility
  2129. Mode : Two Hands
  2130. ACC : None
  2131. PD : +16
  2132. INIT : None
  2133. Cost : 16000G
  2134. [Range: {Strength} Sq. / Target: 3#]. A large bow-type Artificial Regalia that bestows the protection of a war god.
  2135. While [Equipped], when making a [Physical Attack], gain +1 [Rank].
  2136.  
  2137. ※ Immortal Banish
  2138. Restrict : Martial
  2139. Mode : Two Hand
  2140. ACC : None
  2141. PD : (16)
  2142. INIT : None
  2143. Cost : 16000G
  2144. [Range: 8 Sq. / Target: 1#]. A further modification of the Enhanced Carbine. It boasts the highest performance in the world.
  2145. While [Equipped], increase the [Target] of [Physical Attacks] by +2#.
  2146.  
  2147. ※ Daybreak
  2148. Restrict : Cyborg
  2149. Mode : Two Hand
  2150. ACC : -1
  2151. PD : (17)
  2152. INIT : None
  2153. Cost : 16000G
  2154. [Range: Combat Zone / Target: Area]. A satellite-type Artificial Regalia equipped with an Anti-God beam cannon.
  2155. While [Equipped], bestow [Element: Light] on [Physical Attacks]; however, this [Weapon] may only be used to make a [Physical Attack] once per round.
  2156.  
  2157. ------------------------
  2158. Form: Magical [XXXA-6]
  2159. ------------------------
  2160. Defense Smartphone
  2161. Restrict : Digital Sorcerer
  2162. Mode : One Hand
  2163. CNJ : -1
  2164. MD : +4
  2165. INIT : -1
  2166. Cost : 2000G
  2167. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: Shock / Rank: 2]. *A smartphone-type Artificial Regalia with excellent portability. Defensive programs can protect its user in an instant.*
  2168. While [Equipped], once per combat, gain +5 [Armor].
  2169.  
  2170. Magic Tablet
  2171. Restrict : Shikimi / Specprov
  2172. Mode : One Hand
  2173. CNJ : None
  2174. MD : +4
  2175. INIT : -1
  2176. Cost : 2000G
  2177. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A tablet-type Artificial Regalia that can access a database jointly-operatd by both organizations.
  2178. While [Equipped], once per combat, spend 1x [Timing: Prep] and perform [Maneuver: Identify ({Intellect} Check)] on a [Range: Combat Zone / Target: 1#].
  2179.  
  2180. Mystic Arms
  2181. Restrict : None
  2182. Mode : Two Hand
  2183. CNJ : -1
  2184. MD : +4
  2185. INIT : -1
  2186. Cost : 3000G
  2187. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A magical weapon-type Artificial Regalia. THey come in various forms such as canes, daggers, grimoires, and jewels.
  2188. While [Equipped], once per round, gain +1# to the [Target] of a [Magic Attack].
  2189.  
  2190. Exorcist Onusa
  2191. Restrict : None
  2192. Mode : Two Hand
  2193. CNJ : None
  2194. MD : +4
  2195. INIT : -3
  2196. Cost : 3000G
  2197. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A shinto paper wand that holds destructive power.
  2198. While [Equipped], the [Range] of the user's [Magical Attacks] gets +2 Sq. (If [Engaged], it becomes 2 Sq.; if [Charge 2 Sq] it becomes [Charge 3 Sq]).
  2199.  
  2200. Artificial Eye
  2201. Restrict : Sumizuka / B.E.G
  2202. Mode : One Hand
  2203. CNJ : +1
  2204. MD : +4
  2205. INIT : -2
  2206. Cost : 3000G
  2207. [Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An elaborate artificial eye developed by Sumizuka Pharmaceutical. In conjunction with nerves in the arm, the eye fires at predetermined times.
  2208. While [Equipped], [Targets] reduce their [Barrier] by 3 (to a minimum of 0).
  2209.  
  2210. Exorcist Staff
  2211. Restrict : DHS
  2212. Mode : Switch Hand
  2213. CNJ : +1
  2214. MD : +4/+5
  2215. INIT : -2/-1
  2216. Cost : 3000G
  2217. [Magical Attack / Range: 5 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A metal staff created via lost, ancient metalworking techniques. When filled with spirit energy, they emit a holy sound.
  2218. While [Equipped], when making [Magic Attacks] against [Class: Undead - Chaos], gain +1 [Magical Rank].
  2219.  
  2220. Magic Mirror
  2221. Restrict : Magus
  2222. Mode : Two Hand
  2223. CNJ : None
  2224. MD : +5
  2225. INIT : -3
  2226. Cost : 3000G
  2227. [Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: Toxin / Rank: 2] A mirror that possesses magic power.
  2228. While [Equipped], increase [Magic Damage] against non-[Boss] [Godhunters] by +5.
  2229.  
  2230. Ghost Camera
  2231. Restrict : None
  2232. Mode : Two Hand
  2233. CNJ : None
  2234. MD : +5
  2235. INIT : -2
  2236. Cost : 3000G
  2237. [Magical Attack / Range: 4 Sq. / Target: 1# / Resist: Cancel / Element: Light / Rank: 2] A camera-type Artificial Regalia that uses a mirror as a reflector. A dangerous and powerful magical weapon that saps the spirit energy of its target.
  2238. While [Equipped], [Targets] reduce their [Barrier] by 3 (to a minimum of 0).
  2239.  
  2240. Magic Revolver
  2241. Restrict : None
  2242. Mode : Two Hand
  2243. CNJ : None
  2244. MD : +5
  2245. INIT : -3
  2246. Cost : 4000G
  2247. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] This is a large, revolver-type Artificial Regalia that can transform its user's spirit energy into bullets.
  2248. While [Equipped], once per round, increase the [Target] of [Magical Attacks] by +1#.
  2249.  
  2250. Spirit-Sealing Stone
  2251. Restrict : Elder Mage
  2252. Mode : Two Hand
  2253. CNJ : -1
  2254. MD : +6
  2255. INIT : -2
  2256. Cost : 4000G
  2257. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: Shock / Rank: 2] This Jewel-type artificial regalia harbors a large amount of spirit energy.
  2258. While [Equipped], the [Range] of the user's [Magical Attacks] gets +2 Sq. (If [Engaged], it becomes 2 Sq.; if [Charge 2 Sq] it becomes [Charge 3 Sq]).
  2259.  
  2260. Divine Weapon
  2261. Restrict : Divine Talker
  2262. Mode : Switch Hand
  2263. CNJ : None
  2264. MD : +4/+5
  2265. INIT : +1/+2
  2266. Cost : 5000G
  2267. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: Shock / Rank: 2] An artificial regalia that amplifies the power emitted from songs and scriptures. The form is variable, and can be anything from a sword to a book.
  2268. While [Equipped], [Style: Divine Talker / Timing: Attack] [Talents] gain a +5 modifier at [Damage Calculation].
  2269.  
  2270. Magus Musket
  2271. Restrict : Mages Association / Rozenskull
  2272. Mode : Two Hand
  2273. CNJ : +1
  2274. MD : +5
  2275. INIT : None
  2276. Cost : 5000G
  2277. [Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: Wind / Rank: 2] An old-fashioned musket-type Artificial Regalia. It uses bullet-type Artificial Regalia as ammunition.
  2278. While [Equipped], once per combat, change the [Target] of a [Magic Attack] to [Area].
  2279.  
  2280. Reinforced Spirit Gun
  2281. Restrict : Contractor
  2282. Mode : Switch Hand
  2283. CNJ : None
  2284. MD : +5 / +6
  2285. INIT : None / +1
  2286. Cost : 5,000G
  2287. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A specially-enhanced spirit gun.
  2288. While [Equipped], gain +1d6 [Damage] to the [Attack Actions] of a [Bound Primal].
  2289.  
  2290. Ghost Warrior
  2291. Restrict : Utility / Arcane
  2292. Mode : Two Hand
  2293. CNJ : None
  2294. MD : +8
  2295. INIT : -1
  2296. Cost : 5,000G
  2297. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A soul reinforced with a curse. Beautiful girl types are especially popular.
  2298. While [Equipped], once per round, gain +5 [Magical Damage].
  2299.  
  2300. Spirit Missile
  2301. Restrict : Legion
  2302. Mode : Two Hand
  2303. CNJ : -1
  2304. MD : +7
  2305. INIT : -2
  2306. Cost : 5,000G
  2307. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A missile pod artifical regalia.
  2308. While [Equipped], when performing a [Magical Attack] on [Class: Mechanical], gain +[1d6x5] [Magical Damage]. However, this [Weapon] may only be used to perform a [Magical Attack] once per round.
  2309.  
  2310. Malleus Maleficarum
  2311. Restrict : Templars
  2312. Mode : Two Hand
  2313. CNJ : None
  2314. MD : +7
  2315. INIT : None
  2316. Cost : 5,000G
  2317. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: Fire / Rank: 1]. An old witch-hunting guide, which is an artificial regalia. Proof of the sins in the dark history of the church which must not be forgotten.
  2318. While [Equipped], when making a making a [Magical Attack] against [Class: Humanoid / Chaos], gain +1 [Magical Rank].
  2319.  
  2320. Magician's Wand
  2321. Restrict : Mage's Association / Magus
  2322. Mode : Switch Hand
  2323. CNJ : None
  2324. MD : +7 / +8
  2325. INIT : -4 / -3
  2326. Cost : 5,000G
  2327. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A wand-type artificial regalia used by orthodox magicians. It applies an invisible wall around the owner.
  2328. While [Equipped], gain +5 [Armor].
  2329.  
  2330. Spirit Camera
  2331. Restrict : None
  2332. Mode : Two Hand
  2333. CNJ : -1
  2334. MD : +8
  2335. INIT : -4
  2336. Cost : 5,000G
  2337. [Form: Magic / Range: 4 Sq. / Target: 1# / Resist: Cancels / Element: Light / Rank: 2]. A camera that has the power to eat the soul itself from the subject.
  2338. While [Equipped], once per round, the Target of a [Magical Attack] reduces [Barrier] by 5 (Minimum 0).
  2339.  
  2340. Book of Dzyan
  2341. Restrict : Arkham
  2342. Mode : Two Hands
  2343. CNJ : None
  2344. MD : +8
  2345. INIT : -1
  2346. Cost : 5,000G
  2347. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A historical book on pre-human civilization in ancient atlantis.
  2348. While [Equipped], gain +3 to {Intellect} checks. Addtionally, once per combat, change one [Spirit Dice] to [Overflow].
  2349.  
  2350. Magic Broom
  2351. Restrict : Arcane
  2352. Mode : Two Hand
  2353. CNJ : None
  2354. MD : +4
  2355. INIT : -1
  2356. Cost : 6,000G
  2357. [Form: Magic / Range: Charge 4 Sq. / Target: 1# / Resist: Cancels / Element: Wind / Rank: 2]. A broom-type artifical regalia with combat enhancements.
  2358. While [Equipped], user is able to make [Magical Attacks] even after a [Combat Move]. Additionally, once per round, the user may change the [Range] of a [Magical Attack] to [Charge 7 Sq].
  2359.  
  2360. Chronos Scissor
  2361. Restrict : Time Wizard
  2362. Mode : Switch Hand
  2363. CNJ : None
  2364. MD : +4 / +5
  2365. INIT : -2 / -1
  2366. Cost : 6,000G
  2367. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: Magnet / Rank: 2]. A scissor-type artificial regalia remniscient of the short and long hands of a clock. The user can cut out a specific moment of space-time.
  2368. While [Equipped], once per combat, [Range: 7 Sq. / Target: 1#] gains -2 to the result of a [Check].
  2369.  
  2370. Pioneer Staff
  2371. Restrict : Arcane
  2372. Mode : Two Hand
  2373. CNJ : None
  2374. MD : +5
  2375. INIT : -2
  2376. Cost : 6,000G
  2377. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: Phantom / Rank: 2]. A replica of the blessed staff given to those who continue to seek knowledge.
  2378. While [Equipped], once per session, gain 1 [Overflow].
  2379.  
  2380. Ferryman's Lantern
  2381. Restrict : None
  2382. Mode : Two Hand
  2383. CNJ : None
  2384. MD : +6
  2385. INIT : -3
  2386. Cost : 6,000G
  2387. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: Fire / Rank: 2]. A lantern made up of a three-way handicraft that has been converted into an artificial regalia.
  2388. While [Equipped], gain [Remove: Darkness]. Additionally, the user does not receive "dark place" penalties (Core p152).
  2389.  
  2390. Evil-Purging Onusa
  2391. Restrict : None
  2392. Mode : Two Hand
  2393. CNJ : -1
  2394. MD : +7
  2395. INIT : -1
  2396. Cost : 6,000G
  2397. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A poweful paper wand that exterminates evil. Somewhat difficult to handle.
  2398. While [Equipped], when performing a [Magical Attack] against [Class: Undead / Chaos], gain +1 [Magical Rank].
  2399.  
  2400. Eight Million Gods Mirror
  2401. Restrict : Saionji
  2402. Mode : Two Hand
  2403. CNJ : +1
  2404. MD : +8
  2405. INIT : -2
  2406. Cost : 6,000G
  2407. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: Phantom / Rank: 2]. A proof of friendship given by the three pillars of Nushi. It grants the blessing of the eight million gods.
  2408. While [Equipped], gain +5 [Barrier], and +2 to {Luck} checks.
  2409.  
  2410. Legendary Contract Beast
  2411. Restrict : Contractor
  2412. Mode : Two Hand
  2413. CNJ : None
  2414. MD : +8
  2415. INIT : -3
  2416. Cost : 6,000G
  2417. [Form: Magic / Range: Charge 5 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A legendary contracted summon told about in lore.
  2418. While [Equipped], user may perform [Ranged Attacks] and [Magical Attacks] after a [Combat Move]. Additionally, once per round, change the [Range] of a [Magical Attack] to [Charge 5 Sq].
  2419.  
  2420. Assault Smartphone
  2421. Restrict : Digital Sorcerer
  2422. Mode : One Hand
  2423. CNJ : +1
  2424. MD : +5
  2425. INIT : none
  2426. Cost : 8,000G
  2427. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: Shock / Rank: 2]. A powerful smartphone-type artificial regalia. Attack magic programs strengthen the owner.
  2428. While [Equipped], once per combat while performing a [Magical Attack], the target [Halves] their [Barrier].
  2429.  
  2430. Ether Card
  2431. Restrict : Utility, Arcane
  2432. Mode : Two Hand
  2433. CNJ : None
  2434. MD : +6
  2435. INIT : +2
  2436. Cost : 8,000G
  2437. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: Wind / Rank: 2]. A throwing card artificial regalia that can be filled with spirit power. Explodes on contact.
  2438. While [Equipped], once per round, gain +1# to the [Target] of a [Magical Attack].
  2439.  
  2440. Ring of Spirit
  2441. Restrict : None
  2442. Mode : Two Hand
  2443. CNJ : +1
  2444. MD : +8
  2445. INIT : -2
  2446. Cost : 8,000G
  2447. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: Light / Rank: 2]. Multiple ring-type artificial regalia. Despite their small size, they have incredible performance.
  2448. While [Equipped], once per round, gain +1# to the [Target] of a [Magical Attack].
  2449.  
  2450. Cyber Summoning Gun
  2451. Restrict : Contractor
  2452. Mode : Two Hand
  2453. CNJ : None
  2454. MD : +9
  2455. INIT : -1
  2456. Cost : 8,000G
  2457. [Form: Magic / Range: 10 Sq. / Target: 1# / Resist: Cancels / Element: Shock / Rank: 2]. A state of the art magic gun.
  2458. While [Equipped], treat as though [Equipped] with a [Restrict: Digital Sorcerer] [Item], and gain +1d6 [Damage] to the [Attack Actions] of a [Bound Primal].
  2459.  
  2460. Secret Scroll
  2461. Restrict : Utility / Arcane
  2462. Mode : Two Hand
  2463. CNJ : none
  2464. MD : +10
  2465. INIT : -2
  2466. Cost : 8,000G
  2467. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: Wind / Rank: 2]. A replica of a scroll with secret oriental magic. An extremely powerful type of artificial regalia.
  2468. While [Equipped], once per combat when performing a [Magical Attack], gain +2 [Magical Rank].
  2469.  
  2470. The Creator
  2471. Restrict : Legion
  2472. Mode : One Hand
  2473. CNJ : +1
  2474. MD : +6
  2475. INIT : +1
  2476. Cost : 10,000G
  2477. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A handgun artificial regalia that creates obstacles.
  2478. While [Equipped], by spending [Timing: Start], place one [Obstacle] equal to a [Large Boulder] within [Range: 7 Sq] in an unoccupied space.
  2479.  
  2480. The Detonator
  2481. Restrict : Legion
  2482. Mode : One Hand
  2483. CNJ : None
  2484. MD : +7
  2485. INIT : +2
  2486. Cost : 10,000G
  2487. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A handgun artificial regalia that destroys obstacles.
  2488. While [Equipped], by spending x1 [Timing: Prep], destroy one [Obstacle] within [Range: 7 Sq], and [Target: 1#] adjacent to that [Obstacle] loses 2d6 {HP}.
  2489.  
  2490. Experienced Mascot
  2491. Restrict : None
  2492. Mode : Switch Hand
  2493. CNJ : +1
  2494. MD : +6 / +7
  2495. INIT : +1 / +2
  2496. Cost : 10,000G
  2497. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A powerful mascot that survived many battles.
  2498. While [Equipped], increase the [Range] of [Magical Attacks] by +2 ([Engaged] becomes [2 Sq.], [2 Sq.] becomes [3 Sq.], etc).
  2499.  
  2500. L'Horloge
  2501. Restrict : Time Wizard
  2502. Mode : Two Hand
  2503. CNJ : +1
  2504. MD : +7
  2505. INIT : +1
  2506. Cost : 10,000G
  2507. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A sword-type artificial regalia with spatio-temporal magic.
  2508. While [Equipped], by spending x1 [Timing: Start], gain +3 [Magical Damage] until [Timing: End].
  2509.  
  2510. Terrible Magical Creature
  2511. Restrict : None
  2512. Mode : Two Hand
  2513. CNJ : +1
  2514. MD : +7 / +8
  2515. INIT : none / +1
  2516. Cost : 10,000G
  2517. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 1]. A terrifying magical creature with a huge body and spiritual power.
  2518. While [Equipped], once per combat when performing a [Magical Attack], the Target [Halves] their [Barrier].
  2519.  
  2520. PvP Smartphone
  2521. Restrict : Digital Sorcerer
  2522. Mode : One Hand
  2523. CNJ : +1
  2524. MD : +8
  2525. INIT : None
  2526. Cost : 10,000G
  2527. [Form: Magic / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: Shock / Rank: 2]. A smartphone type artificial regalia modeled for interpersonal combat.
  2528. While [Equipped], when performing a [Magical Attack] against [Class: Humanoid], gain +5 [Magical Damage].
  2529.  
  2530. Soul Anchor
  2531. Restrict : Arcane
  2532. Mode : Two Hand
  2533. CNJ : +1
  2534. MD : +8
  2535. INIT : None
  2536. Cost : 10,000G
  2537. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: Cold / Rank: 2]. A long wedge-shaped artificial regalia with a curse.
  2538. While [Equipped], once per combat, Targets that take at least 1 point of [Magical Damage] reduce [Move Actions] by 2 (Minimum of 0) until [Timing: End] of the next round.
  2539.  
  2540. Cursed Jewel
  2541. Restrict : None
  2542. Mode : Switch Hand
  2543. CNJ : None
  2544. MD : +8 / +9
  2545. INIT : +1 / +2
  2546. Cost : 10,000G
  2547. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: Toxin / Rank: 2]. A cursed jewel artificial regalia. Extremely beautiful.
  2548. While [Equipped], twice per round, gain +1# to the [Target] of [Magical Attacks].
  2549.  
  2550. Divine Booster
  2551. Restrict : Divine Talker
  2552. Mode : Two Hand
  2553. CNJ : +1
  2554. MD : +8
  2555. INIT : None
  2556. Cost : 10,000G
  2557. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A hand-made artificial regalia that amplifies spiritual power.
  2558. While [Equipped], gain +5 [Damage] to [Style: Divine Talker / Timing: Attack] [Talents].
  2559.  
  2560. Skinbound Forbidden Book
  2561. Restrict : Utility / Arcane
  2562. Mode : Two Hand
  2563. CNJ : None
  2564. MD : +9
  2565. INIT : +1
  2566. Cost : 10,000G
  2567. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: Toxin / Rank: 2]. A manuscript within a magical book bound with the skin of sinners.
  2568. While [Equipped], when performing a [Magical Attack] on [Class: Humanoid - Undead - Chaos], gain +1 [Magical Rank].
  2569.  
  2570. Fantasy Contract Beast
  2571. Restrict : Contractor
  2572. Mode : Two Hand
  2573. CNJ : None
  2574. MD : +10
  2575. INIT : None
  2576. Cost : 10,000G
  2577. [Form: Magic / Range: Charge 5 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. One of the strongest class of contract summons which appears in myths.
  2578. While [Equipped], user may make [Magical Attacks] after a [Combat Move]. Additionally, once per round, change the [Range] of a [Magical Attack] to [Charge 7 Sq].
  2579.  
  2580. Golden Skull
  2581. Restrict : Cults
  2582. Mode : Switch Hand
  2583. CNJ : +1
  2584. MD : +10 / +11
  2585. INIT : -1 / None
  2586. Cost : 10,000G
  2587. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A golden skull, creates to imitate the main god of the Mandala cult.
  2588. While [Equipped], once per combat when performing a [Magical Attack], the Target [Halves] their [Barrier].
  2589.  
  2590. Heroic Spirit Companion
  2591. Restrict : Contractor
  2592. Mode : Two Hand
  2593. CNJ : None
  2594. MD : +11
  2595. INIT : -1
  2596. Cost : 10,000G
  2597. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A soul bound to brotherhood through a strange destiny.
  2598. While [Equipped], user may perform [Magical Attacks] after a [Combat Move]. Additionally, once per round, change the [Target] of an [Attack Action] to [Area].
  2599.  
  2600. Master Manuscript
  2601. Restrict : Arcane
  2602. Mode : Two Hand
  2603. CNJ : None
  2604. MD : +12
  2605. INIT : -2
  2606. Cost : 10,000G
  2607. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A manuscript of a secret book written by a great magician.
  2608. While [Equipped], once per session, change the [Cost] of a [Type: Arcane / Effect Class: Magical Attack] to [Steps].
  2609.  
  2610. Black Magic Key
  2611. Restrict : Rozenskull
  2612. Mode : Two Hand
  2613. CNJ : +1
  2614. MD : +12
  2615. INIT : -2
  2616. Cost : 10,000G
  2617. [Form: Magic / Range: 10 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A sacred book written by Marquis De Gaita himself.
  2618. While [Equipped], once per combat while performing a [Magical Attack] to [Target: 1#], gain +([Target]'s {Conjure} value) to [Magical Damage].
  2619.  
  2620. Archidoxen
  2621. Restrict : Alkeny Materials
  2622. Mode : Two Hand
  2623. CNJ : None
  2624. MD : +14
  2625. INIT : -2
  2626. Cost : 10,000G
  2627. [Form: Magic / Range: 7 Sq. / Target: 2# / Resist: Cancels / Element: None / Rank: 2]. A secret alchemy script written by the founder of the Hohenheims.
