HomebrewAnon

(Expansion 05) Kamigakari :: Four Guardian Gods

Jan 22nd, 2018 (edited)
7,452
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 206.75 KB | None | 0 0
  1. New (12/26/2019): All equipment has been translated and added to the pastebin
  2. New (12/23/2019): All the world information from Expansion 5 has been translated and added in. Equipment to come soon.
  3. New (4/16/2018): The grand majority of the player options from Four guardian gods have been translated and added
  4.  
  5. TOC
  6. - The Demon Hunter society and Minor factions [XXXA]
  7. - The Four guardian gods and Reverse Kyoto [XXXB]
  8. - What is a Sakimitama? [XXXC]
  9. - NPC's [XXXD]
  10. - Sakimitama (Race) [XXXE]
  11. - Cover Table 5 [XXXF]
  12. - High Talents Lv 5 [XXXG]
  13. - High Talents Lv 10 [XXXH]
  14. - Arc Slayer Extra Style Talents [XXXI]
  15. - Dragon Carrier Extra Style Talents [XXXJ]
  16. - Dark Hunter Extra Style Talents [XXXK]
  17. - Elemental Adept Extra Style Talents [XXXL]
  18. - Elder Mage Extra Style Talents [XXXM]
  19. - Digital Sorcerer Extra Style Talents [XXXN]
  20. - God Hand Extra Style Talents [XXXO]
  21. - Contractor Extra Style Talents [XXXP]
  22. - Divine Talker Extra Style Talents [XXXQ]
  23. - Legion Extra Style Talents [XXXR]
  24. - Legacy User Extra Style Talents [XXXS]
  25. - Time Wizard Extra Style Talents [XXXT]
  26. - Items: Weapons [XXXU]
  27. * Form: Sword [XXXU-1]
  28. * Form: Spear [XXXU-2]
  29. * Form: Axe [XXXU-3]
  30. * Form: Hammer [XXXU-4]
  31. * Form: Ranged [XXXU-5]
  32. * Form: Magic [XXXU-6]
  33. - Items: Protectors, Gear, and Consumables [XXXV]
  34. * Suits [XXXV-1]
  35. * Consumables [XXXV-2]
  36. * Gear [XXXV-3]
  37. - Mononoke [XXXW]
  38.  
  39.  
  40. ================================================================================
  41. Four Guardian Gods -- The Demon Hunter society And Minor factions [XXXA]
  42. ================================================================================
  43. The Demon Hunter’s Society
  44. The largest awakened organization in Japan is the Demon Hunter Society, sometimes known as the "Exorcist Association", or simply called "The Society".
  45.  
  46. The influence of the Demon Hunter's Society in Japan is said to be very high, as it's comparable to the Ministry of the Environment's Special Provisions Department, a government-funded national organization.
  47.  
  48. The society has a very long and storied history, and it's earliest records place it as having existed since the Nara period. At that time, the Demon Hunter's Society was nothing more than a collection of small-scale awakened clans serving the emperor of the time. However, at the end of the Nara period, (the beginning of the Heian period) Aramitama began to appear at a much higher frequency than before.
  49.  
  50. The next emperor created a new, private organization of demon hunters with the authority to deal with supernatural incidents by whatever means deemed necessary. This new organization was later called the Onmyo Bureau, a government department specialized in astronomy, divination, and calendar making. It was, however, a special agency that observed and investigated the supernatural incidents of the time. Whenever an incident occurred, the bureau reported on it to the Emperor, who provided support to the investigators with the aid of a deity known as "Zen Otokoshu". (全男衆)
  51.  
  52. These supernatural incidents were always treated as confidential, and handled with utmost secrecy. As such, no records were kept of them.
  53.  
  54. However, since information control was difficult in this era, ordinary citizens occasionally witnessed battles between Onmyoji and other awakened. Most stories told of them were passed down over the years as legends (Most of which are still told today).
  55. Despite many breaches of secrecy, the Bureau continued to play an active role in the defense of it's nation against hostile awakened.
  56. However, during the Meiji period, a number of fierce internal power struggles and conflicts with the upper echelons of the nation resulted in the death of the Head Onmyoji. The Onmyo Bureau had met its end, and the entire organization was dismantled.
  57.  
  58. Despite their many years of service, the remaining Onmyoji were furious with the government for their ruthless actions. However, the head of the Bureau's first family, the Mitsurugi clan, insisted that their mission was to protect innocents from evil awakened that they had no chance of combating on their own.
  59.  
  60. In response to this, the seven other clans stopped their infighting and united. They set up an organization, the Society, to deal with awakened incidents on their own. They practiced martial techniques, studied knowledge they had cultivated over many years, and consolidated their power to transform into a powerful organization that could destroy evil, for the sake of people. This organization exists in modern day as the Demon Hunter's Society.
  61.  
  62. ----------------------------------------
  63. The Society’s Power
  64. With a large number of major real estate companies, tourism agencies, resorts, and general contractors under their ownership, the Society wields a great deal of power in the supernatural world, the political world, and in general society.
  65.  
  66. The Society's power is furthered by their ownership of large numbers of "pure", or high-quality leylines across Japan. Many who belong to the Society have had great social success because of the benefits of these leylines.
  67.  
  68. The part of the Society that works with the general public boasts political, and financial power, because they have close ties with several politicians and bureaucrats. However for the reasons stated above, members of the Society are often involved in the underworld, and those who belong to the organization are far more often bound by their family traditions, or obligations, than other god hunters.
  69.  
  70. The formality and traditions within the Society, alongside it's customs and it's hereditary rule system has made the management extremely resistant to change. The representative of the Society- Mitsurugi Soushi, who serves as the representative of the Society, seems to be looking for an opportunity to excise the corrupt parts of the organization.
  71.  
  72. However, there are several factions within the organization who oppose this, and they are frequently involved in covert attempts to sabotage these efforts. Their true identities are currently unknown. Soushi is also aware of their existence, and in order to eliminate them, is intent on replacing the heads of the eight legions with leaders who oppose corruption.
  73.  
  74. However, most of the current leaders of the eight legions are extremely powerful, old-aged awakened who boast high spiritual power and extreme cunning, more so than any god hunters of the present generation. These leaders are still a long ways from surrendering their seats.
  75.  
  76. ----------------------------------------
  77. Society Awareness
  78. Ever since it was reformed, the main purpose of the society is to "Protect the common people in secret and wipe out evil awakened by reaching the promise of ascension".
  79.  
  80. However, given its leadership and numerous problems, it can be argued that the Society is not a friendly organization for other god hunters - merely a neutral one. The Society is friendly to those who align with its ideals, whether they are mononoke or god hunters. The existence of the Society is as unknown to the general public, as it is a purely supernatural organization.
  81.  
  82. The existence of the society is mostly unknown to non-awakened. Even among Japan's top politicians, bureaucrats, and crime lords, very few know of its existence. Those that do don't have an accurate understanding of all the things related to the awakened world.
  83.  
  84. What they know is, at best, is that there is another side to the world, and that they shouldn't approach those associated with it unless they're in grave danger.
  85.  
  86. What this means is that when one of these individuals contacts the Society, the situation is extremely urgent. Many of these incidents are related to awakened.
  87.  
  88. If someone with a reputation as a good person, who has suffered from incidents related to awakened consults with a psychic or a shinto priest, they may be put into contact with a collaborator or godhunter belonging to the 'Kyokai' (Cooperative Association), and introduced as 'a person who can conduct a more sophisticated purification ceremony'.
  89.  
  90. On the other hand, when accepting requests from those in power, the Society charges exorbitant fees without exception. This is contrasted by their behavior towards those seen as 'ordinary people', whom they won't charge a single penny.
  91.  
  92. This practice is one of the Society's many old customs, practiced ever since the fall of the Onmyo Bureau mentioned above, and the establishment of the modern-day organization.
  93.  
  94. ----------------------------------------
  95. Demon Hunters
  96.  
  97. The collaborators and god hunters who belong to the Society are generally referred to as "Demon Hunters", or "Exorcists". There are various theories as to why these names took hold, but it is said that the best theory is that when the Onmyo Bureau became the Society, they took the name as a symbol of their changing ideals. Onmyo merely reject evil, Demon Hunters seek it out and destroy it.
  98.  
  99. There are three types of godhunters in the Society: "Demon Hunters" who battle evil with the aid of swords, spears, and physical weapons, "Anti-Demon Ninja" who specialize in physical techniques and information manipulation/collection, and lastly Exorcists who perform several types of oriental black magic.
  100.  
  101. Those who master these trades are called "Onmyoji", because of their extreme power. Many of the awakened that work in the Society are priests or psychics, but some of them work from strange positions, such as salarymen, detectives, doctors and detectives.
  102.  
  103. ----------------------------------------
  104. The Eight Legions
  105. The eight clans that form the Society are special bloodlines called "The Eight Legions". These clans are the descendants of those who united again after dismantling of the Onmyo Bureau, the predecessor to the modern-day society.
  106.  
  107. Since the days of the Onmyo Bureau, the families that make up the Eight Legions have boasted high levels of spiritual power and skill, even among other awakened.
  108.  
  109. Because they were all divided into various [races], they were likened to an eight-headed god that protected the lead god, the Emperor, and eventually they came to be called by the nickname "The Eight Legions".
  110.  
  111. The names of the eight members are the Mitsurugi family, who boast the blood of [Scions], the Tsuchimikado and Kusakabe families, both [Magus], the [Demon-Eyed] Tamaki family, the [Dragon- Lord] Kagamibe family, the Ashiya Clan, the Hata family of [Darkstalkers], and the [Hanyou] imperial Takenouchi.
  112.  
  113. Currently, the Eight Legions have the following roles within the Association.
  114.  
  115. ----------------------------------------
  116. Mitsurugi Family
  117. ----------------------------------------
  118. Representative: Kenji Mitsurugi
  119.  
  120. Since its inception, the official leaders of the Society have been the Mitsurugi family, a clan that boasts the lineage of a sealed god - [Scions].
  121.  
  122. The Mitsurugi family are wealthy landowners with lots of property in Japan and their branches run several real estate companies. Within the Society, they take the duty of protecting the Kanto area, and their top priority is sealing the super-massive barrier buried under Tokyo. Currently, the head of the Society is the Society’s once-strongest Anti-Demon warrior, Soushi Mitsurugi, known as the Reformist, who also serves as a representative of the Society when needed.
  123.  
  124. During the events of purgatory night, he suffered serious wounds across half of his body, and has now been restricted to life in a wheelchair. In order to nurture the next generation of god hunters, he adopted a niece and nephew with excellent instincts and allows them to manage family business on his behalf as "Acting Representatives". He manages parts of the society while teaching at a reform school. The Mitsurugi clan, long renowned as peerless warriors since ancient times, is still the largest force in the Society and a powerful family that plays its role as the strongest part of any group, regardless of what sect, or branch its members occupy. However, trouble is brewing as some of the other families, envious of the position, are chafing under their rule.
  125.  
  126. Tamaki Family
  127. ----------------------------------------
  128. Representative: Tamaki Yasu
  129. The Tamaki family holds the power of the [Demon-Eyed]. Their power is on a similar level as, or is almost comparable to the Mitsurugi Family.
  130.  
  131. The Tamaki clan has reigned in Japan for generations, and has a reputation as a family that produces outstanding bureaucrats and politicians. For example, the chairman of the Ministry of Internal Affairs and Communications hails from the Tamaki clan.
  132. The Tamaki family is responsible for the protection of both the Hokkaido and Tohoku regions. Their most important mission, however, is to protect and monitor a holy mountain in the north of Tohoku, which is considered to be the largest leyline in the region.
  133.  
  134. Additionally, the Tamaki family performs covert operations to eliminate those who are hostile to the Society, but it's rumored that some sort of large-scale incident has taken place in their home territory, and the whole family is in a state of disarray.
  135.  
  136. Kagamibe Family
  137. ----------------------------------------
  138. Representative: Kagamibe Kaoru
  139. The Kagamibe Family is a clan of [Dragon Lords], that boasts capabilities comparable to the Mitsurugi and Tamaki family.
  140.  
  141. The Kagamibe family has been known for generations for their large-scale shipping and manufacturing operations.
  142.  
  143. Their responsibilities in the Society leave them responsible for the protection of the Kyushu region, Okinawa, and in particular, Yakushima Island, which is considered to be the largest leyline in Kyushu.
  144.  
  145. The Kagamibe family has long since been authorized to conduct internal and external audits and investigations, and employ powerful shinobi with impressive combat and investigative abilities, a trait that they're known for among their peers in the Society.
  146. In some cases, everything that the subject of their investigation has ever done is exposed - their prior deeds, property, possessions, secrets, and abilities are revealed. Other families are afraid of being subject to their audits, and secretly detest their shinobi.
  147.  
  148. Tsuchimikado Family
  149. ----------------------------------------
  150. Representative: Tsuchimikado Tenin
  151. The Tsuchimikado family are [Magus], known for their pedigree of excellent magicians. During the Onmyo Bureau period, they lead Anti-Aramitama efforts.
  152.  
  153. The Tsuchimikado family bears a prestigious name, and was created after two earlier families- The Kamo and Abe, combined.
  154.  
  155. They run a number of travel and tourism agencies, and uses their positions to monitor aramitama in various regions and provide guidance to the demon hunters who pursue them.
  156.  
  157. They are also active in the non-awakened world as psychics, and are primarily responsible for investigating supernatural cases from businessmen and celebrities. Their role in the Society is to safeguard the Kyoto area. They also work with the Kusakabe family to negotiate with the bloodlines outside of the Society that protect the “Shrine of the Four Gods”.
  158.  
  159. Ashiya Family
  160. ----------------------------------------
  161. Representative: Ashiya Seki
  162. If the Tsuchimikado family were the leaders of the Onmyo Bureau era, it was the Ashiya family that made their successes possible. The Ashiya family is an offshoot of the Abe family, specializing in seal-related rituals and magic.
  163.  
  164. Their many talents are not solely devoted to magic, as their members also excel in handling special weapons such as copper threads, or needles. They're also known to produce excellent warriors and ninja.
  165.  
  166. The entire family runs multiple resorts, and when the Society travels to various parts of the country, the Ashiya family often provide accommodation and facilities that serve as their bases.
  167.  
  168. The Ashiya family is responsible for the protection of the Shinano area. Much like the Tsuchimikado family, they often serve an active role as psychics or priests, working to investigate, solve, and negotiate to resolve supernatural incidents brought to their attention by large organizations.
  169.  
  170. Hata Family
  171. ----------------------------------------
  172. Representative: Gokido
  173. Some of the most powerful god hunters in the eight legions belong to the Hata Family, who bear the [Darkstalker] bloodline. The Hata family is the oldest known clan in the society, and has inherited both the “Tiger Road” martial art and “Divine Sage Arts”, a hermetic art that originated from Ninjutsu. In addition, their bloodline has the extraordinary power of vampires and beasts.
  174. For this reason, the Anti-Demon Ninja of the Hata family are all known to be highly skilled.
  175.  
  176. Their public face is that of a group of entrepreneurs who dominate the contracting world, and after a supernatural incident, they instantly repair the incident site at such a speed that the public is unaware that anything has occurred.
  177.  
  178. Their duties in the Society leave them responsible for the protection of the Kii area, and their infamous “Demon Mask” shinobi are known to investigate and monitor awakened organizations in Japan and overseas that could affect Japan.
  179.  
  180. Kusakabe Family
  181. ----------------------------------------
  182. Representative: Chizuru Kusabe
  183. The Kusakabe family is a clan of [Magus] that specializes in "clairvoyance" and various other abilities that serve to gather information. This clan of sorcerers has strong buddhist ties and vehemently opposes aramitama.
  184.  
  185. For this reason, all of the veterans from the Kusakabe family are known as excellent Exorcists, Anti-Demon Warriors, or mixtures between the two. Ostensibly, the Kusakabe clan are landowners like the Mitsurugi family, and the entire family runs real estate-related companies.
  186.  
  187. It’s role in the Society is to support the Guardians of the Four Gods alongside the Tsuchimikado family, but it’s also responsible for the protection of the Chugoku and Shikoku regions. The Kusakabe family contains a large number of Anti-Demon Warriors and Exorcists who are fluent in foreign languages, are most likely to be sent to deal with supernatural incidents outside of the country depending on the situation.
  188.  
  189. The Kusakabe family has a wealth of connections outside the country, especially with the awakened organizations of the United States. They also serve as mediators within the Society, and their opinion is always sought after in discussions..
  190.  
  191.  
  192. Takenouchi Family
  193. ----------------------------------------
  194. Representative: Kazuki Takenouchi
  195. The Takenouchi family is the only one of the eight legions that carries the bloodline of the [Hanyou], which is the rarest of the Society.
  196.  
  197. The Takenouchi family has inherited a variety of their powers from land gods and youkai, and their unique abilities make them stand out among the other legions. They regularly produces powerful warriors and ninja.
  198.  
  199. The Takenouchi family, like the Tsuchimikado family, is a member of a certain tourism group, and uses its position to gather information.
  200.  
  201. Their duties in the Society leave them in charge of the Kansai region, but their biggest specialty is using their unusual abilities to augment their information gathering. The Takenouchi family are responsible for the majority of the information collected by the Society.
  202.  
  203. ----------------------------------------
  204. Feud within the Demon Hunter's Society
  205. Despite the massive power that the Society wields, under the surface, there is constant infighting going on between the eight legions.
  206.  
  207. There are numerous causes behind the feuds: The management of seals that must be maintained in order to maintain power, the constant scramble for leylines, and the gap between blood relatives due to aggressive marriage policies and talent disparities that are carried out to maintain the strength of the bloodlines.
  208.  
  209. Instead of taking on the duty of managing the seals on Aramitama themselves, many families in the Society have tasked a number of powerful spirits and land gods to the task. These entities, however, refuse to work for a clan that's lost their spiritual power, and will refuse to perform any tasks for them.
  210.  
  211. For this reason, several clans within the Society make extraordinary efforts to prevent their bloodline from diminishing.
  212.  
  213. Another factor in this situation is that the presence, or absence of god hunters in the family is seen as a testament to the power of that family's will to protect itself.
  214.  
  215. Those who have inherited their crest from their bloodline are thought to have a higher chance of producing Inousha, magicians, or godhunters for the next generation. Those who do not are often treated coldly by the entire family.
  216.  
  217. For this reason, many of the Legions within the Society have a tendency to neglect "Human" godhunters, and until now, a "Human" has never been appointed to lead any of the legions.
  218.  
  219. For these reasons, every Legion in the Society works to better themselves, and regularly welcomes new bloodlines, magic practitioners, and god hunters into their fold to produce more awakened.
  220.  
  221. Conversely, there are many clans that are viewed as "successful" in terms of a population of Inousha or Godhunters that now suffer from internal feuds because of it.
  222.  
  223. For example, the position of family head is always inherited by the oldest blood child. If any other child has talent that surpasses them, they will likely end up estranged. There are some bloodlines that give the position of family head to whichever child has the best blood. These practices have led some to go as far as to make soul contracts with Aramitama, or caused others to exploit dangerous [Godforged Regalia] in order to take revenge.
  224.  
  225. Due to a number of these reasons, many are disgusted by the inner workings of the Society and cut ties with it to go freelance. Many people who are dissatisfied with arranged marriages flee the organization and seek asylum in other awakened organizations.
  226.  
  227. Branch families that are close to Eight Legions are often treated favorably, causing talented young people belonging to other families to resent them. However, any branch family that causes trouble with one of the eight legions is punished severely, and their property and possessions are confiscated.
  228.  
  229. There are a wide variety of things seen as "worth punishing", but the most notable of them include the escape of a sealed deity, the failure of the mission received from Society, collateral damage to the general public, or the leakage of information. Some of these crimes will not be punished. However, Bloodlines who are unable to produce Inousha or god hunters are judged to have no power to perform their duties, and there is a distinct possibility that their leyline will be confiscated.
  230.  
  231. These confiscations mean a complete downfall, because a leyline is essential to the prosperity of a clan and the inheritance of its awakened bloodline. Clans whose leyline is confiscated will either shift themselves to a support position as collaborators, or abandon their pride and life as an awakened family, and return to life as innocents.
  232.  
  233. ----------------------------------------
  234. Minor Factions within Kyoto
  235. ----------------------------------------
  236.  
  237. As mentioned earlier, the Society has great influence in Japan. However, in the ancient city of Kyoto, there are several small awakened organizations that do not belong to them and operate independently. In this section, many of these organizations unique to Kyoto will be detailed.
  238.  
  239. Koren Sect
  240. ----------------------------------------
  241. Leader: Mara Takuma
  242. There are more than 4000 shrines and temples in Kyoto. Among them is the Koren Sect, a buddist denomination based at Koryuji Temple in Uzumasa. It is widely considered to be one of Kyoto's most iconic organizations. Koryuji Temple is said to be the oldest in Kyoto, which many believe was founded in the first half of the 7th century. This temple features a powerful leyline, and a small army of monk-soldiers, and stands independent from the Society's influence over Kyoto. Additionally, it also serves as the headquarters of an Anti-Demon Ninja group called the Uzumasa-Shu, a group of freelancers active in the Kansai region.
  243.  
  244. As they believe that Prince Shotoku was a Tathagata, they don't like to interact with other denominations. For this reason, they don't sympathize with the ideals of the Demon Hunter's Society, and stand independent from the other Awakened factions. Despite this, they're working to reach the Promise of Ascension through their own means. Their current leader, Mara Takuma, has always been dissatisfied with the high level of influence the Society has in Kyoto, and because of that, it is not uncommon for both organizations to skirmish whenever they meet during a supernatural incident.
  245.  
  246. Suzaku Academy Shinsengumi
  247. ----------------------------------------
  248. Leader: Isamu Kondo
  249. In recent years, in order to protect Kyoto from supernatural incidents, which occur frequently in the city, a secret organization created by gathering young awakened from different backgrounds... That is the "Suzaku Academy Shinsengumi". The founder is the former director of the Shinsengumi, Isamu Kondo, who remains in the present day after being summoned as a [Heroic Spirit].
  250.  
  251. Kondo currently works as a teacher in a public high school in Minami-ku, and a temporary physical education instructor at the prefectural Suzaku Academy, under the alias "Isao Kondo". However, he secretly used his position to scout young people from both inside and outside the school to launch the Suzaku Academy Shinsengumi, which masquerades as a school club.
  252.  
  253. Unlike the original Shinsengumi, which he led, this version is an entirely private, small awakened organization that consists of volunteers. Although it's a very young organization only established a few years ago, Kondo's charisma and the skill of its members has grown its influence vastly.
  254.  
  255. Instead of waiting for news of a supernatural incident and reacting appropriately, they regularly patrol Kyoto by night and subdue any hostile awakened that threaten it's security.
  256.  
  257. Their principles of action are concentrated in the ideal of maintaining the security of Kyoto, and take an aggressive stance to destroy evil entities that comprise it. As a result, they have many conflicts with other organizations. Despite being independent organizations, they seem to have a symbiotic relationship with the Konnagyo Rapid Promotion Division, which was founded by former Shinsengumi member Saito Hajime.
  258.  
  259. The organization consists of multiple units, and Isamu Kondo has given each captain the name of a previous commander of the Shinsengumi corps as a codename... But for some reason, only Saito's name is unused.
  260.  
  261. Small Blacksmiths
  262. ----------------------------------------
  263. Leader: Sanjo Hosei
  264. This small group of blacksmiths gathers around Shibata Shrine which sits within Kitano-Sho Castle, in Kyoto, and specialize in making Artificial Regalia.
  265.  
  266. The organization has a long history, and it is said that the swordsmith's companions gathered around Rikiya and Sanjo Munekin, related to the legendary swordmasters Hizukia and Kamaru Munekin. The Shibata Shrine was originally a place where blacksmiths gathered, but since the area was suitable for the testing of Artificial Regalia, more craftsmen who specialize in it began to gather.
  267.  
  268. The priest of Kurita Shrine, Sanjo Hosei, is the administrator of the leyline, and also serves as a leader who supports the organization. Craftsmen belonging to the Small Blacksmiths can use the leyline of the shrine as a facility for the production of artificial regalia, and various conveniences such as work assistance or free materials are given.
  269.  
  270. Usually, the manufacturing of artificial regalia requires highly precise magical facilities and large amounts of materials. The Small Blacksmith artisans are able to produce large quantities of artificial regalia, regardless of the size of their workshop, through the spiritual power of the area and the secret techniques handed down to them. It’s quality is highly regarded and the group has been flooded with exclusive offers from various organizations. However, they always take a neutral position. Although they work as blacksmiths first, they’re often required to use force to guard their leyline, collect special materials, and test their artificial regalia. It seems that the Society’s godhunters are less likely to interact with them.
  271.  
  272. Hyakki Yako
  273. ----------------------------------------
  274. Leader: Tsurubiuri
  275. This Self-defense organization was created for demons, and run by demons, youkai, and tsukumogami native to Kyoto. It’s called the Hyakki Yako.
  276.  
  277. Originally, the group sprung up after a number of good mononoke came together, but it wasn’t a very organized activity.
  278.  
  279. However, as the capital of Heiankyo grew bigger, the number of incidents in which mononoke caused trouble and had conflicts with humans increased rapidly, so Huanglong, the strongest in the Heiankyo area, re-organized the group with the aid of a few close friends.
  280.  
  281. Most of its members are mononokes, but in rare cases they can be Divine Souls or Sakimitama. Currently, their base of operations is Reverse Kyoto, where mononoke live. However, if a problematic mononoke crosses over to the human side of Kyoto, they mobilize from Ichijo return bridge- One of their staging areas in the real world- to solve the case. Because the majority are mononoke whose actions are restricted in human society, they make a lot of requests for cooperation to godhunters who aren’t a part of their organization..
  282.  
  283. ================================================================================
  284. Four Guardian Gods -- Four Guardian Gods and Reverse Kyoto [XXXB]
  285. ================================================================================
  286. Four Guardian Gods
  287.  
  288. From the time of its creation to the present, Kyoto has always remained under the protection of the Barrier of the Four Guardian Gods, a strong barrier that covers the entirety of the city. Since ancient times, there have existed a number of special bloodlines devoted to the protection of the barrier. They are called the Guardians of the Four Gods, and they have protected Kyoto for more than a thousand years with the cooperation of the Society, and others.
  289. This section describes the bloodlines said to be the strongest in Kyoto: The Guardians of the Four Gods.
  290.  
  291. ----------------------------------------
  292. The Barrier of the Four Gods and the Five Mountain Fires
  293. Just ten years after moving the capital to Nagaka, the emperor decided to change its location again. There were various reasons for this, but the foremost was that the city had suffered a widespread supernatural incident that threatened its existence. The new capital, Heian-Kyo (Now Kyoto in current day), was selected because it provided the highest level of spiritual protection. This city was one of the largest in Japan at the time, and expanded rapidly after it became the new capital.
  294.  
  295. However, because of the area's high amount of spiritual power, various awakened and mononoke from across the world gathered there over time, threatening the stability of the region.
  296.  
  297. With the increase of both the normal population and awakened, the city expanded outside it's planned limits and it's spiritual barrier became insufficient.
  298.  
  299. The Emperor of the time ordered the Onmyo Bureau to build a large-scale barrier using the power of the four gods- namely, the Blue Dragon, White Tiger, Vermillion Bird, and Black Turtle, centered on the Imperial Palace. This planned barrier would dramatically improve the spiritual protection provided to Heian-kyo. In order to gain the spiritual power to project such a large-scale barrier, Mononoke that lived inside Heian-kyo provided a massive amount of spirit energy via special rituals.