  2628. While [Equipped], twice per session by spending x1 [Timing: Prep], gain one [Item: Consumable / Cost: 300G or less].
  2629.  
  2630. Book of M
  2631. Restrict : Mage's Association
  2632. Mode : Two Hand
  2633. CNJ : +1
  2634. MD : +16
  2635. INIT : -3
  2636. Cost : 12,000G
  2637. [Form: Magic / Range: 10 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A book of truths left behind by the founder of the association, Rozen Kreuz. It can only be obtained by those who have been recognized by the Association for significant contributions.
  2638. While [Equipped], reduce [Damage] received by 5.
  2639.  
  2640. L'Horloge D'Reus
  2641. Restrict : Time Wizard
  2642. Mode : Two Hand
  2643. CNJ : +1
  2644. MD : +10
  2645. INIT : None
  2646. Cost : 15,000G
  2647. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: Magnet / Rank: 2]. A consecrated, higher-order L'horloge.
  2648. While [Equipped], by spending x1 [Timing: Start], gain +5 [Magical Damage] until [Timing: End].
  2649.  
  2650. Relic Shard
  2651. Restrict : Divine Talker
  2652. Mode : Two Hand
  2653. CNJ : None
  2654. MD : +10
  2655. INIT : +2
  2656. Cost : 15,000G
  2657. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A special relic that transforms scripture into a weapon.
  2658. While [Equipped], gain +5 [Damage] to [Style: Divine Talker / Timing: Attack] [Talents].
  2659.  
  2660. Legendary Mascot
  2661. Restrict : Martial / Arcane
  2662. Mode : Switch Hand
  2663. CNJ : +1
  2664. MD : +9 / +10
  2665. INIT : None / +1
  2666. Cost : 15,000G
  2667. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A mascot that survived a legendary battle.
  2668. While [Equipped], gain +3 to the [Range] of [Magical Attacks] (if [Engaged], it becomes [3 Sq.], if [Charge 1 Sq.] it becomes [Charge 4 Sq.], etc).
  2669.  
  2670. Ultimate Magic Creature
  2671. Restrict : Utility / Arcane
  2672. Mode : Switch Hand
  2673. CNJ : None
  2674. MD : +10 / +11
  2675. INIT : +1 / +2
  2676. Cost : 15,000G
  2677. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. The ultimate magical creature, with the ultimate spirit.
  2678. While [Equipped], twice per combat when making a [Magical Attack], the Target [Halves] their [Barrier].
  2679.  
  2680. Spirit Furnace
  2681. Restrict : Arcane
  2682. Mode : Two Hand
  2683. CNJ : None
  2684. MD : +11
  2685. INIT : +1
  2686. Cost : 15,000G
  2687. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: Fire / Rank: 2]. A magical artifact that can circulate and burn spirit energy. Its form varies.
  2688. While [Equipped], twice per combat when performing a [Magical Attack], gain +1 [Magical Rank].
  2689.  
  2690. Divine Guardian
  2691. Restrict : Contractor
  2692. Mode : Two Hand
  2693. CNJ : None
  2694. MD : +12
  2695. INIT : None
  2696. Cost : 15,000G
  2697. [Form: Magic / Range: Charge 4 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A guardian beast or heroic spirit from amongst the strongest class of contract summon.
  2698. While [Equipped], user may perform [Magical Attacks] after a [Combat Move]. Additionally, once per round, change the [Range] of a [Magical Attack] to [Charge 7 Sq].
  2699.  
  2700. Otherworld Grimoire
  2701. Restrict : Marebito / Magus
  2702. Mode : Two Hand
  2703. CNJ : None
  2704. MD : +13
  2705. INIT : -1
  2706. Cost : 15,000G
  2707. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: Cold / Rank: 2]. A magic book compiled in another world. It is inscribed with magic that does not exist in the modern era.
  2708. While [Equipped], once per combat, treat a [Magical Attack] as a [Special Attack] (Core p172).
  2709.  
  2710. White Khakkhara
  2711. Restrict : Arcane
  2712. Mode : Two Hand
  2713. CNJ : None
  2714. MD : +13
  2715. INIT : +1
  2716. Cost : 18,000G
  2717. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. A pure white khakkhara staff, representing an innocent heart.
  2718. While [Equipped], by spending x1 [Timing: End], [Range: 8 Sq. / Target: 1#] may remove one [Negative Shift] other than [Downed, Taken Out, Dead].
  2719.  
  2720. Diamond Skull
  2721. Restrict : Arcane
  2722. Mode : Two Hand
  2723. CNJ : None
  2724. MD : +14
  2725. INIT : None
  2726. Cost : 18,000G
  2727. [Form: Magic / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: Light / Rank: 2]. An elaborate skull made of diamonds. Can convert magical power into physical force.
  2728. While [Equipped], twice per combat, change [Magical Damage] into [Physical Damage].
  2729.  
  2730. Astral Clock
  2731. Restrict : Digital Sorcerer
  2732. Mode : Two Hand
  2733. CNJ : None
  2734. MD : +15
  2735. INIT : -1
  2736. Cost : 18,000G
  2737. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: Shock / Rank: 2]. The world's highest level of mobile artificial regalia, clocked up to the limit. The number of them is extremely small.
  2738. While [Equipped], twice per session, gain 1 [Overflow].
  2739.  
  2740. Elder Records
  2741. Restrict : Elder Mage
  2742. Mode : Two Hand
  2743. CNJ : -1
  2744. MD : +16
  2745. INIT : None
  2746. Cost : 18,000G
  2747. [Form: Magic / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: Phantom / Rank: 2]. A manuscript written with the wisdom of ancient magicians.
  2748. While [Equipped], once per round while performing a [Magical Attack], gain +1 [Magical Rank].
  2749.  
  2750.  
  2751. ================================================================================
  2752. Shinma Struggle -- -Items:Protectors, Gear, accessories, and consumables [XXXB]
  2753. ================================================================================
  2754.  
  2755. ------------------------
  2756. Protectors [XXXB-1]
  2757. ------------------------
  2758. [Protector: Suit] AA Vajra
  2759. Restrict : Cyborg
  2760. EVA : None
  2761. INIT : -1
  2762. Armor : +2
  2763. Barrier : +2
  2764. Cost : 2000G
  2765. An AA made for urban combat by Far East Heavy Industries. Attached to it is a robotic arm carrying a shield coated in a special alloy, which automatically protects its user.
  2766. While [Equipped], by spending 1x [Start], gain [Shift: Cover] until after [Timing: End] of the current round, without being adjacent to an [Obstacle].
  2767.  
  2768. [Protector: Suit] Vampire Clothing
  2769. Restrict : Darkstalker
  2770. EVA : None
  2771. INIT : -2
  2772. Armor : +3
  2773. Barrier : +2
  2774. Cost : 2000G
  2775. A black cloak that allows its user to convert their enemy's blood and spiritual power into their own vitality. It can only be worn by darkstalkers.
  2776. While [Equipped], once per combat, [Recover] 10 HP after [Damage Calculation].
  2777.  
  2778. [Protector: Suit] Butterfly Dress
  2779. Restrict : Hanyou
  2780. EVA : None
  2781. INIT : None
  2782. Armor : +1
  2783. Barrier : +2
  2784. Cost : 2000G
  2785. A kimono-type Artificial Regalia dyed with a certain dew grass. It enhances the power of a hanyou.
  2786. While [Equipped], once per session, adjust the [Value] of a [Spirit Dice] by +/- 2 (Two dice can be adjusted by +/-1 instead). The value of any of these dice cannot be raised above 7, or below 1.
  2787.  
  2788. [Protector: Suit] Chanting Robe
  2789. Restrict : Magus
  2790. EVA : None
  2791. INIT : -3
  2792. Armor : +3
  2793. Barrier : +3
  2794. Cost : 2000G
  2795. Robe-type Artificial Regalia enchanted with special magic to assist in spellcasting. They can only be worn by mages.
  2796. While [Equipped], once per combat, increase the [Target] of a [Magical Attack] by +1#.
  2797.  
  2798. [Protector: Suit] AA Steel Fortress
  2799. Restrict : Cyborg
  2800. EVA : None
  2801. INIT : -2
  2802. Armor : +3
  2803. Barrier : +3
  2804. Cost : 2500G
  2805. An AA made for work by Far East Heavy Industries. It comes equipped with an automatic assembly-type barricade unit, which can be deployed to create simple bases.
  2806. While [Equipped], if 1x [Start] is spent, the user [Installs] one [Obstacle] with 20 HP ("Large Boulder") in an unoccupied square adjacent to them.
  2807.  
  2808. [Protector: Suit] Magical Spirit Clothing
  2809. Restrict : None
  2810. EVA : None
  2811. INIT : -3
  2812. Armor : +3
  2813. Barrier : +3
  2814. Cost : 3000G
  2815. Clothes that were converted into Artificial Regalia. They hold a sacred power, and come in a variety of shapes.
  2816. While [Equipped], reduce [Damage] taken from [Godhunters] by -5.
  2817.  
  2818. [Protector: Suit] Reflex F
  2819. Restrict : None
  2820. EVA : None
  2821. INIT : -3
  2822. Armor : +5
  2823. Barrier : +1
  2824. Cost : 3000G
  2825. Suit-Type Artificial Regalia developed by Alkeny Materials. Depending on the users condition, its special alloys can enhance its user's physical defenses.
  2826. While [Equipped], once per combat, reduce [Physical Damage] taken by [(User's Maximum HP) - (User's Current HP)] (Maximum -15).
  2827.  
  2828. [Protector: Suit] Reflex M
  2829. Restrict : None
  2830. EVA : None
  2831. INIT : -3
  2832. Armor : +1
  2833. Barrier : +5
  2834. Cost : 3000G
  2835. Suit-Type Artificial Regalia developed by Alkeny Materials. Depending on the users condition, its special alloys can enhance its user's magical defenses.
  2836. While [Equipped], once per combat, reduce [Magical Damage] taken by [(User's Maximum HP) - (User's Current HP)] (Maximum -15).
  2837.  
  2838. [Protector: Suit] Emperor's Spirit Clothes
  2839. Restrict : None
  2840. EVA : None
  2841. INIT : +1
  2842. Armor : +1
  2843. Barrier : +1
  2844. Cost : 3500G
  2845. An Artificial Regalia created by reproducing a famous emperor's clothing. It's so light that it feels as if you were wearing nothing.
  2846. While [Equipped], once per combat, gain a +2 [Modifier] to a [Reactive Check].
  2847.  
  2848. [Protector: Suit] Heavenly Wolf Wind
  2849. Restrict : Demon Hunter's Association
  2850. EVA : +1
  2851. INIT : +3
  2852. Armor : None
  2853. Barrier : None
  2854. Cost : 3500G
  2855. A Hagoromo-type Artificial Regalia created by a branch family interested in nothing but speed.
  2856. While [Equipped], once per combat, the user increases their [Initiative] by 5.
  2857.  
  2858. [Protector: Suit] AA Bullseye
  2859. Restrict : Cyborg
  2860. EVA : -1
  2861. INIT : +1
  2862. Armor : +3
  2863. Barrier : +4
  2864. Cost : 3500G
  2865. A Black Eagle Group-manufactured AA created for ranged combat. It features a high-performance, internal camera and a full-body fire recoil correction system.
  2866. While [Equipped], once per round, the [Range] of the user's [Physical Attacks] using [Ranged Weapons] gets +3 Sq. (If [Engaged], it becomes 2 Sq.; if [Charge 2 Sq] it becomes [Charge 5 Sq]).
  2867.  
  2868. [Protector: Suit] AA Nachtspinne
  2869. Restrict : Cyborg
  2870. EVA : +1
  2871. INIT : -1
  2872. Armor : +3
  2873. Barrier : +2
  2874. Cost : 3500G
  2875. An Alkeny-Manufactured AA created for for physical combat. It has a distinct, streamlined appearance that covers the entire body.
  2876. While [Equipped], the target gains a +1 modifier to the result of {Accuracy} checks, and a +2 modifier to [Physical Damage].
  2877.  
  2878. [Protector: Suit] AA Gold Steel
  2879. Restrict : Cyborg
  2880. EVA : -1
  2881. INIT : +2
  2882. Armor : +5
  2883. Barrier : +1
  2884. Cost : 3500G
  2885. A FEHI-Manufactured AA created for for physical combat. It resembles samurai armor, and has built-in artificial muscles that boast high power.
  2886. While [Equipped], gain +4 modifier to [Physical Damage].
  2887.  
  2888. [Protector: Suit] Evil-Crushing Formal Dress
  2889. Restrict : None
  2890. EVA : None
  2891. INIT : +2
  2892. Armor : +1
  2893. Barrier : +1
  2894. Cost : 4000G
  2895. Powerful priestly attire worn by high monks and priests. It has the power to repel the unclean.
  2896. While [Equipped], reduce [Damage] received from [Type: Undead / Chaos] by 5.
  2897.  
  2898. [Protector: Suit] Parrying Jacket
  2899. Restrict : Martial / Utility
  2900. EVA : None
  2901. INIT : +2
  2902. Armor : +1
  2903. Barrier : +1
  2904. Cost : 4000G
  2905. A high-grade armor jacket with advanced consecration.
  2906. While [Equipped], once per round, when you become the [Target] of a [Range: Engaged / Charge X Sq.] [Attack Action], reduce [Physical Damage] received by 5.
  2907.  
  2908. [Protector: Suit] Magic Coat
  2909. Restrict : Mages Association / Templars
  2910. EVA : None
  2911. INIT : -1
  2912. Armor : +3
  2913. Barrier : +2
  2914. Cost : 4000G
  2915. Reinforced magic clothing that sports a high defense. They come in many varieties, but stylish coats are the most popular.
  2916. While [Equipped], once per combat, perform a [Weapon Attack] after a successful [Reactive Check].
  2917.  
  2918. [Protector: Suit] Cursed Robe
  2919. Restrict : Utility / Arcane
  2920. EVA : -1
  2921. INIT : +1
  2922. Armor : +3
  2923. Barrier : +2
  2924. Cost : 4000G
  2925. A modified robe empowered with spells that increase the user's defense. It has the power to protect its wearer from magical attacks.
  2926. While [Equipped], once per round, reduce [Magic Damage] recieved by 5.
  2927.  
  2928. [Protector: Suit] Flower Dress
  2929. Restrict : Hanyou
  2930. EVA : None
  2931. INIT : None
  2932. Armor : +3
  2933. Barrier : +2
  2934. Cost : 4000G
  2935. A kimono-type Artificial Regalia dyed with a more special spiritual dye than the Butterfly dress.
  2936. While [Equipped], once per session, adjust the [Value] of a [Spirit Dice] by +/- 3 (More dice can be adjusted instead). The value of any of these dice cannot be raised above 7, or below 1.
  2937.  
  2938. [Protector: Suit] AA Caduceus
  2939. Restrict : Cyborg
  2940. EVA : None
  2941. INIT : None
  2942. Armor : +1
  2943. Barrier : +4
  2944. Cost : 3500G
  2945. Medical AA bearing the name of god's wand. Jointly developed by Alkeny Materials and Sumizuka Pharmaceutical.
  2946. While [Equipped], each time you spend one of [Timing: Start / End], a [Range: Engaged] target [Recovers] 2d6 HP.
  2947.  
  2948. [Protector: Suit] Wild Wind Cloak
  2949. Restrict : None
  2950. EVA : None
  2951. INIT : -1
  2952. Armor : +4
  2953. Barrier : None
  2954. Cost : 4000G
  2955. A cloak-type Artificial Regalia that allows its user to control wind. By manipulating the wind, the user can gain explosive speed.
  2956. While [Equipped], the user can change the [Range] of their [Attack Actions] to [Charge]. Additionally, the user is also treated as fulfilling the use conditions for [Contractor A] talents.
  2957.  
  2958. [Protector: Suit] Gold Chain
  2959. Restrict : None
  2960. EVA : None
  2961. INIT : -4
  2962. Armor : +5
  2963. Barrier : +2
  2964. Cost : 4000G
  2965. Luxury wear that was created with a sizable amount of fool's gold. It has excellent quality, and can deploy an invisible defensive barrier at regular intervals.
  2966. While [Equipped], once per round, reduce [Damage] recieved by 5.
  2967.  
  2968. [Protector: Suit] Armored Suit
  2969. Restrict : None
  2970. EVA : +1
  2971. INIT : +1
  2972. Armor : +2
  2973. Barrier : None
  2974. Cost : 5000G
  2975. A reinforced bodysuit covered in strong, armored plates. It increases the users physical and combat ability.
  2976. While [Equipped], once per round, gain a +2 modifier to a {Strength} check, and +2 to [Physical Damage].
  2977.  
  2978. [Protector: Suit] Black Inverness
  2979. Restrict : None
  2980. EVA : None
  2981. INIT : +1
  2982. Armor : +2
  2983. Barrier : +2
  2984. Cost : 5000G
  2985. *High-Class Artificial Regalia enchanted with advanced, defensive spells.**
  2986. While [Equipped], once per combat, gain a +5 modifier to [Initiative] until after [Timing: End] of the current round.
  2987.  
  2988. [Protector: Suit] Plate Coat
  2989. Restrict : None
  2990. EVA : None
  2991. INIT : None
  2992. Armor : +3
  2993. Barrier : +2
  2994. Cost : 5000G
  2995. A coat-type Artificial Regalia lined with strong, light plate armor.
  2996. While [Equipped], reduce [Damage] from [Weapon Attacks] by 5.
  2997.  
  2998. [Protector: Suit] AA Yaksha
  2999. Restrict : Cyborg
  3000. EVA : +1
  3001. INIT : -1
  3002. Armor : +2
  3003. Barrier : +4
  3004. Cost : 5000G
  3005. An AA designed by Far East Heavy Industries for magical combat. It resembles a slim bodysuit.
  3006. While [Equipped], once per round, increase [Magic Damage] while equipped with a [Magic Weapon] by +4.
  3007.  
  3008. [Protector: Suit] AA Hawkeye
  3009. Restrict : Cyborg
  3010. EVA : None
  3011. INIT : -1
  3012. Armor : +4
  3013. Barrier : +4
  3014. Cost : 5000G
  3015. A B.E.G-Manufactured AA optimized for for ranged combat. It is equipped with numerous high-performance cameras, radar systems, and recoil control functions.
  3016. While [Equipped], once per round when the user performs a [Physical Attack] using a [Ranged Weapon], the user gains a +1 modifier to the result of {Accuracy} checks, and a +3 modifier to [Physical Damage].
  3017.  
  3018. [Protector: Suit] Bloodsucking Clothing
  3019. Restrict : Darkstalker
  3020. EVA : None
  3021. INIT : -2
  3022. Armor : +4
  3023. Barrier : +4
  3024. Cost : 5000G
  3025. A vampiric garment dyed red and black, capable of absorbing high amounts of blood and spiritual energy. They can only be worn by a Darkstalker.
  3026. While [Equipped], once per combat, [Recover] 20 HP after [Damage Calculation].
  3027.  
  3028. [Protector: Suit] Magic-Spinning Robe
  3029. Restrict : Magus
  3030. EVA : None
  3031. INIT : -3
  3032. Armor : None
  3033. Barrier : +5
  3034. Cost : 5000G
  3035. A robe-type Artificial Regalia that has become a magic circuit itself in order to assist in the use of magic. It instantly amplifies spiritual power.
  3036. While [Equipped], once per round when performing a [Magical Attack], increase [Magic Rank] by +1.
  3037.  
  3038. [Protector: Suit] Revitalizer
  3039. Restrict : Martial
  3040. EVA : None
  3041. INIT : -4
  3042. Armor : +5
  3043. Barrier : +5
  3044. Cost : 5000G
  3045. A waistcoast-type Artificial Regalia that amplifies healing effects.
  3046. While [Equipped], increase the [Recovery] effects of [Consumable] items by +5.
  3047.  
  3048. [Protector: Suit] AA Star Tiger
  3049. Restrict : Cyborg
  3050. EVA : +1
  3051. INIT : -3
  3052. Armor : +5
  3053. Barrier : +3
  3054. Cost : 5000G
  3055. An Alkeny-Manufactured AA created for close combat. It boasts thick armor and high-performance artificial muscles.
  3056. While [Equipped], once per round when performing a [Physical Attack] on a [Range: Engaged] target, increase [Physical Rank] by +1.
  3057.  
  3058. [Protector: Suit] Magic-Protective Vest
  3059. Restrict : None
  3060. EVA : +1
  3061. INIT : -4
  3062. Armor : +3
  3063. Barrier : +2
  3064. Cost : 6000G
  3065. An enhanced version of an Anti-Magic vest with dramatically enhanced anti-magic ability. It provides powerful protection against magic.
  3066. While [Equipped], once per combat, reduce [Magic Damage] recieved by 10.
  3067.  
  3068. [Protector: Suit] Luxury Spirit Fur Cloth
  3069. Restrict : None
  3070. EVA : None
  3071. INIT : +1
  3072. Armor : +3
  3073. Barrier : +3
  3074. Cost : 6000G
  3075. The finest of spirit hairbands, woven from special materials and the latest kevlar fibers. It can strengthen its user's abilities for a moment.
  3076. While [Equipped], once per combat, gain a +2 [Modifier] to a [Reactive Check].
  3077.  
  3078. [Protector: Suit] Hyper Action Suit
  3079. Restrict : None
  3080. EVA : None
  3081. INIT : +1
  3082. Armor : +4
  3083. Barrier : +2
  3084. Cost : 6000G
  3085. An improved action suit that brings out superhuman ability in its user. In addition to providing excellent defense, it has an auxillary physical ability boost.
  3086. While [Equipped], gain a +2 modifier to {Strength}, {Agility}, and [Physical Damage].
  3087.  
  3088. [Protector: Suit] Magic-Strengthening Coat
  3089. Restrict : Arcane
  3090. EVA : None
  3091. INIT : -1
  3092. Armor : +5
  3093. Barrier : +4
  3094. Cost : 6000G
  3095. An enhance magical coat that has been modified to the limit. In addition to being an inverness, it comes in jacket and coat form as well.
  3096. While [Equipped], once per round, by spending 1x [Timing: Start], the user may move 1 Sq. ignoring engagements.
  3097.  
  3098. [Protector: Suit] Artistic Waistcoat
  3099. Restrict : None
  3100. EVA : None
  3101. INIT : None
  3102. Armor : +4
  3103. Barrier : +7
  3104. Cost : 8000G
  3105. A customized protective vest created for anti-magical use. Equipped with a function that bestows it with a powerful, magical barrier at regular intervals.
  3106. While [Equipped], once per round, reduce [Magic Damage] recieved by 5.
  3107.  
  3108. [Protector: Suit] Storm Suit
  3109. Restrict : None
  3110. EVA : +1
  3111. INIT : +1
  3112. Armor : +4
  3113. Barrier : +4
  3114. Cost : 8000G
  3115. A special windsuit featuring a unique spell that enhances athletic performance.
  3116. While [Equipped], once per combat, gain +5 to {Initiative}.
  3117.  
  3118. [Protector: Suit] Adept Suit
  3119. Restrict : Arcane
  3120. EVA : +1
  3121. INIT : None
  3122. Armor : +5
  3123. Barrier : +5
  3124. Cost : 8000G
  3125. A magical suit for advanced mages that features spells to assist in casting other spells.
  3126. While [Equipped], once per round while equipped with a [Magic Weapon], increase [Magic Damage] by 3.
  3127.  
  3128. [Protector: Suit] Spirit Jacket
  3129. Restrict : None
  3130. EVA : None
  3131. INIT : None
  3132. Armor : +7
  3133. Barrier : +4
  3134. Cost : 8000G
  3135. A high-quality spiritually made jacket woven from special fur obtained from a difficult-to-find mononoke.
  3136. While [Equipped], once per round, reduce [Physical Damage] recieved by 5.
  3137.  
  3138. [Protector: Suit] AA Vanderfalke
  3139. Restrict : Cyborg
  3140. EVA : +1
  3141. INIT : +2
  3142. Armor : +3
  3143. Barrier : +6
  3144. Cost : 8000G
  3145. AA created by Alkeny Materials for high-mobility combat.
  3146. While [Equipped], once per round, the user may spend 1x [Prep] to move 2 Sq, ignoring [Engagements].
  3147.  
  3148. [Protector: Suit] AA Retsukaze
  3149. Restrict : Cyborg
  3150. EVA : +1
  3151. INIT : +1
  3152. Armor : +5
  3153. Barrier : +5
  3154. Cost : 8000G
  3155. AA created by Far East Heavy Industries for high-mobility combat.
  3156. While [Equipped], once per round after succeeding in an [Active Check / Reactive Check], the user may move 2 Sq, ignoring [Engagements].
  3157.  
  3158. [Protector: Suit] AA Blitzschlag
  3159. Restrict : Cyborg
  3160. EVA : +1
  3161. INIT : +1
  3162. Armor : +6
  3163. Barrier : +4
  3164. Cost : 8000G
  3165. An Alkeny Materials-manufactured AA created for ranged combat. It is equipped with numerous high-performance cameras and radar systems.
  3166. While [Equipped], once per round, when performing a [Physical Attack] with a [Ranged Weapons], gain +5 to [Physical Damage].
  3167.  
  3168. [Protector: Suit] Bloodlust Clothing
  3169. Restrict : Darkstalker
  3170. EVA : None
  3171. INIT : -2
  3172. Armor : +8
  3173. Barrier : +6
  3174. Cost : 8000G
  3175. A living cloak that can only be controlled by high-ranking darkstalkers. When absorbing blood, it produces a unique spiritual energy that gives it a red-black glow.
  3176. While [Equipped], once per combat, [Recover] 20 HP after [Damage Calculation].
  3177.  
  3178. [Protector: Suit] AA Genocide
  3179. Restrict : Cyborg
  3180. EVA : None
  3181. INIT : -2
  3182. Armor : +10
  3183. Barrier : +3
  3184. Cost : 8000G
  3185. A B.E.G-manufactured AA created for physical combat. It has tremendously heavy armor and extreme power.
  3186. While [Equipped], when making a [Physical Attack], [Targets] reduce their [Armor] by 5 (to a minimum of 0).
  3187.  
  3188. [Protector: Suit] God Chestplate
  3189. EVA : None
  3190. INIT : -2
  3191. Armor : +5
  3192. Barrier : +10
  3193. Cost : 10000G
  3194. High-Grade spirit armor that protects the users body and soul. Especially rare, they provide excellent magical defense.
  3195. While [Equipped], once per round, reduce [Magic Damage] received by 5.
  3196.  
  3197. [Protector: Suit] Chrysanthemum Profusion
  3198. Restrict : Hanyou
  3199. EVA : None
  3200. INIT : +1
  3201. Armor : +7
  3202. Barrier : +7
  3203. Cost : 10000G
  3204. A kimono-type Artificial Regalia dyed with an extremely powerful flower, only usable by hanyou.
  3205. While [Equipped], once per session, adjust the [Value] of two [Spirit Dice] by +/- 3 and +/- 1 (One dice can be adjusted by +/- 4 instead). The value of any of these dice cannot be raised above 7, or below 1.
  3206.  
  3207. [Protector: Suit] Full-Body Armor
  3208. EVA : None
  3209. INIT : -3
  3210. Armor : +8
  3211. Barrier : +8
  3212. Cost : 10000G
  3213. New body armor that is compact enough to be worn under clothing. It has high defensive power.
  3214. While [Equipped], reduce [Damage] received from [Element: Fire / Cold / Wind / Toxin] by 10.
  3215.  
  3216. [Protector: Suit] Armored Anti-God Gear
  3217. EVA : None
  3218. INIT : -1
  3219. Armor : +10
  3220. Barrier : +4
  3221. Cost : 10000G
  3222. A reinforced Artificial Regalia with physical defenses that surpass a suit of armor, despite having the form of a school uniform or a suit.
  3223. While [Equipped], reduce [Physical Damage] received by 5.
  3224.  
  3225. [Protector: Suit] Reflex X
  3226. Restrict : None
  3227. EVA : None
  3228. INIT : +1
  3229. Armor : +7
  3230. Barrier : +7
  3231. Cost : 13000G
  3232. High-end reflex armor using extremely refined special alloys.
  3233. While [Equipped], once per combat, reduce [Damage] taken by [(User's Maximum HP) - (User's Current HP)] (Maximum -15).
  3234.  
  3235. [Protector: Suit] Godbreaker Clothes
  3236. Restrict : Arc Slayer
  3237. EVA : None
  3238. INIT : +3
  3239. Armor : +8
  3240. Barrier : +7
  3241. Cost : 15000G
  3242. An armor-type Artificial Regalia worn by skilled godhunters. By the power of pure will, the user can obtain the spirit energy they need.
  3243. While [Equipped], once per combat, change any 2 [Spirit Dice] to a value of "4".
  3244.  
  3245. [Protector: Suit] Dragon Blood
  3246. Restrict : Dragon Carrier
  3247. EVA : None
  3248. INIT : -1
  3249. Armor : +10
  3250. Barrier : +10
  3251. Cost : 15000G
  3252. A full-body Artificial Regalia that can only be worn by dragon carriers. It increases crystalization in response to the use of dragon's veins.
  3253. While [Equipped], when the wearer uses either <<Crystal Transformation>> or <<Crystal Install>>, they gain a +3 modifier to [Armor] and [Barrier] (if both are used, the effect does not stack).
  3254.  
  3255. [Protector: Suit] Daybreak Clothes
  3256. Restrict : Dark Hunter
  3257. EVA : None
  3258. INIT : +2
  3259. Armor : +8
  3260. Barrier : +8
  3261. Cost : 15000G
  3262. A clothing-type Artificial Regalia created exclusively for dark hunters. Only those who can control the terror of darkness can wear this clothing.
  3263. While [Equipped], once per combat, change any 2 [Spirit Dice] to a value of "2".
  3264.  
  3265. [Protector: Suit] Universal Song
  3266. Restrict : Elemental Adept
  3267. EVA : +1
  3268. INIT : None
  3269. Armor : +8
  3270. Barrier : +8
  3271. Cost : 15000G
  3272. A clothing-type Artificial Regalia that can only be donned by those who control the elements. By manipulating spirit energy, the power of origins is enhanced.
  3273. While [Equipped], once per round, gain +1 [Rank] when bestowed with [Origin Element A / B].
  3274.  
  3275. [Protector: Suit] Akashic Robe
  3276. Restrict : Elder Mage
  3277. EVA : None
  3278. INIT : +2
  3279. Armor : +8
  3280. Barrier : +8
  3281. Cost : 15000G
  3282. A robe-type Artificial Regalia woven exclusively for orthodox magicians. It was created with the finest spiritual materials.
  3283. While [Equipped], once per combat, change any 2 [Spirit Dice] to a value of "2".
  3284.  
  3285. [Protector: Suit] Code Atlas
  3286. Restrict : Digital Sorcerer
  3287. EVA : None
  3288. INIT : +1
  3289. Armor : +8
  3290. Barrier : +9
  3291. Cost : 15000G
  3292. A coat-type Artificial Regalia that holds the skill of a digital sorcerer. The onboard microcomputer collects spiritual power from its surroundings.
  3293. While [Equipped], once per combat, change any 2 [Spirit Dice] to a value of "1".
  3294.  
  3295. [Protector: Suit] Unrivaled Power Obi
  3296. Restrict : God Hand
  3297. EVA : None
  3298. INIT : None
  3299. Armor : +8
  3300. Barrier : +8
  3301. Cost : 15000G
  3302. An Obi-type Artificial Regalia created from the muscle fibers of an Oni. It can only be equipped by a powerful fighter.
  3303. While [Equipped], gain a +5 modifier to [Unarmed] [Physical Damage].
  3304.  
  3305. [Protector: Suit] Night Traveler's Clothes
  3306. Restrict : Contractor
  3307. EVA : None
  3308. INIT : +2
  3309. Armor : +8
  3310. Barrier : +8
  3311. Cost : 15000G
  3312. A jacket-type Artificial Regalia created from the fur, or scales, of contracted beasts. It can only be worn by a contractor.
  3313. While [Equipped], gain a +5 modifier to the [Damage] of [Range: Charge X Sq.] or [Bound Primal] [Attack Actions].
  3314.  
  3315. [Protector: Suit] Oathsworn Divine Clothes
  3316. Restrict : Divine Talker
  3317. EVA : None
  3318. INIT : +2
  3319. Armor : +8
  3320. Barrier : +8
  3321. Cost : 15000G
  3322. A clothing-type Artificial Regalia dedicated to those who speak holy words. It is made from spoken vows converted into spiritual threads.
  3323. While [Equipped], once per combat, change any 2 [Spirit Dice] to a value of "3".
  3324.  
  3325. [Protector: Suit] Imperium Suit
  3326. Restrict : Legion
  3327. EVA : +1
  3328. INIT : +1
  3329. Armor : +9
  3330. Barrier : +5
  3331. Cost : 15000G
  3332. A combat suit-type Artificial Regalia with high-performance tactical auxillary functions. It can only be used by those experienced in warfare.
  3333. While [Equipped], once per combat, change any 2 [Spirit Dice] to a value of "5".
  3334.  
  3335. [Protector: Suit] Force Dimension
  3336. Restrict : Time Wizard
  3337. EVA : +1
  3338. INIT : None
  3339. Armor : +9
  3340. Barrier : +6
  3341. Cost : 15000G
  3342. A coat-type Artificial Regalia enchanted with the secrets of space-time. It contains a huge amount of spiritual power, but it can only be worn by those who are skilled in time magic.
  3343. While [Equipped], once per session, a [Range: Combat Zone / Target: 1#] gains 1 [Overflow].
  3344.  
  3345. ------------------------
  3346. Shields [XXXB-2]
  3347. ------------------------
  3348. [Protector: Shield] Spiritual Doll
  3349. Restrict : None
  3350. Mode : One Hand
  3351. EVA : -1
  3352. INIT : +1
  3353. Armor : +1
  3354. Barrier : +1
  3355. Cost : 500G
  3356. *A special puppet that can be manipulated with one hand. Their they come in a wide range of shapes and sizes, from small to human-size.*
  3357. While [Equipped], once per round, reduce [Magical Damage] taken by 2.
  3358.  
  3359. [Protector: Shield] Spirit Wall Ring
  3360. Restrict : None
  3361. Mode : One Hand
  3362. EVA : None
  3363. INIT : -1
  3364. Armor : +1
  3365. Barrier : None
  3366. Cost : 500G
  3367. *A ring-type Artificial Regalia. It deploys a barrier created from spiritual light that can protect against physical attacks.*
  3368. While [Equipped], once per round, reduce [Physical Damage] taken by 2.
  3369.  
  3370. [Protector: Shield] Mascot Companion
  3371. Restrict : None
  3372. Mode : One Hand
  3373. EVA : None
  3374. INIT : -1
  3375. Armor : None
  3376. Barrier : +1
  3377. Cost : 500G
  3378. *A mascot-type creature.*
  3379. While [Equipped] with a [Magic Weapon] with the words "Magic Creature" or "Mascot" in it's name, once per round, increase the [Target] of your [Magical Attacks] by +1#.
  3380.  
  3381. [Protector: Shield] Ring
  3382. Restrict : Martial
  3383. Mode : One Hand
  3384. EVA : None
  3385. INIT : -2
  3386. Armor : +1
  3387. Barrier : +1
  3388. Cost : 500G
  3389. *An oval-shaped iron ring-type Artificial Regalia. It can be used to catch weapons, or as a weapon.*
  3390. While [Equipped], when performing a [Physical Attack] on a [Range: Engaged] target, gain +2 to [Physical Damage].
  3391.  
  3392. [Protector: Shield] Shield Puppet
  3393. Restrict : None
  3394. Mode : One Hand
  3395. EVA : None
  3396. INIT : +1
  3397. Armor : +1
  3398. Barrier : None
  3399. Cost : 1000G
  3400. *A heavily reinforced spiritual doll.*
  3401. While [Equipped], once per session, reduce [Magic Damage] recieved by 2.
  3402.  
  3403. [Protector: Shield] Mascot Best Friend
  3404. Restrict : None
  3405. Mode : One Hand
  3406. EVA : None
  3407. INIT : +1
  3408. Armor : None
  3409. Barrier : +1
  3410. Cost : 1000G
  3411. *A mascot-type creature suited to be a great companion.*
  3412. While [Equipped] with a [Magic Weapon] with the words "Magic Creature" or "Mascot" in it's name, once per round, increase the [Target] of your [Magical Attacks] by +1#.
  3413.  
  3414. [Protector: Shield] Remodeled Sheath
  3415. Restrict : Martial / Utility
  3416. Mode : One Hand
  3417. EVA : None
  3418. INIT : None
  3419. Armor : +1
  3420. Barrier : +1
  3421. Cost : 1000G
  3422. *A remodeled iron sheath that boasts excellent performance.*
  3423. If [Equipped] at the same time as a [Form: Sword] weapon, gain +2 to [Physical Damage].
  3424.  
  3425. [Protector: Shield] Steel Ring
  3426. Restrict : Martial
  3427. Mode : One Hand
  3428. EVA : None
  3429. INIT : None
  3430. Armor : +1
  3431. Barrier : +1
  3432. Cost : 1000G
  3433. *A heavily modifid iron ring.*
  3434. While [Equipped], when performing a [Physical Attack] on a [Range: Engaged] target, gain +2 to [Physical Damage].
  3435.  
  3436. [Protector: Shield] Protective Ring
  3437. Restrict : Arcane
  3438. Mode : One Hand
  3439. EVA : None
  3440. INIT : None
  3441. Armor : +2
  3442. Barrier : None
  3443. Cost : 1000G
  3444. *A ring-type Artificial Regalia. When the user projects spirit energy into it, the jewel embedded glows with light and emits a physical barrier.*
  3445. While [Equipped], once per round, reduce [Physical Damage] recieved by 2.
  3446.  
  3447. [Protector: Shield] Crimson Sheath
  3448. Restrict : Martial
  3449. Mode : One Hand
  3450. EVA : None
  3451. INIT : None
  3452. Armor : +1
  3453. Barrier : +2
  3454. Cost : 1500G
  3455. *A crimson sheath that was converted into an Artificial Regalia.*
  3456. If [Equipped] at the same time as a [Form: Sword] weapon, gain +2 to [Physical Damage].
  3457.  
  3458. [Protector: Shield] Gale Iron Sheath
  3459. Restrict : Martial
  3460. Mode : One Hand
  3461. EVA : None
  3462. INIT : None
  3463. Armor : +2
  3464. Barrier : +1
  3465. Cost : 1500G
  3466. *A heavily reinforced and modified iron sheath.*
  3467. If [Equipped] at the same time as a [Form: Sword] weapon, gain +2 to [Physical Damage].
  3468.  
  3469. [Protector: Shield] Silver Shield
  3470. Restrict : Templars
  3471. Mode : One Hand
  3472. EVA : +1
  3473. INIT : -2
  3474. Armor : +2
  3475. Barrier : +2
  3476. Cost : 3500G
  3477. *A greatshield-type artificial regalia made fo ruse by Saints. It has the power to reflect magic damage back at an attacker.*
  3478. While [Equipped], once per combat, a [Range: Combat Zone / Target: 1#] who performed a [Magic Attack] on the user loses 2d6 HP.
  3479.  
  3480. [Protector: Shield] Steel Gauntlets
  3481. Restrict : Martial
  3482. Mode : One Hand
  3483. EVA : None
  3484. INIT : None
  3485. Armor : +2
  3486. Barrier : +2
  3487. Cost : 3500G
  3488. *A strongly made gauntlet-type Artificial Regalia. It can be held at the same time as a weapon.*
  3489. This [Form: Shield] can be [Equipped] at the same time as a [Mode: Two Hand] weapon.
  3490.  
  3491. [Protector: Shield] Cross of the Holy Ghost
  3492. Restrict : Templars
  3493. Mode : One Hand
  3494. EVA : +1
  3495. INIT : None
  3496. Armor : +2
  3497. Barrier : +2
  3498. Cost : 5000G
  3499. *A gem-type Artificial Regalia that holds a powerful blessing.*
  3500. While [Equipped], the user reduces [Damage] recieved from [Type: Undead / Chaos] by 2.
  3501.  
  3502. [Protector: Shield] Steel Arm
  3503. Restrict : Martial
  3504. Mode : One Hand
  3505. EVA : +1
  3506. INIT : -1
  3507. Armor : +3
  3508. Barrier : +3
  3509. Cost : 5000G
  3510. *A specially made Manica with strengthened armor.*
  3511. While [Equipped], once per round, reduce [Damage] recieved from [Weapon Attacks] by 5.
  3512.  
  3513. [Protector: Shield] Divine Spirit Muleta
  3514. Restrict : Martial
  3515. Mode : One Hand
  3516. EVA : +1
  3517. INIT : +1
  3518. Armor : +3
  3519. Barrier : +3
  3520. Cost : 8000G
  3521. *A cloth worn high-ranking spirits that was converted into a Muleta.*
  3522. While [Equipped], once per round, when becoming the [Target] of a [Range: Engaged - Charge X Sq.] [Attack Action], gain +2 to the result of the {Evasion} check.
  3523.  
  3524. [Protector: Shield] Ancient Emblem
  3525. Restrict : Arkham
  3526. Mode : One Hand
  3527. EVA : +1
  3528. INIT : None
  3529. Armor : +3
  3530. Barrier : +4
  3531. Cost : 8000G
  3532. *A lithograph engraved with a strange coat of arms reminiscent of a pentagram. For unknown reasons, it has formidable spiritual power.*
  3533. While [Equipped], reduce [Damage] recieved from [Type: Chaos] by 5.
  3534.  
  3535. [Protector: Shield] Spirit Shield
  3536. Restrict : Martial
  3537. Mode : One Hand
  3538. EVA : +1
  3539. INIT : None
  3540. Armor : +4
  3541. Barrier : +3
  3542. Cost : 8000G
  3543. *A greatshield-type artificial regalia created from a special spiritual mirror.*
  3544. While [Equipped], once per combat, a [Range: Combat Zone / Target: 1#] who performed a [Magic Attack] on the user loses 2d6 HP.
  3545.  
  3546. [Protector: Shield] Ornate Sheath
  3547. Restrict : Martial
  3548. Mode : One Hand
  3549. EVA : +1
  3550. INIT : +3
  3551. Armor : +3
  3552. Barrier : +3
  3553. Cost : 10000G
  3554. *A beautifully decorated sword sheath.*
  3555. If [Equipped] at the same time as a [Form: Sword] weapon, gain +3 to [Physical Damage].
  3556.  
  3557.  
  3558. ------------------------
  3559. Accessories [XXXB-3]
  3560. ------------------------
  3561. Mystic Netsuke
  3562. Slot : Lower
  3563. Cost : 500G
  3564. *An old accessory case attached to a kimono belt or similar object, made into an Artificial Regalia. It can enhance the effect of spiritual drugs.*
  3565. While [Equipped] and [In Combat], gain +5 to [Recovery] when using [Consumables].
  3566.  
  3567. Urexite Bangle
  3568. Slot : Hand
  3569. Cost : 1000G
  3570. *A wristband created from high-grade processed limestone that was made into a Regalia.*
  3571. While [Equipped], gain a +2 Modifier to [Maneuver: Identify ({Intellect} Check)]. Additionally, while [Equipped] with a [Form: Magic / Two Hand] weapon of [Cost: 4000G or less], gain +2 to [Initiative].
  3572.  
  3573. Aquamarine Bangle
  3574. Slot : Hand
  3575. Cost : 1000G
  3576. *A wristband created from high-grade processed materials that was made into a Regalia.*
  3577. While [Equipped], gain a +2 Modifier to [Initiative]. Additionally, while [Equipped] with a [Form: Magic / Two Hand] weapon of [Cost: 4000G or less], gain a further +2 to [Initiative] (Total +4).
  3578.  
  3579. Sling Holster
  3580. Slot : Upper
  3581. Cost : 1500G
  3582. *A sling that allows it's user to stow rifles or heavy weapons.*
  3583. While [Equipped] with a weapon with "Gun" or ※ in it's name, gain a +2 Modifier to [Physical Damage]. Additionally, if the weapon [Equipped] is [Form: Two Hand], gain a further +2 to [Physical Damage] (Total +4).
  3584.  
  3585. Bullet Band
  3586. Slot : Upper / Lower
  3587. Cost : 2000G
  3588. *A strap containing bullets coated in silver or other rare earth metals. Military personnel that battle awakened prefer to wear them.*
  3589. While [Equipped] with a weapon with "Gun" or ※ in it's name, gain a +4 Modifier to [Physical Damage].
  3590.  
  3591. Adamantine Jacket
  3592. Slot : Upper
  3593. Cost : 2000G
  3594. *A thin jacket made of a godly metal that was processed and woven. It can amplify and augment the spiritual power that resonates from certain equipment.*
  3595. While [Equipped] gain a +2 modifier to [Initiative]. Additionally, while [Equipped] with a [Protector: Suit] with a [Cost] between [800G and 3000G], gain +5 to [Initiative] once per combat.
  3596.  
  3597. Demon Armband
  3598. Slot : Wrist
  3599. Cost : 2000G
  3600. *An armband embroidered with a special stamp that mades it into an Artificial Regalia. It contains spells that enhance the user's arts.*
  3601. While [Equipped], gain a +3 modifier to [Magic Damage] when making a [Magical Attack].
  3602.  
  3603. Prayer Rope
  3604. Slot : Wrist
  3605. Cost : 4000G
  3606. *A double-knit cord that contains beads and a cross. It was used in old prayer ceremonies, and has a *
  3607. While [Equipped], gain +3 to [Armor] and [Barrier].
  3608. ------------------------
  3609. Consumables [XXXB-4]
  3610. ------------------------
  3611.  
  3612. Transference Charm
  3613. Use : Other
  3614. Cost : 2G
  3615. *A spiritual charm that transports the user to a place they've already visited. To use it, one must write their destination on the card.*
  3616. Only available only for use [Out of Combat]. The target can instantly move to a place within a 30km radius that they have already visited (Consult with the GM for details). [Transference Charm] is only usable by a character once per session.
  3617.  