  300.  
  301. By combining that power with that of a number of leylines (Asahikawa, Nishidai Road Street, Giant Pond, and Mt. Shiba) and [God area: Urashimanaka] that exist in all parts of Kyoto, Heian-kyo gained a powerful spiritual barrier, controlled from the Shrine of the Four Gods.
  302.  
  303. The amount of defense projected by this barrier was extremely high, making it difficult for those with evil spiritual powers to even approach it.
  304.  
  305. However, this created a new problem- one that occurs when stagnant spirit energy from Kyoto and it's underside accumulates inside of the barrier.
  306.  
  307. Therefore, the Onmyo Bureau began a tradition of opening the barrier once a year and performing a large-scale ritual to purify the energy trapped inside. This practice came to be known as Gozan no Okuribi- The Five Mountain Fires. In current day, this ritual is performed by agents of the Demon Hunter's Society.
  308.  
  309. ----------------------------------------
  310. The Guardians of the Four Gods and their positions
  311.  
  312. By continuing to maintain the Barrier of the Four Gods and the Five Mountain Fires, Kyoto escaped damage from the war and has remained prosperous for over a thousand years.
  313.  
  314. At first, the barrier of the Four Gods was under the jurisdiction of the Onmyo Bureau. However, other organizations such as the government and the Koren sect, who were concerned about a single organization's monopoly of the barrier, stepped forward.
  315. The result of their negotiations was that the decision was made to appoint a powerful, neutral party to manage it.
  316.  
  317. The organizations came together to elect four bloodlines to the task. This powerful neutral group was dubbed the Guardians of the Four Gods. In order to maintain the spiritual power needed to control the barrier of the four gods, they not only have their own leyline, but also manage several belonging to the organizations that elected them. Their main purpose is to maintain the barrier of the four gods, and to defend Kyoto, which contains one of the largest spirit barriers in the country.
  318.  
  319. Because of these circumstances, they have been granted power comparable to the Demon Hunter's Society in Kyoto, despite being a single family.
  320. Their activities are always under surveillance, however, and if for any reason they are judged not suitable for their position as guardians, their supporting organizations can consult with each other and punish them appropriately.
  321.  
  322. Despite that, it is very difficult to force them out of their positions, because all the protectors of the present four gods boast high levels of spiritual power and influence in Kyoto Prefecture, and has good relations with their supporting organization. The Guardians of the Four Gods have inherited a secret art titled "Guardian God Summoning".
  323. It is said that this secret art is a special magic that can be used only by clans that maintains the barrier, and this technique summons a powerful deity that manifests to defend the barrier.
  324.  
  325. The true details of the ritual are known only to members of the families and those who are located at the top of each awakened organization, but it is said that "Guardian God Summoning" can only be used by a member of the four bloodlines. Their position as protectors is guaranteed because only they can use the secret art.
  326.  
  327. Next, a brief explanation of the method of summoning each bloodline uses to call their guardian god and an overview of which one they use. (Any of these clans are useable by PCs, except for the Genbu Clan).
  328.  
  329. ----------------------------------------
  330. The Genbu Clan
  331. ----------------------------------------
  332. At present, the title of the Genbu Clan rests with the Muroki family. Their ancestors include the likes of Montoku Genji, and Minamoto no Yoshitsune, and they guard the north of Kyoto- Mt. Shiba.
  333.  
  334. Their strongest supporters are in the Demon Hunter's Society, and among them, they are closely related to the Tsuchimikado family.
  335.  
  336. The Genbu clan's "Guardian God Summoning" involves the use of an ancient sword, which summons a powerful Heroic Spirit said to have the strength of an entire army.
  337.  
  338. The Seiryuu Clan
  339. ----------------------------------------
  340. The title of the Seiryuu Clan belongs to the Fujiwara family, which protects the eastern portion of Kyoto, Asahikawa. They have strong ties with the Buddhism.
  341.  
  342. The Fujiwara family has backing from both the Koren Sect, and Specprov, which regularly provide them with assistance while monitoring their activities.
  343.  
  344. Their version of the "Guardian God Summoning" ritual infuses a special suit of armor with spirit energy, transforming it into a Tsukumogami. It's possible to boost the power of this entity by using a famous sword as a medium.
  345.  
  346. The Byakko Clan
  347. ----------------------------------------
  348. Currently, the title of Byakko Clan belongs to the Watanabe family, distant descendants of Watanabe no Tsuna. Their duty is to protect the area around Nishioji-dori St. in Kyoto's west.
  349.  
  350. This family has existed for an especially long time, and receives the majority of their support from SpecProv. Their version of "Guardian God Summoning", handed down throughout the ages, summons legends or stories themselves, and makes them manifest in the real world. For example, they specialize in beings created from the ideals of human beings, or Gods and youkai born from urban legends- [Imaginary beings], in other words.
  351.  
  352. However, there are a number of rumors that the current head of the clan has a hobby of summoning characters from famous media: Manga, and Anime among them. Whether this is true is currently unconfirmed.
  353.  
  354. The Suzaku clan
  355. ----------------------------------------
  356. In the past, the southern barrier- Along with a leyline and a lake, was protected by the Suzaku family who, like the Genbu Clan, had ancestry with Buntoku Gen and the warlord Minamoto no Yorimitsu, famed for his actions.
  357.  
  358. However, the southern leyline was totally destroyed around 1932 as the result of a ritual by a False God Cult. The cult was later eliminated at the hands of the Suzaku clan, but the damage had already been done. The leyline had vanished, then Japan was swallowed in the upheaval of history.
  359.  
  360. The majority of their backing came from the governmental organization known as Kinjou, but after it's destruction in the events of purgatory night, all of their current support comes from the Nushi, Huanglong. The Suzaku clan currently maintains their barrier by borrowing spirit energy from Reverse Kyoto (The city of mononoke), since they have no leyline. If that wasn't enough, the sacred lake that they once protected was filled in and became reclaimed land in 1933.
  361.  
  362. For these reasons, the Suzaku clan contributes to the maintenance of the barrier by protecting Reverse Kyoto. However, because Reverse Kyoto is managed by the Hyakki Yako, its main mission is to play negotiator between the "Ura-Naka" and human society. Therefore, the Suzaku clan are in a rare position where they can act in a comparatively free manner compared to the other guardian clans.
  363.  
  364. Their "Guardian God Summoning" ritual unseals a high-ranking [Sakimitama] that assists them in their duties.
  365.  
  366. ----------------------------------------
  367. The Reverse Capital
  368. Tartarus, Valhalla, Heaven and Hell, etc. Many myths and religions explore the idea of godly realms. A [Sacred Realm] is a high-level spell, created by the hands of the gods, which grow over a vast period of time. Many of these develop into different worlds that embody a concept, filled with an enormous amount of spiritual power hundreds of times more dense than conventional energy.
  369.  
  370. Therefore, if an average person steps into a dangerous [Sacred Realm], they will be slain in a number of minutes, and their soul disperses into the spirit energy of the [Sacred Realm]. These [Sacred Realm] have hidden entrances in various places in Japan, and across the entire world.
  371.  
  372. Of course, Kyoto Prefecture, in the barrier of the four gods, exists a number of entrances to a [Sacred Realm] called the "Reverse Capital" . The “Reverse capital is a place with a deep relationship to Kyoto's unique awakened organizations.
  373. Sometimes known as "Another Kyoto", this [Sacred Realm] has various entrances and exits within some of the city's numerous shrines, only at certain times of the day.
  374.  
  375. It was around the Heian period that the "Reverse Capital" was built. At that time, the Emperor of Japan was worried about the number of problems that mononoke created, as the population of Heiankyo and the number of mononoke had exploded. The emperor consulted with prominent Nushi and a number of mononoke to find a way that humans and mononoke could exist. Their idea was to create a second Heiankyo for the sake of the mononoke.
  376.  
  377. The other Heiankyo, named "Reverse Capital", was built over a long period of time with the cooperation of the Onmyo Bureau and other awakened organizations, in addition to the support given by the Yellow Noh and its subordinates. At the same time as it's completion, mononoke gradually moved to the "Reverse Capital". The number of mononoke-related supernatural incidents in Heiankyo gradually decreased over time.
  378.  
  379. ----------------------------------------
  380. The state of the Reverse Capital
  381.  
  382. At the current time, Reverse Kyoto has become a large city where a number of mononoke gather from across the country.
  383.  
  384. The interior of the city is much more modern than one would imagine, almost to the same level as Kyoto proper. This city allows mononoke to live close to humanity. The Zodiacs, both the Nushi and rulers of the city, are higher ranked than their envoys- Both mononoke and sakimitama. In terms of hierarchy, the envoys are above the normal mononoke, who work in various fields of labor and production, but also enjoy plenty of entertainment and free time. The official currency is fool's gold, but most exchange takes place via barter.
  385.  
  386. Like humans, they live in apartments, wear clothes, and eat food, albeit it's not necessary because they can take nutrition by absorbing spiritual power.
  387.  
  388. Plenty of entities enter and exit Reverse Kyoto every day. They have a wide variety of reasons, such as those who do business with humans (such as awakened organizations), and those who visit sanctums and other large cities outside of Reverse Kyoto. Those who commit crimes can actually escape justice by fleeing the city.
  389.  
  390. Although it is very rare, there are human beings who stray from human society to dwell in Reverse Kyoto, but they're typically accompanied by mononoke as trading partners. There have also been cases where those with spiritual power, or those in the general public somehow find their way in. In these cases, their memory is altered, and they're returned to the outside. Even so, there are other people who remain in Reverse Kyoto for extended periods of time.
  391.  
  392. ================================================================================
  393. Four Guardian Gods -- What is a Sakimitama? [XXXC]
  394. ================================================================================
  395. What is a Sakimitama?
  396.  
  397. In recent years, in response to the frequent supernatural events, rare gods have begun awakening across the world. These mononoke are called "Sakimitama". While the name refers to the deity that originally gave happiness, it's used as a generic term for the rare mononoke in the awakened world.
  398.  
  399. Sakimitama are an evolved/deified mononoke of high rank that are different from Divine Souls and Heroic Spirits.
  400. In order for a mononoke to become a sakimitama, in addition to the spiritual power, knowledge, and techniques that they must accumulate, it is necessary for them to know and understand stronger, deeper emotions than most mononoke are capable of.
  401.  
  402. There are many ways that they can understand emotions. For example, they could be someone who deeply loves human beings and other mononoke. They could suffer grief at the loss of someone close to them. They could experience joy after having fun with another. They could suffer from a deep, violent hatred after witnessing some event. With a deep understanding of emotions, they gain the power to burn their crest and to transcend their limits and awaken even further.
  403.  
  404. These special mononoke gain resistance to sunlight and become able to manipulate artificial regalia and use [Styles], gaining a spiritual power on the level of godhunters and aramitama. While powerful, their numbers are extremely small.
  405.  
  406. In past times, their numbers continued to decline until they abruptly halted several decades ago, due to the rise of numerous awakened organizations. The emergence of the avatar of ruin, and the aftermath of Purgatory Night caused their numbers to skyrocket rapidly. Currently, the majority of Sakimitama who live in Reverse Kyoto are friendly to humanity.
  407.  
  408. However, because the feelings that they understand include not only love and joy, but also hatred and sadness, there seems to be a growing number who have allied against the human race, and seek to overthrow it. In any case, the aid of a Sakimitama is widely coveted by godhunters.
  409.  
  410. Addendum 1: The Appearance of Sakimitama
  411. The true appearance of a Sakimitama is that of a youkai. It takes a special talent to assume human form and hide this. If the Sakimitama is not paying attention to his appearance- If they aren't disguised with a human or animal appearance, any ordinary people who see them tend to scream and run away, or faint.
  412.  
  413. Addendum 2: Sakimitama and Equipment
  414. Some Sakimitama own Artificial Regalia or Godforged Regalia that are unsuited for their bodies; that is, that their true form would not be able to [Equip]. Many of these beings deal with this by levitating them with their own power, making them a part of their bodies and turning them into their own horns and fangs, or making them part of their own magic.
  415.  
  416. ================================================================================
  417. Four Guardian Gods -- NPC's [XXXD]
  418. ================================================================================
  419.  
  420. "General Representative" Mitsurugi Soma
  421. “Thank you for coming... But first, have a seat.”
  422. Cover: Celebrity
  423. Race: Scion
  424. Age: 22
  425. Gender: Male
  426.  
  427. The representative of the Kyoto branch of the Demon Hunter Society is Souji's nephew, the Anti-Demon Warrior Mitsurugi Soma. His appearance is that of an exquisite young man that exudes a cool air, and his behavior and attitude are befitting of a noble.
  428.  
  429. Despite his young age, he is both one of Kyoto's finest swordsman, and a master of tea ceremonies. His skill as a warrior is impressive, further augmented by his mastery of a needle-type Artificial Regalia called "Heavenly Executor", which he uses to destroy evil awakened.
  430.  
  431. Currently, he has been given special control of the Kyoto branch (Instead of it belonging to Soushi). In addition, he also dispatches a number of requests to other awakened groups, such as cases that are deemed too difficult for members of the Society to complete.
  432.  
  433. Despite his prestigious background, Soma was actually a very troublesome child. For all of his life, he has never been able to make any friends. However, recent rumors say that he's finally found one in a certain godhunter.
  434.  
  435. ---------------------------------------------
  436. "Demon-Eyed Ogre" Tamaki Yasu
  437. "Do you have any offers?"
  438. Cover: Politician
  439. Race: Demon-Eyed
  440. Age: 60
  441. Gender: Male
  442.  
  443. Currently, the representative of the Tamaki family is the ambitious anti-demon warrior Tamaki Yasu, who battles with the power of light and his powerful eyes.
  444.  
  445. He has a massive stature, and alongside that holds the power of a special demon-eye called the Giant's Eye. Despite his position as representative of the clan, he is actually from a branch family. The only reason why hes in this position is that a power struggle broke out in the Tamaki clan, leading to the suspicious death of the family head.
  446.  
  447. For this reason, Yasu's family, in accordance with the head's second-in-command and the clan's princess, took the seat until the head's child, who has since gone into hiding in the Bonin Islands, comes of age to rule.
  448.  
  449. In the meantime, Yasu, appointed acting head of the family, acts with an innate arrogance. He's aggressively consolidating power within the Society to expand his influence. For these reasons, he relentlessly pursues other families with the intent to take their leylines, or property.
  450.  
  451. ---------------------------------------------
  452. "Ryushin" Kagamibe Kaoru
  453. "For the survival of the Society, we must protect tradition and formality."
  454. Cover: Businessman
  455. Race: Dragon Lord
  456. Age: -
  457. Gender: Female
  458. Currently, the head of the Kagamibe Clan is Kaoru Kagamibe, the head of a feared Anti-Demon Ninja group named the "Nonobu Shinobu". They're known for their command of their dragon lord powers and their ability to manipulate water, and shadow.
  459. At first glance, she appears to be a strangely beautiful, mature woman who looks good in a kimono, but in reality, she has been alive since the Meiji era.
  460.  
  461. Her true power is monstrous. She and her family are rumored to be the strongest of the eight legions, but also happen to be the most conservative faction of the Society.
  462.  
  463. Therefore, she and the members of the Kagamibe family are extremely nervous about the release of seals and changes in discipline within the society, and often complain or protest against whatever agenda concerns them.
  464.  
  465. However, she isn't as stoic as her image suggests. When personally on a mission, she is always deeply concerned about the wellbeing of her comrades. In addition, her secret hobby is karaoke, and whenever she gets into it, her beautiful voice echoes from the Kagamibe manor. Her usual partner in crime for this is her attendant's niece.
  466.  
  467. ---------------------------------------------
  468. "Master Onmyo" Tsuchimikado Tenin
  469. "This heavenly seal, in my opinion, is..."
  470. Cover: ???
  471. Race: Magus
  472. Age: 72
  473. Gender: Male
  474.  
  475. The current head of the Tsuchimikado clan is the master Onmyo, Tsuchimikado Tenin, who boasts one of the highest spiritual power levels in Japan.
  476. Tenin hails from a bloodline notable for it's magic abilities, has a rugged appearance, and wears a distinctive eyepatch.
  477.  
  478. He particularly excels at Space-Time magic, and it's said that his skill is on a similar level to one of the Three Kings of the Mages Association- That is, Charles Derleith.
  479.  
  480. Tenin is a powerful person, but has a very gentle personality and is strongly deliberative, which comes off as indecisiveness. When it comes to debates between leaders the eight legions, he tends to be swept by the other's opinions quite easily.
  481.  
  482. However, because of his character, he sees his subordinates as people and not bloodlines, so the Tsuchimikado family is more loyal to him than he's aware of. Given the fact that he's been entrusted with the Society's monitoring and negotiation with the Guardians of the Four Gods, it can be said that he is trusted within the Society. He has good relations with the heads of each house, and is on such a friendly basis with them that they occasionally give each other gifts.
  483.  
  484. ---------------------------------------------
  485. "Azure Sky Archer", Ashiya Seki
  486. "Even traditions and formalities can be good or bad."
  487. Cover: Delinquent
  488. Race: Scion
  489. Age: 16
  490. Gender: Female
  491.  
  492. The current head of the Ashiya Clan is an energetic tomboy who specializes in shadow manipulation and crystal transformation. Even among the Ashiya family, who specialize in the art of sealing, Seki's skill is above all others. She is also good friends with Mitsurugi Soushi, a friendship which carries over to the two clan's relationship.
  493.  
  494. Seki is counted as one of the reformists. At a young age, she was considered for the position of Clan Leader after a large-scale supernatural incident that occurred in Kashiwaba, one of the Ashiya family's territories in the north of Kanto. The Society took notice of her and her companions for for defeating the unsealed deity with her own hands, which was considered impossible to subdue.
  495.  
  496. Currently, she runs the clan with the aid of her father, Otsune, and her older sister, Chihiro. Strengthened by a contingent of excellent godhunters, it's rumored that the Ashiya Clan is the most cohesive family in the Society. From time to time at the family headquarters, you can see her playing soccer with her friends as a hobby.
  497.  
  498. ---------------------------------------------
  499. "True Ancestor", Hata Gokido
  500. "In any case, we should proceed with caution..."
  501. Cover: Businessman
  502. Race: Darkstalker
  503. Age: -
  504. Gender: Male
  505.  
  506. Currently serving as the head of the Hata Family, Gokido expertly combines martial arts and the godforged regalia of the Hata clan, leading the elite "Demon Mask" ninja group himself. His appearance is that of a giant, in a kimono, with a demon mask. He appears to be in his early fifties.
  507.  
  508. In truth, he is an otherworldly man who has lived since the early Edo period, and is known as a living dictionary of the awakened world outside the Society. The demon mask he wears is a special type of Godforged Regalia, and it's rumored that it dramatically increases his fighting ability and mental power by wearing it.
  509. Perhaps because of his long lifespan, he is very conservative, and his strong personality is overly cautious in nature. He often expresses cautious opinions on large-scale reforms with the head of the Kagamibe Clan. By the way, his secret hobby is bonsai, and he produces a number of delicate works that you wouldn't believe someone with his appearance could create.
  510.  
  511. ---------------------------------------------
  512. "Demon Hunter", Kusakabe Chizuru
  513. "Long time no see! I'm sorry for the sudden request, is it okay?"
  514. Cover: Normal Student
  515. Race: Demon-Eyed
  516. Age: 16
  517. Gender: Female
  518.  
  519. Currently, the chief of the Kusaba Family is Chizuru Kusakabe, a young Demon Hunter uses a variety of powerful sword techniques to lay waste to aramitama.
  520. Ostensibly, she's an average student at a University in Kyoto near the Imperial Palace. Because of her spirit, she is admired by all of her friends.
  521.  
  522. However, one of her eyes contains an extremely powerful ability native to the Kusakabe Family, and she uses it to devastating effect in battle. Even without the power of her eye, she has a genius brother and an extremely talented sister. All three siblings are so renowned that they're said to be the return of the Kusakabe Imperial Household.
  523.  
  524. At present, she is aware of Tamaki Yasu's attempts to gain influence within the Society and seeks to suppress his movements. To that end, she's been making various requests to godhunters outside of the society, including one of which she has special feelings for.
  525.  
  526. ---------------------------------------------
  527. "Noble Swordsman", Kazuki Takenouchi
  528. "No, no! First of all, let's clarify who's responsible for this!"
  529. Cover: Businessman
  530. Race: Hanyou
  531. Age: 31
  532. Gender: Male
  533.  
  534. The head of the Takenouchi family Kazuki Takenouchi, a master of the Kyohachi-Ryu school of martial arts. While his appearance is reminiscent of court nobles of the past, he does not have their quirks- Such as wearing white powder. He's not to be judged by his appearance at all. This extremely skilled veteran warrior makes full use of the unique abilities of the Takenouchi family, and his skill is among the highest in the Society.
  535.  
  536. Additionally, he is also responsible for the collection of information within the Society, and has a number of reliable information sources. He has somewhat of an arrogant character, and during discussions between the eight legions, will make loud, forceful remarks about other families, frequently getting into conflict with others in order to increase the power of the Takenouchi family. This often leads to trouble with the Mitsurugi and Ashiya clans.
  537.  
  538. His hobby is collecting teaware, and when he encounters a masterpiece that touches his heart, his greed explodes and he accidentally splurges.
  539.  
  540. ---------------------------------------------
  541. "Koren Sect Daisho", Mara Takuma
  542. “...The state of the Society is up in the air.”
  543. Cover: Devout
  544. Race: Scion
  545. Age: 39
  546. Gender: Male
  547.  
  548. Mara Takuma, the leader of the Zen Buddhist Koren Sect, which is based in Uzumasa. He is a strong giant, and one of the best [God Hand / Divine Talkers] in Kyoto. Originally a soldier-monk in charge of training, his impressive track record and charisma won him the position of leader.
  549. The Koren sect is a religious group that transformed into an awakened organization. Takuma believes that Buddhism is the best religion, and tends to clash with other awakened organizations, especially the Society, and Templars.
  550.  
  551. However, he respects the fact that the Society keeps the existence of Awakened a secret. Their organizations clash, but occasionally work together to resolve incidents. Although Takuma has an intimidating appearance, he is actually a gentle soul, and loves children. He regulaly makes large donations to orphanages and other childcare facilities around the city, and will personally recruit godhunters to solve supernatural incidents where the safety of a child is involved.
  552.  
  553. ---------------------------------------------
  554. "Advisor to the Shinsengumi", Kondo Isamu
  555. “Ummm... Isn't that overkill?”
  556. Cover: Teacher
  557. Race: Heroic Spirit
  558. Age: -
  559. Gender: Male
  560.  
  561. This is the man who once worked as the director of the Shinsengumi, Isamu Kondo.
  562. Ostensibly, he works as a temporary physical education teacher at Suzaku Academy, and has earned the trust of the students due to his good character, and various people petition him for his aid.
  563.  
  564. His real job is that of the leader of the Suzaku Academy Shinsengumi, which he established in the present day for the sole purpose of protecting Kyoto from the awakened presences and at the same time, leading young awakened with abnormal abilities on the right path.
  565.  
  566. Because of this policy, there are no strict criteria for recruitment for the new Shinsengumi, and it's code of conduct is basically left up to the independence and justice of the members. Therefore, it is often to it's members to correct each other in the case that they act out.
  567.  
  568. Although it's rare for him to go to the site of an incident himself, his fourth-generation Rishin-ryu sword techniques are absurdly powerful. It it's necessary, he mercilessly cuts down his enemies with his twin blades. His summoner and true purpose are unknown.
  569.  
  570. ---------------------------------------------
  571. "Hijikata Toshizo", Shishio Shinji
  572. "Wahahaha! Shinsengumi Director Shishio Shinji... On Site!!"
  573. Cover: Honor Student
  574. Race: Human
  575. Age: 16
  576. Gender: Male
  577.  
  578. Shishio Shinji is a talented student, currently serving as both the president of the Suzaku Academy's Student Council, and the captain of it's Kendo Club.He has a cool aura, a sharp mind, and fast reflexes. He is also famous as a leader of one of the school's societies, known as "Pheonix".
  579.  
  580. "Phoenix" is actually a name given to him and his friends by other students, which they are currently unaware of. In reality, Shinji was appointed by the former Shinsengumi director, Kondo Isamu, to be the director of a privately-owned awakened force called the Suzaku Academy Shinsengumi.
  581.  
  582. Shinji lives in a strict household, so he usually plays the part of a perfect student. When he moves on to his activities as a Shinsengumi, thought, he reveals his original, radical personality. In other words, for him, Shinsengumi is a club activity that lets him kill two birds with one stone- He can help people while expending his energy.
  583.  
  584. ---------------------------------------------
  585. "Representative of the Small Blacksmiths" Sanjo Hosei
  586. "I've obtained the Kochi. Let's create a Regalia worthy of you."
  587. Cover: Craftsman
  588. Race: Dragon Lord
  589. Age: 34
  590. Gender: Male
  591.  
  592. Sanjo Hosei is the head of the Small Blacksmiths, a skilled group of craftsmen that makes it's home in the Shibata Shrine, in the ruins of a castle in Kyoto's Higashiyama ward. Sanjo is a very quiet, orderly individual, who prefers to work in a clean environment. In addition to his skill with Alchemy, he is said to be the descendant of a legendary craftsman, and has inherited his style- [Last Creator].
  593.  
  594. When he receives a job, he takes great care to make the product in specification with the personality of his clients. If he likes the person who has contracted them, he will give them high-quality work for free. If he does not like them, though, he will refuse to give them service no matter how much they offer him. In addition, he and his ancestors have always had good relations with the Seiryuu Clan, and always provide them the armor they use for their version of the Guardian God Summoning ritual.
  595. He has an older brother who works in the performing arts who also works as a blacksmith in Nara.
  596.  
  597. ---------------------------------------------
  598. "Golden Streak in the Reverse" Huanglong
  599. "It's hard? I'll lend you the power of a Nushi!"
  600. Cover: Land God
  601. Race: Divine Soul
  602. Age: -
  603. Gender: Male?
  604.  
  605. One of the most important figures in Reverse Kyoto is Huanglong, a golden dragon with yellow eyes that is thousands of years old. Seeking to help create a world where the goodwill of humankind and mononoke can coexist, he became the Nushi of Reverse Kyoto.
  606.  
  607. Because of ancient covenants, Huanglong is not involved in human society, and leaves reign of Reverse Kyoto to the Zodiac. However, whenever a major disaster occurs that would interfere with Reverse Kyoto's well-being, the dragon appears.
  608.  
  609. Huanglong has a special divine power to foresee ruinous events. Upon discovering one, he will send a subordinate spirit to ask for help from those who can change the future.
  610.  
  611. The dragon typically takes the appearance of a blonde boy of about 10 years of age, dressed in an ornate kimono. Huanglong has a childish and innocent personality, and usually dwells at Kamogoso Shrine, one of the entrances to Reverse Kyoto. Recently, she's fallen in love with the modern sweets that her friends have given her, and awaits their next visit with bated breath, hoping to receive more souvenirs.
  612.  
  613. ---------------------------------------------
  614. "Nightfall", Tsurubiuri
  615. "Look, let's end this fight..."
  616. Cover: God's Envoy
  617. Race: Sakimitama (Darkstalker)
  618. Age: -
  619. Gender: Female
  620.  
  621. Tsurubiuri is a priest of Huanglong, and serves a leading role in the self-defense organization Hyakki Yako, which operates in Reverse Kyoto. She usually takes the form of a petite old woman in a kimono, but her true identity is that of a Nue who has lived since before the Heian period... And she's a sly one.
  622.  
  623. She became a Sakimitama after she battled a powerful godhunter, and formed a friendship with her opponent afterwards. She realized that in order for people and mononokes to coexist, they need to respect each other and keep an appropriate distance. Her personality is gentle and intelligent, and she prefers to solve problems with discussions, not battle. Although she lost a lot of power during Purgatory Night, she's a difficult opponent because of her command of lightning and her tactical genius.
  624.  
  625. Recently, as a result of the inhabitants of Reverse Kyoto getting too close to their human visitors, several problems have arisen that did not exist before- Fraud, exploitation, unfair dealings, etc. She seems to be struggling to respond. She's looking forward to watching the growth of the next king of the Suzaku clan, alongside the young sakimitama who help protect Reverse Kyoto.
  626.  
  627. ---------------------------------------------
  628. "Black Jewel" Muroki Shiro
  629. "Lend me your strength to help protect Kyoto."
  630. Cover: Millionaire
  631. Race: Human
  632. Age: 16
  633. Gender: Female
  634.  
  635. As a Guardian of the Four Gods, Muroki Shiro acts as the head of the Genbu clan that protects the north. She is a small woman who puts off a gentle aura, but she is one of the most talented [Dark Hunters] in history, and has a strong spirit contrary to her appearance.
  636.  
  637. She goes to Kyoto University in the Sakyo Ward, and is loved by her colleagues for her friendly personality. When she resolved a recently emerged paranormal case, she was recognized by the Domikamon family as her backing for her exercising the Law of Summoning the Guardian.
  638.  
  639. After resolving a supernatural incident, she was recognized by the Tsuchimikado family. Her skill at the Guardian God Summoning ritual allowed her to ascend to the top of the Muroki family.
  640.  
  641. She has no interest in power or status, and because of her lack of interest, is held in disregard by many organizations. She has, however, gained the trust of several small and mid-sized organizations and freelance godhunters.
  642.  
  643. She guards the northern part of Kyoto with the help of her family's godhunters and the Heroic Spirits she summons, often asks other godhunters to resolve cases that are beyond her reach.
  644.  
  645. ---------------------------------------------
  646. "Oni Princess" Rashomon
  647. "Fufu... It's been a long time since I was put down here. So, what are you talking about today?"
  648. Cover: Monster
  649. Race: Sakimitama (Scion)
  650. Age: -
  651. Gender: Female
  652.  
  653. Rashomon is an evil oni, sealed in an underground temple below Nishioji-dori, the Byakko Clan's leyline.
  654.  
  655. Her true identity is that of a lovechild of the God who lived in the Oeyama Sanctum and the envoy of Shuten Douji- Ibaraki Doji. She appears as a mysterious and beautiful girl with a bewitching smile.
  656.  
  657. She has strong feelings of hatred for Minamoto-no-Yorimitsu, and by pure chance, she became a sakimitama. She took revenge on him by taking the souls of the citizens at night. She battled the ancestors of the Byakko clan, who had heard rumors of her existence, and was defeated after a number of twists and turns.
  658.  
  659. Now she spends her boring life confined to a room in an underground temple, bound with chain-type regalia that deprive her of her spiritual power. From time to time, the head of the Byakko clan visits the room to converse with her. However, she seems to be looking for the chance to escape the temple because of the boredom she's felt in previous years.
  660.  
  661.  
  662. ---------------------------------------------
  663. "Jack of All Trades", Kizaki Sojiro
  664. "Wait a minute. Is it the right information this time?"
  665. Cover: Detective
  666. Race: Human
  667. Age: 22
  668. Gender: Male
  669.  
  670. Kizaki Sojiro is a detective's apprentice, and an information dealer, who came to Kyoto from a town called Kazemi City, near Kanto.
  671. He appears to be a young man with a sharp, thin eyes and distinctive blonde hair. He likes to wear flashy clothes, sunglasses, and a sukajan.
  672.  
  673. His personality is very miserly, and perhaps because of his all-too-strong desires, or because of his peculiar constitution, he caused a series of strange supernatural incidents after he was repeatedly possessed by Aramitama.
  674.  
  675. However, because of the success of a certain godhunter, he was rescued each time, and decided to become a disciple to the godhunter who saved him... A detective.
  676.  
  677. Although still troubled, he was recognized for his ability, and recently came to Kyoto under the pretext of training. He currently works as a detective, but he spends most of his time gathering information about supernatural incidents in Kyoto. It's not uncommon for the information he obtained to be from a supernatural incident that he caused.
  678.  
  679. ---------------------------------------------
  680. "Gion's Landlady", Shibata Saya
  681. "Godhunters, everyone... Welcome!"
  682. Cover: Businessman
  683. Race: Hanyou
  684. Age: 41
  685. Gender: Female
  686.  
  687. Shibata Saya is the female proprietor of Gion's most luxurious restaurant, Tomotsu. and is a beautiful kimono beauty. Saya, a geisha by trade, has mastered the Shamisen, Choken, Tea Ceremony, Flower Arrangement, Calligraphy, and more. However, her best weapons are her care and conversation abilities and her reassuring smile, which she uses to entertain her guests.
  688.  
  689. While Tomotsu provides the finest in Kyoto's Kaiseki, it also has another purpose: Providing valuable information, and serving as a place for secret talks in a private zone cut off from the outside.
  690.  
  691. Although Tomotsu is a neutral organization with no backing, it is considered a major taboo to start fights inside of it, or physically harm it's visitors.
  692.  
  693. While her primary job is the proprietor of Tomotsu, Saya also works to support children who have lost their families in a supernatural incidents. This behavior is related to her past; as she was once an orphan was saved by the previous landlady before. There are several rumors about Saya, but the most well known one is that she had a tragic relationship with a godhunter in the past that ended in heartbreak.
  694.  
  695. ---------------------------------------------
  696. "Apprentice Geisha", Ginza Seki
  697. "I've already done it for you... It wasn't too much trouble."
  698. Cover: Entertainer
  699. Race: Human
  700. Age: 16
  701. Gender: Female
  702.  
  703. A young apprentice geisha who has recently entered the scene in Gion. She was born into a branch family of the Kagamibe clan of the Society, but lived as a civilian for years after she was informed of the death of her family. However, she heard a rumor that her family's deaths were secretly organized by the Society in order to confiscate their leyline, and decided to rejoin the awakened world to seek the truth.
  704.  
  705. Seki eventually became an apprentice to Saya Shibata and gained a wide variety of knowledge. She excels at finding signs of a supernatural incident from a gut feeling, and is developing an extraordinary talent for gathering information via the internet.
  706.  
  707. She seems shy at first glance, but after spending some time with a person and learning more about them, her smile comes out. She's still searching for the truth behind the incident. Recently however, she's been working to help local godhunters solve their cases in the hopes of making progress on her own.
  708.  
  709.  
  710. ================================================================================
  711. Four Guardian Gods -- Sakimitama (Race) [XXXE]
  712. ================================================================================
  713. ●◎※
  714.  
  715. Introduction
  716. ----------------------------------------
  717. Youkai such as flora and fauna that gained great amounts of spiritual power over time - That is a Sakimitama. All of them are treated as [Godhunters] instead of [Mononoke], and they do not suffer from the adverse effects of sunlight (basic p 20). In addition, Those that pick this race freely decide what kind of youkai they are when creating a Sakimitama, and fill it in in the [character name] field along with their name. [Sakimitama] use [Covers] from [Cover Table 2 (God soul p 45) & 5 (this book p 32)]. Also, [Sakimitama] gets the "Human form" Talent (Core p. 196) automatically.
  718.  
  719. Racial Bonus
  720. ----------------------------------------
  721. [Youkai Change]: You are able to acquire Sakimitama Racial talents. Also, you can equip [items] denoted as [Restriction: Divine Soul] and decide what mononoke [Type] (Basic p 214) you are arbitrarily. For example, humanoid, insectoid, or mechanical. [TL;Note: Divine souls were originally Nigimitama/Mitama, and Sakimimata piggyback off their covers and items]
  722.  
  723.  
  724. Stat Types S A I W L
  725. +---------+---+---+---+---+---+
  726. | Martial | 6 | 5 | 1 | 1 | 2 |
  727. | Utility | 3 | 2 | 4 | 2 | 4 |
  728. | Arcane | 1 | 2 | 6 | 3 | 3 |
  729. +---------+---+---+---+---+---+
  730.  
  731. «Momentary Flight»
  732. Timing : Start
  733. Range : User
  734. Target : User
  735. Cost : [E]
  736. Summary: By wearing a peculiar spiritual aura and maintaining concentration, you can perform high speed movement or make a tactical retreat so as to keep the upper hand.
  737. Unique effect. The target gains the effect of either ① or ②. This Talent does not spend [Start], but may only be used once per round.
  738. ① Move 2 squares ignoring [Engagements]
  739. ② [Ranged] or [Magic attack] can be performed after a [Combat Move]
  740.  
  741. «Demonization»
  742. Timing : Attack
  743. Range : Other
  744. Target : Other
  745. Cost : [Steps]
  746. Summary: Instantly interfere with the magic of others, or instantly accumulate rest and spiritual power.
  747. Effect: Unique effect. Can only be used outside of combat. The user gains one of the following of ①, ②, or ③. This "talent" can be used only once per session.
  748. ① An Appearing PC Recovers 20 [HP]
  749. ② An Appearing PC can change one spirit die to any number
  750. ③ During a Sanctum Purge (Requiem for the god soul p8), when you reach the step "1: Reach area", [Limit Maximum] is increased by +5 (TL;note This is worded a bit weird, but it basically means that the maximum number before a sanctum crisis occurs is increased by 10, reducing a sanctums difficulty a bit)
  751.  
  752. «Huge»
  753. Timing : Constant
  754. Range : User
  755. Target : User
  756. Cost : None
  757. Summary: You are bigger than average
  758. Effect: Passive effect. The User gets +10 to maximum HP and +1 to [size]. This talent can be acquired repeatedly and the effect accumulates (maximum [HP] + 30 / [size] + 3). In case of duplicate acquisition, in the name column, write "《Huge》xn (n is the number acquired)". Also, after acquiring 《Huge》 it is impossible to acquire 《Micro》.
  759.  
  760. 《Origin Force》
  761. Timing : Attack
  762. Range : Item
  763. Target : 1#
  764. Cost : [O]
  765. Summary: Transform your own muscles to origin, such as flames and snowstorms, and strike a mighty blow.
  766. Effect: Use While Active. When the user first acquires this Talent, they designate one [Element] (Hereafter, this element [Element] will be referred to as [Origin Element E]). Make an [Attack Action] Imbued with [Origin Element E], and gain an effect according to the following:
  767. [Physical Attack] The user gains +1 [Rank] during Damage Calculation.
  768. [Magic Attack]: Inflict [Rank: 2] [Magical Damage] on the target (Resist [Halves]).
  769.  
  770. «Mystic Power Transition»
  771. Timing : Unique
  772. Range : 7sq
  773. Target : 1#
  774. Cost : [E]
  775. Summary: By building up and coating yourself with a large amount of spirit energy, you can move at high speeds .
  776. Effect: Used when target Declares a Talent. The user moves a distance of three squares (in the case of [Engagements], it can not move unless another talent would allow it to). This talent can only be used once per round (or scene).
  777.  
  778. «Micro»
  779. Timing : Constant
  780. Range : User
  781. Target : User
  782. Cost : None
  783. Summary: You are naturally tiny.
  784. Effect: Passive effect. The user gets +5 to [initiative] and -1 [size]. This talent can be acquired repeatedly and the effect accumulates (maximum [initiative] + 10 / minimum [size] 0). In case of duplicate acquisition, in the name column, write "《Micro》 xn (n is the number acquired)". Moreover, 《Huge》 acquisition becomes impossible after Acquiring 《Micro》.
  785.  
  786. «Deific Ancestor»
  787. Timing : Constant
  788. Range : User
  789. Target : User
  790. Cost : None
  791. Summary: You are an ancestor of a specific bloodline, and it is possible to freely manipulate their racial ability and power.
  792. Effect: Passive effect. The object can acquire one further [Racial bonus] of one [Scion · Darkstalker · Hanyou · Dragon Lord · Demon Eye · Marebito] (It becomes possible to acquire the "racial talent" of that [race] and you are counted as that race for the [Restrictions] of items). The target is to describe the [race] name of the [racial bonus] acquired in the [race] field (eg [Sakimitama (Scion)]).
  793.  
  794. «Mystified Secret Power»
  795. Timing : Constant
  796. Range : User
  797. Target : User
  798. Cost : None
  799. Summary: With your own mystical strength and many years of experience, you can master special techniques far beyond what you should originally obtain.
  800. Effect: Passive effect. Acquire one "talent" other than ※ ● ◎ from a [Style] that has already been acquired.
  801.  
  802. ● «Mystic Power Shot»
  803. Timing : Attack
  804. Range : 5sq
  805. Target : Area
  806. Cost : [Doubles]
  807. Summary: Transform your own mystical strength into its origin, and wipe out a wide range.
  808. Use While Active. Requires "Origin Force". Make an [Attack Action] bestowed with with [Origin Element E], and gain an effect according to the following:
  809. [Physical Attack]: The user gains +2 [Rank] during Damage Calculation.
  810. [Magic Attack]: Deal [Rank: 3] [Magical Damage] to the target (Resist [Halves]).
  811.  
  812. ● «Soul Prey»
  813. Timing : Unique
  814. Range : User
  815. Target : User
  816. Cost : None
  817. Summary: Immediately after defeating an enemy, you can gain spiritual power by preying on its soul and can act again.
  818. Effect: Unique effect. Used immediately after a target you [Damage] gains [Shift: Downed · Taken Out · Dead] from your attack. The User gets 1 [Overflow] and 1x [timing: attack]. Even if there are multiple applicable [targets], the maximum number of [Overflow] and [timing] obtained is 1. This "talent" can only be used once per Combat (or scene).
  819.  
  820. ● «Full Mystical Power»
  821. Timing : Unique
  822. Range : User
  823. Target : User
  824. Cost : None
  825. Summary: By becoming serious, you liberate the enormous magical power hidden within yourself and change the spiritual power and the size of the physical body.
  826. Effect: Unique effect. Requires «Huge», or «Micro». Can be used at any time. The User gets 2 [Overflow]. Also, the users [size] can be +/- 2 (maximum 6, lowest 0) for the duration of one battle. This talent can be used only once per session.
  827.  
  828. ● «Wide Area Vision»
  829. Timing : Constant
  830. Range : User
  831. Target : User
  832. Cost : None
  833. Summary: You have a special field of view to capture your surroundings as spiritual power and to grasp the whole of the overhead view.
  834. Effect: Passive effect. The target gains +5 to [Damage Calculation]. In addition, the target can specify a [Target] of [Shift: Hidden] with a [Target: x#] [Physical Attack], and obtains a +10 bonus to the Check to see past [Maneuver: Disguise].
  835.  
  836. ● «Incarnation of Mystical Power»
  837. Timing : Constant
  838. Range : User
  839. Target : User
  840. Cost : None
  841. Summary: As a high-ranking Sakimitama, you form your own physical body with enormous amounts of mystical power itself.
  842. Effect: Passive effect. The subject gets +10 [HP]. In addition, the object specifies one [Element] when acquiring "Incarnation of Mystical Power" (hereafter the specified [Element] is called [Origin Element F]). When the user receives [Damage] from an [Attack Action] Bestowed with [Origin Attribute F], it is reduced by 5. If [Origin Element E] (From Origin Force) and [Origin Element F] are the same [Element], [Damage] can be further decreased by -5 (Total - 10).
  843.  
  844. ● «Sanctify»
  845. Timing : Constant
  846. Range : User
  847. Target : User
  848. Cost : None
  849. Summary: As a high-ranked nushi, you can live in a specific area and form a comfortable demonic space.
  850. Effect: Passive effect. Requires "demonization". When using "demonization", you can change its effect to one of the following ① ② or ③.
  851. ① An Appearing PC Recovers 40 [HP]
  852. ② An Appearing PC can change 2 spirit die to any number (Min 1, Max 6)
  853. ③ During a Sanctum Purge (Requiem for the god soul p8), when you reach the step "1: Reach area", [Limit Maximum] is increased by +10 (TL;note same as Demonization)
  854.  
  855. ================================================================================
  856. Four Guardian Gods -- Cover Table 5 [XXXF]
  857. ================================================================================
  858.  
  859. Youkai
  860. Commentary: Because of some circumstances you are a youkai - a mononoke. A youkai's appearance is varied, but in many cases it is irregular. Outside of barriers, they transform into animal or human forms to act freely. Youkai acquire the [Origin Display] [Trait].
  861. [Origin Display]
  862. Effect: Exert greater fighting ability by manifesting its identity. The target gains +2 to [Initiative].
  863. [Item]
  864. Three items of your choice with different names from [Item: Gear / Cost: Unsellable] are obtained. After character creation, a character using [Cover Table: 2 or 5] will be able to acquire one [Item: Gear / Cost: Unsellable] every time [300 G] is consumed at [session preparation / end].
  865.  
  866. Spirit
  867. Commentary: A Supernatural existence that is bound to an object. Although the actual appearance is close to human, it is still an irregular being, and can turn into an animal form using magic. Spirits acquire the [Supernatural Existence] [Trait].
  868. [Supernatural Existence]
  869. Effect: Boasts durability beyond a regular human body by using spiritual power itself. The target gains +4 to their max [HP].
  870. [Item]
  871. Three items of your choice with different names from [Item: Gear / Cost: Unsellable] are obtained. After character creation, a character using [Cover Table: 2 or 5] will be able to acquire one [Item: Gear / Cost: Unsellable] every time [300 G] is consumed at [session preparation / end].
  872.  
  873. Angel
  874. Commentary: A high ranking divine soul or sakimitama, serving a mystical and watchful Nushi. Their actual appearance is a human-sized animal with clothes and the like. Many of them will transform themselves into human figures to work more freely. Angels acquire the [Nushi's protection] Trait.
  875. [Protection of Nushi]
  876. Effect: Exercise excellent defensive capability by obtaining protection from your own Lord. The target gains +1 to [armor] and [barrier].
  877. [Item]
  878. Three items of your choice with different names from [Item: Gear / Cost: Unsellable] are obtained. After character creation, a character using [Cover Table: 2 or 5] will be able to acquire one [Item: Gear / Cost: Unsellable] every time [300 G] is consumed at [session preparation / end].
  879.  
  880. Tsukumogami
  881. Commentary: An item or object that has survived many years and become sentient are known as Tsukumogami. The body of a tsukumogami is the item itself. They can freely transform between the item or a human form to act as they please. The Tsukumogami acquires the [Shinto Spirit] [Trait].
  882. [Shinto Spirit]
  883. Effect: By deriving power from the object that is their true body, Tsukumogami become more powerful. The target gets +1 [Damage] at [Damage calculation].
  884. [Item]
  885. Three items of your choice with different names from [Item: Gear / Cost: Unsellable] are obtained. After character creation, a character using [Cover Table: 2 or 5] will be able to acquire one [Item: Gear / Cost: Unsellable] every time [300 G] is consumed at [session preparation / end].
  886.  
  887. Guardian Spirit
  888. Commentary: An existence that protects a specific person or their family, that is a guardian spirit. Their actual appearance is varied, and outside of spirit barriers they transform freely to act as needed. Guardian spirits acquire the [Kamui of feelings] [Trait].
  889. [Kamui of Feelings]
  890. Effect: Protect an important person, and from their emotions, draw out a strong Kamui. One target per session gets one [Overflow] by consuming 3 [spirit crest] when declaring a talent.
  891. [Item]
  892. Three items of your choice with different names from [Item: Gear / Cost: Unsellable] are obtained. After character creation, a character using [Cover Table: 2 or 5] will be able to acquire one [Item: Gear / Cost: Unsellable] every time [300 G] is consumed at [session preparation / end].
  893.  
  894. ================================================================================
  895. Four Guardian Gods -- High Talents Lv 5 [XXXG]
  896. ================================================================================
  897.  
  898. 《Owner of bad luck》
  899. Timing : Unique
  900. Range : User
  901. Target : User
  902. Cost : None
  903. Summary: Whatever the situation or crisis is, that just means that you are the owner of bad luck that overturns it.
  904. Effect: Unique effect. This effect activates when the User causes either of [critical · fumble]. In the case of [Critical], change one more (2 in total) [Spirit Die] to any number. In the case of [Fumble], change one [Spirit Die] to any number rather than "1". This "talent" can only be used once per Turn (or scene).
  905.  
  906. 《Latent Spirit Release》
  907. Timing : Unique
  908. Range : User
  909. Target : User
  910. Cost : None
  911. Summary: Liberate the spiritual power hidden within oneself, and prepare to use it at a speed that disregards common sense
  912. Effect: Unique effect. Can be used at any time. The User changes three [Spirit Die] to any number. This "talent" can be used only once per session.
  913.  
  914. 《Survivor》
  915. Timing : Unique
  916. Range : User
  917. Target : User
  918. Cost : None
  919. Summary: It is easy to reproduce a spirit pattern that is a proof of supernatural existence - that is, the spirit itself represents a unique constitution that is easy to reproduce.
  920. Effect: Unique effect. Used when the Target makes a [Crest Check]. The target further recovers 3d6 [spirit crest]. This "talent" can be used only once during one session.
  921.  
  922. ================================================================================
  923. Four Guardian Gods -- High Talents Lv 10 [XXXH]
  924. ================================================================================
  925.  
  926. 《Deathblow》
  927. Timing : Unique
  928. Range : User
  929. Target : User
  930. Cost : None
  931. Summary: You have honed your various skills into one great technique with which to destroy your enemies.
  932. Effect: Unique effect. Requires "Combo Skill" (Requiem for the god soul). This talent is used when the target declares "Combo Skill". The target can duplicate a talent of [Effect Class: Physical Attack] which is already being used in "Combo Skill". Also, the target gets two [Overflow]. This "talent" can only be used once per turn (or scene).
  933.  
  934. (TL Note: You cannot overcome 1/round/combat/session limits using deathblow. It does not give you an extra usage, it allows you to stack the same talent twice. All other rules and limits still apply)
  935.  
  936. 《Great Unique Magic》
  937. Timing : Unique
  938. Range : User
  939. Target : User
  940. Cost : None
  941. Summary: you have strengthened your killer magic and completed it as a deadly magic unique to you.
  942. Effect: Unique effect. Requires "Killer Magic" (Requiem for the god soul). Used when target has declared "Killer Magic". After applying the effect of "Deadly Magic" to the object, you get one [Overflow]. Also, when calculating [magic damage], the target gets +[any one of user's {Main Stats}] at [Damage Calculation]. This talent can only be used once per turn (or scene).
  943.  
  944. 《Machine-Like Precision》
  945. Timing : Constant
  946. Range : User
  947. Target : User
  948. Cost : None
  949. Summary: Through talent and training, you are capable of thinking and acting at a speed that can not be understood by an ordinary person.
  950. Effect: Passive effect. The object gets +1 to the value of [Reactive checks] and +10 to [initiative].
  951.  
  952. ================================================================================
  953. Four Guardian Gods -- Arc Slayer Extra Style Talents [XXXI]
  954. ================================================================================
  955.  
  956. Type A
  957. ----------------------------------------
  958. To acquire the Style Talents found here, a character must possess [Style: Arc Slayer / Type: A].
  959.  
  960. «Destroyer's Glory»
  961. Timing : Constant
  962. Range : User
  963. Target : User
  964. Cost : None
  965. Through your own diligence and training, you elevate your secret technique to the realm of magic itself.
  966. Passive Effect. The target may change the effect of «Secrets of the Destroyer» to the following: "Use While Active. Make an [Attack Action] on the target, and gain one of the following effects accordingly:
  967. [Physical Attack]: The user gains +3 [Rank].
  968. [Magical Attack]: Deal [Rank: 4] [Magical Damage] to the target (Resist [Halves])."
  969.  
  970. ● «Forbidden Art»
  971. Timing : Constant
  972. Range : User
  973. Target : User
  974. Cost : None
  975. You have mastered a dreadful ultimate technique that is considered taboo within your style.
  976. Passive Effect. Each time the target uses either «Secrets of the Destroyer» or «Destroyer's Fangs», they treat one portion of the [Cost] as already paid.
  977.  
  978. ● «Dark Art of the Destroyer»
  979. Timing : Constant
  980. Range : User
  981. Target : User
  982. Cost : None
  983. By mastering numerous godslaying techniques, you will naturally come to learn the dark arts for slaying false gods.
  984. Passive Effect. Whenever the target uses «Secrets of the Destroyer» «Destroyer's Fangs» or «Destroyer's Light», they gain a modifier at [Damage Calculation] equal to any one of their {Main Stats}.
  985.  
  986. ● «Yin-Yang Flow»
  987. Timing : Unique
  988. Range : User
  989. Target : User
  990. Cost : None
  991. Each time you use a particular technique, you gather spirit energy from your surroundings, and with it, you are prepared for anything an enemy might throw your way.
  992. Unique Effect. Use when the target uses a [Style: Arc Slayer / Timing: Unique] Talent. The target changes the value of any one [Spirit] die to a "4". This Talent may be used once per round (or scene).
  993.  
  994. ● «Tenchi Ransei»
  995. Timing : Constant
  996. Range : User
  997. Target : User
  998. Cost : None
  999. By devising better upper, middle, and lower stances of a technique, the eliminate any flaw.
  1000. Passive Effect. «Rending Gale Art» or «Flashing Sky Art» Required. The target is able to use «Rending Gale Art» and «Flashing Sky Art» as [Cost: O]. Also, the target's [Prep] is not spent when using «Rending Gale Art» or «Flashing Sky Art».
  1001.  
  1002. ◎ «All or Nothing»
  1003. Timing : Unique
  1004. Range : User
  1005. Target : User
  1006. Cost : None
  1007. Just before unleashing an attack, you let your spirit energy run wild for a moment, making a gamble that could give you everything, or nothing.
  1008. Unique Effect. Use before the target makes an [Active Check]. After making the [Roll], change any one of the dice in that [Roll] to a "6" (through this effect, [Fumbles] can be canceled, or [Criticals] generated). This Talent may be used once per session.
  1009.  
  1010. ◎ «Singular Focus»
  1011. Timing : Constant
  1012. Range : User
  1013. Target : User
  1014. Cost : None
  1015. Through overwhelming focus, you wield the secrets within the secret technique «Spirit Void» freely.
  1016. Passive Effect. «Spirit Void» Required. Each time the target uses «Spirit Void», they treat one portion of the [Cost] as already paid. Also, the target may also use «Spirit Void» with either «Destroyer's Fangs» or «Destroyer's Light».
  1017.  
  1018.  
  1019. Type B
  1020. ----------------------------------------
  1021. To acquire the Style Talents found here, a character must possess [Style: Arc Slayer / Type: B].
  1022.  
  1023. «One Beat»
  1024. Timing : Constant
  1025. Range : User
  1026. Target : User
  1027. Cost : None
  1028. Joining your evasion with your counterattack into the same stroke, you implement a masterful evade-then-counter technique.
  1029. Passive Effect. The target gains +1 to the result of [Active Checks]. Also, if the target declares a [Timing: Attack / Cost: X (or) X, X] Talent when using the [Timing: Attack] generated through the use of «Blade Flash», they may use it treating the [Cost] as already paid.