  3618. Transformation Drug
  3619. Use: Other
  3620. Price: 10G
  3621. *A spiritual drug that allows the user to change gender for the purposes of disguise. It's sold exclusively by Sumizuka Pharmaceutical, and typically purchased by intelligence agents from various countries.*
  3622. Only available only for use [Out of Combat]. Once per session, the target can change their gender (treat this gender swap as [Maneuver: Disguise / Result: 15]).
  3623.  
  3624. Shinmyo Charm
  3625. Use : Other
  3626. Cost : 200G
  3627. *A spiritual charm that determines the God Name of a hostile awakened in the user's presence. It's used by holding it up and filling it with spirit energy.*
  3628. Use at [Timing: Prep]. The user may perform [Maneuver: Identify ({Intellect} Check)] on a [Range: Combat Zone / Target: 1#].
  3629.  
  3630. Data Card
  3631. Use : Other
  3632. Cost : 200G
  3633. *A disposable microdisk that amplifies the effects of spell programs.*
  3634. Use as [Timing: Unique / Range: User / Target: User]. Gain +2d6 to [Damage Calculation] when using a [Restrict: Digital Sorcerer] weapon, once per round.
  3635.  
  3636. Address
  3637. Use : Other
  3638. Cost : 200G
  3639. *Notes or Data containing the contact information of a specific person.*
  3640. Only available only for use [Out of Combat]. Once per session, the user gains one [Emotion] for any NPC. This item is only usable once per session.
  3641.  
  3642. Information Shop
  3643. Use : Other
  3644. Cost : 200G
  3645. *An informant or shop that can give contact information for those "in the know" of supernatural incidents.*
  3646. Only available only for use [Out of Combat] in the [Struggle Rules]. Once per 7 sessions, the user rolls on [Event Table 1] and chooses the result.
  3647.  
  3648. Elixir of Power
  3649. Use : Other
  3650. Cost : 250G
  3651. *A magical drug that allows its user to exhibit greater supernatural power.*
  3652. Use on {Main Stat} check as [Timing: Unique / Range: User / Target: User]. The target gains +2 to the result of {Strength} checks.
  3653.  
  3654. Elixir of Agility
  3655. Use : Other
  3656. Cost : 250G
  3657. *A magical drug that allows its user to exhibit high supernatural agility.*
  3658. Use on {Main Stat} check as [Timing: Unique / Range: User / Target: User]. The target gains +2 to the result of {Agility} checks.
  3659.  
  3660. Elixir of Wisdom
  3661. Use : Other
  3662. Cost : 250G
  3663. *A magical drug that allows its user to exhibit amazing intelligence.*
  3664. Use on {Main Stat} check as [Timing: Unique / Range: User / Target: User]. The target gains +2 to the result of {Intellect} checks.
  3665.  
  3666. Elixir of Wisdom
  3667. Use : Other
  3668. Cost : 250G
  3669. *A magical drug that allows its user to exhibit tremendous mental strength and concentration.*
  3670. Use on {Main Stat} check as [Timing: Unique / Range: User / Target: User]. The target gains +2 to the result of {Will} checks.
  3671.  
  3672. Elixir of Fortune
  3673. Use : Other
  3674. Cost : 250G
  3675. *A magical drug that grants strong luck to the awakened.*
  3676. Use on {Main Stat} check as [Timing: Unique / Range: User / Target: User]. The target gains +1 to the result of {Luck} checks.
  3677.  
  3678. Ether Tablets
  3679. Use : Other
  3680. Cost : 250G
  3681. *A tranquilizer created from purified spirit energy.*
  3682. Use as [Timing: Unique / Range: User / Target: User]. The target adjusts one [Spirit Dice] by +/- 2. This effect cannot change a dice to a value higher than 6 or lower than 1, and is usable once per session.
  3683.  
  3684. Acceleration Charm
  3685. Use : Other
  3686. Cost : 300G
  3687. *A charm or tag that temprarily increases athletic ability.*
  3688. Use as [Timing: Unique / Range: User / Target: User]. The target increases the [Speed] of their [Move Actions] by +1. Usable once per session.
  3689.  
  3690. C4
  3691. Use : Other
  3692. Cost : 300G
  3693. *Special plastic explosives converted into an Artificial Regalia.*
  3694. Use as [Timing: Prep / Range: 7 Sq. / Target: 1#]. The user may destroy an [Obstacle] within range. Additionally, any targets adjacent to it recieve [Shift: Fallen].
  3695.  
  3696. Barrier Stone
  3697. Use : Other
  3698. Cost : 500G
  3699. *A spiritual stone that can project a special barrier*
  3700. Use as [Timing: Unique / Range: User / Target: User]. The target recieves -2d6 [Damage] from an attack action with [Target: 2+ (Including Area or Combat Zone)]. Usable once per session.
  3701.  
  3702. Tranquilizer
  3703. Use : Other
  3704. Cost : 1000G
  3705. *A tranquilizer created from highly purified spirit energy.*
  3706. Use as [Timing: Unique / Range: User / Target: User]. The target gains +1 [Essence], and adjusts the rolled [Spirit Dice] by +/- 2. This effect cannot change a dice to a value higher than 6 or lower than 1, and is usable once per session.
  3707.  
  3708. Portable AED
  3709. Use : Other
  3710. Cost : 500G
  3711. *A portable AED that can revive its target with a powerful shock.*
  3712. Use as [Range: Engaged / Target: 1#]. After giving [Remove: Downed] to the target, the target sets their {HP} to 15. The target may refuse this effect.
  3713.  
  3714. Acceleration Capsule
  3715. Use : Other
  3716. Cost : 1500G
  3717. *A charm or tag that temprarily increases athletic ability.*
  3718. Use as [Timing: Start / Range: User / Target: User]. The target increases their [Initiative] by +2d6 until after [Timing: End] of the current round. Usable once per session.
  3719.  
  3720. Letter of Introduction
  3721. Use : Other
  3722. Cost : 3000G
  3723. *A referral needed to switch between awakened organizations.*
  3724. A [Target: 1#] can change its organization to any [Affiliated] one. In that case, any [Items] of [Restriction: Organization] that the user has in [Possession/Equipment] is automatically sold. Usable once per session.
  3725.  
  3726.  
  3727. ================================================================================
  3728. Shinma Struggle -- GM Section:Mononoke [XXXC]
  3729. ================================================================================
  3730. Shinma Struggle -- GM Section: Humanoid Mononoke [XXXC-1]
  3731. ================================================================================
  3732. Night Dweller / Class: Humanoid / LV: 2 (1)
  3733. Size : 2
  3734. Wits : Clever
  3735. Senses : Normal
  3736. Speech : Yes
  3737. Reaction : Mercurial
  3738. ID : 15
  3739. Weakness : [Magnet] [Toxin]
  3740. Movement : Walk
  3741. | ACC | EVA | CNJ | RES | CHK
  3742. {Combat Stats} | 06 | 08 | 03 | 03 | 03
  3743. {Fixed Values} | 13 | 15 | 10 | 10 | 10
  3744. {Initiative} : 15 (7)
  3745. {HP} : 41
  3746. Armor : 1
  3747. Barrier : 0
  3748.  
  3749. Attack Methods
  3750.  
  3751. [Weapon Attack]: Melee Attack / Engaged / 1#
  3752. - [Form: Hammer] 2d6+8 physical damage.
  3753.  
  3754. <<Supernatural Hand-to-Hand Combat>>: Physical Attack / Engaged / 1#
  3755. - [Element: Wind / Form: Hammer] 3d6+12 [Physical Damage]. 1/Round.
  3756.  
  3757. <<Hidden Power>>: Physical Attack / Combat Zone / 1#
  3758. - The user gains +3 on {Accuracy} check, then inflicts [Element: Fire / Form: Ranged] 29 [Physical Damage]. 1/Combat.
  3759.  
  3760. <<Cross Counter>>: Defense / User
  3761. - Use after succeeding a [Reactive Check]. The target performs x1 [Weapon Attack] on [Range: Engaged / Target: 1#].
  3762.  
  3763. Materials (2d6)
  3764. 2~8: None
  3765. 9+: Illegal Relic/MD+2: 1000G (Potency: 2)
  3766.  
  3767. Description:
  3768. Awakened men or women that gained a shard and sacred relic from an evil Aramitama or Godhunter, and walk the streets of Tokyo at night. They draw spirit power from the obtained shards, and are good at physical combat.
  3769.  
  3770. ----------------------------------------
  3771. Sorcerer / Class: Humanoid / LV: 3 (1)
  3772. Size : 2
  3773. Wits : Clever
  3774. Senses : Normal
  3775. Speech : Yes
  3776. Reaction : Mercurial
  3777. ID : 16
  3778. Weakness : [Phantom]
  3779. Movement : Walk
  3780. | ACC | EVA | CNJ | RES | CHK
  3781. {Combat Stats} | 03 | 03 | 08 | 08 | 03
  3782. {Fixed Values} | 10 | 10 | 15 | 15 | 10
  3783. {Initiative} : 13 (6)
  3784. {HP} : 57
  3785. Armor : 1
  3786. Barrier : 5
  3787.  
  3788. Attack Methods
  3789.  
  3790. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  3791. - [Element: Fire / Form: Magic] 2d6+11 magical damage.
  3792.  
  3793. <<Enhancement Magic>>: Start / Combat Zone / Combat Zone
  3794. - The target gains +10 {Initiative}. 1/Combat.
  3795.  
  3796. <<Magic Secret>>: Magical Attack / 7 Sq. / Area / Halves
  3797. - [Element: Light / Form: Magic] 4d6+18 magical damage. 1/Round.
  3798.  
  3799. <<Sacred Wall Technique>>: Defense / 7 Sq. / 1#
  3800. - Use on Damage Reduction. The target gains +5 [Armor].
  3801.  
  3802. <<Skilled Magician>>: Constant / User
  3803. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Humanoid] NPCs in the [Combat Zone] reduce [Damage] by 10.
  3804.  
  3805. Materials (2d6)
  3806. 2~9: None
  3807. 10+: Spellbook/Conjure+1: 1000G (Potency: 2)
  3808.  
  3809. Description:
  3810. A magician who has mastered various forms of magic. They use defensive magic to protect allies. The wicked are subordinate to evil humans and mononoke, and have a hand in various evil doings.
  3811.  
  3812. ----------------------------------------
  3813. Big City Predator / Class: Humanoid / LV: 5 (1)
  3814. Size : 2
  3815. Wits : Clever
  3816. Senses : Normal
  3817. Speech : Yes
  3818. Reaction : Mercurial
  3819. ID : 16
  3820. Weakness : [Cold] [Toxin]
  3821. Movement : Walk
  3822. | ACC | EVA | CNJ | RES | CHK
  3823. {Combat Stats} | 11 | 09 | 03 | 03 | 03
  3824. {Fixed Values} | 18 | 16 | 10 | 10 | 10
  3825. {Initiative} : 15 (7)
  3826. {HP} : 60
  3827. Armor : 1
  3828. Barrier : 1
  3829.  
  3830. Attack Methods
  3831.  
  3832. [Weapon Attack]: Melee Attack / Engaged / 1#
  3833. - [Form: Sword] 3d6+20 physical damage. [Additional Effect]: Change the target of a [Physical Attack]'s [Armor] to 0. 1/Combat.
  3834.  
  3835. <<Night Drinking Surprise>>: Start / Combat Zone / 1# / No Reactive Check
  3836. - The target swap {Initiative} with the user. 1/Combat
  3837.  
  3838. <<Murderous Strike>>: Physical Attack / Combat Zone / 1#
  3839. - [Form: Sword] 3d6+30 physical damage. 1/Round.
  3840.  
  3841. <<Gouge the Vitals>>: Unique / Engaged / 1#
  3842. - Use on Damage Reduction. The target cannot apply [Halves]. 1/Combat.
  3843.  
  3844. <<Extra Attack I>>: Constant / User
  3845. - During the targets [Turn], gain x1 [Timing: Attack].
  3846.  
  3847. Materials (2d6)
  3848. Automatic: Evidence/Will+2: 1000G (Potency: 2)
  3849.  
  3850. Description:
  3851. A serial killer mononoke, who became bolder and more frequent over time. They are so-called psychopaths, hiding in the big city and taking the lives of victims, and knowingly or not, their souls.
  3852.  
  3853. ----------------------------------------
  3854. Armed Guard / Class: Humanoid / LV: 7 (2)
  3855. Size : 2
  3856. Wits : Clever
  3857. Senses : Normal
  3858. Speech : Yes
  3859. Reaction : Hostile
  3860. ID : 20
  3861. Weakness : [Phantom] [Toxin]
  3862. Movement : Walk
  3863. | ACC | EVA | CNJ | RES | CHK
  3864. {Combat Stats} | 13 | 10 | 03 | 04 | 04
  3865. {Fixed Values} | 20 | 17 | 10 | 11 | 11
  3866. {Initiative} : 25 (10)
  3867. {HP} : 80
  3868. Armor : 5
  3869. Barrier : 5
  3870.  
  3871. Attack Methods
  3872.  
  3873. [Weapon Attack]: Ranged Attack / 5 Sq. / 3#
  3874. - [Element: Magnet / Form: Ranged] 3d6+30 physical damage.
  3875.  
  3876. <<Spirit Jamming>>: Start / Combat Zone / 1# / No Reactive Check
  3877. - The target cannot make [Weapon Attacks]. 1/Combat.
  3878.  
  3879. <<Suppressive Fire>>: Physical Attack / 8 Sq. / 2#
  3880. - The user gains +2 to {Accuracy} check, then inflicts [Form: Spear] 4d6+40 physical damage.
  3881.  
  3882. <<Emergency Protection>>: Defense / 8 Sq. / 1#
  3883. - Use on Damage Reduction. The user receives the [Damage] and other effects instead of the target (treat as though {Resist} check had failed).
  3884.  
  3885. <<Supernatural Combat Training>>: Constant / User
  3886. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, when the target becomes the Target of a [Target: 2#+] [Attack Action] (including [Area - Combat Zone]), they gain +20 [Armor] and [Barrier].
  3887.  
  3888. Materials (2d6)
  3889. 2~9: None
  3890. 10+: Notebook Remnants/Speed+2: 1500G (Potency: 3)
  3891.  
  3892. Description:
  3893. Armed police officers who are dispatched to supernatural incidents within Tokyo. All are armed with MP5s or SIG Sauers, etc, and do not show forgiveness to any supernatural beings who break the law within Tokyo.
  3894.  
  3895. ----------------------------------------
  3896. Supernatural Hacker / Class: Humanoid / LV: 8 (2)
  3897. Size : 2
  3898. Wits : Clever
  3899. Senses : Normal
  3900. Speech : Yes
  3901. Reaction : Hostile
  3902. ID : 16
  3903. Weakness : [Phantom]
  3904. Movement : Walk
  3905. | ACC | EVA | CNJ | RES | CHK
  3906. {Combat Stats} | 04 | 05 | 14 | 11 | 07
  3907. {Fixed Values} | 11 | 12 | 21 | 18 | 14
  3908. {Initiative} : 25 (10)
  3909. {HP} : 90
  3910. Armor : 5
  3911. Barrier : 5
  3912.  
  3913. Attack Methods
  3914.  
  3915. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancel
  3916. - [Element: Shock / Form: Magic] 3d6+15 magical damage.
  3917.  
  3918. <<Activate Magical Program>>: Magical Attack / 10 Sq. / 1# / Cancels
  3919. - [Element: Magnet / Form: Magic] 4d6+30 magical damage. 1/Round.
  3920.  
  3921. <<Spirit Power Crack>>: Unique / 10 Sq. / 1#
  3922. - Use on the [Result] of an [Active Check]. The target gains -1d to the [Active Check]. 1/Round.
  3923.  
  3924. <<Dejon Switch>>: End / User
  3925. - [Install] the target up to 4 Sq away.
  3926.  
  3927. <<Extra Attack I>>: Constant / User
  3928. - During the targets [Turn], gain x1 [Timing: Attack].
  3929.  
  3930. Materials (2d6)
  3931. 2~7: None
  3932. 8+: Data USB/MD+2: 1000G (Potency: 2)
  3933.  
  3934. Description:
  3935. A high-ranking digital sorcerer who exploits magical programs in order to manipulate hacking and cracking programs. Many of them live withdrawn from society, but occasionally they will become involved in a supernatural incident and take action as the mastermind.
  3936.  
  3937. ----------------------------------------
  3938. Underworld Martial Artist / Class: Humanoid / LV: 9 (2)
  3939. Size : 2
  3940. Wits : Clever
  3941. Senses : Normal
  3942. Speech : Yes
  3943. Reaction : Mercurial
  3944. ID : 18
  3945. Weakness : [Toxin]
  3946. Movement : Walk
  3947. | ACC | EVA | CNJ | RES | CHK
  3948. {Combat Stats} | 15 | 15 | 05 | 03 | 03
  3949. {Fixed Values} | 22 | 22 | 12 | 10 | 10
  3950. {Initiative} : 25 (10)
  3951. {HP} : 110
  3952. Armor : 5
  3953. Barrier : 5
  3954.  
  3955. Attack Methods
  3956.  
  3957. [Weapon Attack]: Melee Attack / Engaged / 1#
  3958. - [Element: Wind / Form: Hammer] 3d6+30 physical damage.
  3959.  
  3960. <<Precision Fighting>>: Physical Attack / Charge 4 Sq. / 1#
  3961. - [Element: Wind / Form: Hammer] 4d6+50 physical damage.
  3962.  
  3963. <<Legendary Skill>>: Physical Attack / Engaged / Area
  3964. - [Form: Axe] 3d6+60 physical damage. Targets who perform [Damage Reduction] cannot use "reduce [Damage] by X" effects. 1/Round.
  3965.  
  3966. <<Extreme-Skill Counterattack>>: Unique / User
  3967. - Use on successful {Evade} check. The target may perform x1 [Timing: Attack]. 1/Round.
  3968.  
  3969. <<Extra Attack I>>: Constant / User
  3970. - During the targets [Turn], gain x1 [Timing: Attack].
  3971.  
  3972. Materials (2d6)
  3973. 2~9: None
  3974. 10+: Family Photo/PD+2: 1000G (Potency: 2)
  3975.  
  3976. Description:
  3977. A renowned combatent in the criminal underworld, who has gained a fragment and become a mononoke. They have tremendous combat ability and are capable of overwhelming terrorist and special forces on their own.
  3978.  
  3979. ----------------------------------------
  3980. Field Commander / Class: Humanoid / LV: 11 (3)
  3981. Size : 2
  3982. Wits : Clever
  3983. Senses : Normal
  3984. Speech : Yes
  3985. Reaction : Mercurial
  3986. ID : 19
  3987. Weakness : [Phantom] [Toxin]
  3988. Movement : Walk
  3989. | ACC | EVA | CNJ | RES | CHK
  3990. {Combat Stats} | 18 | 15 | 07 | 03 | 06
  3991. {Fixed Values} | 25 | 22 | 14 | 10 | 13
  3992. {Initiative} : 26 (11)
  3993. {HP} : 119
  3994. Armor : 5
  3995. Barrier : 10
  3996.  
  3997. Attack Methods
  3998.  
  3999. [Weapon Attack]: Melee Attack / Engaged / Area
  4000. - [Element: Phantom / Form: Hammer] 3d6+30 physical damage.
  4001.  
  4002. <<Hand Sign>>: Start / 8 Sq. / 2#
  4003. - The target gains +5 {Initiative}, and [Installs] up to 5 Sq away.
  4004.  
  4005. <<Synergy Sweep>>: Physical Attack / 8 Sq. / 3#
  4006. - [Form: Ranged] 5d6+40 physical damage. 1/Round.
  4007.  
  4008. <<Overkill Attack>>: Unique / 8 Sq. / 1#
  4009. - Use on Damage Reduction. The target additionally takes [Element: Fire / Form: Ranged] 3d6+30 physical damage (no reactive check). 1/Combat.
  4010.  
  4011. <<Supernatural Combat Training>>: Constant / User
  4012. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, when the target becomes the Target of a [Target: 2#+] [Attack Action], gain +20 [Armor] and [Barrier].
  4013.  
  4014. Materials (2d6)
  4015. 2~9: None
  4016. 10+: Dog Tag/PD+3: 1500G (Potency: 3)
  4017.  
  4018. Description:
  4019. Commander-Class soldiers in security bureaus and special forces around the world. They excel not only in regular combat but also against supernatural entities, and has excellent commanding ability.
  4020.  
  4021.  
  4022. ================================================================================
  4023. Shinma Struggle -- GM Section: Beast Mononoke [XXXC-2]
  4024. ================================================================================
  4025. Artificial Beast x1 / Class: Beast / LV: 3 (1)
  4026. Size : 2
  4027. Wits : High
  4028. Senses : Normal
  4029. Speech : Yes
  4030. Reaction : Hostile
  4031. ID : 13
  4032. Weakness : [Shock] [Light]
  4033. Movement : Walk
  4034. | ACC | EVA | CNJ | RES | CHK
  4035. {Combat Stats} | 09 | 07 | 01 | 01 | 04
  4036. {Fixed Values} | 16 | 14 | 08 | 08 | 11
  4037. {Initiative} : 15 (7)
  4038. {HP} : 45
  4039. Armor : 0
  4040. Barrier : 5
  4041.  
  4042. Attack Methods
  4043.  
  4044. [Weapon Attack]: Melee Attack / Charge 2 Sq. / 1#
  4045. - [Form: Axe] 2d6+14 physical damage.
  4046.  
  4047. <<Demon Beast Power>>: Start / User
  4048. - The target gains [Shift: Hidden] (Treat as [Maneuver: Concealment / Result: 20]) even if there's no adjacent obstacles.
  4049.  
  4050. <<Stretchable Exoskeleton>>: Physical Attack / 3 Sq. / 2#
  4051. - The user gains +2 to {Accuracy} check, then inflicts [Element: Toxin / Form: Sword] 3d6+20 physical damage.
  4052.  
  4053. <<Mutent Body Hull>>: Defense / User
  4054. - The target gains +10 [Armor]
  4055.  
  4056. Materials (2d6)
  4057. 2~9: None
  4058. 10+: Mutant Shell/Armor+2: 1000G (Potency: 2)
  4059.  
  4060. Description:
  4061. An artificial monster created by biological experiments of Sumizuka Pharmaceutical. A pathetic creature that will die debilitatingly unless it feeds on human souls. It usually looks human, but will turn into a vicious beastman as soon as combat begins.
  4062.  
  4063. ----------------------------------------
  4064. Devil Bat / Class: Beast / LV: 4 (1)
  4065. Size : 2
  4066. Wits : Clever
  4067. Senses : Domain
  4068. Speech : Yes
  4069. Reaction : Hostile
  4070. ID : 16
  4071. Weakness : [Fire] [Toxin]
  4072. Movement :
  4073. | ACC | EVA | CNJ | RES | CHK
  4074. {Combat Stats} | 02 | 09 | 10 | 01 | 03
  4075. {Fixed Values} | 09 | 16 | 17 | 08 | 10
  4076. {Initiative} : 15 (7)
  4077. {HP} : 60
  4078. Armor : 5
  4079. Barrier : 5
  4080.  
  4081. Attack Methods
  4082.  
  4083. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  4084. - [Element: Phantom / Form: Magic] 3d6+15 magical damage.
  4085.  
  4086. <<Dark Flight>>: Start / User
  4087. - [Install] the target up to 7 Sq. away. 1/Combat.