  1030.  
  1031. ● «Destroyer's Assault»
  1032. Timing : Attack
  1033. Range : Item
  1034. Target : 1#
  1035. Cost : [Steps]
  1036. An Arc Slayer secret technique that converges dozens of strikes made one after another into a single deadly blow.
  1037. Physical Attack. «Destroyer's Light» Required. The user gains +3 [Physical Rank] at [Damage Calculation]. This Talent may be used once per round.
  1038.  
  1039. ● «Spin Counter»
  1040. Timing : Unique
  1041. Range : User
  1042. Target : User
  1043. Cost : [4]
  1044. Just after you evade, you ignore physical laws and adjust your position to unleash a counterattack.
  1045. Unique Effect. «Heavenly Dance Art» Required. Use after succeeding at an {Evasion} check while using «Heavenly Dance Art». After the reaction is resolved, the target may immediately use one [Style: Arc Slayer / Timing: Attack / Cost: X (or) X, X] Talent, treating the [Cost] as already paid. This Talent may be used once per round (or scene).
  1046.  
  1047. ● «Avidya»
  1048. Timing : Unique
  1049. Range : User
  1050. Target : User
  1051. Cost : [4]
  1052. You elevate your perception to the realm of the supernatural, allowing you to evade even bullets and spells with minimal movement.
  1053. Unique Effect. «Lingering Glow Art» Required. Use when the target uses «Lingering Glow Art». The target changes the [Base Value] of «Lingering Glow Art»'s [Reactive Check] to be any one of their {Main Stats}. This Talent may be used once per round (or scene).
  1054.  
  1055. ● «Indomitable Perseverance»
  1056. Timing : Constant
  1057. Range : User
  1058. Target : User
  1059. Cost : None
  1060. You gather spirit energy until the instant of your counterattack, then release that tremendous power when you unleash your attack.
  1061. Passive Effect. Each time the target uses «Blade Flash», they may change the value of one [Spirit] die to "4".
  1062.  
  1063. ◎ «Number One»
  1064. Timing : Constant
  1065. Range : User
  1066. Target : User
  1067. Cost : None
  1068. This is a secret art among secret arts, meant for superior Arc Slayers, which makes the spirit energy of various techniques more efficient.
  1069. Passive Effect. The target can use [Style: Arc Slayer / Type: B / Timing: Unique / Cost: X] Talents as though they were [Cost: E].
  1070.  
  1071. ◎ «Meikyou Shisui»
  1072. Timing : Constant
  1073. Range : User
  1074. Target : User
  1075. Cost : None
  1076. The moment you counter, you enter into a state of absolute purity of thought, abandoning the desire to kill, and the desire to fight, which enhances the power of your techniques.
  1077. Passive Effect. «No Restraint» Required. The target gains a +[any one of user's {Main Stats}] modifier at the [Damage Calculation] of any [Style: Arc Slayer / Timing: Attack] Talent used with «Blade Flash». This Talent does not apply to [Weapon Attacks].
  1078.  
  1079.  
  1080. ================================================================================
  1081. Four Guardian Gods -- Dragon Carrier Extra Style Talents [XXXJ]
  1082. ================================================================================
  1083.  
  1084. Type A
  1085. ----------------------------------------
  1086. To acquire the Style Talents found here, a character must possess [Style: Dragon Carrier / Type: A].
  1087.  
  1088. «Smash Form»
  1089. Timing : Prep
  1090. Range : User
  1091. Target : User
  1092. Cost : None
  1093. By taking a unique stance before attacking, you can accumulate enormous spirit energy, refining a technique into a killing art.
  1094. Unique Effect. The target gains +2 [Rank] at the [Damage Calculation] of a [Style: Dragon Carrier / Timing: Attack] Talent that is not marked with ●. This Talent does not spend [Prep], and may only be used once per session.
  1095.  
  1096. ● «Special Move»
  1097. Timing : Unique
  1098. Range : User
  1099. Target : User
  1100. Cost : None
  1101. When you leap sky-high, you gather spirit energy by spinning your whole body, then wreathe yourself in its protection.
  1102. Passive Effect. «Combat Leap» Required. After the target uses «Combat Leap», they change any one of their [Spirit] dice to a "5". This Talent may be used once per round (or scene).
  1103.  
  1104. ● «Hyper Force»
  1105. Timing : Constant
  1106. Range : User
  1107. Target : User
  1108. Cost : None
  1109. You strike with over double your normal force, thanks to even stronger coating, or an emission of your spirit energy.
  1110. Passive Effect. «Force Strike» or «Force Buster» Required. When the target uses «Force Strike» or «Force Buster», they gain an additional +2 [Physical Rank] at [Damage Calculation] (in other words, a total of +3 [Physical Rank]).
  1111.  
  1112. ● «Clock Spin»
  1113. Timing : Constant
  1114. Range : User
  1115. Target : User
  1116. Cost : None
  1117. Once you master your spinning defense, and vastly improve the efficiency of your use of spirit energy, you can eliminate gaps in your guard.
  1118. Passive Effect. «Spin Guard» Required. Each time the target uses «Spin Guard», it does not spend [Defense], and they treat it as though its [Cost] has already been paid.
  1119.  
  1120. ● «Transformation Unnecessary»
  1121. Timing : Constant
  1122. Range : User
  1123. Target : User
  1124. Cost : None
  1125. Causing crystal to float around you rather than covering your form, you can gain all of the benefits of being transformed without needing to change your appearance.
  1126. Passive Effect. «Physical Augmentation» Required. While the target is under the effect of «Crystal Transformation», they gain a +5 modifier to [Armor] [Barrier] and {Initiative}.
  1127.  
  1128. ◎ «Storm Form»
  1129. Timing : Constant
  1130. Range : User
  1131. Target : User
  1132. Cost : None
  1133. A Dragon Carrier ultimate technique that causes an evolution in their form, appling one's crystal transformation or the crystals they have formed around them to their charge attack.
  1134. Passive Effect. «Storm Burst» Required. The target adds the following to the effect of «Storm Burst»: "The target gains a +[any one of user's {Main Stats}] at the [Damage Calculation] of any [Timing: Attack] Style Talent that is not marked with ●."
  1135.  
  1136. ◎ «Force Master»
  1137. Timing : Constant
  1138. Range : User
  1139. Target : User
  1140. Cost : None
  1141. As one who has mastered the Dragon's Veins, you draw upon part of the Veins you possess when battle begins.
  1142. Passive Effect. Each time [Timing: Start] occurs, the target may change any one [Spirit] die to a "5".
  1143.  
  1144. Type B
  1145. ----------------------------------------
  1146. To acquire the Style Talents found here, a character must possess [Style: Dragon Carrier / Type: B].
  1147.  
  1148. «Crystal Attack»
  1149. Timing : Attack
  1150. Range : Charge 2 Sq.
  1151. Target : 1#
  1152. Cost : [Doubles]
  1153. You wreathe your own body and your weapon in crystals as you charge, then unleash a powerful strike.
  1154. Physical Attack. The user gains +1 [Physical Rank] at [Damage Calculation].
  1155.  
  1156. ● «Protection Move»
  1157. Timing : Constant
  1158. Range : User
  1159. Target : User
  1160. Cost : None
  1161. After covering for an ally, you move with speed unseen by the naked eye, claiming advantageous terrain for yourself.
  1162. Passive Effect. «Guard» Required. The target is able to use «Guard» as though it were [Cost: O]. Also, after using «Guard», the target may move up to 4 Sq., ignoring [Engagements].
  1163.  
  1164. ● «Crystal Counter»
  1165. Timing : Unique
  1166. Range : User
  1167. Target : User
  1168. Cost : [5]
  1169. As you block an attack, you release a powerful counterattack.
  1170. Unique Effect. «Crystal Shoot» or «Crystal Attack» Required. Use after the target uses a Style Talent with [Effect Class: Use On Damage Reduction]. The target may use one [Style: Dragon Carrier / Timing: Attack] Talent, treating the [Cost] as already paid. This Talent may be used once per round (or scene).
  1171.  
  1172. ● «Regalia Intercept»
  1173. Timing : Constant
  1174. Range : User
  1175. Target : User
  1176. Cost : None
  1177. You make your use of spirit energy more efficient, swinging your Regalia coated in crystals faster and more precisely, which likewise gives you higher defense.
  1178. Passive Effect. «Crystal Guard» Required. Each time the target uses «Crystal Guard», they treat one portion of the [Cost] as already paid.
  1179.  
  1180. ● «Accelerant Crystal»
  1181. Timing : Constant
  1182. Range : User
  1183. Target : User
  1184. Cost : None
  1185. You super-accelerate your body by materializing crystallized spirit energy around yourself, and are then able to move at tremendous speed.
  1186. Passive Effect. While under the effect of «Crystal Install», the target gains +5 to {Initiative} and [Barrier]. If «Crystal Install» is used while [Out of Combat], for the rest of the scene the target is able to move at the same speed as an [Automobile].
  1187.  
  1188. ◎ «Secret Crystal Art»
  1189. Timing : Unique
  1190. Range : User
  1191. Target : User
  1192. Cost : None
  1193. As you attack, you draw all of the spirit energy from the crystals covering your form, then drive your own special ultimate strike into your foe.
  1194. Use On Damage Calculation. «Intellect Enhancement» Required. The target gains +3 [Rank] at [Damage Calculation]. This Talent can be used once per combat (or scene).
  1195.  
  1196. ◎ «Crystal Evolution»
  1197. Timing : Constant
  1198. Range : User
  1199. Target : User
  1200. Cost : None
  1201. Causing the nature of your crystal to evolve, you're able to freely control it.
  1202. Passive Effect. «Crystal Divider» Required. The target may choose to change the effect of «Crystal Divider» to the following: "Use On Damage Reduction. The target [Halves] the [Damage] they take. This Talent may be used once per round, and has no effect on Talents where the outcome of a {Resist} check would cancel."
  1203.  
  1204.  
  1205. ================================================================================
  1206. Four Guardian Gods -- Dark Hunter Extra Style Talents [XXXK]
  1207. ================================================================================
  1208.  
  1209. Type A
  1210. ----------------------------------------
  1211. To acquire the Style Talents found here, a character must possess [Style: Dark Hunter / Type: A].
  1212.  
  1213. «Spinning Move»
  1214. Timing : Unique
  1215. Range : User
  1216. Target : User
  1217. Cost : [E]
  1218. After attacking, you capitalize on your shadow-enhanced physical abilities, putting space between you and an opponent with a flip or twist.
  1219. Unique Effect. Use after [Damage Calculation]. The target can move up to 2 Sq. ignoring [Engagements]. This Talent may be used once per round (or scene).
  1220.  
  1221. ● «Shadow Swarm»
  1222. Timing : Attack
  1223. Range : Item
  1224. Target : 1#
  1225. Cost : [2, 2]
  1226. By pulling in three, or four times the number of shadows to attack and then releasing them, you unleash a strike impossible to defend against.
  1227. Physical Attack. «Pursue Weakness» Required. The user gains +2 [Physical Rank] at [Damage Calculation]. Also, when the target performs [Damage Reduction], they [Halve] their [Armor]. This Talent may be used once per round (or scene).
  1228.  
  1229. ● «Shadowrunner's High»
  1230. Timing : Unique
  1231. Range : User
  1232. Target : User
  1233. Cost : None
  1234. As you dash across the battlefield at high speed, you draw in spirit energy from your surroundings, replenishing yourself.
  1235. Unique Effect. «Shadowrun Proficiency» Required. Use after the target performs a [Combat Move] (this includes the [Combat Move] from «Shadow Breach»). The target may change one [Spirit] die to a "2". This Talent may be used once per round (or scene).
  1236.  
  1237. ● «Phantom Clone»
  1238. Timing : Constant
  1239. Range : User
  1240. Target : User
  1241. Cost : None
  1242. You strengthen your shadow clone technique, making a greater number of them, which makes it harder to tell them apart.
  1243. Passive Effect. «Shadow Clone» Required. The target is able to use «Shadow Clone» as though it had [Cost: O]. Also, the target may choose to change the effect of «Shadow Clone» to the following: "Use On Reactive Check. The target gains +2 to the result of the [Reactive Check]."
  1244.  
  1245. ● «Dark Execution Arts»
  1246. Timing : Constant
  1247. Range : User
  1248. Target : User
  1249. Cost : None
  1250. Refining your execution arts, you further enhance their power.
  1251. Passive Effect. «Execution Shadow Art» Required. The target may choose to change the effect of «Execution Shadow Art» to the following: "Use While Active. Make an [Attack Action] on the target. Until [End] of the next round, targets that fail their [Reaction Check] take a -30 penalty to [Recovery] effects.
  1252. [Physical Attack]: The user gains +3 [Rank].
  1253. [Magical Attack]: Deal [Rank: 4] [Magical Damage] to the target (Resist [Halves])."
  1254.  
  1255. ◎ «Lethality»
  1256. Timing : Unique
  1257. Range : User
  1258. Target : User
  1259. Cost : None
  1260. Mastering a special Dark Hunter art, you instantly move into an opponent's blind spot, then unleash a certain-kill strike.
  1261. Unique Effect. Use before the target performs [Damage Calculation] for a [Style: Dark Hunter / Timing: Attack] Talent. The target rolls 1d6, and if the result is any other than a "1", they may inflict [Dead] on any one non-[Boss] non-[Aramitama] [Mononoke] that is performing [Damage Reduction]. This Talent may be used once per combat (or scene).
  1262.  
  1263. ◎ «Shadow Eater»
  1264. Timing : Constant
  1265. Range : User
  1266. Target : User
  1267. Cost : None
  1268. An ultimate technique of Dark Hunters concerning shadow manipulation, that allows you to combine powerful arts rather than physical techniques.
  1269. Passive Effect. «Shadowstrike» Required. The target may choose to change the effect of «Shadow Breach» to the following: "The user may use, once, a single [Style: Dark Hunter / Timing: Attack] Talent on the target, treating the [Cost] as already paid. This Talent may be used once per round."
  1270.  
  1271.  
  1272. Type B
  1273. ----------------------------------------
  1274. To acquire the Style Talents found here, a character must possess [Style: Dark Hunter / Type: B].
  1275.  
  1276. «Shadow Slaying Art»
  1277. Timing : Attack
  1278. Range : Charge 2 Sq.
  1279. Target : 1#
  1280. Cost : [Steps]
  1281. Grappling with an opponent as you move, or after restraining them with shadow, you hurl your opponent into the ground or a wall with a unique throw.
  1282. Use While Active. Make an [Attack Action] on the target, and gain an effect as appropriate below. When the target fails their [Reactive Check], they additionally take [Shift: Fallen].
  1283. [Physical Attack]: User gains +1 [Rank].
  1284. [Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).
  1285.  
  1286. ● «Shadow Absorb»
  1287. Timing : Unique
  1288. Range : User
  1289. Target : User
  1290. Cost : None
  1291. After using a particular technique, you manipulate shadows to gather the surrounding spirit energy, letting you absorb it.
  1292. Unique Effect. Use after the target uses any one of «Shadow Gate» «Utsusemi» «Shadow Ride» or «Shadow Raid». The target gains 1 [Overflow]. This Talent may be used once per round (or scene).
  1293.  
  1294. ● «Decoy Shadow»
  1295. Timing : Unique
  1296. Range : User
  1297. Target : User
  1298. Cost : [2]
  1299. Instantly incorporating a unique Dark Hunter technique, you can attack while your opponent is distracted.
  1300. Unique Effect. Use after the target uses any one of «Shadow Gate» «Utsusemi» «Shadow Ride» or «Shadow Raid». The target may make 1x [Weapon Attack]. Or, they may use one [Style: Dark Hunter / Timing: Attack] Talent as though the [Cost] was already paid. This Talent may be used once per round (or scene).
  1301.  
  1302. ● «Shadow Raid»
  1303. Timing : Unique
  1304. Range : User
  1305. Target : User
  1306. Cost : [2]
  1307. As you evade, you manipulate a shadow with speed the eye can't follow, unleashing a Dark Hunter technique on your foe.
  1308. Unique Effect. «Shadow Slaying Art» Required. Use after the target succeeds at a [Reactive Check]. The target may use one [Style: Dark Hunter / Timing: Attack] Talent, treating the [Cost] as already paid. This Talent may be used once per round (or scene).
  1309.  
  1310. ● «Shadow Blade Eruption»
  1311. Timing : Constant
  1312. Range : User
  1313. Target : User
  1314. Cost : None
  1315. By altering a spirit energy tuning technique, you change your manipulated shadows into countless blades that burst through the ground and space around an opponent, carving them up.
  1316. Passive Effect. «Shadow Spirit» Required. The target may choose to change the effect of «Shadow Spirit» to the following: "Deal [Rank: 4] [Magical Damage] to the target (Resist [Cancels])." When this happens, because «Shadow Spirit» with «Shadow Blade Eruption» applied deals damage, the effect of «Shadow Restore» and «Shadow Art Amplify» cannot be gained.
  1317.  
  1318. ◎ [Dark Hunter B] <<Precise Knowledge>>
  1319. Timing : Unique
  1320. Range : User
  1321. Target : User
  1322. Cost : None
  1323. As a superb Dark Hunter, you show unrivaled precision when sensing spells or identifying enemies.
  1324. Use when performing [Maneuver: Identify {Intellect} ・ Manuever: Sense {Luck}]. <<Explorer of the Dark>> Required. The target succeeds at the [Identify {Intellect} ・ Sense {Luck}] check regardless of the [Roll]. At the same time, the target may change one [Spirit] die to any value. This Talent may be used twice per session.
  1325.  
  1326. ◎ «Ephemeral Shadow»
  1327. Timing : Constant
  1328. Range : User
  1329. Target : User
  1330. Cost : None
  1331. A Dark Hunter ultimate ritual technique that bestows offensive power and quickness of mind that surpasses human understanding, by augmenting a technique that draws one across shadows and puts it towards a different use.
  1332. Passive Effect. The target may choose to change the effect of «Shadow Gate» to either ① or ②.
  1333. ①: Gain +10 {Initiative}.
  1334. ②: +10 at [Damage Calculation].
  1335.  
  1336.  
  1337. ================================================================================
  1338. Four Guardian Gods -- Elemental Adept Extra Style Talents [XXXL]
  1339. ================================================================================
  1340.  
  1341. Type A
  1342. ----------------------------------------
  1343. To acquire the Style Talents found here, a character must possess [Style: Elemental Adept / Type: A].
  1344.  
  1345. «Element Waylay»
  1346. Timing : Unique
  1347. Range : User
  1348. Target : User
  1349. Cost : [3]
  1350. As you're hit, you drive an element-laden counterattack into your foe.
  1351. Unique Effect. Use after the target's [Damage Reduction]. The target makes 1x [Weapon Attack] bestowed with [Origin Element A]. This Talent may be used once per round (or scene).
  1352.  
  1353. ● «Element Fury»
  1354. Timing : Attack
  1355. Range : Charge 3 Sq.
  1356. Target : Area
  1357. Cost : [3, 3]
  1358. A secret art of Elemental Adepts, wielding fury itself by focusing, then sheathing your whole body in an enormous amount of your element.
  1359. Physical Attack. «Concentrate» Required. This Talent cannot be used unless under the effect of «Concentrate». Make a [Physical Attack] bestowed with [Origin Element A] on the target, and the user gains +3 [Physical Rank] at [Damage Calculation]. This Talent may be used once per round (or scene).
  1360.  
  1361. ● «Undermine»
  1362. Timing : Constant
  1363. Range : User
  1364. Target : User
  1365. Cost : None
  1366. Twisting a supportive effect from your element, you make it into a fatally debilitating effect for a foe.
  1367. Passive Effect. «Element Support» Required. The target may choose to change the effect of «Element Support» to the following: "Use On Check. The target reduces the result of their check by 2. If [Origin Element A] is either [Shock・Phantom], then reduce the result by an additional 1 (total 3). This Talent may be used once per round."
  1368.  
  1369. ● «Maximum»
  1370. Timing : Constant
  1371. Range : User
  1372. Target : User
  1373. Cost : None
  1374. Augmenting the range enhancing effect brought by your element, you make your attacks reach even further.
  1375. Passive Effect. «Element Viper» Required. The target may choose to extend the effect of «Element Viper» until [End] of the current round, and additionally increases the [Range] of their [Attack Action] by 2 Sq (total 4 Sq.), and if [Origin Element A] is either [Cold・Poison], increase [Range] by an additional 1 Sq. (total 6 Sq.); the modifier to [Damage] does not change.
  1376.  
  1377. ● «Diffusion»
  1378. Timing : Constant
  1379. Range : User
  1380. Target : User
  1381. Cost : None
  1382. Further expanding on the multiplying effect generated by your origin, it spreads out even more, with a force like a heavy downpour of deadly rain.
  1383. Passive Effect. «Element Break» Required. The target may choose to extend the effect of «Element Break» until [End] of the current round, and additionally increases the [Target] of their [Attack Action] by 1# (total 3#), and if [Origin Element A] is either [Wind・Magnet], increase [Target] by an additional 1# (total 5#); the modifier to [Damage] does not change.
  1384.  
  1385. ◎ «Element End»
  1386. Timing : Unique
  1387. Range : User
  1388. Target : User
  1389. Cost : None
  1390. A hidden ultimate art that bestows an fearsome instant death effect on the spirit energy of the origin you are bestowed with.
  1391. Unique Effect. «Boost Action» Required. Use when the target uses «Element Burst». After applying the effect of «Element Burst», the target rolls 1d6. If the result is anything other than "1", they may inflict [Dead] on any one [Mononoke] that is not a [Boss] or [Aramitama] that is performing [Damage Reduction]. This Talent may be used once per combat (or scene).
  1392.  
  1393. ◎ «Element Flare»
  1394. Timing : Constant
  1395. Range : User
  1396. Target : User
  1397. Cost : None
  1398. The ultimate of ultimate arts that refines your power to wield your elements, implementing both power increases and efficiency.
  1399. Passive Effect. «Origin Power» Required. The target may use «Element Burst» as though it had [Cost: None]. Also the [Target] of the user's «Element Burst» gains an additional +1 [Rank] at [Damage Calculation] (total [Rank] +2).
  1400.  
  1401.  
  1402. Type B
  1403. ----------------------------------------
  1404. To acquire the Style Talents found here, a character must possess [Style: Elemental Adept / Type: B].
  1405.  
  1406. «Element Jamming»
  1407. Timing : Unique
  1408. Range : Combat zone
  1409. Target : 1#
  1410. Cost : [E]
  1411. Wielding the power of the element that you control, you nullify the beneficial shifts of a foe.
  1412. Unique Effect. Use when the target receives a positive [Shift]. [Remove] one of the positive [Shifts] the target receives. This Talent may be used once per round (or scene).
  1413.  
  1414. ● «Disappear»
  1415. Timing : Constant
  1416. Range : User
  1417. Target : User
  1418. Cost : None
  1419. The instant you conceal yourself with the power of your origin, you circle around to an enemy's blind spot above their head or behind their back, vastly enhancing the power of your next attack.
  1420. Passive Effect. «Vanish» Required. The target adds the following to the effect of «Vanish»: "The target gains a +[any one of user's {Main Stats}] modifier at [Damage Calculation] when bestowed with [Origin Element B]. This effect does not apply to [Weapon Attacks]."
  1421.  
  1422. ● «Gliding»
  1423. Timing : Constant
  1424. Range : User
  1425. Target : User
  1426. Cost : None
  1427. As you take to the sky with the power of your origin, you're able to gather the spirit energy from your surroundings while gliding at high speeds.
  1428. Passive Effect. «Flight» Required. When the target uses «Flight», they change the distance they can move while ignoring [Engagements] to 7 Sq., and additionally add the following effect: "The target can change one [Spirit] die to any value."
  1429.  
  1430. ● «Explosion»
  1431. Timing : Constant
  1432. Range : User
  1433. Target : User
  1434. Cost : None
  1435. Causing the origin energy you've summoned up to explode makes for a tremendous magical attack.
  1436. Passive Effect. «Geyser» Required. The target may choose to change the effect of «Geyser» to the following: "Deal [Rank: 4] [Magical Damage] bestowed with [Origin Element B] to the target (Resist [Halves]). This Talent may be used once per round (or scene)."
  1437.  
  1438. ● «Obstacle»
  1439. Timing : Constant
  1440. Range : User
  1441. Target : User
  1442. Cost : None
  1443. Through skill in handling your origin element, you strengthen your defensive walls even more, leaving no gaps when you invoke them.
  1444. Passive Effect. «Barrier» Required. When the target uses «Barrier», reduce [Damage] by an additional 3 (total of 6, or if [Origin Element B: Fire・Cold], total 10). Also, «Barrier» no longer spends [Defense].
  1445.  
  1446. ◎ «Element Force»
  1447. Timing : Constant
  1448. Range : User
  1449. Target : User
  1450. Cost : None
  1451. You've grown into an elite controller of your element, and as such your entire body overflows with your element, which you've learned to freely manipulate as though your own spirit energy.
  1452. Passive Effect. Each time [Timing: Start] occurs, the target may change any one [Spirit] die to a "3".
  1453.  
  1454. ◎ «Simulacra Arrows»
  1455. Timing : Unique
  1456. Range : User
  1457. Target : User
  1458. Cost : None
  1459. You direct one of your spirits to possess a foe, then cause the spirit to manifest the same wounds you take.
  1460. Unique Effect. «Whisper» Required. Use before the target performs [Damage Reduction]. Deal the same amount of [Damage] the target would take to [Range: Combat Zone / Target: 1#] who did the [Damage Calculation] (they may then perform [Damage Reduction]). This Talent may be used once per session, and the target may not make a [Reactive Check].
  1461.  
  1462.  
  1463. ================================================================================
  1464. Four Guardian Gods -- Elder Mage Extra Style Talents [XXXM]
  1465. ================================================================================
  1466.  
  1467. Type A
  1468. ----------------------------------------
  1469. To acquire the Style Talents found here, a character must possess [Style: Elder Mage / Type: A].
  1470.  
  1471. «Spiritualist Technique»
  1472. Timing : Attack
  1473. Range : 4 Sq.
  1474. Target : 1#
  1475. Cost : [Doubles]
  1476. Invoking a unique spell, you direct a paranormal being to possess someone for a moment, granting them healing, or manipulating their memories.
  1477. Magical Attack. Inflict the effect of either ① or ② on the target.
  1478. ①: The target [Recovers] {HP} equal to [Rank: 1] [Magical Damage].
  1479. ②: May only be used [Out of Combat]. The user may erase or manipulate the thoughts and memories of one Innocent in the [Scene] (the GM decides the details).
  1480.  
  1481. ● «Illusion Spell»
  1482. Timing : Start
  1483. Range : Combat Zone
  1484. Target : 1#
  1485. Cost : [Steps]
  1486. By casting a powerful illusion over a foe, you cause them to believe that the ground below them has gotten bad, or their sight has gone dark.
  1487. Unique Effect. Inflict the penalty of either ① or ② on the target.
  1488. ①: The target gains the "dim lighting" penalty.
  1489. ②: The target gains the "bad footing" penalty.
  1490.  
  1491. ● «Weakness Hex»
  1492. Timing : Start
  1493. Range : Combat Zone
  1494. Target : 1#
  1495. Cost : [6]
  1496. By placing a powerful suggestion over a foe, you plant a fear of a certain weapon type in their minds, then cause it to manifest through spirit energy.
  1497. Unique Effect. The user designated one of [Form: Sword・Spear・Axe・Hammer]. Afterwards, for the rest of the combat (or scene), the target [Halves] their [Armor] when taking [Physical Damage] from the designated [Form].
  1498.  
  1499. ● «Gravity Control»
  1500. Timing : Constant
  1501. Range : User
  1502. Target : User
  1503. Cost : None
  1504. You seize hold of gravity through the use of a high-level spell, allowing you to move quickly and gracefully over walls and through the sky.
  1505. Passive Effect. «Alter Mass» Required. The target gains +5 to {Initiative}. Also, the target ignores "bad footing" penalties, and can make [Magical Attacks] after [Combat Moves].
  1506.  
  1507. ● «Eye of Lucifer»
  1508. Timing : Constant
  1509. Range : User
  1510. Target : User
  1511. Cost : None
  1512. You perfectly replicate as a high-level spell the demonic visage of a fallen angel said to be the origin of the evil eye.
  1513. Passive Effect. «Cursed Gaze» Required. The target ignores "dim lighting" penalties. Also, by paying [Cost: 6], the target may use «Cursed Gaze» ignoring the "X per combat" limitation, regardless of whether it has been used or not.
  1514.  
  1515. ◎ «Ritual Chant»
  1516. Timing : Constant
  1517. Range : User
  1518. Target : User
  1519. Cost : None
  1520. By using a chant that can only be mastered by high-level orthodox mages, you can simplify certain invocations.
  1521. Passive Effect. Each time the target uses a [Style: Elder Mage / Timing: Prep] Talent, they treat one portion of the [Cost] as already paid.
  1522.  
  1523. ◎ «Hex Expert»
  1524. Timing : Constant
  1525. Range : User
  1526. Target : User
  1527. Cost : None
  1528. As a veteran mage, you are skilled in the handling of hexes—spells that hinder the actions of others.
  1529. Passive Effect. The target may choose to use [Style: Elder Mage / Timing: Unique / Cost: X] Talents as though they were [Cost: E] instead.
  1530.  
  1531.  
  1532. Type B
  1533. ----------------------------------------
  1534. To acquire the Style Talents found here, a character must possess [Style: Elder Mage / Type: B].
  1535.  
  1536. «Motion Spell»
  1537. Timing : Unique
  1538. Range : Combat Zone
  1539. Target : 1#
  1540. Cost : [6]
  1541. By reinforcing another with spells, you allow them to instantly get closer, or withdraw.
  1542. Unique Effect. Use at any time during the target's [Turn]. The target may move up to 3 Sq., ignoring [Engagements] (the target may refuse this effect). This Talent may be used once per round (or scene).
  1543.  
  1544. ● «Defensive Wall»
  1545. Timing : Defense
  1546. Range : Combat Zone
  1547. Target : 1#
  1548. Cost : [6]
  1549. When taking a physical attack, you erect a wall with a defensive spell, robbing the power from the blow.
  1550. Use On Damage Reduction. Reduce the [Physical Damage] the target takes by [any one of the user's {Main Stats}].
  1551.  
  1552. ● «Discerning Prayer»
  1553. Timing : Unique
  1554. Range : Combat Zone
  1555. Target : 1#
  1556. Cost : [6]
  1557. The moment you "discern" another's technique, you automatically go into prayer, letting you use support or healing spells.
  1558. Use when the target declares a Talent. Make 1x [Weapon Attack] on the target. Or, use one [Style: Elder Mage / Type: B / Timing: Attack] Talent, treating the [Cost] as already paid. This Talent may be used once per round (or scene).
  1559.  
  1560. ● «Eminence»
  1561. Timing : Constant
  1562. Range : User
  1563. Target : User
  1564. Cost : None
  1565. As a mage with a standing above even the great experts, you are able to handle even more powerful reinforcement magic.
  1566. Passive Effect. The target gains +5 to [Magical Damage]. Also, the target may choose to change the effect of «Intuition Boost» and «Combat Power Amplification» to the following, as appropriate:
  1567. «Intuition Boost»: The target gains +[any one of user's {Main Stats}] to {Initiative}.
  1568. «Combat Power Amplification»: Until [End] of the current round, the target gains ① +2 [Physical Rank] or ② +2 to [Magical Rank].
  1569.  
  1570. ● «Magus Inner Circle»
  1571. Timing : Constant
  1572. Range : User
  1573. Target : User
  1574. Cost : None
  1575. As a great Magus with high standing even within the Mage Association, you are able to use superb reinforcement magic.
  1576. Passive Effect. The target gains +5 to {Initiative}. Also, the target may choose to change the effect of «Support Spell» and «Spell Strengthening» to the following, as appropriate:
  1577. «Support Spell»: ① +5 to [Damage Calculation], ② +3 to the result of {Strength} and {Agility} checks
  1578. «Spell Strengthening»: ① +5 to [Armor] and [Barrier], ② +3 to the result of {Intellect} and {Will} checks.
  1579.  
  1580. ◎ «Ultimate Rite»
  1581. Timing : Constant
  1582. Range : User
  1583. Target : User
  1584. Cost : None
  1585. As a powerful Magus, you've devised your own secret rites, and by using those, you can freely wield all kinds of spells.
  1586. Passive Effect. «Support Spell» Required. Each time the target uses a [Style: Elder Mage / Type: B / Timing: Start・Defense] Talent, they treat one portion of the [Cost] as already paid.
  1587.  
  1588. ◎ «Fragment of the Root»
  1589. Timing : Start
  1590. Range : User
  1591. Target : User
  1592. Cost : None
  1593. As a superb Magus, you have touched part of the truth of all magic, the Root, and with that knowledge you can freely draw upon spirit energy.
  1594. Unique Effect. «Spell Strengthening» Required. The target changes one [Spirit] die to a "6".
  1595.  
  1596.  
  1597. ================================================================================
  1598. Four Guardian Gods -- Digital Sorcerer Extra Style Talents [XXXN]
  1599. ================================================================================
  1600.  
  1601. Type A
  1602. ----------------------------------------
  1603. To acquire the Style Talents found here, a character must possess [Style: Digital Sorcerer / Type: A].
  1604.  
  1605. «Might Iterator»
  1606. Timing : Constant
  1607. Range : User
  1608. Target : User
  1609. Cost : None
  1610. You enhance the effect of an attack spell through a program that iterates its power within your mobile.
  1611. Passive Effect. «Assault Module» or «Combat Module» Required. The target gains +1 [Rank] at the [Damage Calculation] of [Style: Digital Sorcerer / Timing: Attack] Talents.
  1612.  
  1613. ● «Protection Code»
  1614. Timing : Defense
  1615. Range : User
  1616. Target : User
  1617. Cost : [E]
  1618. You've got an emergency spell program installed in your mobile, ready for you to deploy it around yourself when you're targeted by an attack spell.
  1619. Use On Damage Reduction. «Extend Code» Required. The target reduces the [Magical Damage] they take by [any one of user's {Main Stats}].
  1620.  
  1621. ● «Cyber Lord»
  1622. Timing : Unique
  1623. Range : User
  1624. Target : User
  1625. Cost : [O]
  1626. As an elite Digital Sorcerer, you've mastered various techniques of hacking and cracking.
  1627. Use On {Intellect} or {Will} Checks. The target succeeds at the {Intellect} or {Will} check regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to any value. This Talent may be used twice per session.
  1628.  
  1629. ● «Power Sort»
  1630. Timing : Unique
  1631. Range : User
  1632. Target : User
  1633. Cost : [1]
  1634. You round up the spell programs within your mobile, then enhance the power of a technique by executing them all at once.
  1635. Use On Damage Calculation. «Override» Required. The target gains [any one of user's {Main Stats}] at [Damage Calculation]. This Talent may be used once per round (or scene), and cannot be applied to [Weapon Attacks].
  1636.  
  1637. ● «Multi-Programming»
  1638. Timing : Unique
  1639. Range : Combat Zone
  1640. Target : 1#
  1641. Cost : [1]
  1642. Even in the middle of an action, you execute a spell program alongside your own, or someone else's invocation, smashing an enemy.
  1643. Use when the target declares a Talent. Make 1x [Weapon Attack] on the target. Or, use one [Style: Digital Sorcerer / Timing: Attack] Talent, treating the [Cost] as already paid. This Talent may be used once per round (or scene).
  1644.  
  1645. ◎ «Battle Code»
  1646. Timing : Constant
  1647. Range : User
  1648. Target : User
  1649. Cost : None
  1650. Modifying a spell program for combat use, you make a magical attack more efficient.
  1651. Passive Effect. The target gains +5 at [Damage Calculation]. Also, each time the target uses a [Style: Digital Sorcerer / Timing: Attack] Talent that inflicts [Damage] (such as «Assault Module» or «Combat Module», etc.), they treat one portion of the [Cost] as already paid.
  1652.  
  1653. ◎ «Rollback»
  1654. Timing : Constant
  1655. Range : User
  1656. Target : User
  1657. Cost : None
  1658. By going back over the data stored in your mobile periodically, you access the spirit and vital energies that have accumulated over time.
  1659. Passive Effect. The target gains +15 {HP}. Also, each time [Timing: Start] occurs, the target may change any one [Spirit] die to a "1".
  1660.  
  1661.  
  1662. Type B
  1663. ----------------------------------------
  1664. To acquire the Style Talents found here, a character must possess [Style: Digital Sorcerer / Type: B].
  1665.  
  1666. «Guard Routine»
  1667. Timing : Defense
  1668. Range : 5 Sq.
  1669. Target : 1#
  1670. Cost : [1]
  1671. You deploy a semi-automated defense barrier using a spell program.
  1672. Use On Damage Reduction. The user takes the [Damage] and other effects that the target would have taken, in their stead. When this happens, treat taking [Magical Damage] as though the {Resist} check had failed. This Talent cannot be used on [Attack Actions] that are either [Target: Area・Combat Zone].
  1673.  
  1674. ● «Overclock»
  1675. Timing : Attack
  1676. Range : Combat Zone
  1677. Target : 1#
  1678. Cost : [Steps]
  1679. Clocking the functions of your mobile or other device to their utmost limits, you release attack spells beyond their normal performance.
  1680. Magical Attack. «Clock System» Required. Deal [Rank: 4] [Magical Damage] to the target (Resist [Halves]). This Talent may be used once per round (or scene).
  1681.  
  1682. ● «Program Bunker»
  1683. Timing : Constant
  1684. Range : User
  1685. Target : User
  1686. Cost : None
  1687. By making sophisticated modifications to defensive spell programs, you're able to use them without their limitations.
  1688. Passive Effect. «Program Shell» Required. The target does not change their {Initiative} score when they use «Program Shell». For example, if they choose a value of 10, they gain +10 [Armor], and no adjustment is made to their {Initiative}.
  1689.  
  1690. ● «Protect Domain»
  1691. Timing : Constant
  1692. Range : User
  1693. Target : User
  1694. Cost : None
  1695. A spell program that, by setting up a unique region, allows it to not only provide speed, but defense as well.
  1696. Passive Effect. «Accel Domain» Required. The target adds the following to the effect of «Accel Domain»: "The target reduces [Physical Damage] they take by [any one of user's {Main Stats}]."
  1697.  
  1698. ● «Ether Macro»
  1699. Timing : Constant
  1700. Range : User
  1701. Target : User
  1702. Cost : None
  1703. By setting up a large-scale spell program as a macro, you can trigger it with improbable timing.
  1704. Passive Effect. The target may use a [Timing: Attack] Style Talent that does not inflict [Damage] (such as «Cure Program» or «Clock System») as [Timing: End]. (Note that this does not change the [Timing] field to be [End].)
  1705.  
  1706. ◎ «Mystic Suppression»
  1707. Timing : Constant
  1708. Range : User
  1709. Target : User
  1710. Cost : None
  1711. By abbreviating a portion of a large spell program, you can retain the spirit energy that passes through that line of code.
  1712. Passive Effect. Each time the target uses a [Timing: Attack] Style Talent that does not inflict [Damage] (such as «Cure Program» or «Clock System»), they treat one portion of the [Cost] as already paid.
  1713.  
  1714. ◎ «Ether Chunk»
  1715. Timing : Constant
  1716. Range : User
  1717. Target : User
  1718. Cost : None
  1719. Enormous spirit energy accumulates within your mobile, and by manipulating it, you can make certain spell programs semi-automated.
  1720. Passive Effect. «Skill Device» Required. Each time the target uses a [Style: Digital Sorcerer / Timing: Start・Defense] Talent, they treat one portion of the [Cost] as already paid.
  1721.  
  1722.  
  1723. ================================================================================
  1724. Four Guardian Gods -- God Hand Extra Style Talents [XXXO]
  1725. ================================================================================
  1726.  
  1727. Type A
  1728. ----------------------------------------
  1729. To acquire the Style Talents found here, a character must possess [Style: God Hand / Type: A].
  1730.  
  1731. <<Fa Jing>>
  1732. Timing : Constant
  1733. Range : User
  1734. Target : User
  1735. Cost : None
  1736. You have acquired an even greater spirit energy manipulation method.
  1737. Passive Effect. The target may change the [Cost] of [Style: God Hand / Timing: Attack] Talents to [Steps], and if they do, gains +1 [Rank] at [Damage Calculation]. While applying this effect, even if the [Cost] of a Talent is [X], it becomes [X, X] and it will not be affected by <<Aura of Despair>> or <<Flowing Kotodama>>. If <<Inner Heaven>> has been acquired, either [Steps] or [6] may be paid, but it is still treated as [X, X].
  1738.  
  1739. ● «Sen-No-Sen»
  1740. Timing : Start
  1741. Range : User
  1742. Target : User
  1743. Cost : None
  1744. You bring your mind and body together and read the opponent's movements, then take the initiative just before you opponent can.
  1745. Unique Effect. The target gains a +[any one of user's {Main Stats} x 2] modifier to {Initiative}. This Talent does not spend [Start], and may be used once per combat (or scene).
  1746.  
  1747. ● «Heavenly Motion»
  1748. Timing : Prep
  1749. Range : User
  1750. Target : User
  1751. Cost : [6]
  1752. Through a unique skill, you instantly charge a long distance.
  1753. Unique Effect. The target can move up to 7 Sq. from their current square, ignoring [Engagements]. Also, the target gains a +[any one of user's {Main Stats}] modifier at the [Damage Calculation] of their next [Style: God Hand / Timing: Attack] Talent. If used [Out of Combat], for the rest of the scene, the target is able to move at the same speed as an [Automobile].
  1754.  
  1755. ● «Smiting Cross»
  1756. Timing : Unique
  1757. Range : User
  1758. Target : User
  1759. Cost : [6]
  1760. You unleash a secret move of God Hands as you evade, delivering a tremendous blow when the opponent isn't expecting it.
  1761. Unique Effect. «Storm Smite» Required. Use after the target succeeds at a [Reactive Check]. The target may use one [Style: God Hand / Timing: Attack / Cost: X (or) X, X] Talent, treating the [Cost] as already paid. This Talent may be used once per round (or scene).
  1762.  
  1763. ● «Go-No-Sen»
  1764. Timing : Unique
  1765. Range : Combat Zone
  1766. Target : 1#
  1767. Cost : [6]
  1768. You bring your mind and body together to read your opponent's killing intent, then begin your actions just before they strike.
  1769. Unique Effect. This Talent may be used only when the user is [Ready]. Use when the target takes their [Turn]. The user takes their [Turn] before the target takes theirs, regardless of the user's {Initiative}. This Talent may be used once per session.
  1770.  
  1771. ◎ «Power Cleave»
  1772. Timing : Unique
  1773. Range : Combat Zone
  1774. Target : 1#
  1775. Cost : [6]
  1776. With a fearsome knifehand or kick, you break a spiritual attack launched over a wide area.
  1777. Use when the target declares a Talent. Cancel the effect of one [Range: Combat Zone / Target: Combat Zone / Timing: Attack] Talent. This Talent may be used once per round (or scene).
  1778.  
  1779. ◎ «One With Heaven and Earth»
  1780. Timing : Constant
  1781. Range : User
  1782. Target : User
  1783. Cost : None
  1784. You have completely unified your mind and body, allowing you to wield the techniques of a God Hand at your will.
  1785. Passive Effect. «Inner Heaven» Required. The target is able to use «Heaven and Earth» as though it had [Cost: None], and [Style: God Hand / Type: A / Timing: Unique] Talents as though they had [Cost: O].
  1786.  
  1787.  
  1788. Type B
  1789. ----------------------------------------
  1790. To acquire the Style Talents found here, a character must possess [Style: God Hand / Type: B].
  1791.  
  1792. «Aiki»
  1793. Timing : Constant
  1794. Range : User
  1795. Target : User
  1796. Cost : None
  1797. A high-level maneuver where you link your spirit energy with your opponent's, and nullify their attack.
  1798. Passive Effect. The target may change the effect of «Hua Jin» and «Spirit Retaliation» to either ① or ②. (With «Spirit Retaliation» acquired, the user is able to gain the effect of ① and ② up to twice a round.)
  1799. ①: Use On Reactive Check. The target gains +2 to the result of the [Reactive Check].
  1800. ②: Unique Effect. Use after succeeding at a [Reactive Check]. The target may make 1x [Weapon Attack].
  1801.  
  1802. ● «Reactive Expert»
  1803. Timing : Unique
  1804. Range : User
  1805. Target : User
  1806. Cost : [6]
  1807. Having accumulated even more special training, you can handle not just physical attacks, but magical ones too.
  1808. Use On Reactive Check. «Feat of Training» Required. The target may use either {Evasion} or {Resist} for a [Reactive Check], treating the result of the check as the result of the [Reactive Check]. This Talent may be used once per round (or scene).
  1809.  
  1810. ● «Wild Strike»
  1811. Timing : Unique
  1812. Range : User
  1813. Target : User
  1814. Cost : [6]
  1815. Within the swirl of battle, you unleash your unique continous attack called a "Wild Dance", combining it with a particular strike or throw.
  1816. Unique Effect. Use after the target uses a [Timing: Unique] Style Talent. The target may use one [Style: God Hand / Timing: Attack] Talent, treating the [Cost] as already paid. This Talent may be used once per round (or scene).
  1817.  
  1818. ● «Smiting Hurl»
  1819. Timing : Unique
  1820. Range : Engaged
  1821. Target : 1#
  1822. Cost : [6]
  1823. Within the swirl of battle, you grip another's arm, leg, or soul with divine speed, then either break them, or set them right.
  1824. Unique Effect. User after the user uses a [Timing: Unique] Style Talent. Inflict the effect of either ① or ② on the target. This Talent may be used once per round, and the target does not get a [Reactive Check].
  1825. ①: Target loses 2d6 {HP}, and takes [Shift: Fallen].
  1826. ②: Target loses 2d6 {HP}, and takes [Remove: Fallen].
  1827.  
  1828. ● «Etherialization»
  1829. Timing : Constant
  1830. Range : User
  1831. Target : User
  1832. Cost : None
  1833. Through a sacramental form of training, you strengthen your body spiritually rather than materially, diminishing the effect of various hits.
  1834. Passive Effect. «Feat of Resilience» Required. The target gains a +15 modifier to {HP}. Also, the target reduces [Damage] they take by 3.
  1835.  
  1836. ◎ «Enlightenment»
  1837. Timing : Constant
  1838. Range : User
  1839. Target : User
  1840. Cost : None
  1841. Mastering the discipline of a God Hand, you acquire a breathing method used by gods and sages. Those who have acquired this ultimate art boast a lifespan ten times longer than normal.
  1842. Passive Effect. The target may use [Style: God Hand / Timing: Unique] Talents as though they had [Cost: E]. Also, the target gains +1 [Rank] when they use [Timing: Attack] Style Talents.
  1843.  
  1844. ◎ «Hua Jin Master»
  1845. Timing : Constant
  1846. Range : User
  1847. Target : User
  1848. Cost : None
  1849. Having mastered the vector-controlling method of Hua Jin, you become able to use any kind of art.
  1850. Passive Effect. «Hua Jin Expert» Required. Each time the target uses a ※ Talent, they treat one portion of the [Cost] as already paid. If the Talent is already [Cost: None], then they may add or subtract 1 from two [Spirit] die (adjusting a single [Spirit] die by 2 is allowed; this effect cannot raise above 6 or below 1).
  1851.  
  1852. ================================================================================
  1853. Four Guardian Gods -- Contractor Extra Style Talents [XXXP]
  1854. ================================================================================
  1855.  
  1856. Type A
  1857. ----------------------------------------
  1858. To acquire the Style Talents found here, a character must possess [Style: Contractor / Type: A].
  1859.  
  1860. «Free Ride»
  1861. Timing : Constant
  1862. Range : User
  1863. Target : User
  1864. Cost : None
  1865. You ride your Bound Steed or combat bike freely, and with grace.
  1866. Passive Effect. The target may ignore [Engagements] during [Combat Moves].
  1867.  
  1868. ● «Smashing Charge»
  1869. Timing : Unique
  1870. Range : User
  1871. Target : User
  1872. Cost : None
  1873. As you smash through obstacles looming before you one by one with your charge on your steed or bike, you advance across the battlefield.
  1874. Unique Effect. Use at any time. The target may destroy any one [Obstacle] in a square adjacent to them. This Talent may be used twice per round (or scene).
  1875.  
  1876. ● «Crossing Paths»
  1877. Timing : Unique
  1878. Range : Engaged
  1879. Target : 1#
  1880. Cost : [4]
  1881. As you advance across the battlefield, you bring swift death against foes that cross your path.
  1882. Unique Effect. Use at any time during the target's [Turn]. Make 1x [Weapon Attack] against the target. This Talent may be used once per round (or scene).
  1883.  
  1884. ● «Drive Move»
  1885. Timing : Unique
  1886. Range : 7 Sq.
  1887. Target : 1#
  1888. Cost : [4]
  1889. Someone else temporarily joins you on your Bound Steed or combat bike. Or, they become snared by your steed's tail, or chains, and you pull them along.
  1890. Unique Effect. Use after the target's [Turn] has ended. From their current square, the target [Installs] into any square that would put them [Engaged] with the user (the target may not refuse this effect). This Talent may be used once per round (or scene).
  1891.  
  1892. ● «Charge Accelerate»
  1893. Timing : Unique
  1894. Range : User
  1895. Target : User
  1896. Cost : [4]
  1897. You bind spirit energy to your god-like speed, and add that speed to your power.
  1898. Use On Damage Calculation. The target gains a modifier at [Damage Calculation] equal to the number of squares moved during this round via [Move Actions] (to a maximum of +10; for example, if the target has already moved 5 Sq. due to a [Combat Move], they gain +5 to [Damage Calculation]). This effect does not include [Installs] or movement gained from Talents (excluding «Shadow Breach»).
  1899.  
  1900. ◎ «Unrivaled Rush»
  1901. Timing : Unique
  1902. Range : User
  1903. Target : User
  1904. Cost : [4]
  1905. By using various techniques continually during a charge, you can wreak havoc as you please across the battlefield.
  1906. Unique Effect. The target may use one [Style: Contractor / Type: A / Timing: Unique] Style Talent with a "X per round" limitation, disregarding whether or not it has been used already this round. This Talent may be used once per round.
  1907.  
  1908. ◎ «Fearsome Rider»
  1909. Timing : Constant
  1910. Range : User
  1911. Target : User
  1912. Cost : None
  1913. This Talent represents that, as a high-ranking Contractor, you can not only handle Bound Steeds and combat bikes, but have mastered their techniques as well.
  1914. Passive Effect. The target becomes able to use [Style: Contractor / Type: A / Timing: Unique] Talents as thoguh they had [Cost: E].
  1915.  
  1916.  
  1917. Type B
  1918. ----------------------------------------
  1919. To acquire the Style Talents found here, a character must possess [Style: Contractor / Type: B].
  1920.  
  1921. «Power of the Divine Beast»
  1922. Timing : Constant
  1923. Range : User
  1924. Target : User
  1925. Cost : None
  1926. The unique powers of a Bound Primal can be granted upon its contractor.
  1927. Passive Effect. The target gains two [Item: Gear / Cost: Unsellable] and can use them. If this Talent is designated for "Change Talent" at [Advancement], the target loses both [Item: Gear / Cost: Unsellable] they gained.
  1928.  
  1929. ● «Beast Summon»
  1930. Timing : Constant
  1931. Range : User
  1932. Target : User
  1933. Cost : None
  1934. Forming a new contract with divine messengers or youkai, you become able to summon them.
  1935. Passive Effect. The target adds [Beast] to the [Class] selected for «Contract Summon» (for example, if they initially selected [Insectoid], it becomes [Insectoid・Beast], and they are able to summon one [Bound Primal] from either [Class]).
  1936.  
  1937. ● «Insectoid Summon»
  1938. Timing : Constant
  1939. Range : User
  1940. Target : User
  1941. Cost : None
  1942. Forming a new contract with divine insects or tokoyo-no-kami, you become able to summon them.
  1943. Passive Effect. The target adds [Insectoid] to the [Class] selected for «Contract Summon» (for example, if they initially selected [Beast], it becomes [Beast・Insectoid], and they are able to summon one [Bound Primal] from either [Class]).
  1944.  
  1945. ● «Plant Summon»
  1946. Timing : Constant
  1947. Range : User
  1948. Target : User
  1949. Cost : None
  1950. Forming a new contract with holy trees or spirits, you become able to summon them.
  1951. Passive Effect. The target adds [Plant] to the [Class] selected for «Contract Summon» (for example, if they initially selected [Beast], it becomes [Beast・Plant], and they are able to summon one [Bound Primal] from either [Class]).
  1952.  
  1953. ● «Mechanical Summon»
  1954. Timing : Constant
  1955. Range : User
  1956. Target : User
  1957. Cost : None
  1958. Forming a new contract with magical constructs or tsukumogami, you become able to summon them.
  1959. Passive Effect. The target adds [Mechanical] to the [Class] selected for «Contract Summon» (for example, if they initially selected [Beast], it becomes [Beast・Mechanical], and they are able to summon one [Bound Primal] from either [Class]).
  1960.  
  1961. ◎ «Bond of Power»
  1962. Timing : Unique
  1963. Range : Combat Zone
  1964. Target : 1#
  1965. Cost : None
  1966. Manifesting the bonds you and your primal have formed as power itself, the summoner protects the Primal.
  1967. Use On Damage Reduction. «Summoner & Primal As One» Required. May only be used while the user's [Bound Primal] is [Appearing]. Change the [HP Damage] the user's [Bound Primal] takes to 0. After, the user's [Bound Primal] [Removes] all negative [Shifts], and then the user changes their current {HP} to 10. This Talent may be used once per session.
  1968.  
  1969. ◎ «Primal Companion»
  1970. Timing : Constant
  1971. Range : User
  1972. Target : User
  1973. Cost : None
  1974. By forming a deep friendship with your Primal, while not fighting, you are able to summon them with your vital energies, rather than your Spirit Crest.
  1975. Passive Effect. The user's [Bound Primal] gains +20 to their maximum {HP}. Also, while [Out of Combat], the target is able to use «Contract Summon» by losing {HP} equal to the [LV] of the designated [Bound Primal], rather than {Crest}. (At [Combat Start], 1x [Start] and 3 {Crest} must be paid as normal. If this cannot be paid, then the [Bound Primal] automatically [Exits]).
  1976.  
  1977. ================================================================================
  1978. Four Guardian Gods -- Divine Talker Extra Style Talents [XXXQ]
  1979. ================================================================================
  1980.  