  4088.  
  4089. <<Soundwave Impact>>: Magical Attack / 7 Sq. / 2# / Cancels
  4090. - [Element: Wind / Form: Magic] 3d6+20 magical damage. Targets that fail their [Reactive Check] gain [Shift: Fallen]. 1/Round.
  4091.  
  4092. <<Extra Attack I>>: Constant / User
  4093. - During the targets [Turn], gain x1 [Timing: Attack].
  4094.  
  4095. Materials (2d6)
  4096. 2~8: None
  4097. 9+: Large Bat Wing/Agility+2: 1000G (Potency: 2)
  4098.  
  4099. Description:
  4100. A giant bat mononoke over 2 meters in length. It is an aged bat that gained a shard. At night, it will glide over Tokyo from time to time.
  4101.  
  4102. ----------------------------------------
  4103. Monster Eater / Class: Beast / LV: 6 (2)
  4104. Size : 2
  4105. Wits : Clever
  4106. Senses : Normal
  4107. Speech : Yes
  4108. Reaction : Hosyile
  4109. ID : 15
  4110. Weakness : [Shock]
  4111. Movement : Walk
  4112. | ACC | EVA | CNJ | RES | CHK
  4113. {Combat Stats} | 15 | 13 | 01 | 01 | 04
  4114. {Fixed Values} | 22 | 20 | 08 | 08 | 11
  4115. {Initiative} : 25 (10)
  4116. {HP} : 80
  4117. Armor : 10
  4118. Barrier : 5
  4119.  
  4120. Attack Methods
  4121.  
  4122. [Weapon Attack]: Melee Attack / Charge 2 Sq. / 1#
  4123. - [Form: Axe] 2d6+14 physical damage.
  4124.  
  4125. <<Instant Power Beyond Intelligence>>: Start / User
  4126. - The target [Installs] up to 3 Sq away.
  4127.  
  4128. <<Stretchable Exoskeleton>>: Physical Attack / 3 Sq. / 2#
  4129. - The user gains +2 to {Accuracy} check, then inflicts [Element: Toxin / Form: Sword] 3d6+30 physical damage. 1/Round.
  4130.  
  4131. <<Family Eater>>: End / Engaged / 1#/ No Reactive Check
  4132. - Destroy a Mononoke with "x#" in the name, and the user [Recovers] 10 {HP}.
  4133.  
  4134. <<Extra Attack I>>: Constant / User
  4135. - During the targets [Turn], gain x1 [Timing: Attack].
  4136.  
  4137. Materials (2d6)
  4138. 2~9: None
  4139. 10+: High Shell/Armor+3: 1500G (Potency: 3)
  4140.  
  4141. Description:
  4142. An artificial beast that gained higher spiritual power through consuming other artificial beasts. Although powerful, they have abnormal psyches and there is no way to stop them once they rampage.
  4143.  
  4144. ----------------------------------------
  4145. Basan / Class: Beast / LV: 7 (2)
  4146. Size : 3
  4147. Wits : Normal
  4148. Senses : Normal
  4149. Speech : No
  4150. Reaction : Neutral
  4151. ID : 15
  4152. Weakness : [Cold] [Toxin]
  4153. Movement : Walk, Fly
  4154. | ACC | EVA | CNJ | RES | CHK
  4155. {Combat Stats} | 08 | 06 | 11 | 08 | 03
  4156. {Fixed Values} | 15 | 13 | 18 | 15 | 10
  4157. {Initiative} : 17 (8)
  4158. {HP} : 0105
  4159. Armor : 10
  4160. Barrier : 10
  4161.  
  4162. Attack Methods
  4163.  
  4164. [Weapon Attack]: Melee Attack / 7 Sq. / 2#
  4165. - [Element: Fire / Form: Spear] 3d6+15 physical damage.
  4166.  
  4167. <<Cassowary Kick Power>>: Physical Attack / Charge 3 Sq. / 1#
  4168. - The user gains +2 on {Accuracy} check, then inflicts [Element: Wind / Form: Sword] 4d6+30 physical damage. 1/Round.
  4169.  
  4170. <<Heatless Flame>>: Magical Attack / Combat Zone / Area / Halves
  4171. - [Form: Magic] 3d6+40 magical damage. 1/Round.
  4172.  
  4173. <<Fire Eater>>: Constant / User
  4174. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Element: Fire] [Damage], and ignores other effects.
  4175.  
  4176. Materials (2d6)
  4177. 2~9: Spirit Bird's Feather/Barrier+1: 500G (Potency: 1)
  4178. 10+: Non-Burning Fire Remains/Bestow Phantom: 1500G (Potency: 3)
  4179.  
  4180. Description:
  4181. A bird mononoke that resembles a chicken. They live in bamboo forests in the mountains, and only attack in self-defense. They can eat fire, and breathe illusory flames which do not burn.
  4182.  
  4183. ----------------------------------------
  4184. Shojo / Class: Beast / LV: 9 (2)
  4185. Size : 3
  4186. Wits : Clever
  4187. Senses : Heat
  4188. Speech : Yes
  4189. Reaction : Mercurial
  4190. ID : 19
  4191. Weakness : [Fire] [Cold]
  4192. Movement : Walk
  4193. | ACC | EVA | CNJ | RES | CHK
  4194. {Combat Stats} | 04 | 10 | 15 | 03 | 04
  4195. {Fixed Values} | 11 | 17 | 22 | 10 | 11
  4196. {Initiative} : 25 (10)
  4197. {HP} : 110
  4198. Armor : 10
  4199. Barrier : 10
  4200.  
  4201. Attack Methods
  4202.  
  4203. [Weapon Attack]: Magical Attack / 7 Sq. / 3# / Cancels
  4204. - [Element: Phantom / Form: Magic] 3d6+30 magical damage.
  4205.  
  4206. <<Demon Beast Spell>>: Magical Attack / 7 Sq. / 2# / Cancels
  4207. - [Element: Wind / Form: Magic] 4d6+40 magical damage. 1/Round.
  4208.  
  4209. <<Spirit Howl>>: Unique / 7 Sq. / 1#
  4210. - Use on Damage Reduction. Change the targets [Attack Action] to [Target: 1#], and the user receives the [Damage] and other effects. 1/Round.
  4211.  
  4212. <<Forest Sage>>: Constant / User
  4213. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from [Form: Sword].
  4214.  
  4215. Materials (2d6)
  4216. 2~8: None.
  4217. 9+: Shojo Fur/MD+2: 1000G (Potency: 2)
  4218.  
  4219. Description:
  4220. An old monkey that became a mononoke, and gained great wisdom and ego. It is about 3 meters tall and has high spiritual power. Additionally, its very agile despite it large body, and uses advanced magic.
  4221.  
  4222. ----------------------------------------
  4223. Nekogami / Class: Beast / LV: 11 (3)
  4224. Size : 2
  4225. Wits : Clever
  4226. Senses : Domain
  4227. Speech : Yes
  4228. Reaction : Neutral
  4229. ID : 19
  4230. Weakness : [Cold] [Wind]
  4231. Movement : Walk
  4232. | ACC | EVA | CNJ | RES | CHK
  4233. {Combat Stats} | 17 | 08 | 17 | 01 | 05
  4234. {Fixed Values} | 24 | 15 | 24 | 08 | 12
  4235. {Initiative} : 27 (11)
  4236. {HP} : 133
  4237. Armor : 6
  4238. Barrier : 15
  4239.  
  4240. Attack Methods
  4241.  
  4242. [Weapon Attack]: Melee Attack / 7 Sq. / 2#
  4243. - [Element: Wind / Form: Axe] 3d6+30 physical damage.
  4244.  
  4245. <<Nekogami's Promise>>: Start / Combat Zone / 2#
  4246. - The target gains +5 {Initiative}.
  4247.  
  4248. <<Nekogami's Illusion>>: Start / Combat Zone / 2# / No Reactive Check
  4249. - [Install] the target up to 2 Sq away.
  4250.  
  4251. <<Nekogami Magic>>: Magical Attack / 7 Sq. / 3# / Halves
  4252. - [Element: Phantom / Form: Magic] 5d6+30 magical damage. 1/Round.
  4253.  
  4254. <<Great God of Cats>>: Constant / User
  4255. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Beast] NPCs other than [Bosses] in the [Combat Zone] gain +10 [Armor] and [Barrier] while [Ready].
  4256.  
  4257. Materials (2d6)
  4258. 2~9: Nekogami Tail/Will+1: 500G (Potency: 1)
  4259. 10+: Nekogami's Red Stamp/Luck+2: 1000G (Potency: 2)
  4260.  
  4261. Description:
  4262. An aged cat that has become a deity after many years. It appears as a cat-like priest. Many of them live on top of leylines or in shrines.
  4263.  
  4264. ----------------------------------------
  4265. Great Kaiju / Class: Beast / LV: 13 (3)
  4266. Size : 5
  4267. Wits : Clever
  4268. Senses : Heat
  4269. Speech : No
  4270. Reaction : Mercurial
  4271. ID : 20
  4272. Weakness : None
  4273. Movement : Walk, Swim
  4274. | ACC | EVA | CNJ | RES | CHK
  4275. {Combat Stats} | 18 | 09 | 17 | 01 | 07
  4276. {Fixed Values} | 25 | 16 | 24 | 08 | 14
  4277. {Initiative} : 20 (9)
  4278. {HP} : 210
  4279. Armor : 10
  4280. Barrier : 10
  4281.  
  4282. Attack Methods
  4283.  
  4284. [Weapon Attack]: Melee Attack / 7 Sq. / Area
  4285. - [Element: Toxin / Form: Axe] 5d6+50 physical damage.
  4286.  
  4287. <<Kaiju Strike>>: Physical Attack / 3 Sq. / 2#
  4288. - [Element: Magnet / Form: Sword] 6d6+70 physical damage, and during [Damage Reduction], reduce the {HP} of [Obstacles] to 0.
  4289.  
  4290. <<Light Cannon>>: Magical Attack / 7 Sq. / Area / Halves
  4291. - [Element: Light / Form: Magic] 6d6+60 magical damage. 1/Round.
  4292.  
  4293. <<Spirit Roar>>: Unique / 7 Sq. / 1#
  4294. - Use on Damage Reduction. Change the targets [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects.
  4295.  
  4296. <<Legendary Sea God>>: Constant / User
  4297. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, while the target is [Ready], gain +20 [Armor] and [Barrier].
  4298.  
  4299. Materials (2d6)
  4300. 2~9: None
  4301. 10+: Abnormal Cells/Strength+3: 1500G (Potency: 3)
  4302.  
  4303. Description:
  4304. Due to the effects of marine pollution, oceanic breats have mutated, becoming huge and gaining shards. Many of them are gigantic creatures that resemble aquatic reptiles, and cause massive destruction upon reaching land.
  4305.  
  4306. ================================================================================
  4307. Shinma Struggle -- GM Section: Insectoid Mononoke [XXXC-3]
  4308. ================================================================================
  4309. Kodanchuu x5 / Class: Insectoid / LV: 1 (1)
  4310. Size : 1
  4311. Wits : Low
  4312. Senses : Heat
  4313. Speech : No
  4314. Reaction : Hostile
  4315. ID : 12
  4316. Weakness : [Fire] [Cold]
  4317. Movement : Walk, Fly
  4318. | ACC | EVA | CNJ | RES | CHK
  4319. {Combat Stats} | 07 | 05 | 01 | 03 | 01
  4320. {Fixed Values} | 14 | 12 | 08 | 10 | 08
  4321. {Initiative} : 14 (7)
  4322. {HP} : 40
  4323. Armor : 0
  4324. Barrier : 0
  4325.  
  4326. Attack Methods
  4327.  
  4328. [Weapon Attack]: Ranged Attack / 7 Sq. / 1#
  4329. - [Form: Ranged] 1d6+12 physical damage.
  4330.  
  4331. <<Warning Shot>>: Prep / User
  4332. - The target performs a [Weapon Attack].
  4333.  
  4334. <<Kodanchuu Explosion>>: Unique / User
  4335. - Use on Damage Calculation. The target gains +2d6 [Damage]. 1/Round.
  4336.  
  4337. Materials (2d6)
  4338. 2~5: None
  4339. 6~9: Film-like Foam/Agility+1: 500G (Potency: 1)
  4340. 10+: Chitinous Shell/Armor+2: 1000G (Potency: 2)
  4341.  
  4342. Description:
  4343. An insectoid mononoke about 30CM in length. It shoots scaly chitin that covers its entire body, attacking opponents. Its Chitin has the property of exploding in response to spirit power, making it a troublesome opponent for a low rank. In a place slightly off from Edo, it lives in large groups.
  4344.  
  4345. ----------------------------------------
  4346. Kanchuu Majin / Class: Insectoid / LV: 2 (1)
  4347. Size : 2
  4348. Wits : Low
  4349. Senses : Normal
  4350. Speech : Yes
  4351. Reaction : Hostile
  4352. ID : 10
  4353. Weakness : [Fire] [Wind]
  4354. Movement : Walk
  4355. | ACC | EVA | CNJ | RES | CHK
  4356. {Combat Stats} | 05 | 04 | 07 | 03 | 01
  4357. {Fixed Values} | 12 | 11 | 14 | 10 | 08
  4358. {Initiative} : 3 (3)
  4359. {HP} : 47
  4360. Armor : 5
  4361. Barrier : 5
  4362.  
  4363. Attack Methods
  4364.  
  4365. [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
  4366. - [Form: Magic] 3d6+9 magical damage.
  4367.  
  4368. <<Tentacle Whip>>: Magical Attack / 5 Sq. / 1# / Cancels
  4369. - [Element: Phantom / Form: Magic] 2d6+15 magical damage. Targets that fail their [Reactive Check] gain [Shift: Fallen].
  4370.  
  4371. <<Tentacle Defense>>: Defense / 5 Sq. / 1#
  4372. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  4373.  
  4374. Materials (2d6)
  4375. 2~9: None
  4376. 10+: Insect Tentacle/Initiative+1: 500G (Potency: 1)
  4377.  
  4378. Description:
  4379. A small ring of living organisms that gained a shard, and becomes supernatural and humanoid. Its appearance is very grotesque, and ordinary people who look at it directly go into a frenzy. They can enter and exit the human body, absorbing spiritual power. There is an urban legend that they breed within the sewers of Tokyo.
  4380.  
  4381. ----------------------------------------
  4382. Mimic / Class: Insectoid / LV: 4 (1)
  4383. Size : 3
  4384. Wits : High
  4385. Senses : Normal
  4386. Speech : Yes
  4387. Reaction : Hostile
  4388. ID : 14
  4389. Weakness : [Cold] [Shock]
  4390. Movement : Walk
  4391. | ACC | EVA | CNJ | RES | CHK
  4392. {Combat Stats} | 10 | 09 | 01 | 03 | 01
  4393. {Fixed Values} | 17 | 16 | 08 | 10 | 08
  4394. {Initiative} : 17 (8)
  4395. {HP} : 55
  4396. Armor : 2
  4397. Barrier : 2
  4398.  
  4399. Attack Methods
  4400.  
  4401. [Weapon Attack]: Melee Attack / Charge 4 Sq. / 1#
  4402. - [Element: Wind / Form: Sword] 3d6+15 physical damage.
  4403.  
  4404. <<Insectoid Flight>>: Start / User
  4405. - The target [Installs] up to 4 Sq away.
  4406.  
  4407. <<Full Power Predation>>: Physical Attack / Engaged / 1#
  4408. - The user gains +2 on {Accuracy} check, then inflicts [Element: Toxin / Form: Axe] 4d6+20 physical damage. 1/Round.
  4409.  
  4410. <<Predator Instinct>>: Unique / Engaged / 1#
  4411. - Use at Any Time. Perform 1x [Weapon Attack] on the target. 1/Round.
  4412.  
  4413. Materials (2d6)
  4414. 279: None
  4415. 8+: Creepy Outer Shell/HP+6: 1000G (Potency: 2)
  4416.  
  4417. Description:
  4418. A large, carniverous monster that mimics the appearance of a human. From a distance, it looks like an expressionless person with a fine body. At close range its appearance is a manipulated exoskeleton - but at this distance, the observer is within its predation range. Its rumored that they were created by biological testing at Sumisuki Pharmaceuticals, or Far-East Heavy Industries.
  4419.  
  4420. ----------------------------------------
  4421. Tsunji-Sama / Class: Insectoid / LV: 6 (2)
  4422. Size : 4
  4423. Wits : Clever
  4424. Senses : Heat
  4425. Speech : Yes
  4426. Reaction : Mercurial
  4427. ID : 18
  4428. Weakness : [Fire] [Shock]
  4429. Movement : Walk
  4430. | ACC | EVA | CNJ | RES | CHK
  4431. {Combat Stats} | 13 | 08 | 01 | 06 | 07
  4432. {Fixed Values} | 20 | 15 | 08 | 13 | 14
  4433. {Initiative} : 18 (8)
  4434. {HP} : 90
  4435. Armor : 5
  4436. Barrier : 0
  4437.  
  4438. Attack Methods
  4439.  
  4440. [Weapon Attack]: Melee Attack / Engaged / 1#
  4441. - [Form: Sword] 4d6+20 physical damage.
  4442.  
  4443. <<Invitation to the Wind>>: Start / Combat Zone / Combat Zone / No Reactive Check
  4444. - The target gains -1 to [Reactive Checks].
  4445.  
  4446. <<Lightning Run>>: Start / User
  4447. - The target gains +3d6 {Initiative}.
  4448.  
  4449. <<Divine Poison Strike>>: Physical Attack / Charge 4 Sq. / `#
  4450. - [Element: Toxin / Form: Sword] 4d6+40 physical damage. Targets that fail their [Reactive Check] take [Shift: Pain].
  4451.  
  4452. <<Hundred Legs>>: Constant / User
  4453. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, when the target becomes the Target of an [Attack Action] from targets other than [Range: Engaged], gain +10 [Armor] and [Barrier].
  4454.  
  4455. Materials (2d6)
  4456. Automatic: Ugly Tone/Bestow Toxin: 1500G (Potency: 3)
  4457.  
  4458. Description:
  4459. A giant clam with a rainbow-colored shell. Its true identity is a pillar of a snake god, an incarnation of the deity that controls the weather. Following ancient rules, it lives near the Imperial Palace in Chiyoda Ward, eliminating external enemies, protecting the barriers, and manipulating the weather.
  4460.  
  4461. ----------------------------------------
  4462. Prototype Adapter / Class: Insectoid / LV: 7 (2)
  4463. Size : 2
  4464. Wits : Clever
  4465. Senses : Domain
  4466. Speech : Yes
  4467. Reaction : Mercurial
  4468. ID : 18
  4469. Weakness : [Shock] [Magnet]
  4470. Movement : Walk
  4471. | ACC | EVA | CNJ | RES | CHK
  4472. {Combat Stats} | 15 | 15 | 01 | 04 | 02
  4473. {Fixed Values} | 22 | 22 | 08 | 11 | 09
  4474. {Initiative} : 18 (8)
  4475. {HP} : 124
  4476. Armor : 6
  4477. Barrier : 10
  4478.  
  4479. Attack Methods
  4480.  
  4481. [Weapon Attack]: Melee Attack / Engaged / 1#
  4482. - [Element: Cold / Form: Sword] 2d6+20 physical damage.
  4483.  
  4484. <<Battle Type>>: Start / User
  4485. - For the rest of combat, the target gains +2 to [Active Checks] and +10 [Damage].
  4486.  
  4487. <<Peculiar Attack>>: Physical Attack / 7 Sq. / 1#
  4488. - The user gains +2 on {Accuracy} check, then inflicts [Element: Fire / Form: Sword] 4d6+30 physical damage. 1/Round.
  4489.  
  4490. <<Exoskeleton Guard>>: Defense / 7 Sq. / 1#
  4491. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  4492.  
  4493. <<Adaptable Insect>>: Constant / User
  4494. - During the targets [Turn], gain x1 [Timing: Attack].
  4495.  
  4496. Materials (2d6)
  4497. 2~7: None
  4498. 8+: Antibiotics/HP+6: 1000G (Potency: 2)
  4499.  
  4500. Description:
  4501. Early creations made by dark organizations or large corporations. Although it initially looks and sounds human, when it loses control of its urges, it becomes a humanoid monstrocity and rampages.
  4502.  
  4503. ----------------------------------------
  4504. Mushi Senki / Class: Insectoid / LV: 10 (2)
  4505. Size : 2
  4506. Wits : Clever
  4507. Senses : Domain
  4508. Speech : Yes
  4509. Reaction : Mercurial
  4510. ID : 25
  4511. Weakness : [Fire] [Toxin]
  4512. Movement : Swim, Fly
  4513. | ACC | EVA | CNJ | RES | CHK
  4514. {Combat Stats} | 14 | 10 | 07 | 08 | 03
  4515. {Fixed Values} | 21 | 17 | 14 | 15 | 10
  4516. {Initiative} : 25 (10)
  4517. {HP} : 100
  4518. Armor : 5
  4519. Barrier : 5
  4520.  
  4521. Attack Methods
  4522.  
  4523. [Weapon Attack]: Ranged Attack / 9 Sq. / 1#
  4524. - [Element: Phantom / Form: Ranged] 4d6+30 physical damage.
  4525.  
  4526. <<Growth Enhancement>>: Start / Combat Zone / 2#
  4527. - [Class: Insectoid] NPCs gain +10 [Damage] and {Initiative}.
  4528.  
  4529. <<Extreme Bullet Shot>>: Physical Attack / 9 Sq. / 2#
  4530. - [Element: Toxin / Form: Spear] 4d6+40 physical damage.
  4531.  
  4532. <<High-Ranking Spirit>>: Constant / User
  4533. - During the targets [Turn], gain x1 [Timing: Attack]. Unless the target has [Shift: Dead], [Class: Insect] NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2#+] [Attack Actions] (Including [Area] - [Combat Zone]).
  4534.  
  4535. Materials (2d6)
  4536. 2~7: None
  4537. 8+: Rainbow-Colored Insect Wing/Barrier+2: 1000G (Potency: 2)
  4538.  
  4539. Description:
  4540. A mysterious insect that serves a deity. It is a beautiful maiden with rainbow-colored glittering insect wings. They are in charge of security around Edo, cracking down on evil mononoke and humans.
  4541.  
  4542. ----------------------------------------
  4543. Fierce Tiger Beetle / Class: Insectoid / LV: 12 (3)
  4544. Size : 3
  4545. Wits : Clever
  4546. Senses : Domain
  4547. Speech : Yes
  4548. Reaction : Mercurial
  4549. ID : 24
  4550. Weakness : [Wind] [Phantom]
  4551. Movement : Walk
  4552. | ACC | EVA | CNJ | RES | CHK
  4553. {Combat Stats} | 19 | 16 | 02 | 03 | 03
  4554. {Fixed Values} | 26 | 23 | 09 | 10 | 10
  4555. {Initiative} : 30 (12)
  4556. {HP} : 120
  4557. Armor : 10
  4558. Barrier : 10
  4559.  
  4560. Attack Methods
  4561.  
  4562. [Weapon Attack]: Melee Attack / Charge 4 Sq. / 1#
  4563. - [Element: Shock / Form: Sword] 6d6+40 physical damage.
  4564.  