  1981. Type A
  1982. ----------------------------------------
  1983. To acquire the Style Talents found here, a character must possess [Style: Divine Talker / Type: A].
  1984.  
  1985. «Sacred Word of Radiance»
  1986. Timing : Attack
  1987. Range : 17 Sq.
  1988. Target : 1#
  1989. Cost : [Steps]
  1990. A high-power offensive spell unique to Divine Talkers, which fires a spirit energy light beam at maximum destructiveness through use of kotodama.
  1991. Magical Attack. Deal [Rank: 3] [Magical Damage] to the target (Resist [Cancels]).
  1992.  
  1993. ● «Infinite Spiritual Destruction»
  1994. Timing : Attack
  1995. Range : 17 Sq.
  1996. Target : 1#
  1997. Cost : [3, 3]
  1998. A secret art that weaves together enormous spirit energy with kotodama, amasses power in the form of a yin-yang symbol with mudras, and then releases everything. As a secret of secrets among high-level Divine Talkers, its power is unmatched.
  1999. Magical Attack. Deal [Rank: 4] [Magical Damage] to the target (Resist [Halves]). This Talent may be used once per round.
  2000.  
  2001. ● «Esoteric Sacred Word»
  2002. Timing : Constant
  2003. Range : User
  2004. Target : User
  2005. Cost : None
  2006. Chanting high-level sacred words while signing mudras, you materialize divine spirit energy and wreathe yourself in it.
  2007. Passive Effect. «Origin Mudra» Required. When the target uses «Origin Mudra», they are able to bestow another [Element] other than [Origin Element D] (they may still only bestow one, however). Also, while under the effect of «Origin Mudra», the target gains a +[user's [World Influence LV] (maximum 10)] modifier to [Armor].
  2008.  
  2009. ● «Chant Incarnate»
  2010. Timing : Constant
  2011. Range : User
  2012. Target : User
  2013. Cost : None
  2014. You enhance your reflexes by chanting high-level kotodama. Also, when forming a particular mudra, you can gain a high defensive effect.
  2015. Passive Effect. «Incarnation Mudra» Required. The target gains a +5 modifier to {Initiative}. Also, while under the effect of «Incarnation Mudra», the target gains a +[user's [World Influence LV] (maximum 10)] modifier to [Barrier].
  2016.  
  2017. ● «Sacred Spirit Mudra»
  2018. Timing : Constant
  2019. Range : User
  2020. Target : User
  2021. Cost : None
  2022. Due to the formation of sacramental mudras, you can control spirit energy moment by moment.
  2023. Passive Effect. «Spirit Mudra» Required. The target changes the effect of «Spirit Mudra» to the following: "Passive Effect. Each time [Timing: Start] is reached, the target may add or subtract 1 from up to two [Spirit] dice (adjusting a single die by 2 is allowed; this effect cannot raise it above 6 or lower it below 1)."
  2024.  
  2025. ◎ «Sacred Word Echo»
  2026. Timing : Constant
  2027. Range : User
  2028. Target : User
  2029. Cost : None
  2030. Utilizing the echo of your kotodama, you can continuously weave together even more powerful techniques.
  2031. Passive Effect. «Flowing Kotodama» Required. The target changes the effect of «Flowing Kotodama» to the following: "Unique Effect. Use after the target uses a [Timing: Attack] Talent. The target may use one [Timing: Attack / Cost: X (or) X, X] Talent, treating it as though the [Cost] has already been paid. This Talent may be used once per round (or scene)."
  2032.  
  2033. ◎ «Secret Mudra Mastery»
  2034. Timing : Constant
  2035. Range : User
  2036. Target : User
  2037. Cost : None
  2038. By combining secret mudras handed down by each tradition, you are able to form mudras that control the opponent before they are even able to move.
  2039. Passive Effect. The target may use [Timing: Prep] Talents as though they were [Timing: Start] (this does not make their [Timing] entries be [Stat], however). Also, each time the target uses a [Timing: Prep] Talent, they treat one portion of the [Cost] as already paid.
  2040.  
  2041.  
  2042. Type B
  2043. ----------------------------------------
  2044. To acquire the Style Talents found here, a character must possess [Style: Divine Talker / Type: B].
  2045.  
  2046. «Hymn of Life»
  2047. Timing : Defense
  2048. Range : User
  2049. Target : User
  2050. Cost : [3]
  2051. Through a sacramental song that praises life, you can immediately regenerate and heal wounds you take.
  2052. Use On Damage Reduction. The target [Recovers] 5 {HP}.
  2053.  
  2054. ● «Power Prose»
  2055. Timing : Attack
  2056. Range : 17 Sq.
  2057. Target : 1#
  2058. Cost : [O]
  2059. With a sacramental voice, you grant another large amounts of spirit energy.
  2060. Unique Effect. The target changes one [Spirit] die to any value. This Talent may be used once per round.
  2061.  
  2062. ● «Armament Psalm»
  2063. Timing : Constant
  2064. Range : User
  2065. Target : User
  2066. Cost : None
  2067. By embodying a sacred sound, you can gain resistance against physical attacks, and high vitality.
  2068. Passive Effect. The target may apply the effect of «Amplifying Psalm» to [Armor] as well as [Barrier]. For example, if 10 is selected, gain +10 [Armor] and [Barrier], and reduce {Initiative} by 10.
  2069.  
  2070. ● «Eternal Tone»
  2071. Timing : Constant
  2072. Range : User
  2073. Target : User
  2074. Cost : None
  2075. You are able to sense the flow of the world's spirit energy as sound, and by utilizing that, you can sing in a sacramental voice with greater efficiency.
  2076. Passive Effect. The target gains +5 to [Recovery] effects from Style Talents. Also, the target may use «Amplifying Psalm» as though it were [Cost: O], and «Invigorating Psalm» as though it were [Cost: 3].
  2077.  
  2078. ● «Psalm Transposition»
  2079. Timing : Constant
  2080. Range : User
  2081. Target : User
  2082. Cost : None
  2083. By shifting the interval of your song to a unique form, you materialize the spirit energy of your psalms with a timing that wasn't possible before.
  2084. Passive Effect. The target gains +5 [Barrier]. Also, the target is able to use [Timing: Attack] Style Talents that deal no [Damage] (such as «Harmonic Excitation», etc.) as though they were [Timing: Prep] (this does not change the [Timing] entry to be [Prep]).
  2085.  
  2086. ◎ «Forbidden Prose»
  2087. Timing : Start
  2088. Range : Combat Zone
  2089. Target : 1#
  2090. Cost : None
  2091. By singing a forbidden song, you gather enormous spirit energy from the area around another, and grant it to them.
  2092. Unique Effect. The target gains 2 [Overflow]. This Talent may be used once per session.
  2093.  
  2094. ◎ «Absolute Paean»
  2095. Timing : Constant
  2096. Range : User
  2097. Target : User
  2098. Cost : None
  2099. You have learned a sacramental paean that grants absolute defense against attacks using spells or special abilities.
  2100. Passive Effect. When the target uses «Armored Hymn», they may additionally [Halve] the [Magical Damage] the target takes (quartering it). Also, each time the target uses a [Timing: Defense] Style Talent, they treat one portion of the [Cost] as already paid.
  2101.  
  2102.  
  2103. ================================================================================
  2104. Four Guardian Gods -- Legion Extra Style Talents [XXXR]
  2105. ================================================================================
  2106.  
  2107. Type A
  2108. ----------------------------------------
  2109. To acquire the Style Talents found here, a character must possess [Style: Legion / Type: A].
  2110.  
  2111. «Maximum Range»
  2112. Timing : Start
  2113. Range : User
  2114. Target : User
  2115. Cost : None
  2116. Using sniping techniques you've honed on the battlefield, you increase the range of your weapon beyond its capabilities.
  2117. Unique Effect. The target selects any one of the following values: 1・2・3. Then, they take a penalty to [Active Checks] equal to that value, and after that, increase the [Range] of their [Attack Actions] by a number of squares equal to their chosen value (for example, if 2 is selected, take -2 to [Active Checks], then gain +2 Sq. to the [Range] of [Attack Actions]). If [Range] is something other than [X Sq.], then gain +2 at [Damage Calculation] instead (to a maximum of +6).
  2118.  
  2119. ● «Long Range Snipe»
  2120. Timing : Unique
  2121. Range : User
  2122. Target : User
  2123. Cost : [5]
  2124. Sniping from long range, you hit an opponent's vitals.
  2125. Use On Damage Calculation. The target gains a modifier at [Damage Calculation] equal to the number of squares to the [Target] of the [Attack Action]. (To a maximum of +10. For example, if there are 6 Sq. to the target, then gain +6 at [Damage Calculation].) This Talent may be used once per round, and cannot be applied to [Weapon Attacks].
  2126.  
  2127. ● «Callous Pursuit»
  2128. Timing : Unique
  2129. Range : Combat Zone
  2130. Target : 1#
  2131. Cost : [E]
  2132. You make a followup attack on a fallen enemy, having no mercy for them.
  2133. Unique Effect. Use at any time the target has a negative [Shift]. The user may make 1x [Weapon Attack]. This Talent may be used once per round (or scene).
  2134.  
  2135. ● «Eagle Eyes»
  2136. Timing : Unique
  2137. Range : User
  2138. Target : User
  2139. Cost : None
  2140. You enhance your vision and focus by using spirit energy, allowing you to ignore distractions for a moment and make an attack.
  2141. Use On Active Check. The target momentarily changes the total of all [Active Check] penalties received this round to 0. (For example, even if "dark place", [Darkness], and «Maximum Range» would inflict -7 to [Active Checks], change -7 to 0.) This Talent may be used once per round.
  2142.  
  2143. ● «Concentrated Assault»
  2144. Timing : Constant
  2145. Range : User
  2146. Target : User
  2147. Cost : None
  2148. By unleashing a focused assault with even greater precision, you can converge continuous attacks into one deadly strike.
  2149. Passive Effect. The target may choose to change the effect of «Focused Assault» to the following: "Use While Active. Make an [Attack Action] on the target, and gain the effect of either ① or ②.
  2150. ① [Physical Attack]: User gains +3 [Rank].
  2151. ② [Magical Attack]: Deal [Rank: 4] [Magical Damage] to the target (Resist [Halves])."
  2152.  
  2153. ◎ «Precision Snipe»
  2154. Timing : Constant
  2155. Range : User
  2156. Target : User
  2157. Cost : None
  2158. Making a snipe from long range, you pierce an opponent's vitals with unparalleled precision.
  2159. Passive Effect. «Long Range Snipe» Required. When using «Long Range Snipe», the target gains an additional modifier at [Damage Calculation] equal to the number of squares to the [Target] of the [Attack Action]. (Combined with «Long Range Snipe», maximum +20. For example, if there are 6 Sq. to the target, then gain +12 at [Damage Calculation]. This cannot be applied to [Weapon Attacks].)
  2160.  
  2161. ◎ «Clever Tactics»
  2162. Timing : Constant
  2163. Range : User
  2164. Target : User
  2165. Cost : None
  2166. You can execute any number of techniques and tactics due to the cleverness created over long years of combat intuition.
  2167. Passive Effect. The target gains a +1 modifier to [Active Checks]. Also, when the target uses «Combat Maneuver» «Focused Fire» or «Strategic Move», they treat one portion of the [Cost] as already paid.
  2168.  
  2169.  
  2170. Type B
  2171. ----------------------------------------
  2172. To acquire the Style Talents found here, a character must possess [Style: Legion / Type: B].
  2173.  
  2174. «Explosive Proficiency»
  2175. Timing : Constant
  2176. Range : User
  2177. Target : User
  2178. Cost : None
  2179. Due to special training, you are skilled in the use of throwing grenades, shuriken, rocket launchers, and talismans.
  2180. Passive Effect. When the target performs a [Weapon Attack] when using an [Item: Consumable], they gain a +[user's [World Influence LV] (max +10)] modifier during [Damage Calculation].
  2181.  
  2182. ● «All-Out Charge»
  2183. Timing : Unique
  2184. Range : 7 Sq.
  2185. Target : 1#
  2186. Cost : [Steps]
  2187. Making full use of your singular tactics, you make an all-out charge with your nearby allies, vastly improving your power.
  2188. Use On Damage Calculation. The target gains a modifier at [Damage Calculation] equal to the number of PCs (target included) [Engaged] with them, x3 (to a maximum of +15). The effect of this Talent cannot be applied to [Weapon Attacks]. This Talent may be used once per round (or scene).
  2189.  
  2190. ● «Efficient Operation»
  2191. Timing : End
  2192. Range : User
  2193. Target : User
  2194. Cost : None
  2195. Due to the skill with which you operate, lacking waste of any sort, you can use medicine or throw an explosive during a break in the fighting.
  2196. Unique Effect. The target uses one [Stored] [Item: Consumable]. This Talent does not spend [End], and may only be used once per round (or scene).
  2197.  
  2198. ● «Instant Installation»
  2199. Timing : Unique
  2200. Range : User
  2201. Target : User
  2202. Cost : None
  2203. Utilizing a nearby car, boulder, residence, or even corpse, you create an obstacle or cover with haste.
  2204. Unique Effect. Use at any time. The target [Installs] one [Obstacle] equivalent to a "Common Residence" in an adjacent unoccupied square. This Talent may be used twice per round (or scene).
  2205.  
  2206. ● «Control Distance»
  2207. Timing : Constant
  2208. Range : User
  2209. Target : User
  2210. Cost : None
  2211. Precisely grasping the distance between enemy and ally, you can gain a decisive advantage by controlling those factors.
  2212. Passive Effect. The target increases the [Range] of their [Attack Actions] by 2 Sq. (if [Range: Combat Zone], gain +2 at [Damage Calculation] instead). Also, when using a [Style: Legion] Talent that allows movement, increase the distance that can be moved by 2 Sq. (for example, when using «Spread Out!», the target may move up to 4 Sq instead).
  2213.  
  2214. ◎ «Guiding Tactics»
  2215. Timing : Unique
  2216. Range : Combat Zone
  2217. Target : 1#
  2218. Cost : [5]
  2219. Utilizing cover or an obstacle and leading an enemy, the moment your foe reaches a certain spot, you let them have it.
  2220. Unique Effect. Use at any time that the target moves adjacent to an [Obstacle]. The user may use one [Style: Legion / Timing: Attack / Cost: X (or) X, X] Talent, treating the [Cost] as already paid. This Talent may be used once per round (or scene).
  2221.  
  2222. ◎ «Veteran Soldier»
  2223. Timing : Constant
  2224. Range : User
  2225. Target : User
  2226. Cost : None
  2227. This Talent represents having high combat prowess, having mastery as a Legion, due to your harsh training or long years of experience.
  2228. Passive Effect. When the target has [Shift: Covered], they reduce [Damage] they take by an additional 10 (when using «Perfect Cover», reduce [Damage] by 25). Also, when using [Style: Legion / Timing: Attack] Talents, the target gains an additional +1 [Rank].
  2229.  
  2230.  
  2231. ================================================================================
  2232. Four Guardian Gods -- Legacy User Extra Style Talents [XXXS]
  2233. ================================================================================
  2234.  
  2235. Type A
  2236. ----------------------------------------
  2237. To acquire the Style Talents found here, a character must possess [Style: Legacy User / Type: A].
  2238.  
  2239. «Protecting Etherlight»
  2240. Timing : Start
  2241. Range : User
  2242. Target : User
  2243. Cost : None
  2244. Wielding the power your Regalia hides, convert that power into defensive strength.
  2245. Unique Effect. The target selects one value from 6・8・10, then takes a penalty to their total {PD} equal to that value (if this would lower it below 0, that value cannot be selected). After, the target gains a bonus equal to the chosen value to [Armor]. (For example, if 6 is selected, reduce {PD} by 6, then increase [Armor] by 6).
  2246.  
  2247. ● «Spirit Surge»
  2248. Timing : Unique
  2249. Range : User
  2250. Target : User
  2251. Cost : None
  2252. Instantly transferring the power held within your Regalia to yourself, you are bathed in a sublime glow of etherlight.
  2253. Unique Effect. Use when the start spends [Timing: Start]. When the target spends 1x [Start], they change the value of one [Spirit] die to "2". This Talent may be used once per combat (or scene).
  2254.  
  2255. ● «Automatic Attack»
  2256. Timing : Unique
  2257. Range : User
  2258. Target : User
  2259. Cost : None
  2260. The power enveloping your Regalia seizes your body, and once it recognizes an enemy, it automatically directs you to unleash a vicious assault.
  2261. Unique Effect. Use when the start spends [Timing: Start]. When the target spends 1x [Start], make 1x [Weapon Attack]. This Talent may be used once per combat (or scene).
  2262.  
  2263. ● «Regalia Unification»
  2264. Timing : Constant
  2265. Range : User
  2266. Target : User
  2267. Cost : None
  2268. By unifying with the spirit of your Regalia itself, you can draw out spirit energy with greater efficiency, enhancing the power of your techniques.
  2269. Passive Effect. «Spirit Ray» or «Etherlight Regalia» Required. Until [End] of the round in which the target used either «Spirit Ray» or «Etherlight Regalia», they gain a +[user's [World Influence LV] (max +10)] modifier at [Damage Calculation]. This effect cannot be applied to [Weapon Attacks].
  2270.  
  2271. ● «Spirit Replenish»
  2272. Timing : Constant
  2273. Range : User
  2274. Target : User
  2275. Cost : None
  2276. After launching an unseen strike, you replenish your Godforged Regalia with the spirit energy drifting through the area.
  2277. Passive Effect. «Overflowing Spirit» Required. After using «Overflowing Power», the target changes the value of one [Spirit] die to "2".
  2278.  
  2279. ◎ «Regalia of Elimination»
  2280. Timing : Unique
  2281. Range : User
  2282. Target : User
  2283. Cost : None
  2284. Embodying a legendary Godforged Regalia using your spirit energy, you become highly effective against certain kinds of enemies.
  2285. Use On Damage Calculation. «Regalia of Ruin» Required. The target gains a +"1d6 x 6" modifier at [Damage Calculation] made against a non-[Boss] [Mononoke]. This Talent may be used once per combat (or scene).
  2286.  
  2287. ◎ «Curse of Death»
  2288. Timing : Constant
  2289. Range : User
  2290. Target : User
  2291. Cost : None
  2292. A frightening curse resides within your Godforged Regalia, and those who are wounded by it cannot heal for while afterwards.
  2293. Passive Effect. «Cut the Thread of Life» Required. Change the effect of «Cut the Thread of Life» to the following: "Until [End] of the next round, the target reduces [Recovery] effect they receive by 40 (to a minimum of 0)."
  2294.  
  2295.  
  2296. Type B
  2297. ----------------------------------------
  2298. To acquire the Style Talents found here, a character must possess [Style: Legacy User / Type: B].
  2299.  
  2300. «Regalia's Powers»
  2301. Timing : Constant
  2302. Range : User
  2303. Target : User
  2304. Cost : None
  2305. Due to various circumstances, your Regalia has come to possess unique powers, and as its possessor, you can use them.
  2306. Passive Effect. The target gains two [Item: Gear / Cost: Unsellable] and can use them. If this Talent is designated for "Change Talent" at [Advancement], the target loses both [Item: Gear / Cost: Unsellable] they gained.
  2307.  
  2308. ● «Automatic Counter»
  2309. Timing : Unique
  2310. Range : User
  2311. Target : User
  2312. Cost : [2]
  2313. The power surrounding the Regalia controls it possessor's body, and unleashes a counterattack upon its possessor being damaged.
  2314. Use On Damage Reduction. The target may make 1x [Weapon Attack]. This Talent may be used once per round (or scene), and the target of the [Weapon Attack] does not get a [Reaction Check].
  2315.  
  2316. ● «Vessel of Victory»
  2317. Timing : Unique
  2318. Range : User
  2319. Target : User
  2320. Cost : None
  2321. Materializing power to bring victory in combat, the Regalia grants its possessor that power for but a moment.
  2322. Use when the target declares a talent. The target may use that Talent as though it were [Cost: O]. This Talent may be used once per session.
  2323.  
  2324. ● «Sacred Treasure of Counteraction»
  2325. Timing : Constant
  2326. Range : User
  2327. Target : User
  2328. Cost : None
  2329. This Talent represents that your Regalia is a powerful item, its spirit energy capable not only of healing but detoxifying as well.
  2330. Passive Effect. The target gains +5 {HP}. Also, the [Target] of the user's «Sacred Treasure of Healing» additionally gains any one of [Remove: Darkness・Poison・Pain].
  2331.  
  2332. ● «Regalia of Eternity»
  2333. Timing : Constant
  2334. Range : User
  2335. Target : User
  2336. Cost : None
  2337. This Talent represents that your Regalia has, for many, many years, brought glory to its possessor. It grants tremendous vitality to the Awakened, and long-lasting life to Innocents.
  2338. Passive Effect. The target gains +15 {HP}.
  2339.  
  2340. ◎ «Ritual of Revival»
  2341. Timing : Unique
  2342. Range : User
  2343. Target : User
  2344. Cost : None
  2345. You draw tremendous power from your Regalia by embodying the legend of a resurrection, which rejects your wounds and revives you.
  2346. Use On Damage Reduction. The target changes [Damage] they take to 0. After, the target [Removes] all negative [Shifts] other than [Downed・Taken Out・Dead], and changes their current {HP} to 1. This Talent may be used once per session.
  2347.  
  2348. ◎ «Melee Weapon Resist»
  2349. Timing : Constant
  2350. Range : User
  2351. Target : User
  2352. Cost : None
  2353. With your Regalia adorning your body, you become resistant to a certain form of weapon, by its embodying the story of repelling a hero's sword or spear.
  2354. Passive Effect. The target gains +5 [Armor]. Also, when the target acquires this Talent, this designate one from [Form: Sword・Spear・Axe・Hammer]. When they do, record the name of this Talent like «Melee Weapon Resist: X» (where X is the chosen [Form]). The target [Halves] the [Physical Damage] they take from the designated [Form] of [Melee Weapon].
  2355.  
  2356.  
  2357. ================================================================================
  2358. Four Guardian Gods -- Time Wizard Extra Style Talents [XXXT]
  2359. ================================================================================
  2360.  
  2361. Type A
  2362. ----------------------------------------
  2363. To acquire the Style Talents found here, a character must possess [Style: Time Wizard / Type: A].
  2364.  
  2365. «Break Leap»
  2366. Timing : Prep
  2367. Range : User
  2368. Target : User
  2369. Cost : [E]
  2370. You accelerate your personal time at regular intervals, making it look as though you repeatly teleport.
  2371. Unique Effect. The target may [Install] themselves in a square up to 2 Sq. away from their current square. This Talent does not spend [Prep], and may be used once per round (or scene).
  2372.  
  2373. ● «Chronos Intercept»
  2374. Timing : Defense
  2375. Range : User
  2376. Target : User
  2377. Cost : [1]
  2378. You intercept your opponent's weapon attack with an accelerated art or your own special spell.
  2379. Unique Effect. User when the user becomes the [Target] of a [Weapon Attack]. Make an [Opposed Check] using {Conjure} against the result of the [Weapon Attack] (treat this as a [Reactive Check]). If successful, cancel the [Damage] and other effects of that [Weapon Attack].
  2380.  
  2381. ● «Clock Aim»
  2382. Timing : Unique
  2383. Range : Combat Zone
  2384. Target : 1#
  2385. Cost : [O]
  2386. Invoking a spatial spell as you aim, you pierce your target's weak point with supernatural precision.
  2387. Use On Damage Reduction. The target [Halves] their [Armor] or [Barrier]. This Talent may be used once per round (or scene).
  2388.  
  2389. ● «Clock Remove»
  2390. Timing : Constant
  2391. Range : User
  2392. Target : User
  2393. Cost : None
  2394. While invoking your technique, you create a momentary gap in time using a spatial-temporal spell, then take that moment to regain your footing.
  2395. Passive Effect. The target gains +5 to {Initiative}. After the target uses a Style Talent of either [Timing: Prep・Unique], they gain one of [Remove: Fallen・Darkness].
  2396.  
  2397. ● «Clock Charge»
  2398. Timing : Constant
  2399. Range : User
  2400. Target : User
  2401. Cost : None
  2402. Invoking a unique spatial-temporal spell as you use a technique, you build up power accordingly to the distance you move.
  2403. Passive Effect. The target gains a modifier at [Damage Calculation] equal to the number of squares moved during this round via Talents the target used on themselves (to a maximum of +10; for example, if the target has already moved 9 Sq. due to using «Blink Move» and «Zero Style», they gain +9 to [Damage Calculation]). This effect does not carry over to the next turn, and does not count [Move Actions] (excluding «Shadow Breach») or [Installs].
  2404.  
  2405. ◎ «Chronos Boost»
  2406. Timing : Unique
  2407. Range : User
  2408. Target : User
  2409. Cost : None
  2410. Gathering spirit energy as you invoke a spatial-temporal spell, you convert the power you gained into a warm glow after losing your spell, infusing your whole body with it.
  2411. Unique Effect. «Clock Action» Required. Use after the target uses a Style Talent of either [Timing: Prep・Unique]. The target gains 1 [Overflow]. This Talent may be used once per round (or scene).
  2412.  
  2413. ◎ «Time Master»
  2414. Timing : Constant
  2415. Range : User
  2416. Target : User
  2417. Cost : None
  2418. This Talent represents that you are an expert who has mastered the foundations of space-time magic. Within the Mage Association, those who have this distinction are granted ranks higher than those of High Masters.
  2419. Passive Effect. The target is able to use «Blink Move» «Flip Warp» «Break Leap» and «Chronos Interception» as though they were [Cost: None].
  2420.  
  2421.  
  2422. Type B
  2423. ----------------------------------------
  2424. To acquire the Style Talents found here, a character must possess [Style: Time Wizard / Type: B].
  2425.  
  2426. «Kairos Move»
  2427. Timing : Unique
  2428. Range : User
  2429. Target : User
  2430. Cost : [1]
  2431. After evading an attack, you invoke a temporal spell to slow down time, letting you instantly move a certain distance.
  2432. Unique Effect. User after the target succeeds at a [Reactive Check]. After the reaction, the target may move up to 5 Sq., ignoring [Engagements]. This Talent may be used once per round (or scene).
  2433.  
  2434. ● «Time Shield»
  2435. Timing : Start
  2436. Range : 5 Sq.
  2437. Target : 1#
  2438. Cost : [1]
  2439. You throw up a shield of time itself around another, causing the velocity of incoming bullets and projectiles to drop precipitously.
  2440. Unique Effect. The target [Halves] [Damage] taken from [Form: Ranged・Magical] [Weapon Attacks].
  2441.  
  2442. ● «Kairos Crash»
  2443. Timing : Attack
  2444. Range : Engaged
  2445. Target : 1#
  2446. Cost : [1, 1, 1]
  2447. You invoke a powerful temporal spell when you touch your opponent, causing their soul itself to be torn apart.
  2448. Magical Attack. Deal [Rank: 6] [Magical Damage] to the target (Resist [Halves]). This Talent may be used once per round (or scene).
  2449.  
  2450. ● «Time Snare»
  2451. Timing : Unique
  2452. Range : User
  2453. Target : User
  2454. Cost : [E]
  2455. Weaving together time slowing spells while you invoke a technique, you unleash an attack in the momentary gap you make.
  2456. Unique Effect. Use after the target uses either of a [Timing: Prep・Unique] Style Talent. The target may make 1x [Weapon Attack]. This Talent may be used once per round (or scene).
  2457.  
  2458. ● «Time Break»
  2459. Timing : Unique
  2460. Range : Combat Zone
  2461. Target : 1#
  2462. Cost : [E]
  2463. By freezing part of their spirit energy, you render the technique your opponent is about to use incomplete, canceling it.
  2464. Use when the target declares a Talent. Cancel the effect of a single [Timing: End] Talent the target uses. This Talent may be used once per round (or scene).
  2465.  
  2466. ◎ «Time Assault»
  2467. Timing : Unique
  2468. Range : Combat Zone
  2469. Target : 1#
  2470. Cost : [1]
  2471. You slow time right when an enemy starts to move, then when they stop moving, you invoke a powerful spell.
  2472. Unique Effect. Use after the target's [Move Action] or [Install] ends. The user may use one [Timing: Attack / Cost: X (or) X, X] Talent, treating the [Cost] as already paid. This Talent may be used once per round (or scene).
  2473.  
  2474. ◎ «Time Exception»
  2475. Timing : Constant
  2476. Range : User
  2477. Target : User
  2478. Cost : None
  2479. A Time Wizard ultimate art, wherein by manipulating your internal time, you can gather your circulating spirit energy and create a redundancy, which can be utilitized.
  2480. Passive Effect. The target may use [Style: Time Wizard / Type: B / Timing: Unique] Talents as though they were [Cost: O].
  2481.  
  2482. ================================================================================
  2483. Four Guardian Gods -- Items: Weapons [XXXU]
  2484. ================================================================================
  2485. ------------------------
  2486. Form: Sword [XXXU-1]
  2487. ------------------------
  2488. Obsidian Sword
  2489. Restrict : None
  2490. Mode : One Hand
  2491. ACC : +1
  2492. PD : +6
  2493. INIT : None
  2494. Cost : 3000G
  2495. [Form: Sword / Range: Engaged / Target: 1#]. *A longsword type Artificial Regalia constructed from obsidian. This blade shines like glass, and possesses the power to be used as a medium for magic.*
  2496. While [Equipped], treat as though [Equipped] with a [Magical Weapon].
  2497.  
  2498.  
  2499. Shadow Blade
  2500. Restrict : Dark Hunter
  2501. Mode : Switch Hand
  2502. ACC : None
  2503. PD : +8 / +9
  2504. INIT : None / +1
  2505. Cost : 3000G
  2506. [Form: Sword / Range: Engaged / Target: 1#]. *A sword-type artificial regalia dedicated to a legendary ninja. This black blade harbors a powerful spirit.*
  2507. While [Equipped], once per round, gain +1 Rank to the [Damage Calculation] of [Style: Dark Hunter / Timing: Attack] Talents.
  2508.  
  2509.  
  2510. Ancient Spirit Sword
  2511. Restrict : Martial / Utility
  2512. Mode : Two Hands
  2513. ACC : +1
  2514. PD : +11
  2515. INIT : -2
  2516. Cost : 5000G
  2517. [Form: Sword / Range: Engaged / Target: 1#]. This sword was originally an ancient japanese sword, converted into an Artificial Regalia after it was unearthed. It's built-up spiritual energy can be used to provide protection to it's user.
  2518. While [Equipped], gain +5 [Armor].
  2519.  
  2520.  
  2521. Dragon Blade
  2522. Restrict : Dark Hunter
  2523. Mode : Switch Hand
  2524. ACC : None
  2525. PD : +10 / +11
  2526. INIT : None / +1
  2527. Cost : 5000G
  2528. [Form: Sword / Range: Engaged / Target: 1#]. *A sword-type artificial regalia dedicated to a legendary ninja. A dragon-god's protection is engraved on the blade.*
  2529. While [Equipped], once per round, gain +1 Rank to the [Damage Calculation] of [Style: Dark Hunter / Timing: Attack] Talents.
  2530.  
  2531.  
  2532. Mystic Ancient Blade
  2533. Restrict : Martial
  2534. Mode : Two Hands
  2535. ACC : None
  2536. PD : +11
  2537. INIT : -2
  2538. Cost : 5000G
  2539. [Form: Sword / Range: Engaged / Target: 1#]. *This valuable, ancient sword was forged in the Kamakura period and converted into an Artificial Regalia. It has excellent sharpness and toughness.*
  2540. While [Equipped], [Targets] reduce their [Armor] by 3 (to a minimum of 0).
  2541.  
  2542.  
  2543. Spirit Saber
  2544. Restrict : Arcane
  2545. Mode : Two Hands
  2546. ACC : None
  2547. PD : +15
  2548. INIT : -1
  2549. Cost : 8000G
  2550. [Form: Sword / Range: Engaged / Target: 1#]. *This bladeless handle is an Artificial Regalia. When it's user concentrates, a blade made of pure spirit energy is projected.*
  2551. While [Equipped], once per round, the user gains a modifier at Magic [Damage Calculation] equal to any one of their {Main Stats}.
  2552.  
  2553.  
  2554. Totsuka-no-tsurugi
  2555. Restrict : Martial
  2556. Mode : Two Hands
  2557. ACC : +1
  2558. PD : +15
  2559. INIT : -1
  2560. Cost : 10000G
  2561. [Form: Sword / Range: Engaged / Target: 1#]. *An Artificial Regalia created from an old sword manufactured in the age of the gods.*
  2562. While [Equipped], reduce damage received from non-[Boss] [Mononoke ・Godhunters] by 5.
  2563.  
  2564.  
  2565. Sword of the Thirteenth Cycle
  2566. Restrict : Martial
  2567. Mode : Two Hands
  2568. ACC : None
  2569. PD : +16
  2570. INIT : +2
  2571. Cost : 15000G
  2572. [Form: Sword / Range: Engaged / Target: 1#]. *A reproduction of an ancient, holy blade used by a king in the age of the gods.*
  2573. While [Equipped], gain +5 to [Damage Calculation] against non-[Boss] [Mononoke ・Godhunters].
  2574.  
  2575. ------------------------
  2576. Form: Spear [XXXU-2]
  2577. ------------------------
  2578. Magical Spear
  2579. Restrict : None
  2580. Mode : Two Hand
  2581. ACC : +1
  2582. PD : +5
  2583. INIT : None
  2584. Cost : 2800G
  2585. [Form: Spear / Range: Engaged / Target: 1#]. *A spear type Artificial Regalia that functions as a magical focus.*
  2586. While [Equipped], treat as though [Equipped] with a [Magical Weapon].
  2587.  
  2588.  
  2589. Killing Needle
  2590. Restrict : None
  2591. Mode : One Hand
  2592. ACC : +1
  2593. PD : +4
  2594. INIT : None
  2595. Cost : 2800G
  2596. [Form: Spear / Range: Engaged / Target: 1#]. *A needle type Artificial Regalia with a huge range.*
  2597. While [Equipped], once per turn, change the [Range] of [Attack Actions] to [8 Sq.].
  2598.  
  2599.  
  2600. White Wood Spear
  2601. Restrict : None
  2602. Mode : One Hand
  2603. ACC : None
  2604. PD : +6
  2605. INIT : None
  2606. Cost : 3100G
  2607. [Form: Spear / Range: Engaged / Target: 1#]. *A sacred white wood, made into a spear-type artificial regalia with the power of a god.*
  2608. While [Equipped], when making [Physical Attacks] against [Class: Undead - Chaos], gain +1 [Physical Rank].
  2609.  
  2610.  
  2611. Spirit Spear
  2612. Restrict : Martial / Utility
  2613. Mode : Two Hand
  2614. ACC : +1
  2615. PD : +7
  2616. INIT : None
  2617. Cost : 4000G
  2618. [Form: Spear / Range: Charge 2 Sq. / Target: 1#]. *This spear Artificial Regalia emits spirit at the time of an attack to extend it's range.*
  2619. While [Equipped], once per round, the user may force a [Target] that failed their {Evasion} check to move 1 square in any direction, ignoring Engagements.
  2620.  
  2621.  
  2622. Training Lance
  2623. Restrict : None
  2624. Mode : Two Hand
  2625. ACC : None
  2626. PD : +8
  2627. INIT : +1
  2628. Cost : 4000G
  2629. [Form: Spear / Range: Engaged / Target: 1#]. *A spear-type Artificial Regalia that also doubles as a slender longsword.*
  2630. While [Equipped], once per round, when making a [Physical Attack], change the [Form / Range / Target] to [Form: Sword / Range: Charge 2 Sq. / Target: 1#].
  2631.  
  2632.  
  2633. Death Needle
  2634. Restrict : None
  2635. Mode : One Hand
  2636. ACC : +1
  2637. PD : +7
  2638. INIT : +1
  2639. Cost : 6000G
  2640. [Form: Spear / Range: Engaged / Target: 1#]. *A needle-type Artificial Regalia constructed from high-ranking materials. It has the power to destroy concepts.*
  2641. While [Equipped], once per turn, change the [Range] of [Attack Actions] to [8 Sq.]. Also, [Targets] reduce their [Armor] by 3 (to a minimum of 0).
  2642.  
  2643.  
  2644. Arcane Spear
  2645. Restrict : None
  2646. Mode : Two Hand
  2647. ACC : +1
  2648. PD : +5
  2649. INIT : -1
  2650. Cost : 8500G
  2651. [Form: Spear / Range: Engaged / Target: 1#]. *An enhanced magical spear that boasts the ability to be used as a magic focus as well as a weapon.*
  2652. While [Equipped], treat as though [Equipped] with a [Magical Weapon], and when making a [Magical Attack], gain +5 to [Magical Damage].
  2653.  
  2654.  
  2655. Strengthened Spirit Spear
  2656. Restrict : Martial
  2657. Mode : Two Hand
  2658. ACC : None
  2659. PD : +10
  2660. INIT : +1
  2661. Cost : 8500G
  2662. [Form: Spear / Range: Charge 2 Sq. / Target: 1#]. *An enhanced spirit spear that releases a greater amount of power when attacking.*
  2663. While [Equipped], once per round, the user may force a [Target] that failed their {Evasion} check to move 1 square in any direction, ignoring Engagements.
  2664.  
  2665.  
  2666. God Needle
  2667. Restrict : Martial
  2668. Mode : One Hand
  2669. ACC : +1
  2670. PD : +10
  2671. INIT : +3
  2672. Cost : 10000G
  2673. [Form: Spear / Range: Engaged / Target: 1#]. *The apex of needle-type Regalia. This model can even kill gods.*
  2674. While [Equipped], once per turn, change the [Range] of [Attack Actions] to [8 Sq.]. Also, [Targets] reduce their [Armor] by 3 (to a minimum of 0).
  2675.  
  2676. ------------------------
  2677. Form: Axe [XXXU-3]
  2678. ------------------------
  2679. Whirlwind Blade
  2680. Restrict : None
  2681. Mode : One Hand
  2682. ACC : None
  2683. PD : +5
  2684. INIT : +1
  2685. Cost : 3800G
  2686. [Form: Axe / Range: Engaged / Target: 1#]. *A war ring-type Artificial Regalia equipped with several blades that resemble petals. The user can get a deflect attacks by spinning it.*
  2687. While [Equipped], once per round, reduce [Physical Damage] taken from [Form: Ranged] by 5.
  2688.  
  2689.  
  2690. Electric Powersaw
  2691. Restrict : Martial
  2692. Mode : Two Hand
  2693. ACC : +1
  2694. PD : +10
  2695. INIT : -2
  2696. Cost : 3800G
  2697. [Form: Axe / Range: Engaged / Target: 1#]. *A super-sized saw-like Artificial Regalia with a blade that can pierce spirit energy.*
  2698. While [Equipped], once per combat, inflict [Shift: Dead] on any Mononoke with "x#" written in their [Name] that you deal at least 1 point of [Damage] to.
  2699.  
  2700.  
  2701. Holy Axe
  2702. Restrict : None
  2703. Mode : Two Hand
  2704. ACC : -1
  2705. PD : +12
  2706. INIT : None
  2707. Cost : 3800G
  2708. [Form: Axe / Range: Engaged / Target: 1#]. *A waraxe-type Artificial Regalia equipped with the spiritual power to slay evil.*
  2709. While [Equipped], when making [Physical Attacks] against [Class: Undead - Chaos], gain +1 [Physical Rank].
  2710.  
  2711.  
  2712. Spirit Kusarigama
  2713. Restrict : Martial / Utility
  2714. Mode : Switch Hand
  2715. ACC : None
  2716. PD : +11/+12
  2717. INIT : None/+1
  2718. Cost : 5500G
  2719. [Form: Axe / Range: Engaged / Target: 1#]. *An Artificial Regalia created from a Kusarigama, said to have been used by skilled ninja.*
  2720. While [Equipped], once per round, change the range of a [Physical Attack] to [6 Sq.].
  2721.  
  2722.  
  2723. Heavy Harpe
  2724. Restrict : Martial
  2725. Mode : Two Hand
  2726. ACC : -1
  2727. PD : +12
  2728. INIT : +2
  2729. Cost : 5500G
  2730. [Form: Axe / Range: Engaged / Target: 1#]. *A thick axe-type artificial regalia that weighs a lot.*
  2731. While [Equipped, once per round, the user may inflict [Shift: Fallen] onto [Targets] that recieved at least 1 point of [Damage].
  2732.  
  2733.  
  2734. Hell Scissors
  2735. Restrict : Martial / Utility
  2736. Mode : Two Hand
  2737. ACC : -1
  2738. PD : +13
  2739. INIT : +2
  2740. Cost : 7500G
  2741. [Form: Axe / Range: Engaged / Target: 1#]. *Special spirit-endowed scissors manufactured by processing a high-ranking scissor spirit. If an enemy is weak, they cut through it in a single blow.*
  2742. While [Equipped], once per round, gain +10 to [Damage Calculation] against non-[Boss] [Mononoke - Godhunters].
  2743.  
  2744.  
  2745. Chain Guillotine
  2746. Restrict : Martial / Utility
  2747. Mode : Two Hand
  2748. ACC : None
  2749. PD : +14
  2750. INIT : -1
  2751. Cost : 7500G
  2752. [Form: Axe / Range: 5 Sq. / Target: 1#]. *A unique Artificial Regalia constructed from a heavy blade attached to a chain. It's used to attack by swinging the chain.*
  2753. While [Equipped], once per round, gain +10 to [Damage Calculation] against non-[Boss] [Mononoke - Godhunters].
  2754.  
  2755.  
  2756. Shadow Sickle
  2757. Restrict : Dark Hunter
  2758. Mode : Switch Hand
  2759. ACC : +1
  2760. PD : +14/+15
  2761. INIT : +1/+2
  2762. Cost : 10000G
  2763. [Form: Axe / Range: Engaged / Target: 1#]. *A top-of-the-line Kusarigama constructed with cutting-edge technology. It has tremendous sharpness and tension.*
  2764. While [Equipped], once per round, change the range of a [Physical Attack] to [6 Sq.]. Also, gain +1 to the result of [Evasion] checks.
  2765.  
  2766.  
  2767. Crimson End
  2768. Restrict : Martial
  2769. Mode : Two Hand
  2770. ACC : -1
  2771. PD : +15
  2772. INIT : +3
  2773. Cost : 10000G
  2774. [Form: Axe / Range: Engaged / Target: 1#]. *This massive axe Artificial Regalia has a crimson blade and a large handle. Every time it kills, it releases evil energy.*
  2775. While [Equipped], [Targets] reduce their [Armor] by 15 (to a minimum of 0).
  2776.  
  2777. ------------------------
  2778. Form: Hammer [XXXU-4]
  2779. ------------------------
  2780. Exorcist Gear
  2781. Restrict : Arc Slayer
  2782. Mode : Two Hands
  2783. ACC : -1
  2784. PD : +4
  2785. INIT : -1
  2786. Cost : 1300G
  2787. [Form: Hammer / Range: Engaged / Target: 1#]. *These hand-crafted Artificial Regalia are often disguised as gloves or shoes.*
  2788. While [Equipped], treat as though [Equipped] with [Unarmed]. Also, gain +5 to [Damage Calculation] against non-[Boss] [Mononoke.
  2789.  
  2790.  
  2791. Large Sledgehammer
  2792. Restrict : None
  2793. Mode : Two Hands
  2794. ACC : None
  2795. PD : +5
  2796. INIT : None
  2797. Cost : 2600G
  2798. [Form: Hammer / Range: Engaged / Target: 1#]. *An oversized sledgehammer with a long, metal handle.*
  2799. While [Equipped], once per combat, when making a [Physical Attack], gain +1 [Rank].
  2800.  
  2801.  
  2802. Hardened Gloves
  2803. Restrict : Martial
  2804. Mode : Two Hands
  2805. ACC : +1
  2806. PD : +6
  2807. INIT : -2
  2808. Cost : 3400G
  2809. [Form: Hammer / Range: Engaged / Target: 1#]. *Close-Combat Artificial Regalia with a magic ability to launch opponents.*
  2810. While [Equipped], treat as though [Equipped] with [Unarmed]. Also, once per round, the user may inflict [Shift: Fallen] onto [Targets] that failed their [Reactive Check].
  2811.  
  2812.  
  2813. Guardian Tonfa
  2814. Restrict : Martial / Utility
  2815. Mode : One Hand
  2816. ACC : None
  2817. PD : +7
  2818. INIT : +1
  2819. Cost : 4100G
  2820. [Form: Hammer / Range: Engaged / Target: 1#]. *Tonfa-Type Artificial Regalia that provide powerful protection to their user.*
  2821. While [Equipped], gain +2 to [Armor] and [Barrier].
  2822.  
  2823.  
  2824. Heavenly Kanabo
  2825. Restrict : Martial / Utility
  2826. Mode : Two Hand
  2827. ACC : +1
  2828. PD : +10
  2829. INIT : +1
  2830. Cost : 6800G
  2831. [Form: Hammer / Range: Engaged / Target: 1#]. *A powerful Kanabo that has been remodelled.*
  2832. While [Equipped], [Targets] of a [Physical Attack] reduce their [Armor] by 5 (to a minimum of 0).
  2833.  
  2834.  
  2835. Giganto Hammer
  2836. Restrict : Martial
  2837. Mode : One Hand
  2838. ACC : None
  2839. PD : +12
  2840. INIT : +1
  2841. Cost : 6800G
  2842. [Form: Hammer / Range: Engaged / Target: 1#]. *A massive, powerful hammer-type Artificial Regalia with high weight.*
  2843. While [Equipped], the user gains +2 [Armor] and [Size].
  2844.  
  2845.  
  2846. Dragon God Tonfa
  2847. Restrict : Martial
  2848. Mode : One Hand
  2849. ACC : +1
  2850. PD : +10
  2851. INIT : +1
  2852. Cost : 8000G
  2853. [Form: Hammer / Range: Engaged / Target: 1#]. *Tonfa-Type Artificial Regalia that provide the protection of a dragon god. They offer excellent power and defense.*
  2854. While [Equipped], gain +3 to [Armor] and [Barrier].
  2855.  
  2856.  
  2857. Wisdom King Gear
  2858. Restrict : Martial
  2859. Mode : Two Hands
  2860. ACC : +1
  2861. PD : +14
  2862. INIT : +3
  2863. Cost : 10000G
  2864. [Form: Hammer / Range: Engaged / Target: 1#]. *Hand-made Artificial Regalia that contain the power of both Vidyaraja and Ragaraja.*
  2865. While [Equipped], treat as though [Equipped] with [Unarmed].
  2866.  
  2867.  
  2868. Euclidean Hammer
  2869. Restrict : Martial
  2870. Mode : Two Hands
  2871. ACC : +1
  2872. PD : +17
  2873. INIT : None
  2874. Cost : 10000G
  2875. [Form: Hammer / Range: Engaged / Target: 1#]. *A heavily modified sledgehammer created from theorems on cursed axioms. It destroys adversaries, and the concept of space-time.*
  2876. While [Equipped], twice per combat, treat a [Physical Attack] as [Special Attack].
  2877.  
  2878. ------------------------
  2879. Form: Ranged [XXXU-5]
  2880. ------------------------
  2881. Mausoleum
  2882. Restrict : Hanyou, Divine Soul
  2883. Mode : Two Hands
  2884. ACC : -1
  2885. PD : +5
  2886. INIT : None
  2887. Cost : 2000G
  2888. [Range: 5 Sq. / Target: 1#]. *This Artificial Regalia is a stringed instrument, made with rare materials. Because spirit energy is needed to use it, it cannot be used unless by those with a special pedigree or a god.*
  2889. While [Equipped], treat [Physical Attacks] as [Special Attacks].
  2890.  
  2891.  
  2892. Gale Shuriken
  2893. Restrict : Martial / Utility
  2894. Mode : One Hand
  2895. ACC : None
  2896. PD : +5
  2897. INIT : +1
  2898. Cost : 4400G
  2899. [Range: 7 Sq. / Target: 3#]. *This shuriken-type Regalia turns at high speed when endowed with spirit energy, allowing it to make sucessive attacks.*
  2900. While [Equipped], once per combat, gain +1# to the [Target] of a [Physical Attack]. Also, throwing this [Weapon] does not render it unuseable.
  2901.  
  2902.  
  2903. Gale Knives
  2904. Restrict : Utility
  2905. Mode : One Hand
  2906. ACC : None
  2907. PD : +6
  2908. INIT : +2
  2909. Cost : 4400G
  2910. [Range: 5 Sq. / Target: 1#]. *These Artificial Regalia take the form of throwing knives, darts, or needles. Their penetration can be enhanced by filling them with spirit energy.*
  2911. While [Equipped], once per combat, [Halve] the armor of the target of a [Physical Attack]. Also, throwing this [Weapon] does not render it unuseable.
  2912.  
  2913.  
  2914. Spirit Shuriken
  2915. Restrict : Utility
  2916. Mode : One Hand
  2917. ACC : None
  2918. PD : +9
  2919. INIT : None
  2920. Cost : 6000G
  2921. [Range: 7 Sq. / Target: 3#]. *These curse tags transform into knives after thrown, and relentlessly home in on their targets.*
  2922. While [Equipped], once per round, the [Target] of a [Physical Attack] reduces their armor by 3 (minimum 0). Also, throwing this [Weapon] does not render it unuseable.
  2923.  
  2924.  
  2925. Explosive Fist
  2926. Restrict : Utility
  2927. Mode : One Hand
  2928. ACC : +1
  2929. PD : +8
  2930. INIT : None
  2931. Cost : 8000G
  2932. [Range: 5 Sq. / Target: 1#]. *These curse tags transform into phantom fists after thrown, and relentlessly hammer their target.*
  2933. While [Equipped], once per round, gain +5 to [Damage Calculation] against non-[Boss] [Mononoke - Godhunters].
  2934.  
  2935.  
  2936. Hornet Fin
  2937. Restrict : Utility
  2938. Mode : One Hand
  2939. ACC : +1
  2940. PD : +10
  2941. INIT : +1
  2942. Cost : 10000G
  2943. [Range: 7 Sq. / Target: 1#]. *A replica of a sacred treasure known in legends. While it is a reproduction, it holds extraordinary power.*
  2944. While [Equipped], by spending 1x [Prep] before making an [Attack Action], gain +2# until the end of the round.
  2945.  
  2946.  
  2947. Snake Fin
  2948. Restrict : Utility
  2949. Mode : One Hand
  2950. ACC : +1
  2951. PD : +11
  2952. INIT : None
  2953. Cost : 10000G
  2954. [Range: 5 Sq. / Target: 1#]. *A replica of a sacred treasure known in leginds. While it is a reproduction, it is especially deadly.*
  2955. While [Equipped], by spending 1x [Prep] when making an [Attack Action], gain +1 [Rank].
  2956.  
  2957.  
  2958.  
  2959. Spirit Knives
  2960. Restrict : Utility
  2961. Mode : One Hand
  2962. ACC : None
  2963. PD : +9
  2964. INIT : None
  2965. Cost : 6000G
  2966. [Range: 5 Sq. / Target: 1#]. *These curse tags transform into deadly blades of light after thrown.
  2967. While [Equipped], once per round, the [Target] of a [Physical Attack] reduces their armor by 3 (minimum 0). Also, throwing this [Weapon] does not render it unuseable.
  2968.  
  2969.  
  2970. Zhao Wei
  2971. Restrict : None
  2972. Mode : One Hand
  2973. ACC : +1
  2974. PD : +8
  2975. INIT : None
  2976. Cost : 8000G
  2977. [Range: 7 Sq. / Target: 1#]. *A throwing knife-type Artificial Regalia that can only be wielded by those with spiritual power.*
  2978. While [Equipped], once per round, increase the [Range] of a [Physical Attack] by 2 Sq. Also, throwing this [Weapon] does not render it unusable.
  2979.  
  2980. ------------------------
  2981. Form: Magic [XXXU-6]
  2982. ------------------------
  2983. Onmyodo Seals
  2984. Restrict : Arcane
  2985. Mode : Two Hand
  2986. CNJ : -1
  2987. MD : +4
  2988. INIT : None
  2989. Cost : 1500G
  2990. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *A magic focus, made into an Artificial Regalia, used in the Onmyo Bureau Era.*
  2991. While [Equipped], once per round, increase the [Target] of the user's [Magical Attacks] by 1#.
  2992.  
  2993.  
  2994. Guardian Seals
  2995. Restrict : Arcane / Utility
  2996. Mode : One Hand
  2997. CNJ : -1
  2998. MD : +4
  2999. INIT : None
  3000. Cost : 4000G
  3001. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *A reinforced Onmyodo Deck. Depending on your draw, it's user can attack and defend at the same time.*
  3002. While [Equipped], once per round, gain +2 [Armor].
  3003.  
  3004.  
  3005. Offensive Shikigami
  3006. Restrict : Arcane
  3007. Mode : One Hand
  3008. CNJ : -1
  3009. MD : +5
  3010. INIT : -1
  3011. Cost : 4000G
  3012. [Magical Attack / Range: 5 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *A shikigami endowed with a large amount of spiritual power. Their appearance varies.*
  3013. While [Equipped], once per round, gain +3 to [Magic Damage] against non-[Boss] [Mononoke].
  3014.  
  3015.  
  3016. Advanced Seals
  3017. Restrict : Arcane / Utility
  3018. Mode : One Hand
  3019. CNJ : None
  3020. MD : +5
  3021. INIT : +1
  3022. Cost : 8000G
  3023. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *Onmyodo Seals that have been enhanced even further. This new version can deploy physical barriers instantly.*
  3024. While [Equipped], once per round, gain +3 [Armor].
  3025.  
  3026.  
  3027. Reinforced Magic Pistol
  3028. Restrict : None
  3029. Mode : One Hand
  3030. CNJ : None
  3031. MD : +6
  3032. INIT : None
  3033. Cost : 8000G
  3034. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *This unique Artificial Regalia is called a magic pistol.*
  3035. While [Equipped], once per round, increase the [Target] of the user's [Magical Attacks] by 1#.
  3036.  
  3037.  
  3038. Demon Shikigami
  3039. Restrict : Arcane
  3040. Mode : One Hand
  3041. CNJ : None
  3042. MD : +7
  3043. INIT : -1
  3044. Cost : 8000G
  3045. [Magical Attack / Range: 5 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *A shikigami with an even greater amount of power, and a level of aggression to match.*
  3046. While [Equipped], once per round, gain +3 to [Magic Damage] against non-[Boss] [Mononoke].
  3047.  
  3048.  