  4565. <<Throbbing Magic Beetle>>: Start / User
  4566. - The target gains +2d6 {Initiative}.
  4567.  
  4568. <<Five Nail Fang>>: Physical Attack / Engaged / Area
  4569. - [Element: Shock / Form: Axe] 5d6+50 physical damage.
  4570.  
  4571. <<Holy Guardian Insect>>: Unique / 7 Sq. / 1#
  4572. - Use on Damage Reduction. Change the targets [Attack Action] to [Target: 1#] and the user receives the [Damage] and other effects.
  4573.  
  4574. <<Tiger-Striped Insect>>: Constant / User
  4575. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target may ignore [Engagements] during a [Combat Move].
  4576.  
  4577. Materials (2d6)
  4578. 2~9: None
  4579. 10+: Tiger Shell/PD+2: 1000G (Potency: 2)
  4580.  
  4581. Description:
  4582. A giant longhorn beetle that exceeds 3m in length. Its exoskeleton is yellow and black, giving it a hornet or tiger-like appearance. It is in charge of the security of Aido, and cuts opponents in half with two pairs of thick fangs. It hunts down opponents with agile movements that defeat prediction.
  4583.  
  4584. ================================================================================
  4585. Shinma Struggle -- GM Section: Plant Mononoke [XXXC-4]
  4586. ================================================================================
  4587. Uriko Douji / Class: Plant / LV: 2 (1)
  4588. Size : 2
  4589. Wits : High
  4590. Senses : Normal
  4591. Speech : Yes
  4592. Reaction : Friendly
  4593. ID : 11
  4594. Weakness : [Fire] [Shock]
  4595. Movement : Walk, Swim
  4596. | ACC | EVA | CNJ | RES | CHK
  4597. {Combat Stats} | 04 | 01 | 07 | 07 | 01
  4598. {Fixed Values} | 11 | 08 | 14 | 14 | 08
  4599. {Initiative} : 8 (5)
  4600. {HP} : 42
  4601. Armor : 2
  4602. Barrier : 2
  4603.  
  4604. Attack Methods
  4605.  
  4606. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  4607. - [Form: Magic] 2d6+10 magical damage.
  4608.  
  4609. <<Variant Divinity>>: Start / User
  4610. - The target changes to [Class: Mythical] and gains +10 {Initiative}.
  4611.  
  4612. <<Tree God Healing Power>>: Magical Attack / 6 Sq. / 1#
  4613. - The target [Recovers] {HP} equal to 2d6+12 [Magical Damage]. 1/Round.
  4614.  
  4615. Materials (2d6)
  4616. 2~8: None
  4617. 9+: Kamui Seeds/HP+6: 1000G (Potency: 2)
  4618.  
  4619. Description:
  4620. A fruit or vegetable that gained a shard and became supernatural. When they grow up, they become demi-gods such as Urikohime and Momotaro. They manifest as young boys or girls with an adorable appearance. They reach out to those in need, and use their spiritual power to heal wounds and cure illness.
  4621.  
  4622. ----------------------------------------
  4623. Cursed Straw Doll / Class: Plant / LV: 4 (1)
  4624. Size : 1
  4625. Wits : Clever
  4626. Senses : Magic
  4627. Speech : No
  4628. Reaction : Hostile
  4629. ID : 11
  4630. Weakness : [Fire] [Light]
  4631. Movement : Walk
  4632. | ACC | EVA | CNJ | RES | CHK
  4633. {Combat Stats} | 05 | 07 | 10 | 06 | 05
  4634. {Fixed Values} | 12 | 14 | 17 | 13 | 12
  4635. {Initiative} : 24 (10)
  4636. {HP} : 60
  4637. Armor : 5
  4638. Barrier : 5
  4639.  
  4640. Attack Methods
  4641.  
  4642. [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
  4643. - [Form: Magic] 2d6+20 magical damage.
  4644.  
  4645. <<Gaze: Fallen>>: Start / 4 Sq. / Area / No Reactive Check
  4646. - The target gains [Shift: Fallen].
  4647.  
  4648. <<Soul-Vanishing Curse>>: Magical Attack / 6 Sq. / 3# / Cancels
  4649. - [Element: Toxin / Form: Magic] 3d6+25 magical damage.
  4650.  
  4651. <<Withdraw>>: End / User
  4652. - [Install] the target up to 4 Sq away.
  4653.  
  4654. Materials (2d6)
  4655. 2~7: Curse Hair/MD+1: 500G (Potency: 1)
  4656. 8+: Doll's Blood-Tears/Will+2: 1000G (Potency: 2)
  4657.  
  4658. Description:
  4659. After the unexpected death of a curse-maker, their regrets and grudges entered a piece of straw and gained a fragmnet. It has powerful spells which it uses to try to kill living things. It has the power to absorb all the spirit energy of those who are spiritually weak, merely by touch.
  4660.  
  4661. ----------------------------------------
  4662. Experimental Plant Beast / Class: Plant / LV: 6 (2)
  4663. Size : 4
  4664. Wits : Low
  4665. Senses : Domain
  4666. Speech : No
  4667. Reaction : Hostile
  4668. ID : 16
  4669. Weakness : [Cold] [Magnet]
  4670. Movement : Walk
  4671. | ACC | EVA | CNJ | RES | CHK
  4672. {Combat Stats} | 13 | 01 | 11 | 06 | 01
  4673. {Fixed Values} | 20 | 08 | 18 | 13 | 08
  4674. {Initiative} : 19 (8)
  4675. {HP} : 102
  4676. Armor : 20
  4677. Barrier : 20
  4678.  
  4679. Attack Methods
  4680.  
  4681. [Weapon Attack]: Ranged Attack / 10 Sq. / 1#
  4682. - [Element: Magnet / Form: Ranged] 4d6+20 physical damage.
  4683.  
  4684. <<Lightning Whip>>: Physical Attack / 5 Sq / 1#
  4685. - [Element: Shock / Form: Spear] 3d6+30 physical damage. Targets that fail their [Reactive Check] gain [Shift: Pain]. 1/Round.
  4686.  
  4687. <<Dissolve>>: Magical Attack / 5 Sq. / 2# / Cancels
  4688. - [Element: Toxin / Form: Magic] 2d6+20 magic damage. Targets that perform [Damage Reduction] [Halve] [Armor] for the rest of combat.
  4689.  
  4690. <<Tentacle Guard>>: Defense / 5 Sq. / 1#
  4691. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  4692.  
  4693. Materials (2d6)
  4694. 2~9: None
  4695. 10+: Devil Seed/Initiative+2: 1000G (Potency: 2)
  4696.  
  4697. Description:
  4698. A large, cannibal plant produced by Sumizuki during experimentation. It was incinerated and disposed of, but was not completely killed and managed to regenerate later. There are rumors it is currently breeding in abandoned sewers.
  4699.  
  4700. ----------------------------------------
  4701. Cursed Mokujin / Class: plant / LV: 8 (2)
  4702. Size : 2
  4703. Wits : Clever
  4704. Senses : Normal
  4705. Speech : No
  4706. Reaction : Hostile
  4707. ID : 20
  4708. Weakness : [Cold] [Toxin]
  4709. Movement : Walk
  4710. | ACC | EVA | CNJ | RES | CHK
  4711. {Combat Stats} | 14 | 13 | 05 | 03 | 01
  4712. {Fixed Values} | 21 | 20 | 12 | 10 | 08
  4713. {Initiative} : 26 (11)
  4714. {HP} : 92
  4715. Armor : 10
  4716. Barrier : 10
  4717.  
  4718. Attack Methods
  4719.  
  4720. [Weapon Attack]: Melee Attack / Engaged / 1#
  4721. - [Form: Hammer] 2d6+30 physical damage.
  4722.  
  4723. <<Spirit Fist>>: Physical Attack / Charge 3 Sq. / 1#
  4724. - [Element: Wind / Form: Hammer] 3d6+30 physical damage. Targets that fail their [Reactive Check] take [Shift: Fallen].
  4725.  
  4726. <<Counterman>>: Defense / User / No Reactive Check
  4727. - Use on Damage Reduction. Peform [Damage Calculation] against [Range: Engaged / Target: 1#] with [Form: Axe] 4d6+20 physical damage.
  4728.  
  4729. <<Rotation Guard>>: Unique / Charge 3 Sq. / 1#
  4730. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed). 1/Round.
  4731.  
  4732. Materials (2d6)
  4733. 2~7: None
  4734. 8+: Splinter/HP+9: 1500G (Potency: 3)
  4735.  
  4736. Description:
  4737. A wooden training dummy created by a chinese magician, based on a spirit tree. Its usually installed as a training device, but as soon as it detects an intruder, it takes on a fighting stance and attacks any adversaries.
  4738.  
  4739. ----------------------------------------
  4740. Crimson Maiden / Class: Plant / LV: 10 (2)
  4741. Size : 2
  4742. Wits : Clever
  4743. Senses : Domain
  4744. Speech : Yes
  4745. Reaction : Neutral
  4746. ID : 24
  4747. Weakness : [Fire] [Toxin]
  4748. Movement : Walk
  4749. | ACC | EVA | CNJ | RES | CHK
  4750. {Combat Stats} | 05 | 14 | 16 | 04 | 06
  4751. {Fixed Values} | 12 | 21 | 23 | 11 | 13
  4752. {Initiative} : 15 (7)
  4753. {HP} : 120
  4754. Armor : 10
  4755. Barrier : 10
  4756.  
  4757. Attack Methods
  4758.  
  4759. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  4760. - [Element: Shock / Form: Magic] 3d6+30 magical damage.
  4761.  
  4762. <<Gale of Life>>: Start / Combat Zone / Combat Zone
  4763. - [Class: Plant] NPCs gain +10 [Physical Damage] and {Initiative}.
  4764.  
  4765. <<Divine Power - Crimson Sun>>: Magical Attack / 7 Sq. / 1# / Cancels
  4766. - [Element: Light / Form: Magic] 6d6+60 magical damage. 2/Round.
  4767.  
  4768. <<Crimson Flower Divine Protection>>: Defense / 7 Sq. / 1#
  4769. - Use on Damage Reduction. Change the targets [Attack Action] to [Target: 1#], and the user receives the [Damage] and other effects. 1/Round.
  4770.  
  4771. <<Flower Spirit>>: Constant / User
  4772. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target can make [Magical Attacks] after a [Combat Move].
  4773.  
  4774. Materials (2d6)
  4775. 2~9: Crimson Flower/HP+3: 500G (Potency: 1)
  4776. 10+: Ornate Tension Hairpin/Barrier+4: 2000G (Potency: 4)
  4777.  
  4778. Description:
  4779. A subspecies of Camellia Spirit born from an alteration through divine majesty. Unlike Camellia spirits, they are good at attacking and supporting with magic. Many of them work with Camellia Spirits and cooperate with those who have invaded the sanctuary.
  4780.  
  4781. ----------------------------------------
  4782. Yamada-no-Sohodo / Class: Plant / LV: 13 (3)
  4783. Size : 3
  4784. Wits : Clever
  4785. Senses : Magic
  4786. Speech : Yes
  4787. Reaction : Mercurial
  4788. ID : 9
  4789. Weakness : [Wind]
  4790. Movement : Walk, Swim
  4791. | ACC | EVA | CNJ | RES | CHK
  4792. {Combat Stats} | 19 | 01 | 19 | 07 | 04
  4793. {Fixed Values} | 26 | 08 | 26 | 14 | 11
  4794. {Initiative} : 25 (10)
  4795. {HP} : 170
  4796. Armor : 10
  4797. Barrier : 10
  4798.  
  4799. Attack Methods
  4800.  
  4801. [Weapon Attack]: Melee Attack / Charge 4 Sq. / 1#
  4802. - [Form: Spear] 3d6+32 physical damage.
  4803.  
  4804. <<Curse of Mud>>: Start / Combat Zone / Combat Zone / No Reactive Check
  4805. - The target receives a "bad footing" penalty (Core p152).
  4806.  
  4807. <<Return the Field!>> Physical Attack / Charge 2 Sq. / 1#
  4808. - [Element: Magnet / Form: Hammer] 5d6+50 physical damage.
  4809.  
  4810. <<Three Vices>>: Magical Attack / Combat Zone / Area / Cancels
  4811. - [Element: Phantom / Form: Magic] 4d6+40 magical damage. 1/Round.
  4812.  
  4813. <<Spatial Restraint>>: Unique / Combat Zone / 1#
  4814. - Use on Damage Reduction. Until the user performs a [Move Action], the target cannot [Move] or [Install] by a Talent or [Move Action].
  4815.  
  4816. <<Land Ruler>>: Constant / User
  4817. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, while the target is [Ready], gai +20 [Armor] and [Barrier].
  4818.  
  4819. Materials (2d6)
  4820. Automatic: Shining Mud/Evade+1: 1000G (Potency: 2)
  4821.  
  4822. Description:
  4823. A shard that entered a scarecrow, and became a deity. It appears to be a one-eyed, three-fingered scarecrow, but its true form is the field itself. It protects the land for various reasons.
  4824.  
  4825. ----------------------------------------
  4826. Rock God / Class: Plant / LV: 14 (3)
  4827. Size : 3
  4828. Wits : Clever
  4829. Senses : Domain
  4830. Speech : Yes
  4831. Reaction : Mercurial
  4832. ID : 28
  4833. Weakness : [Wind]
  4834. Movement : Walk, Fly, Swim
  4835. | ACC | EVA | CNJ | RES | CHK
  4836. {Combat Stats} | 06 | 17 | 07 | 21 | 01
  4837. {Fixed Values} | 13 | 24 | 14 | 28 | 08
  4838. {Initiative} : 11 (6)
  4839. {HP} : 181
  4840. Armor : 10
  4841. Barrier : 10
  4842.  
  4843. Attack Methods
  4844.  
  4845. [Weapon Attack]: Magical Attack / 10 Sq. / 1# / Cancels
  4846. - [Element: Phantom / Form: Magic] 3d6+21 magical damage.
  4847.  
  4848. <<Rock God Spirit Power>>: Start / Combat Zone / Combat Zone / No Reactive Check
  4849. - The target gains one of the following effects:
  4850. 1. The target gains -10 [Damage] during [Damage Calculation].
  4851. 2. The target gains [Shift: Pain].
  4852. 3. Delete or alter the memories of an Innocent (GM decides the details).
  4853.  
  4854. <<Rock God's Miracle>>: Magical Attack / 7 Sq. / 1#
  4855. - The target [Recovers] {HP} equal to 3d6+30 magical damage.
  4856.  
  4857. <<Spirit Power - Giant Form>>: Unique / Combat Zone / 1#
  4858. - Use on Damage Reduction. Charge the targets [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  4859.  
  4860. <<High Order Rock>>: Constant / User
  4861. - The target may perform [Magical Attacks] after a [Combat Move]. Additionally,while [Ready], the target gains +20 [Armor] and [Barrier].
  4862.  
  4863. Materials (2d6)
  4864. Automatic: Stone God Statue/Intellect+2: 1000G (Potency: 2)
  4865.  
  4866. Description:
  4867. A night-crying stone that became a god-like entity after a long existence. They have powerful mental strength and sensitivity, and can temporarily manipulate their opponent's thoughts and change their physical condition.
  4868.  
  4869. ================================================================================
  4870. Shinma Struggle -- GM Section: Mechanical Mononoke [XXXC-5]
  4871. ================================================================================
  4872. Mascot-Roid / Class: Mechanical / LV: 3 (1)
  4873. Size : 2
  4874. Wits : Clever
  4875. Senses : Normal
  4876. Speech : Yes
  4877. Reaction : Friendly
  4878. ID : 11
  4879. Weakness : [Shock] [Magnet]
  4880. Movement : Walk
  4881. | ACC | EVA | CNJ | RES | CHK
  4882. {Combat Stats} | 06 | 06 | 10 | 04 | 01
  4883. {Fixed Values} | 13 | 13 | 17 | 11 | 08
  4884. {Initiative} : 13 (6)
  4885. {HP} : 45
  4886. Armor : 2
  4887. Barrier : 2
  4888.  
  4889. Attack Methods
  4890.  
  4891. [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
  4892. - [Form: Magic / Element: Shock] 2d6+13 Magical damage to the target.
  4893.  
  4894. <<Mobility Regalia>>: Start / Combat Zone / 1#
  4895. - The target can [Install] up to 3 Sq. from their current space.
  4896.  
  4897. <<Auxillary Regalia>>: Start / Combat Zone / 1#
  4898. - The target gains +1 to {Judgement}
  4899.  
  4900. <<Attack Regalia>>: Magical Attack / 5 Sq. / 1# / Cancels
  4901. - [Element: Wind] 4d6+10 Magical damage to the target. 1/Round.
  4902.  
  4903. Materials (2d6)
  4904. 2~7: None
  4905. 8+: Special Equipment/Initiative+2: 1000G (Potency: 2)
  4906.  
  4907. Description:
  4908. A mascot-type android developed by Alkeny Materials and Far East Heavy Industries. Their appearances vary, but they use their high intelligence to assist others. They come equipped with various artificial regalia, and use them according to the situation, swapping them out of their barrier as needed.
  4909.  
  4910. ----------------------------------------
  4911. Computer Demon / Class: Mechanical / LV: 4 (1)
  4912. Size : 2
  4913. Wits : Clever
  4914. Senses : Normal
  4915. Speech : No
  4916. Reaction : Hostile
  4917. ID : 17
  4918. Weakness : [Wind] [Magnet]
  4919. Movement : Walk
  4920. | ACC | EVA | CNJ | RES | CHK
  4921. {Combat Stats} | 11 | 09 | 07 | 05 | 01
  4922. {Fixed Values} | 18 | 16 | 14 | 12 | 08
  4923. {Initiative} : 20 (9)
  4924. {HP} : 60
  4925. Armor : 10
  4926. Barrier : 10
  4927.  
  4928. Attack Methods
  4929. [Weapon Attack]: Physical Attack / Charge 2 Sq. / 1#
  4930. - [Form: Sword] 2d6+20 physical damage to the target.
  4931.  
  4932. <<Silent Approach>>: Start / User
  4933. - The target gains +2d6 to [Initiative], and may install up to 2 Sq. from their current position.
  4934.  
  4935. <<Fearsome Power>>: Physical Attack / Engaged / 2#
  4936. - [Element: Shock / Form: Hammer] 4d6+30 physical damage to the target. If the target takes even 1 point of this [Damage], they recieve [Shift: Darkness].
  4937.  
  4938. <<Predictive Ability>>: Unique / 5 Sq. / 1#
  4939. - The target gains +1d6 to the result of their [Reactive Check]. 1/Combat.
  4940.  
  4941. Materials (2d6)
  4942. 2~8: Water-Cooled Engine/Speed+1: 1000G (Potency: 2)
  4943. 9+: Video Data/PD+2: 1000G (Potency: 2)
  4944.  
  4945. Urban legends and horrific images that were spread over the net through videos and other forms that became vengeful spirits. Many of them are of evil nature, and some curse anyone who watches their video and steal their souls after a certain period of time.
  4946.  
  4947. ----------------------------------------
  4948. Replica Soldier / Class: Mechanical / LV: 6 (2)
  4949. Size : 2
  4950. Wits : Clever
  4951. Senses : Heat
  4952. Speech : Yes
  4953. Reaction : Mercurial
  4954. ID : 21
  4955. Weakness : [Shock] [Magnet]
  4956. Movement : Walk
  4957. | ACC | EVA | CNJ | RES | CHK
  4958. {Combat Stats} | 15 | 05 | 02 | 13 | 02
  4959. {Fixed Values} | 22 | 12 | 09 | 20 | 09
  4960. {Initiative} : 21 (9)
  4961. {HP} : 95
  4962. Armor : 10
  4963. Barrier : 10
  4964.  
  4965. Attack Methods
  4966.  
  4967. [Weapon Attack]: Physical Attack / Engaged / Area
  4968. - [Form: Axe] 2d6+20 physical damage to the target.
  4969.  
  4970. <<Acceleration>>: Start / User
  4971. - The target ignores [Initiative], takes their [Turn] immediately, and gains +1 [Timing: Attack]. 1/Combat.
  4972.  
  4973. <<Precise Shot>>: Physical Attack / 9 Sq. / 2#
  4974. - [Form: Ranged] 4d6+40 physical damage to the target.
  4975.  
  4976. <<Reinstallation>>: Unique / User
  4977. - Use on Damage Reduction. Change received [Damage] to 0, then [Recover] 50 [HP]. 1/Combat.
  4978.  
  4979. Materials (2d6)
  4980. 2~7: None
  4981. 8+: Replica Limb/Armor+2: 1000G (Potency: 2)
  4982.  
  4983. An android replica created based on the abilities of godhunters, which features excellent combat capabilities. Due to the diversity of their skills, they can be used for stealth missions, assassinations, and intelligence gathering. Alkeny Materials, Far East Heavy Industries, the B.E.G, and other groups are all conducting research and manufacturing more.
  4984.  
  4985. ----------------------------------------
  4986. Nyoijizai / Class: Mechanical / LV: 8 (2)
  4987. Size : 2
  4988. Wits : Low
  4989. Senses : Normal
  4990. Speech : No
  4991. Reaction : Mercurial
  4992. ID : 19
  4993. Weakness : [Fire] [Wind]
  4994. Movement : Walk
  4995. | ACC | EVA | CNJ | RES | CHK
  4996. {Combat Stats} | 17 | 05 | 02 | 11 | 06
  4997. {Fixed Values} | 24 | 12 | 09 | 18 | 13
  4998. {Initiative} : 17 (8)
  4999. {HP} : 104
  5000. Armor : 15
  5001. Barrier : 10
  5002.  
  5003. Attack Methods
  5004.  
  5005. [Weapon Attack]: Melee Attack / Engaged / 1#
  5006. - [Form: Sword] 2d6+30 physical damage to the target.
  5007.  
  5008. <<Free Hand>>: Physical Attack / 7 Sq. / Area
  5009. - [Element: Phantom / Form: Sword] 4d6+40 physical damage to the target. 1/Round.
  5010.  
  5011. <<Helping Hand>>: Physical Attack / 7 Sq. / 1#
  5012. - The target gains [Shift: Paralysis].
  5013.  
  5014. <<Protection of Goodwill>>: Unique / 7 Sq. / 1#
  5015. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  5016.  
  5017. <<Attack Count I>>: Constant / User
  5018. - Passive effect. During the targets [Turn], gain x1 [Timing: Attack].
  5019.  
  5020. Materials (2d6)
  5021. 2~9: Free Bottle/Barrier+1: 500G (Potency: 1)
  5022. 10+: Bent Nail/Will+3: 1500G (Potency: 3)
  5023.  
  5024. Description:
  5025. A Buddhist monk's, Ruyi, which has become a Sakimitama. While its intelligence is not high, and it tears apart its opponents with sharp claws that it can extend at will. In some cases, it's likely to lend aid to humans because of its nature as a buddhist tool.
  5026.  
  5027. ----------------------------------------
  5028. Super Warship x1 / Class: Mechanical / LV: 12 (3)
  5029. Size : 4
  5030. Wits : Clever
  5031. Senses : Magic
  5032. Speech : No
  5033. Reaction : Mercurial
  5034. ID : 16
  5035. Weakness : [Wind] [Phantom]
  5036. Movement : Walk / Fly
  5037. | ACC | EVA | CNJ | RES | CHK
  5038. {Combat Stats} | 21 | 10 | 15 | 07 | 01
  5039. {Fixed Values} | 28 | 17 | 22 | 14 | 08
  5040. {Initiative} : 24 (10)
  5041. {HP} : 120
  5042. Armor : 20
  5043. Barrier : 20
  5044.  
  5045. Attack Methods
  5046.  
  5047. [Weapon Attack]: Ranged Attack / Combat Zone / 3#
  5048. - [Form: Ranged] 4d6+30 physical damage to the target.
  5049.  
  5050. <<Railgun>>: Physical Attack / Combat Zone / Area
  5051. - [Form: Ranged] 5d6+30 physical damage to the target. 1/Round.
  5052.  
  5053. <<Guided Missiles>>: Magical Attack / Combat Zone / 3# / Cancels
  5054. - [Form: Magic / Element: Fire] 4d6+40 magical damage to the target.
  5055.  
  5056. <<Anti-Supernatural AS>>: Defense / 7 Sq. / 1#
  5057. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  5058.  
  5059. <<Land Warfare Capability>>: Constant / User
  5060. - Passive effect. During the targets [Turn], gain x1 [Timing: Attack].
  5061.  
  5062. Materials (2d6)
  5063. 2~8: Ultra-Armor/Armor+1: 500G (Potency: 1)
  5064. 9+: 2-1-S Program/Accuracy+1: 1000G (Potency: 2)
  5065.  
  5066. Description:
  5067. A state-of-the-art warship that combines supertechnology with mystic techniques belonging to Marebito. It can project an Anti-Gravity field to float through the air. Both the main and secondary guns were created with the latest technology, and the ship comes equipped with an anti-supernatural AS (Aegis system) that can be used in both open and closed areas. It boasts excellent defenses.
  5068.  
  5069. ----------------------------------------
  5070. Golden Spirit / Class: Mechanical / LV: 12 (3)
  5071. Size : 3
  5072. Wits : Clever
  5073. Senses : Magic
  5074. Speech : Yes
  5075. Reaction : Mercurial
  5076. ID : 21
  5077. Weakness : [Magnet]
  5078. Movement : Fly
  5079. | ACC | EVA | CNJ | RES | CHK
  5080. {Combat Stats} | 16 | 07 | 14 | 13 | 03
  5081. {Fixed Values} | 23 | 14 | 21 | 20 | 10
  5082. {Initiative} : 31 (12)
  5083. {HP} : 124
  5084. Armor : 20
  5085. Barrier : 10
  5086.  
  5087. Attack Methods
  5088.  
  5089. [Weapon Attack]: Magical Attack / 8 Sq. / 1# / Cancels
  5090. - [Form: Magic / Element: Flash] 3d6+28 magical damage.
  5091.  
  5092. <<Red Light>>: Start / Combat Zone / Combat Zone
  5093. - The target gains +2 to {Luck}, {Insight}, and [Active Checks].
  5094.  
  5095. <<Golden Sweep>>: Physical Attack / 8 Sq. / Area
  5096. - [Form: Ranged] 5d6+44 physical damage to the target. 1/Round.
  5097.  
  5098. <<Heavenly Wealth>>: Unique / Combat Zone / 1#
  5099. - Only usable outside of comat. The target gains 100G. 1/Session.
  5100.  
  5101. <<Magic of Gold and Silver>>: Unique / Combat Zone / 1#
  5102. - Use at any time. All of the target's [Spirit Dice] are changed to [Overflow]. 1/Combat.
  5103.  
  5104. <<Spirit of Gold>>: Constant / User
  5105. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target [Halves] [Damage] not bestowed with an [Element].
  5106.  
  5107. Materials (2d6)
  5108. Automatic: Old Gold/Will+3: 1500G (Potency: 3)
  5109.  
  5110. Description:
  5111. Shards that dwelled within precious metals or items made from them, that transformed into mononoke. They appear as those objects, but emitting a glowing, golden light. They are relatively good-natured, and bring wealth to those who truly need it.
  5112.  
  5113. ----------------------------------------
  5114. Shamichourou / Class: Mechanical / LV: 19 (4)
  5115. Size : 2
  5116. Wits : Clever
  5117. Senses : Domain
  5118. Speech : Yes
  5119. Reaction : Friendly
  5120. ID : 37
  5121. Weakness : [Fire]
  5122. Movement : Walk / Fly
  5123. | ACC | EVA | CNJ | RES | CHK
  5124. {Combat Stats} | 05 | 07 | 25 | 23 | 11
  5125. {Fixed Values} | 12 | 14 | 32 | 30 | 18
  5126. {Initiative} : 34 (13)
  5127. {HP} : 222
  5128. Armor : 20
  5129. Barrier : 20
  5130.  
  5131. Attack Methods
  5132. [Weapon Attack]: Magical Attack / 10 Sq. / 1# / Cancels
  5133. - [Element: Phantom / Form: Magic] 2d6+44 magical damage.
  5134.  
  5135. <<Musical Barrier>>: Start / Combat Zone / Combat Zone
  5136. - When a [Type: Mechanical] NPC is the target of an [Attack] with [Target: 2#+ (Including Area / Combat Zone)], it gains +20 to [Armor] and [Barrier].
  5137.  
  5138. <<Great Musical Performance>>: Magical Attack / Combat Zone / Combat Zone / Halves
  5139. - [Form: Magic / Element: Phantom] 7d6+70 magical damage, and the target cannot apply a [Halve] effect during [Damage Reduction].
  5140.  
  5141. <<Kamui Tone>>: Unique / Combat Zone / 1#
  5142. - Use at any time. Change one of the target's [Spirit Dice] to [Overflow].
  5143.  
  5144. <<Elder Tsukumogami>>: Constant / User
  5145. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Downed, Taken Out, or Dead], [Type: Mechanical] Non-[Boss] NPCs in the [Combat Zone] gain +10 to {Initiative}.
  5146.  
  5147. Materials (2d6)
  5148. Automatic: Two-Person Shamisen/Bestow Wind: 1500G (Potency: 3)
  5149.  
  5150. Description:
  5151. Shards that came to dwell in Shamisen used by famous people, which became mononoke after a long time. They appear as mysterious figures in kimonos with the head of the shamisen. They are excellent advisors and often serve as counselors to other Sakimitama.
  5152.  
  5153. ================================================================================
  5154. Shinma Struggle -- GM Section: Undead Mononoke [XXXC-6]
  5155. ================================================================================
  5156. Evil Residual Thought x3 / Class: Undead / LV: 3 (1)
  5157. Size : 2
  5158. Wits : High
  5159. Senses : Heat
  5160. Speech : No
  5161. Reaction : Hostile
  5162. ID : 11
  5163. Weakness : [Fire] [Light]
  5164. Movement : Walk, Fly
  5165. | ACC | EVA | CNJ | RES | CHK
  5166. {Combat Stats} | 03 | 02 | 09 | 05 | 05
  5167. {Fixed Values} | 10 | 09 | 16 | 12 | 12
  5168. {Initiative} : 12 (6)
  5169. {HP} : 42
  5170. Armor : 2
  5171. Barrier : 2
  5172.  
  5173. Attack Methods
  5174.  
  5175. [Weapon Attack]: Magical Attack / 5 Sq. / 2# / Cancels
  5176. - [Form: Magic] 2d6+15 magical damage.
  5177.  
  5178. <<Evil Thought>>: Magical Attack / 6 Sq. / 1# / Cancels
  5179. - [Element: Phantom / Form: Magic] 3d6+10 magical damage. When the target fails their [Reactive Check], the user [Recovers] 10 {HP}.
  5180.  
  5181. <<Physical Resistance III>>: Constant / User
  5182. The target [Halves] [Rank: 3 or Less] [Damage].
  5183.  
  5184. Materials (2d6)
  5185. 2~5: None
  5186. 6~9: Soul Sketch/Will+1: 500G (Potency: 1)
  5187. 10+: Soul Wisp/Conjure+1: 1000G (Potency: 2)
  5188.  
  5189. Description:
  5190. The remains of those killed by Aramitama, corrupted by Miasma into mononoke. They appear as humanoid black fog, whispering dark curses. They hate the living, and will attack them indiscriminately to steal their souls.
  5191.  
  5192. ----------------------------------------
  5193. Gakitama x3 / Class: Undead / LV: 3 (1)
  5194. Size : 2
  5195. Wits : Clever
  5196. Senses : Magic
  5197. Speech : Yes
  5198. Reaction : Mercurial
  5199. ID : 13
  5200. Weakness : [Shock]
  5201. Movement : Walk, Fly
  5202. | ACC | EVA | CNJ | RES | CHK
  5203. {Combat Stats} | 08 | 06 | 02 | 06 | 04
  5204. {Fixed Values} | 15 | 13 | 09 | 13 | 11
  5205. {Initiative} : 12 (6)
  5206. {HP} : 52
  5207. Armor : 2
  5208. Barrier : 2
  5209.  
  5210. Attack Methods
  5211.  
  5212. [Weapon Attack]: Melee Attack / Engaged / 1#
  5213. - [Form: Sword] 2d6+15 physical damage.
  5214.  
  5215. <<Devour>>: Physical Attack / Engaged / 1#
  5216. - [Element: Poison / Form: Sword] 3d6+30 physical damage.
  5217.  
  5218. <<Eagle Grip>>: Unique / Engaged / 1#
  5219. - Use at Any Time. Make x1 [Weapon Attack]. 1/Round.
  5220.  
  5221. <<Abnormal Regeneration>>: End / User
  5222. - The target [Recovers] 10 {HP}.
  5223.  
  5224. Materials (2d6)
  5225. 2~5: None
  5226. 6~9: Wriggling Carrion/HP+3: 500G (Potency: 1)
  5227. 10+: Zombie Arm/Strength+2: 1000G (Potency: 2)
  5228.  
  5229. Description:
  5230. A type of ghoul where the soul still inhabits a corpse. Because its spirit is filled with unimaginable hunger, it looks up on all living things as food and will attack anything in order to eat it.
  5231.  
  5232. ----------------------------------------
  5233. Slaughter Ghoul / Class: Undead / LV: 4 (1)
  5234. Size : 3
  5235. Wits : Clever
  5236. Senses : Heat
  5237. Speech : No
  5238. Reaction : Hostile
  5239. ID : 16
  5240. Weakness : [Cold] [Phantom]
  5241. Movement : Walk
  5242. | ACC | EVA | CNJ | RES | CHK
  5243. {Combat Stats} | 13 | 05 | 02 | 07 | 04
  5244. {Fixed Values} | 20 | 12 | 09 | 14 | 11
  5245. {Initiative} : 8 (5)
  5246. {HP} : 64
  5247. Armor : 3
  5248. Barrier : 3
  5249.  
  5250. Attack Methods
  5251.  
  5252. [Weapon Attack]: Melee Attack / Engaged / 1#
  5253. - [Form: Axe] 3d6+17 physical damage.
  5254.  
  5255. <<Hidden Killer>>: Start / User
  5256. - [Install] the target up to 4 Sq away, and the target gains [Shift: Hidden] (Result: 20).
  5257.  
  5258. <<Slaughter Attack>>: Physical Attack / Engaged / 1#
  5259. - [Form: Sword] 4d6+30 physical damage.
  5260.  
  5261. <<Nightmare Existence>>: Constant / User
  5262. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Rank: 5 or less] [Physical Damage].
  5263.  
  5264. Materials (2d6)
  5265. 2~9: Lethal Weapon/PD+1: 500G (Potency: 1)
  5266. 10+: Evil Mask/Armor+2: 1000G (Potency: 2)
  5267.  
  5268. Description:
  5269. A shard that entered the body of a murderer and revived them as a vampiric corpse, or the body of a murderer revived through forbidden magic. Its a troublesome undead that has a tremendously tough body and rises up again after defeat.
  5270.  
  5271. ----------------------------------------
  5272. Yurei / Class: Undead / LV: 7 (2)
  5273. Size : 2
  5274. Wits : Clever
  5275. Senses : Magic
  5276. Speech : Yes
  5277. Reaction : Mercurial
  5278. ID : 18
  5279. Weakness : [Shock] [Light]
  5280. Movement : Walk
  5281. | ACC | EVA | CNJ | RES | CHK
  5282. {Combat Stats} | 03 | 09 | 13 | 04 | 05
  5283. {Fixed Values} | 10 | 16 | 20 | 11 | 12
  5284. {Initiative} : 16 (7)
  5285. {HP} : 77
  5286. Armor : 5
  5287. Barrier : 5
  5288.  
  5289. Attack Methods
  5290.  
  5291. [Weapon Attack]: Magical Attack / 10 Sq. / 1#
  5292. - [Element: Cold / Form: Magic] 3d6+30 magical damage.
  5293.  
  5294. <<High Magic Attack>>: Magical Attack / 7 Sq. / Area / Cancels
  5295. - [Element: Phantom / Form: Magic] 4d6+30 magical damage. Targets that perform [Damage Reduction] [Halve] their [Barrier].
  5296.  
  5297. <<Evil Eye>>: Unique / 10 Sq. / 1#
  5298. - Use when the target declares a Talent. Cancel the effect of one Talent other than [Timing: Constant] used by the target.
  5299.  
  5300. <<Containment of Souls>>: End / Combat Zone / 1# / No Reactive Check
  5301. - The user rolls 1d6, and on a result other than a "1" or a "2", apply [Shift: Dead] to one mononoke specified as the target. 1/Combat.
  5302.  
  5303. <<Fearful Spirit>>: Constant / User
  5304. - During the targets [Turn], gain x1 [Timing: Attack].
  5305.  
  5306. Materials (2d6)
  5307. Automatic: Departed Body Shard/Will+3: 1500G (Potency: 3)
  5308.  
  5309. Description:
  5310. An existence greated when a great magician turned their own soul into a mononke using a forbidden curse, or soul contract that persists after death. Many continue their magical studies, but occasionally those that are unstable can cause supernatural incidents.
  5311.  
  5312. ----------------------------------------
  5313. Death Weapon / Class: Undead / LV: 9 (2)
  5314. Size : 3
  5315. Wits : Clever
  5316. Senses : Heat
  5317. Speech : Yes
  5318. Reaction : Hostile
  5319. ID : 17
  5320. Weakness : [Cold] [Shock]
  5321. Movement : Walk
  5322. | ACC | EVA | CNJ | RES | CHK
  5323. {Combat Stats} | 16 | 16 | 04 | 02 | 07
  5324. {Fixed Values} | 23 | 23 | 11 | 09 | 14
  5325. {Initiative} : 22 (9)
  5326. {HP} : 100
  5327. Armor : 10
  5328. Barrier : 1
  5329.  
  5330. Attack Methods
  5331.  
  5332. [Weapon Attack]: Melee Attack / Charge 4 Sq. / 1#
  5333. - [Form: Axe] 3d6+30 physical damage.
  5334.  
  5335. <<Assault Leap>>: Start / User
  5336. - The target gains +3d6 {Initiative}, then [Installs] up to 3 Sq away.
  5337.  
  5338. <<Repeated Stabbing>>: Physical Attack / Engaged / Area
  5339. - [Element: Phantom / Form: Spear] 5d6+50 physical damage, and the target [Halves] their [Armor].
  5340.  
  5341. <<Developed Spirit>>: Unique / Combat Zone / 1#
  5342. - Use on Damage Reduction. Change the targets [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects.
  5343.  
  5344. <<Enhanced Undead>>: Constant / User
  5345. - During the targets [Turn], gain x1 [Timing: Attack].
  5346.  
  5347. Materials (2d6)
  5348. 2~10: Carcass/Strength+1: 500G (Potency: 1)
  5349. 11+: Stopped Heart/Strength+2: 1000G (Potency: 2)
  5350.  
  5351. Description:
  5352. A humanoid weapon created by combining the bodies of Inousha who excelled in life. Its fighting ability is terrifying, and it is a horrible existence that continues to battle even with no soul.
  5353.  
  5354. ----------------------------------------
  5355. Kokumi / Class: Undead / LV: 12 (3)
  5356. Size : 3
  5357. Wits : Clever
  5358. Senses : Domain
  5359. Speech : No
  5360. Reaction : Hostile
  5361. ID : 25
  5362. Weakness : [Fire] [Cold]
  5363. Movement : Walk
  5364. | ACC | EVA | CNJ | RES | CHK
  5365. {Combat Stats} | 18 | 17 | 05 | 02 | 05
  5366. {Fixed Values} | 25 | 24 | 12 | 09 | 12
  5367. {Initiative} : 25 (10)
  5368. {HP} : 123
  5369. Armor : 20
  5370. Barrier : 20
  5371.  
  5372. Attack Methods
  5373.  
  5374. [Weapon Attack]: Melee Attack / 5 Sq. / 4#
  5375. - [Element: Toxin / Form: Axe] 4d6+40 physical damage.
  5376.  
  5377. <<Attack Mode>>: Start / User
  5378. - The target changes their [Attack Actions] to one of [Form: Sword - Spear - Axe - Hammer], and targets of [Attack Actions] [Halve] their [Armor].
  5379.  
  5380. <<Pseudopod Attack>>: Physical Attack / Combat Zone / 3#
  5381. - [Element: Phantom / Form: Spear] 5d6+50 physical damage.
  5382.  
  5383. <<Pseudopod Defense>>: Defense / 5 Sq. / 1#
  5384. - Use on Damage Reduction. The user takes the [Damage] and other effects in place of the target (treat as though {Resist} check had failed).
  5385.  
  5386. <<Plusating Bulge>>: Constant / User
  5387. - During the targets [Turn], gain x1 [Timing: Attack].
  5388.  
  5389. Materials (2d6)
  5390. 2~7: None
  5391. 8+: Pain/HP+6: 1000G (Potency: 2)
  5392.  
  5393. Description:
  5394. A magician that turned itself into an undead monster through ancient magic. Also called a Kumi. The form is a spherical mass nearly 3m in diameter, with strong arms and pseudo-legs protruding from its body.
  5395.  
  5396. ----------------------------------------
  5397. Undead Emperor / Class: Undead / LV: 15 (3)
  5398. Size : 2
  5399. Wits : Clever
  5400. Senses : Magic
  5401. Speech : Yes
  5402. Reaction : Mercurial
  5403. ID : 25
  5404. Weakness : [Shock] [Light]
  5405. Movement : Walk
  5406. | ACC | EVA | CNJ | RES | CHK
  5407. {Combat Stats} | 20 | 03 | 10 | 19 | 05
  5408. {Fixed Values} | 27 | 10 | 17 | 26 | 12
  5409. {Initiative} : 26 (11)
  5410. {HP} : 141
  5411. Armor : 10
  5412. Barrier : 10
  5413.  
  5414. Attack Methods
  5415.  
  5416. [Weapon Attack]: Melee Attack / 3 Sq. / 3#
  5417. - [Element: Cold / Form: Spear] 4d6+40 physical damage.
  5418.  
  5419. <<Legion Command>>: Start / Combat Zone / Combat Zone
  5420. - NPCs other than [Bosses] gain +3 to [Active Checks] and +10 {Initiative}.
  5421.  
  5422. <<King's Advance>>: Physical Attack / Charge 3 Sq. / Area
  5423. - [Element: Magnet / Form: Ranged] 6d6+100 physical damage.
  5424.  
  5425. <<Hero's Regalia>>: Magical Attack / Combat Zone / Combat Zone / Halve
  5426. - [Element: Phantom / Form: Magic] 6d6+60 magical damage. 1/Round.
  5427.  
  5428. <<Guiding King>>: Constant / User
  5429. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Undead] NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]).
  5430.  
  5431. Materials (2d6)
  5432. 2~9: Treasure/Luck+1: 500G (Potency:1)
  5433. 10+: Crown/PD+3: 1500G (Potency: 3)
  5434.  
  5435. Description:
  5436. An ancient king, who, by communing with the dead, has manifested into the modern world. They have tremendous spiritual power and its is difficult for normal souls to compete. However, the initial body is fragile and prone to decay.
  5437.  
  5438. ================================================================================
  5439. Shinma Struggle -- GM Section: Mythical Mononoke [XXXC-7]
  5440. ================================================================================
  5441. Talisman Shikigami / Class: Mythic / LV: 2 (1)
  5442. Size : 3
  5443. Wits : High
  5444. Senses : Domain
  5445. Speech : Yes
  5446. Reaction : Hostile
  5447. ID : 12
  5448. Weakness : [Fire] [Light]
  5449. Movement : Walk
  5450. | ACC | EVA | CNJ | RES | CHK
  5451. {Combat Stats} | 06 | 02 | 05 | 02 | 02
  5452. {Fixed Values} | 13 | 09 | 12 | 09 | 09
  5453. {Initiative} : 15 (7)
  5454. {HP} : 45
  5455. Armor : 1
  5456. Barrier : 1
  5457.  
  5458. Attack Methods
  5459.  
  5460. [Weapon Attack]: Melee Attack / Engaged / 1#
  5461. - [Form: SWord] 3d6+10 physical damage.
  5462.  
  5463. <<Spirit Sword Strike>>: Physical Attack / Engaged / 1#
  5464. - [Element: Wind / Form: Sword] 3d6+15 physical damage.
  5465.  
  5466. <<Arrow Attack>>: Magical Attack / 5 Sq. / 3# / Cancels
  5467. - [Element: Phantom / Form: Magic] 2d6+10 magical damage.
  5468.  
  5469. <<Shikigami Link>>: Constant / User
  5470. - For each target with "x#" in the name [Engaged] to the user (including the user), the target gains +1 to [Active Checks] and +3 to [Damage].
  5471.  
  5472. Materials (2d6)
  5473. 2~9: None
  5474. 10+: Paper Fragment/MD+2: 1000G (Potency: 2)
  5475.  
  5476. Description:
  5477. Shikigami created by spirit writings and spells. They take the form of beast-men armed with swords, bows and arrows. All are intelligent, and follow orders according to thier Nushi.
  5478.  
  5479. ----------------------------------------
  5480. Fox's Wedding x20 / Class: Mythic / LV: 4 (1)
  5481. Size : 4
  5482. Wits : Clever
  5483. Senses : Normal
  5484. Speech : Yes
  5485. Reaction : Mercurial
  5486. ID : 14
  5487. Weakness : [Wind] [Shock]
  5488. Movement : Walk
  5489. | ACC | EVA | CNJ | RES | CHK
  5490. {Combat Stats} | 05 | 08 | 09 | 03 | 04
  5491. {Fixed Values} | 12 | 15 | 16 | 10 | 11
  5492. {Initiative} : 9 (5)
  5493. {HP} : 64
  5494. Armor : 5
  5495. Barrier : 5
  5496.  
  5497. Attack Methods
  5498.  
  5499. [Weapon Attack]: Magical Attack / 5 Sq. / 3# / Cancels
  5500. - [Form: Magic] 3d6+15 magical damage.
  5501.  
  5502. <<Fox Rain>>: Start / Combat Zone / Combat Zone / No Reactive Check
  5503. - The target gains -2 to [Reactive Checks].
  5504.  
  5505. <<Feast of the Spirit Fox>>: Magical Attack / 7 Sq. / 2# / Cancels
  5506. - [Element: Phantom / Form: Magic] 4d6+40 magical damage. 1/Round.