  3049. Secret Seals
  3050. Restrict : Arcane / Utility
  3051. Mode : One Hand
  3052. CNJ : +1
  3053. MD : +5
  3054. INIT : +1
  3055. Cost : 10000G
  3056. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *Advanced Onmyodo Seals only used by ancient Onmyo Bureau masters.*
  3057. While [Equipped], once per round, reduce damage recieved by 3.
  3058.  
  3059.  
  3060. Ultimate Magic Pistol
  3061. Restrict : None
  3062. Mode : One Hand
  3063. CNJ : +1
  3064. MD : +8
  3065. INIT : None
  3066. Cost : 10000G
  3067. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *A magic pistol remodelled for maximum power.*
  3068. While [Equipped], once per round, increase the [Target] of the user's [Magical Attacks] by 1#.
  3069.  
  3070.  
  3071. High-Level Shikigami
  3072. Restrict : None
  3073. Mode : One Hand
  3074. CNJ : None
  3075. MD : +10
  3076. INIT : None
  3077. Cost : 10000G
  3078. [Magical Attack / Range: 5 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *A shikigami so far modified it has taken on a different form. The pinnacle of artificial deities.*
  3079. While [Equipped], once per round, gain +3 to [Magic Damage] against non-[Boss] [Mononoke].
  3080.  
  3081. ================================================================================
  3082. Four Guardian Gods -- Items: Protectors, Consumables, and Gear [XXXV]
  3083. ================================================================================
  3084.  
  3085. ------------------------
  3086. Suits [XXXV-1]
  3087. ------------------------
  3088. [Protector: Suit] Reinforced Uniform
  3089. Restrict : Martial
  3090. EVA : +1
  3091. INIT : +1
  3092. ARMOR : +3
  3093. BARRIER : None
  3094. Cost : 2000g
  3095. *A school uniform with spiritual reinforcement. At first glance, it appears to be an ordinary uniform, but it's protection is so high it deflects bullets from ordinary firearms.*
  3096.  
  3097.  
  3098. [Protector: Suit] Spirit Garments
  3099. Restrict : Arcane
  3100. EVA : -1
  3101. INIT : +1
  3102. ARMOR : +2
  3103. BARRIER : +1
  3104. Cost : 2000g
  3105. *A garment with an Onmyodo mark sewn on the back. They come in various shapes, such as suits or school uniforms. This armor is unique to Kyoto, and it's favored by students belonging to the Demon Hunter's Society.*
  3106.  
  3107.  
  3108. [Protector: Suit] Spirit Robes
  3109. Restrict : Heroic Spirit / Divine Soul
  3110. EVA : +1
  3111. INIT : -2
  3112. ARMOR : +2
  3113. BARRIER : +1
  3114. Cost : 2000g
  3115. *Kimonos typically worn by sages, youkai, divine souls, and heroic spirits. While these garments appear normal, they're as sturdy as steel and regenerate within days if they're broken or torn.*
  3116.  
  3117.  
  3118. [Protector: Suit] Element Garb
  3119. Restrict : Elemental Adept
  3120. EVA : None
  3121. INIT : -1
  3122. ARMOR : +4
  3123. BARRIER : None
  3124. Cost : 4000g
  3125. *Formal Clothes, modified with magic to enhance the power of elements. Whenever the user exerts an element, the power is amplified.*
  3126. While [Equipped], gain +2 at [Damage Calculation] when bestowed with an [Element].
  3127.  
  3128.  
  3129. [Protector: Suit] Spirit Garb
  3130. Restrict : None
  3131. EVA : -1
  3132. INIT : None
  3133. ARMOR : +4
  3134. BARRIER : +1
  3135. Cost : 4000g
  3136. *This clothing assists in the activation of curses. At first glance, it resembles ordinary clothes.*
  3137. While [Equipped], once per combat, negate an [Additional Effect] that [Range: Combat Zone / Target: #1] uses at [Damage Reduction].
  3138.  
  3139.  
  3140. [Protector: Suit] Magical Adjunct Coat
  3141. Restrict : Arcane
  3142. EVA : +1
  3143. INIT : None
  3144. ARMOR : +4
  3145. BARRIER : +2
  3146. Cost : 6000g
  3147. *An enchanted coat with the ability to enhance it's users magic. Among the Eight Legions, this gear is favored senior exorcists of the Kusakabe family.*
  3148. While [Equipped], once per combat, gain +1# to the [Target] of an [Attack Action].
  3149.  
  3150.  
  3151. [Protector: Suit] Anti-Spirit Vest
  3152. Restrict : Arcane
  3153. EVA : None
  3154. INIT : +1
  3155. ARMOR : +5
  3156. BARRIER : +2
  3157. Cost : 6000g
  3158. *A bulletproof vest that increases defense against ranged attacks to the limit. It's shape ranged from thick to thin, but all can be worn under clothing.*
  3159. While [Equipped], once per combat, reduce [Damage] recieved by 5.
  3160.  
  3161.  
  3162. [Protector: Suit] High-Ranking Shinto Robes
  3163. Restrict : Heroic Spirit
  3164. EVA : +1
  3165. INIT : -1
  3166. ARMOR : +7
  3167. BARRIER : None
  3168. Cost : 6000g
  3169. *A spiritualized coat created for Heroic Spirits. It has a gorgeous appearance that emits a beautiful, rainbow Aura regardless of what look the armor itself has.*
  3170. While [Equipped], once per combat, reduce [Magic Damage] recieved by 5.
  3171.  
  3172.  
  3173. [Protector: Suit] Onmyoji Robes
  3174. Restrict : None
  3175. EVA : +1
  3176. INIT : +1
  3177. ARMOR : +5
  3178. BARRIER : +5
  3179. Cost : 10000g
  3180. *Clothing-Type Artificial Regalia with advanced Onmyodo spells sewn in. Mainly manufactured in the vicinity of Kyoto, some come in shapes other than robes; namely suits or uniforms. These clothes are favored by leaders of the Eight Legions.*
  3181. While [Equipped], once per round, reduce [Damage] recieved by 5.
  3182.  
  3183. ------------------------
  3184. Consumables [XXXV-2]
  3185. ------------------------
  3186. Fake ID
  3187. Use : Other
  3188. Cost : 100G
  3189. *Fake registration forged by members of various organizations. In most cases, people in the underworld use them to hide their personal histories, but there are mononoke who use them to live as human beings.*
  3190. Consult with your GM to decide the details.
  3191.  
  3192. Yarkigen A
  3193. Use : Other
  3194. Cost : 100G
  3195. *Sumizuka Pharmecutical's brand-name healing tonic. This liquid eliminates your fatigue at a rapid rate.*
  3196. Use as [Range: Engaged / Target: 1#]. The target [Recovers] 10 {HP}
  3197.  
  3198. Sacred Tools
  3199. Use : Other
  3200. Cost : 150G
  3201. *A sacred tree created from a cursed vine. It can also be used as a hair clip if needed.*
  3202. When used in a [Sanctum] or a [Sacred Area], the occurrence of a [Sanctum Crisis] is delayed. Used before [Range: User / Target: User] rolls the [Limit Progress] dice. The target gains a -1 modifier (minimum 1) on the result. [Sacred Tools] can only be used once per scene.
  3203.  
  3204. Tracking Incense
  3205. Use : Other
  3206. Cost : 200G
  3207. *A mysterious incense that can reveal hidden traces of supernatural incidents.*
  3208. Can only be used out of battle. [Timing: Unique / Range: User / Target: User]. Gain a +1 Modifier to the result of a {Main Stat} check.
  3209.  
  3210. Shuriken
  3211. Use : Other
  3212. Cost : 250G
  3213. *A small, flat, shuriken typically used by ninja.*
  3214. Use as a [Weapon Attack] with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. If the user deals [Physical Damage], they gain +1 [Physical Rank]. Do not apply the [PD] of [Equipped] [Weapons] to this [Consumable].
  3215.  
  3216. Yarkigen D
  3217. Use : Other
  3218. Cost : 300G
  3219. *An ultra-powerful healing tonic created by Sumizuka Pharmecutical. This liquid instantly eliminates your fatigue.*
  3220. Use as [Range: Engaged / Target: 1#]. The target [Recovers] 20 {HP}
  3221.  
  3222. Ritual Tools
  3223. Use : Other
  3224. Cost : 400G
  3225. *Wooden bark scraped from a sacred tree. By installing it in a Sanctum, or a Sacred Area, it delays the occurance of a [Sanctum Crash].*
  3226. When used in a [Sanctum] or a [Sacred Area], the occurrence of a [Sanctum Crisis] is delayed. Used before [Range: User / Target: User] rolls the [Limit Progress] dice. The target gains a -2 modifier (minimum 1) on the result. [Ritual Tools] can only be used once per scene.
  3227.  
  3228. Offensive Talisman
  3229. Use : Other
  3230. Cost : 700G
  3231. *A valuable medium or amulet that can be used to focus attack magic. By projecting one's spirit into it, you can attack an enemy.*
  3232. Use as a [Weapon Attack] with [Magic Weapon / Range: 7 Sq. / Target: 3# / Resist: Cancel]. If the user deals [Magical Damage], they gain +1 [Magical Rank].
  3233.  
  3234. Divine Tools
  3235. Use : Other
  3236. Cost : 1500G
  3237. *A branch taken from a sacred tree, inhabited with the spirit of a god.*
  3238. When used in a [Sanctum] or a [Sacred Area], the occurrence of a [Sanctum Crisis] is delayed. Used before [Range: User / Target: User] rolls the [Limit Progress] dice. The target gains a -3 modifier (minimum 1) on the result. [Divine Tools] can only be used once per scene.
  3239. ------------------------
  3240. Gear [XXXV-3]
  3241. ------------------------
  3242. Corporate Employee
  3243. Use : Other
  3244. Cost : 100G
  3245. *Top-notch employees hired for various jobs.*
  3246. If contacted, they will perform a variety of tasks for you without any hassle (The details will be determined by the GM).
  3247.  
  3248. Helicopter
  3249. Use: Other
  3250. Cost: 500G
  3251. A private helicopter used [Out of Combat]. Gain a +1 Modifier to the result of [Appearance] Checks. Awakened are not hurt by common physical objects, so vehicles like this can't become [Weapons].
  3252.  
  3253. Private Organization
  3254. Use : Other
  3255. Cost : 500G
  3256. *A private organization that sponsors it's owner. There are various forms such, as support groups, followers, fans and friends.*
  3257. If contacted, they will perform a variety of tasks for you without any hassle (The details will be determined by the GM).
  3258.  
  3259. Spirit Orchids
  3260. Use: Rest (Sleep)
  3261. Cost: 500G
  3262. *A special spiritual thread created by a divine spirit. Cover your body in it to erase your fatigue.*
  3263. The user gains +10 to [Rest Recovery Amount].
  3264.  
  3265. Small Fairy
  3266. Use : Other
  3267. Cost : 700G
  3268. *Sprites and Fairies created, or summoned with magic. They use their spiritual power to support their owner.*
  3269. Once per session, the user gains a +1 modifier to the result of a {Main Stat} check made [Out of Combat].
  3270.  
  3271. Ship
  3272. Use : Other
  3273. Cost : 800G
  3274. *A ship, such as a large yacht or a cruiser. They contain plenty of living facilities.*
  3275. Usable [Out of Combat]. Awakened are not hurt by common physical objects, so vehicles like this can't become [Weapons]. The user gains +10 to [Rest Recovery Amount].
  3276.  
  3277. Shrine
  3278. Use : Rest (Meal)
  3279. Cost : 1000G
  3280. *A large shrine dedicated to a Divine Soul or a Heroic Spirit. It overflows with pure spirit.*
  3281. The user gains +20 to [Rest Recovery Amount].
  3282.  
  3283. Sacred Ritual Implements
  3284. Use : Rest (Prep)
  3285. Cost : 1000G
  3286. *A rare set of sacred treasures used when performing rituals using spiritual power.*
  3287. The user gains +8 to [Rest Recovery Amount].
  3288.  
  3289. Base
  3290. Use : Rest (Meal)
  3291. Cost : 7500G
  3292. *A huge secret facility equipped with vehicles and artificial gods. It also contains numerous living facilities.*
  3293. The user gains +25 to [Rest Recovery Amount].
  3294.  
  3295. Animal Incarnation
  3296. Use : Other
  3297. Cost : Unsellable
  3298. *The user can take a specified animal's appearance at any time (treat as [Maneuver: Disguise / Result: 15], lasts for a whole scene).*
  3299. At the time of Acquisition, specify one animal that the user transform into (Example: "Fox", "Cat", etc.). When this happens, enter [Animal Incarnation: "X" (Where X is the name of the animal)]. The user automatically transforms to the designated form after taking [Shift: Downed, Taken Out, Dead]. This item cannot be obtained by someone with [Sacred Treasure Incarnation].
  3300.  
  3301. Sacred Treasure Incarnation
  3302. Use : Other
  3303. Cost : Unsellable
  3304. *The user can take the form of a specified weapon, armor, shield, or accessory at any time (treat as [Maneuver: Disguise / Result: 15], lasts for a whole scene).*
  3305. At the time of Acquisition, specify one item that the user transform into (Example: "Two-Handed Sword", "Shinto Priest's Robe", etc.). When this happens, enter [Animal Incarnation: "X" (Where X is the name of the animal)]. The user automatically transforms to the designated form after taking [Shift: Downed, Taken Out, Dead]. This item cannot be obtained by someone with [Animal Incarnation].
  3306.  
  3307. Stealth
  3308. Use : Other
  3309. Cost : Unsellable
  3310. *By changing the color of your entire body, you blend in with the surrounding landscape.*
  3311. Only usable [Out of Combat]. Even if there are no [Obstacles] adjacent to the target, the user may either gain [Shift: Hidden] (treat as [Action: Concealment / Result: 10]), or +3 to the [Result] of a concealment roll made to gain [Shift: Hidden].
  3312.  
  3313. Additional Limbs
  3314. Use : Other
  3315. Cost : Unsellable
  3316. *This item represents having multiple arms, legs, mouths, eyes, tails, or wings.*
  3317. The number is arbitrary, but determined at the time this item is obtained. The user ignores penalties from [Bad Footing]. This item does not increase the number of items you can [Equip].
  3318.  
  3319. Stretchy Limbs
  3320. Use : Other
  3321. Cost : Unsellable
  3322. *The owner can freely expand and contract specific parts of their body, like their neck and arms.*
  3323. Gain a modifier of +2 to [Climb] checks ({Strength}).
  3324. >Gain +2 to [Maneuver: Climb] checks.
  3325.  
  3326. Seperation
  3327. Use : Other
  3328. Cost : Unsellable
  3329. *Your head, arms, or other limbs can detach and float seperately.*
  3330. Gain +2 to [Maneuver: Track - Climb] checks.
  3331.  
  3332. Dreamer
  3333. Use: Other
  3334. Cost: Unsellable
  3335. *You have the ability to view dreams and share them with others. This also gives you the powerful to rest comfortably.*
  3336. Once per session, gain +20 to [Rest Recovery Amount].
  3337.  
  3338. Spiritual Division
  3339. Use: Other
  3340. Cost: Unsellable
  3341. *Eject your alter ego out of your body and manipulate it freely.*
  3342. Ignore the restriction of [Eavesdrop]. Gain +1 to [Maneuver: Eavesdrop] checks.
  3343.  
  3344. Allied Youkai
  3345. Use : Other
  3346. Cost : Unsellable
  3347. *Youkai who follow their master.*
  3348. If contacted, they will perform a variety of tasks for you without any hassle (The details will be determined by the GM).
  3349.  
  3350. Mount
  3351. Use: Other
  3352. Cost: Unsellable
  3353. *Move people or items by putting on your back or storing them in your body.*
  3354. Only usable [Out of Combat]. Move a number of people up to your [Size] (1 for Size 0) wherever you go.
  3355.  
  3356. Premonition
  3357. Use: Other
  3358. Cost: Unsellable
  3359. *You can see vague visions of possible futures. Once you've glimpsed them, you can warn others to avoid a crisis.*
  3360. Once per session, add a -1 modifier to a target's [Maneuver].
  3361.  
  3362. Hallucination
  3363. Use: Other
  3364. Cost: Unsellable
  3365. *By making full use of light, sound, or spirit energy, you generate illusions that trick the senses.*
  3366. Once per session, the user may alter or erase the thoughts and memories of Innocents in the [Scene] (the GM decides the details).
  3367.  
  3368. Wall-Walking
  3369. Use: Other
  3370. Cost: Unsellable
  3371. *Traverse walls and ceilings by manipulating spirit energy.*
  3372. Once per scene, gain +1 to [Maneuver: Acrobatics - Climb] checks.
  3373.  
  3374. Ultra-Soft Body
  3375. Use: Other
  3376. Cost: Unsellable
  3377. *You have an especially soft body that makes it possible to squeeze through confined spaces.*
  3378. Once per scene, gain +1 to [Maneuver: Acrobatics - Disguise] checks.
  3379.  
  3380. Awe-Inspiring Beauty
  3381. Use: Other
  3382. Cost: Unsellable
  3383. *Your appearance and atmosphere exude beauty that appeals to the souls of all living beings.*
  3384. If you reveal your true form, innocents that witness it will not be afraid (However, the details are up to the GM). If you acquire this item, you cannot acquire Fundamental Fear.
  3385.  
  3386. Fundamental Fear
  3387. Use: Other
  3388. Cost: Unsellable
  3389. *Your appearance and atmosphere are frightening, which triggers the primal instincts of all living things.*
  3390. Once per scene, instantly render Innocents unconscious (Which does not erase their memory).
  3391. If you acquire this item, you cannot acquire Awe-Inspiring Beauty.
  3392.  
  3393. Fortune Medium
  3394. Use: Other
  3395. Cost: Unsellable
  3396. *Your mere presence in an area brings fortune in the form of good harvests, or catches. If you live in a human home (Or similar), it's inhabitants will gain prosperity and wealth.*
  3397. Once per session, gain a +1 modifier to a {Luck} check.
  3398.  
  3399. Possession
  3400. Use: Other
  3401. Cost: Unsellable
  3402. *By converting yourself to pure spirit energy, you can possess an innocent for a period of time. While possessed, their consciousness remains asleep.*
  3403. Once per session, take control of an Innocent (The details are up to the GM).
  3404.  
  3405. Healing Power
  3406. Use: Other
  3407. Cost: Unsellable
  3408. *Your body and blood has the effects of spiritual medicines. Given to an innocent, it's possible to cure their diseases or extend their lifespan.*
  3409. Only usable [Out of Combat]. Once per session, a [Target: 1#] [Recovers] 10 HP.
  3410.  
  3411. Supple Flesh
  3412. Use: Other
  3413. Cost: Unsellable
  3414. *Your body and blood are extremely delicious.* If an Innocent consumes them, they will be impressed by it's taste, and remember it for the rest of their lives (The details are determined by the GM).*
  3415. Only usable [Out of Combat]. Once per session, a [Target: 1#] [Recovers] 10 HP.
  3416.  
  3417. Deadly Toxin
  3418. Use: Other
  3419. Cost: Unsellable
  3420. *Your body and blood are extremely poisonous.* If an Innocent consumes them, they they will be incapacited and fall into a state of near-death.
  3421. An antidote must be manufactured from the owner of Deadly Toxin, or a consumable with the effect [Remove: Poison] (The details are determined by the GM).*
  3422.  
  3423. Golden Treasure
  3424. Use: Other
  3425. Cost: Unsellable
  3426. *A Unique spiritual power that creats silk fabrics, jewels, gold and silver, and a treasure worth hundreds of thousands of yen- Equal in value to a single fool's gold.*
  3427. Earn 1G, once per session.
  3428.  
  3429. Heavenly Song
  3430. Use: Other
  3431. Cost: Unsellable
  3432. *You channel your unique spirit energy into your singing voice or performance skill.*
  3433. Once per scene, gain +1 to [Maneuver: Command - Charm] checks.
  3434.  
  3435. Electromagnetic Force
  3436. Use: Other
  3437. Cost: Unsellable
  3438. *Your power can interfere with electric appliances, like computers or phones.*
  3439. Once per scene, disable a [Mobile] or [Car] in [Range: Combat Zone / Target: 3#] (Details are determined by the GM).
  3440.  
  3441. ================================================================================
  3442. Four Guardian Gods -- Mononoke [XXXW]
  3443. ================================================================================
  3444. Guai Zai / Class: Insecoid / LV: 1 (1)
  3445. Size : 1
  3446. Wits : Low
  3447. Senses : Domain
  3448. Speech : No
  3449. Reaction : Hostile
  3450. ID : 12
  3451. Weakness : [Wind]
  3452. Movement : Walk, Fly
  3453. | ACC | EVA | CNJ | RES | CHK
  3454. {Combat Stats} | 07 | 06 | 01 | 03 | 01
  3455. {Fixed Values} | 14 | 13 | 08 | 10 | 08
  3456. {Initiative} : 4 (3)
  3457. {HP} : 26
  3458. Armor : 2
  3459. Barrier : 1
  3460.  
  3461. Attack Methods
  3462.  
  3463. [Weapon Attack]: Mele Attack / Charge 4 Sq. / 1#
  3464. - [Form: Spear] 1d6+9 physical damage.
  3465.  
  3466. <<Support Action>>: Unique / Combat Zone / 1#
  3467. - The target gains +2 to the result of a [Check]. 1/Round.
  3468.  
  3469. <<Sympathetic Monitoring>>: Unique / Combat Zone / 1#
  3470. The target removes one [Negative Shift].
  3471.  
  3472. <<Forbidden Magic Camoflage>>: Constant / User
  3473. - The target may not be targeted by [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]).
  3474.  
  3475. Materials (2d6)
  3476. 2~9: None
  3477. 10+: Insect Wings/Initiative+1: 500G (Potency: 1)
  3478.  
  3479. Description:
  3480. This mononoke was created via secret oriental magic. They have an eerie appearance that sets them apart from normal insects. They're favored by magicians and Onmyoji who manipulate words, typically used to survey their foes.
  3481.  
  3482. ----------------------------------------
  3483. Stone Fairy / Class: Plant / LV: 3 (1)
  3484. Size : 2
  3485. Wits : High
  3486. Senses : Magic
  3487. Speech : Yes
  3488. Reaction : Mercurial
  3489. ID : 15
  3490. Weakness : [Fire]
  3491. Movement : Walk
  3492. | ACC | EVA | CNJ | RES | CHK
  3493. {Combat Stats} | 04 | 05 | 09 | 03 | 01
  3494. {Fixed Values} | 11 | 12 | 16 | 10 | 08
  3495. {Initiative} : 5 (4)
  3496. {HP} : 55
  3497. Armor : 4
  3498. Barrier : 3
  3499.  
  3500. Attack Methods
  3501.  
  3502. [Weapon Attack]: Magical Attack / 10 Sq. / 1# / Cancels
  3503. - [Form: Magic] 2d6+12 magical damage.
  3504.  
  3505. <<Dimension Jump>>: Prep / User
  3506. - [Install] the target up to 10 Sq. away.
  3507.  
  3508. <<Gravel Scavenge>>: Magical Attack / 5 Sq. / 3# / Cancels
  3509. - [Element: Magnet / Form: Magic] 1d6+15 magical damage.
  3510.  
  3511. <<Stone Fairy Spirit Power>>: Constant / User
  3512. - As long as the target does not have [Shift: Dead], [Class: Plant] NPCs other than [Bosses] in the [Combat Zone] gain a cumulative +5 Armor/Barrier (Maximum +20) every time they become the target of an [Attack Action].
  3513.  
  3514. Materials (2d6)
  3515. Auto: Spirit Stone Fragment /Barrier+2: 1000G (Potency: 2)
  3516.  
  3517. Description:
  3518. A stone or rock that has lasted for many years, and become a mononoke. If someone tries to remove the stone without the permission of the Nushi or Mountain God, the spirit appears as a beautiful woman and attempts to steal their soul.
  3519.  
  3520. ----------------------------------------
  3521. Okubi / Class: Plant / LV: 6 (2)
  3522. Size : 4
  3523. Wits : Clever
  3524. Senses : Domain
  3525. Speech : Yes
  3526. Reaction : Mercurial
  3527. ID : 22
  3528. Weakness : [Shock]
  3529. Movement : Walk, Fly
  3530. | ACC | EVA | CNJ | RES | CHK
  3531. {Combat Stats} | 13 | 01 | 14 | 03 | 01
  3532. {Fixed Values} | 20 | 08 | 21 | 10 | 08
  3533. {Initiative} : 17 (8)
  3534. {HP} : 71
  3535. Armor : 10
  3536. Barrier : 10
  3537.  
  3538. Attack Methods
  3539.  
  3540. [Weapon Attack]: Ranged Attack / 10 Sq. / 1#
  3541. - [Form: Ranged] 4d6+19 physical damage.
  3542.  
  3543. <<Sigh of Disturbance>>: Magical Attack / 7 Sq. / Area / Cancels
  3544. - [Element: Toxic / Form: Magic] 3d6_20 magical damage, and targets that fail their {Resist} check gain [Shift: Poison].
  3545.  
  3546. <<Okubi's Mystery>>: Start / Combat Zone / Combat Zone
  3547. - [Class: Plant / Lv: 3 or less] [Mononoke] chosen by the user may take their turn immediately, regardless of {Initiative} (The order is chosen by the ser). 1/Combat
  3548.  
  3549. <<Commander Specialty>>: Constant / User
  3550. - Mononoke with "x#" in their name in the [Combat Zone] are treated as "Mononoke with the same name".
  3551.  
  3552. Materials (2d6)
  3553. Automatic: Sticky Material/HP+6: 1000G (Potency: 2)
  3554.  
  3555. Description:
  3556. A sacred tree that over the years gained a shard, and became a mononoke. It usually takes the form of a plant, but when it shows its true nature it becomes a giant human head. Most are mild, but when threatened they will try to remove those that entered their territory without permission.
  3557.  
  3558. ----------------------------------------
  3559. Teoi-Hebi / Class: Undead / LV: 1 (1)
  3560. Size : 1
  3561. Wits : Low
  3562. Senses : Heat
  3563. Speech : No
  3564. Reaction : Hostile
  3565. ID : 10
  3566. Weakness : [Light]
  3567. Movement : Walk
  3568. | ACC | EVA | CNJ | RES | CHK
  3569. {Combat Stats} | 04 | 02 | 09 | 05 | 05
  3570. {Fixed Values} | 11 | 09 | 16 | 12 | 12
  3571. {Initiative} : 5 (4)
  3572. {HP} : 26
  3573. Armor : 0
  3574. Barrier : 0
  3575.  
  3576. Attack Methods
  3577.  
  3578. [Weapon Attack]: Magical Attack / Charge 7 Sq. / 1# / Cancels
  3579. - [Form: Magic] 1d6+10 magical damage. [Additional Effect]: The target always ignores [Engagements].
  3580.  
  3581. <<Curse Response>>: Unique / Combat Zone / 1#
  3582. - Use when the target declares a Talent. Perform x1 [Weapon Attack] on the target. 1/Round.
  3583.  
  3584. <<Chowa>>: Constant / User
  3585. - For each mononoke with the same name as the user [Engaged] to the target (including the target), gain +1 {Conjure} and +3 [Magical Damage].
  3586.  
  3587. Materials (2d6)
  3588. 2~9: None
  3589. 10+: Snake Husk/Luck+1: 500G (Potency: 1)
  3590.  
  3591. Description:
  3592. A snake spirit created as a curse upon magicians and onmyoji, resembling a large snake ghost with no physical body. At night, it appears to a target designated by the creator and gradually eats away at their soul.
Add Comment
Please, Sign In to add comment