  5507.  
  5508. <<Phantom Procession>>: Unique / 7 Sq. / 1#
  5509. - Use on Damage Reduction. Change the targets [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  5510.  
  5511. Materials (2d6)
  5512. 2~7: None
  5513. 8+: Wedding Tool/Agility+2: 1000G (Potency: 2)
  5514.  
  5515. Description:
  5516. A marriage procession of the kitsune and other who appear when the weather rains. It is a remnant of the fun memories of the foxes, and when defeated by a supernatural entity, they will disappear like phantoms.
  5517.  
  5518. ----------------------------------------
  5519. Kappa General / Class: Mythic / LV: 5 (1)
  5520. Size : 2
  5521. Wits : Normal
  5522. Senses : Magic
  5523. Speech : Yes
  5524. Reaction : Mercurial
  5525. ID : 16
  5526. Weakness : [Fire] [Shock]
  5527. Movement : Walk
  5528. | ACC | EVA | CNJ | RES | CHK
  5529. {Combat Stats} | 11 | 08 | 11 | 05 | 06
  5530. {Fixed Values} | 18 | 15 | 18 | 12 | 13
  5531. {Initiative} : 20 (9)
  5532. {HP} : 70
  5533. Armor : 5
  5534. Barrier : 5
  5535.  
  5536. Attack Methods
  5537.  
  5538. [Weapon Attack]: Melee Attack / Engaged / 1#
  5539. - [Form: Hammer] 3d6+20 physical damage.
  5540.  
  5541. <<Kappa Sumo>>: Physical Attack / Engaged / 1#
  5542. - [Element: Wind / Form: Hammer] 4d6+30 physical attack, and the target [Halves] their [Armor].
  5543.  
  5544. <<Dragon King's Spirit Power>>: Magical Attack / 5 Sq. / Area / Cancels
  5545. - [Element: Cold / Form: Magic] 3d6+30 magical damage. 1/Round.
  5546.  
  5547. <<Kappa Chief>>: Constant / User
  5548. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target always has [Remove: Fallen].
  5549.  
  5550. Materials (2d6)
  5551. 2~7: Spirit Cucumber/Agility+1: 500G (Potency: 1)
  5552. 8+: Shirikodama/Will+2: 1000G (Potency: 2)
  5553.  
  5554. Description:
  5555. The leader of kappa, which are rumored to exist throughout the country. At first glance, they are a person dressed in a splendid kimono, but they have a plate on their heads and turtle shell on the back. They all have excellent fighting abilities in addition to the power of manipulating water.
  5556.  
  5557. ----------------------------------------
  5558. Mushkhushshu / Class: Mythical / LV: 6 (2)
  5559. Size : 2
  5560. Wits : High
  5561. Senses : Magic
  5562. Speech : Yes
  5563. Reaction : Friendly
  5564. ID : 19
  5565. Weakness : [Magnet] [Phantom]
  5566. Movement : Walk
  5567. | ACC | EVA | CNJ | RES | CHK
  5568. {Combat Stats} | 11 | 12 | 03 | 05 | 05
  5569. {Fixed Values} | 18 | 19 | 10 | 12 | 12
  5570. {Initiative} : 21 (9)
  5571. {HP} : 90
  5572. Armor : 5
  5573. Barrier : 5
  5574.  
  5575. Attack Methods
  5576.  
  5577. [Weapon Attack]: Ranged Attack / 7 Sq. / 2#
  5578. - [Element: Toxin / Form: Spear] 2d6+20 physical damage.
  5579.  
  5580. <<Spirit of the Beast>>: Start / User
  5581. - The target gains +3d6 {Initiative}.
  5582.  
  5583. <Sacred Beast Onslaught>>: Physical Attack / Charge 3 Sq. / Area
  5584. - [Element: Wind / Form: Axe] 4d6+40 physical damage.
  5585.  
  5586. <<Scorpion Tail>>: Unique / User
  5587. - Use at Any Time during the targets [Turn]. The target may perform x1 [Weapon Attack]. 1/Round.
  5588.  
  5589. <<Ancient Spirit Beast>>: Constant / User
  5590. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target may ignore [Engagements] during a [Combat Move].
  5591.  
  5592. Materials (2d6)
  5593. 2~7: None
  5594. 8+: Scorpion Tail/Resist+1: 1000G (Potency: 2)
  5595.  
  5596. Description:
  5597. A mythical creature from ancient mesapotamian tradition. It has a snake-like head with horns, the upper body of a lion, lower body of an eagle, and a scorpions tail. It is a chosen beast of the gods, with tremendous combat skill and agility.
  5598.  
  5599. ----------------------------------------
  5600. Oitekebori / Class: Mythical / LV: 12 (3)
  5601. Size : 3
  5602. Wits : Clever
  5603. Senses : Domain
  5604. Speech : Yes
  5605. Reaction : Friendly
  5606. ID : 24
  5607. Weakness : [Toxin]
  5608. Movement : Walk, Fly
  5609. | ACC | EVA | CNJ | RES | CHK
  5610. {Combat Stats} | 02 | 06 | 15 | 17 | 18
  5611. {Fixed Values} | 00 | 00 | 22 | 24 | 25
  5612. {Initiative} : 30 (12)
  5613. {HP} : 120
  5614. Armor : 10
  5615. Barrier : 10
  5616.  
  5617. Attack Methods
  5618.  
  5619. [Weapon Attack]: Magic Attack / 10 Sq. / 4# / Cancels
  5620. - [Element: Cold / Form: Magic] 3d6+30 magical damage.
  5621.  
  5622. <<Frozen Water Pillar>>: Magical Attack / 10 Sq. / 3# / Cancels
  5623. - Element: Cold / Form: Magic] 5d6+80 magical damage.
  5624.  
  5625. <<Drop it and get out of here!>>: Unique / 10 Sq. / 1#
  5626. - Use when the target declares a [Move Action]. The target's [Move Action] speed is reduced to 1 square. 1/Round.
  5627.  
  5628. <<Waterway Labyrinth>>: Unique / 10 Sq. / 1'
  5629. - Use on Damage Reduction. Change the targets [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  5630.  
  5631. <<Leyline Existence>>: Constant / User
  5632. - Unless the target has [Shift: Dead], NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]).
  5633.  
  5634. Materials (2d6)
  5635. Automatic: Leyline Spirit Fish/HP+9: 1500G (Potency: 3)
  5636.  
  5637. Description:
  5638. A mystery considered one of the seven wonders of the Tokyo Metropolis. During the Edo period, a part of the waterway stretched around the castle area became a leyline, and transformed into a mononoke.
  5639.  
  5640. ----------------------------------------
  5641. Wani / Class: Mythic / LV: 16 (4)
  5642. Size : 4
  5643. Wits : Clever
  5644. Senses : Domain
  5645. Speech : Yes
  5646. Reaction : Mercurial
  5647. ID : 27
  5648. Weakness : [Phantom]
  5649. Movement : Walk, Swim
  5650. | ACC | EVA | CNJ | RES | CHK
  5651. {Combat Stats} | 22 | 21 | 07 | 06 | 12
  5652. {Fixed Values} | 29 | 28 | 14 | 13 | 19
  5653. {Initiative} : 45 (17)
  5654. {HP} : 171
  5655. Armor : 20
  5656. Barrier : 20
  5657.  
  5658. Attack Methods
  5659.  
  5660. [Weapon Attack]: Melee Attack / Charge 3 Sq. / 1#
  5661. - [Form: Spear] 4d6+38 physical damage.
  5662.  
  5663. <<Great Crossing>>: Start / Combat Zone / 1# / No Reactive Check
  5664. - [Isntall] the target up to 7 Sq away.
  5665.  
  5666. <<Striped Fang>>: Physical Attack / Charge 5 Sq. / 1#
  5667. - [Form: Axe] 4d6+100 physical damage. Targets that fail their [Reactive Check] gain -10 [Armor] until the end of combat.
  5668.  
  5669. <<Crushing Jaw>>: Physical Attack / Engaged / 1#
  5670. - [Form: Sword] 6d6+110 physical damage. When the target is a mononoke, [Halve] their [Armor]. 1/Round.
  5671.  
  5672. <<Wani Family>>: Constant / User
  5673. During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target gains +1 to [Active Checks] and +5 [Damage] for each [Class: Mythical] NPC [Engaged] to the target.
  5674.  
  5675. Materials (2d6)
  5676. Automatic: Wani Egg/Bestow Cold: 1500G (Potency: 3)
  5677.  
  5678. Description:
  5679. A marine-based mononoke that has become a deity. Their appearances vary, and it can move freely in the air as well as the water. They were once vehicles for the gods, but their numbers dropped sharply after Purgatory Night.
  5680.  
  5681. ----------------------------------------
  5682. Sky God / Class: Mythical / LV: 18 (4)
  5683. Size : 2
  5684. Wits : Clever
  5685. Senses : Domain
  5686. Speech : Yes
  5687. Reaction : Friendly
  5688. ID : 29
  5689. Weakness : [Magnet]
  5690. Movement : Walk, Fly
  5691. | ACC | EVA | CNJ | RES | CHK
  5692. {Combat Stats} | 23 | 21 | 18 | 04 | 06
  5693. {Fixed Values} | 30 | 28 | 25 | 11 | 13
  5694. {Initiative} : 35 (14)
  5695. {HP} : 188
  5696. Armor : 20
  5697. Barrier : 20
  5698.  
  5699. Attack Methods
  5700.  
  5701. [Weapon Attack]: Ranged Attack / 10 Sq. / 3#
  5702. - [Special Attack / Form: Ranged] 2d6+41 physical damage.
  5703.  
  5704. <<Sky God's Majesty>>: Start / Combat Zone / 1#
  5705. - The target gains +3 to [Active Checks] and [Shift: Flight].
  5706.  
  5707. <<Divine Power - Futen>>: Prep / Combat Zone / 1# / No Reactive Check
  5708. - [Install] the target into any square in the [Combat Zone].
  5709.  
  5710. <<Sky God Strike>>: Physical Attack / Charge 7 Sq. / 1#
  5711. - [Element: Wind / Form: Sword] 6d6+120 physical damage.
  5712.  
  5713. <<Divine Power: Kamikaze>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  5714. - [Element: Wind / Form: Magic] 7d6+70 magical damage. Target thats fail their [Reactive Check] are [Installed] up to 5 Sq away by the user.
  5715.  
  5716. <<Wind Destroyer>>: Defense / User
  5717. - Use when Reactive. The target may make an {Evade} check in place of the [Reactive Check].
  5718.  
  5719. <<Deified Tengu>>: Constant / User
  5720. - During the targets [Turn], gain x2 [Timing: Attack].
  5721.  
  5722. Materials (2d6)
  5723. Automatic: Sky God's Souvenier/HP+9: 1500G (Potency: 3)
  5724.  
  5725. Description:
  5726. A high-ranking god that was born when a great tengu accumulated great spiritual power and virtuee. It possesses the power to control winds, and instantaniously fly to various places.
  5727.  
  5728. ================================================================================
  5729. Shinma Struggle -- GM Section: Chaos Mononoke [XXXC-8]
  5730. ================================================================================
  5731. Y'Golonac Servant / Class: Chaos / LV: 2 (1)
  5732. Size : 2
  5733. Wits : Clever
  5734. Senses : Heat
  5735. Speech : Yes
  5736. Reaction : Hostile
  5737. ID : 15
  5738. Weakness : [Magnet] [Phantom]
  5739. Movement : Walk / Fly
  5740. | ACC | EVA | CNJ | RES | CHK
  5741. {Combat Stats} | 08 | 06 | 02 | 01 | 03
  5742. {Fixed Values} | 15 | 13 | 09 | 08 | 10
  5743. {Initiative} : 9 (5)
  5744. {HP} : 57
  5745. Armor : 5
  5746. Barrier : 5
  5747.  
  5748. Attack Methods
  5749.  
  5750. [Weapon Attack]: Physical Attack / Engaged / 1#
  5751. - [Form: Axe] 2d6+16 physical damage.
  5752.  
  5753. <<Roar of the Palm>>: Start / Combat Zone / Combat Zone
  5754. - [Meatslurper] and [Meatslurper Servant] gain a bonus to [Damage] and {Initiative} equal to their [Level x 5].
  5755.  
  5756. <<Student's Fang>>: Physical Attack / Engaged / 1#
  5757. - [Form: Sword] 3d6+5 physical damage.
  5758.  
  5759. <<Spiritual Fog>>: Unique / Combat Zone / 1#
  5760. - Use at any time. The target loses one [Overflow]. 1/Round.
  5761.  
  5762. Materials (2d6)
  5763. 2~10: Meat Chunks/Agility+1: 500G (Potency: 1)
  5764. 11+: Soul Fragments/Intellect+2: 1000G (Potency: 2)
  5765.  
  5766. Description:
  5767. A rare servant race that follow Meatslurpers. They resemble pitch black, semi-humanoid phantoms dressed in rags, lacking a face, but with a beast-like mouth on the palms of their hands. No matter how their body's condition, the mouths on their palms will continue to gnash.
  5768.  
  5769. ----------------------------------------
  5770. Redcap x3 / Class: Chaos / LV: 4 (1)
  5771. Size : 2
  5772. Wits : High
  5773. Senses : Magic
  5774. Speech : Yes
  5775. Reaction : Hostile
  5776. ID : 16
  5777. Weakness : [Wind] [Light]
  5778. Movement : Walk
  5779. | ACC | EVA | CNJ | RES | CHK
  5780. {Combat Stats} | 09 | 07 | 06 | 07 | 06
  5781. {Fixed Values} | 16 | 14 | 13 | 14 | 13
  5782. {Initiative} : 26 (11)
  5783. {HP} : 62
  5784. Armor : 2
  5785. Barrier : 2
  5786.  
  5787. Attack Methods
  5788.  
  5789. [Weapon Attack]: Physical Attack / Engaged / 1#
  5790. - [Form: Axe] 2d6+20 physical damage.
  5791.  
  5792. <<Killing Weapon>>: Start / User
  5793. - The target gains +9 [Damage].
  5794.  
  5795. <<Formless Assassin>>: Physical Attack / Charge 4 Sq. / Area
  5796. - A target that fails their {Evasion} check against this attack recieves 2d6+20 [Form: Axe] [Physical Damage] twice.
  5797.  
  5798. <<Number of Violence>>: Unique / 7 Sq. / 1#
  5799. - Use on {Evasion} check. The target gains a -2 modifier to the check.
  5800.  
  5801. Materials (2d6)
  5802. 2~10: Red Hat/Initiative+2: 1000G (Potency: 2)
  5803. 11+: Redcap's Axe/HP+9: 1500G (Potency: 3)
  5804.  
  5805. Description:
  5806. An obscure evil spirit said to live in ruined castles and towers. They have a very brutal character, and are said to violently attack when they see humans. They bear the name "Redcap" because their hats are stained red with the blood of its victims.
  5807.  
  5808. ----------------------------------------
  5809. Chaos Martial Artist / Class: Chaos / LV: 5 (1)
  5810. Size : 2
  5811. Wits : Clever
  5812. Senses : Magic
  5813. Speech : Yes
  5814. Reaction : Hostile
  5815. ID : 18
  5816. Weakness : [Wind] [Light]
  5817. Movement : Walk, Fly
  5818. | ACC | EVA | CNJ | RES | CHK
  5819. {Combat Stats} | 11 | 10 | 04 | 04 | 04
  5820. {Fixed Values} | 18 | 17 | 11 | 11 | 11
  5821. {Initiative} : 24 (10)
  5822. {HP} : 85
  5823. Armor : 10
  5824. Barrier : 10
  5825.  
  5826. Attack Methods
  5827.  
  5828. [Weapon Attack]: Physical Attack / Engaged / 1#
  5829. - [Form: Hammer] 3d6+20 physical damage.
  5830.  
  5831. <<Dark Acceleration>>: Start / User
  5832. - The target gains +3d6 to {Initiative}.
  5833.  
  5834. <<Dark Fist>>: Physical Attack / Engaged / 1#
  5835. - [Form: Hammer / Element: Magnet] 4d6+40 physical damage. [Halve] the target's [Armor] at [Damage Reduction].
  5836.  
  5837. <<Offensive Defense>>: Defense / 5 Sq. / 1#
  5838. - Use on Damage Reduction. The user receives the [Damage] and effects instead of the target (Treat as though {Resist} check had failed.
  5839.  
  5840. <<Chaotic Spirit>>: Constant / User
  5841. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target gains +30 [Armor] and [Barrier] when targetted with an [Attack Action] with [Target: 2+] (Including [Area / Combat Zone]).
  5842.  
  5843. Materials (2d6)
  5844. Automatic: Dark Crystal/Luck+2: 1000G (Potency: 2)
  5845.  
  5846. Description:
  5847. An awakened martial artist who has mastered a secret technique that amplifies his power by using the external method to manipulate expended energy. Not only do they make rapid movements, but they're strong enemies who have excellent skill both in attack and defense.
  5848.  
  5849. ----------------------------------------
  5850. Nightmare Wanderer / Class: Chaos / LV: 7 (2)
  5851. Size : 2
  5852. Wits : Clever
  5853. Senses : Magic
  5854. Speech : No
  5855. Reaction : Hostile
  5856. ID : 15
  5857. Weakness : [Fire] [Light]
  5858. Movement : Walk / Fly
  5859. | ACC | EVA | CNJ | RES | CHK
  5860. {Combat Stats} | 05 | 13 | 12 | 04 | 04
  5861. {Fixed Values} | 12 | 20 | 19 | 11 | 11
  5862. {Initiative} : 18 (8)
  5863. {HP} : 102
  5864. Armor : 5
  5865. Barrier : 5
  5866.  
  5867. Attack Methods
  5868.  
  5869. [Weapon Attack]: Magical Attack / Charge 2 Sq. / 3# / Cancels
  5870. - [Form: Magic / Element: Phantom] 3d6+20 magical damage.
  5871.  
  5872. <<Dark Acceleration>>: Start / User
  5873. - The target gains +3d6 to {Initiative}.
  5874.  
  5875. <<Phantom Fear>>: Magical Attack / Charge 2 Sq. / 2# / Cancels
  5876. - [Form: Magic / Element: Phantom] 4d6+40 magical damage. The target cannot apply "Reduce damage by x#" effects during [Damage Reduction].
  5877.  
  5878. <<Nightmare Ruler>>: Unique / User
  5879. - Use on Check. The target gains +1d6 to the result of the check. 2/Round.
  5880.  
  5881. <<Fear Eater>>: Constant / User
  5882. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target can always perform a [Magic Attack] after a [Combat Move].
  5883.  
  5884. Materials (2d6)
  5885. 2~7: None
  5886. 8+: Nightmare Crystals/MD+3: 1500G (Potency: 3)
  5887.  
  5888. Description:
  5889. Shards that came to combine with the leftover grudges of people such as serial killers who have been executed, which have become mononoke. It feeds on human fear, and following the methods of its basis, retells them, and increases its spiritual power by attacking victims.
  5890.  
  5891. ----------------------------------------
  5892. Mother of Pus / Class: Chaos / LV: 10 (2)
  5893. Size : 4
  5894. Wits : Normal
  5895. Senses : Domain
  5896. Speech : No
  5897. Reaction : Hostile
  5898. ID : 22
  5899. Weakness : [Fire] [Wind]
  5900. Movement : Walk / Swim
  5901. | ACC | EVA | CNJ | RES | CHK
  5902. {Combat Stats} | 15 | 17 | 06 | 10 | 04
  5903. {Fixed Values} | 22 | 24 | 13 | 17 | 11
  5904. {Initiative} : 18 (8)
  5905. {HP} : 125
  5906. Armor : 10
  5907. Barrier : 10
  5908.  
  5909. Attack Methods
  5910.  
  5911. [Weapon Attack]: Physical Attack / 10 Sq. / 3#
  5912. - [Form: Spear / Element: Cold] 3d6+30 physical damage.
  5913.  
  5914. <<Demon Summon>>: Start / User
  5915. - Install a [Nightmare Crossing] in any square of the combat zone. 1/Combat.
  5916.  
  5917. <<Magic Tentacle>>: Magical Attack / 10 Sq. / 2#
  5918. - [Form: Spear / Element: Toxin] 7d6+50 physical damage. The target cannotn perform [Damage Reduction] against this attack.
  5919.  
  5920. <<Tentacle Block>>: Defense / 10 Sq. / 1#
  5921. - Use on Damage Reduction. The user receives the [Damage] and effects instead of the target (Treat as though {Resist} check had failed.
  5922.  
  5923. <<Kin to the Earth Mother>>: Constant / User
  5924. - Passive Effect. During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] all [Physical Damage] received of [Rank: 7] or lower.
  5925.  
  5926. Materials (2d6)
  5927. Automatic: Dry Powder/Strength+2: 1000G (Potency: 2)
  5928.  
  5929. Description:
  5930. A lower class Outer God. It has a bizarre appearance, with a semi-liquid body adorned with numerous tentacles. It has a terrifying power that allows it to disperse its energy over a wide area to inflict horrifying curses on innocents.
  5931.  
  5932. ----------------------------------------
  5933. Jet-Black Lion / Class: Chaos / LV: 12 (3)
  5934. Size : 3
  5935. Wits : Clever
  5936. Senses : Domain
  5937. Speech : Yes
  5938. Reaction : Hostile
  5939. ID : 26
  5940. Weakness : [Phantom] [Wind]
  5941. Movement : Walk
  5942. | ACC | EVA | CNJ | RES | CHK
  5943. {Combat Stats} | 19 | 15 | 09 | 08 | 04
  5944. {Fixed Values} | 26 | 22 | 16 | 15 | 11
  5945. {Initiative} : 30 (12)
  5946. {HP} : 140
  5947. Armor : 20
  5948. Barrier : 20
  5949.  
  5950. Attack Methods
  5951.  
  5952. [Weapon Attack]: Physical Attack / Engaged / 4#
  5953. - [Form: Axe] 3d6+25 physical damage.
  5954.  
  5955. <<Servant to Evil Gods>>: Start / Combat Zone / Combat Zone
  5956. - [Type: Chaos] npcs in the [Combat Zone] gain +4d6 to {Initiative}.
  5957.  
  5958. <<Dark Lion's Fang>>: Physical Attack / Charge 4 Sq. / 3#
  5959. - [Element: Magnet / Form: Spear] 5d6+80 physical damage. The target cannotn perform [Damage Reduction] against this attack.
  5960.  
  5961. <<Soul Twist>>: Physical Attack / Engaged / 1#
  5962. - The target receives 6d6+120 [Element: Magnet] physical damage.
  5963.  
  5964. <<Lion of Ruin>>: Constant / User
  5965. - Passive Effect. During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target gains +40 [Armor] and [Barrier] against attacks with [Target: 2#+] (Including [Area - Combat Zone]).
  5966.  
  5967. Materials (2d6)
  5968. 2~8: Chaos Fragment/Agility+1: 500G (Potency: 1)
  5969. 9+: Flower Cloth/Initiative+4: 2000G (Potency: 4)
  5970.  
  5971. Description:
  5972. A jet-black lion with four eyes and six limbs, with a body nearly 5 meters long. Its true identity is that of the shadow of a powerful Aramitama, the Avatar of Ruin. Once they manifest, they continue to kill until they destroy every living thing in the area.
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