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(Expansion 01) Kamigakari :: Requiem for the God Soul

Jan 22nd, 2018 (edited)
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  1. [[[[[[[[[!!!!!!!!!!!!!!!!!! THERE IS A PDF AVAILABLE FOR EXPANSION 1 NOW. YOU CAN FIND IT IN THE MEDIAFIRE LINK IN THREAD OR VIA THE DISCORD!!!!!!!!!!!!!!!]]]]]]]]]]]
  2.  
  3. New (5/27/2017): All Mononoke complete! All that's left in Requiem are the two sample episodes and the designer's note in the back. I won't be uploading these, they'll just go straight into the PDF, so this is the final update to Requiem's pastebin.
  4. New (5/18/2017): Has it been that long? Whoa! Added tons of GM Section stuff!
  5. New (2/3/2017): Item: Protectors, Accessories, Consumables, and Gear! (Note: I'm going to move onto Damocles now and translate player options from it. The GM section stuff here still needs to be translated, but will come later.)
  6. New (1/29/2017): Item: Weapons
  7. New (1/28/2017): High Talents, Covers
  8. New (1/27/2017): Introduced TOC, copy 4-letter code and CTRL+F to swiftly move to that header. Common Talents added. Table of Legendary Names added to "Additional Personality" section. Fixed a few Talents, notably that Use While Active thing.
  9.  
  10. TOC
  11. - Understanding the World Setting of Kamigakari ① Race [XXXA]
  12. - Understanding the World Setting of Kamigakari ② Sanctums [XXXB]
  13. - Sanctum Purge [XXXC]
  14. - [Bound Primal] Details [XXXD]
  15. - Additional Kushimitama Uses [XXXE]
  16. - Info on «Combo Skill» [XXXF]
  17. - Additional Personality [XXXG]
  18. - Dragon Lord (Race) [XXXH]
  19. - Divine Soul (Race) [XXXI]
  20. - Heroic Spirit (Race) [XXXJ]
  21. - God Hand (Style) [XXXK]
  22. - Contractor (Style) [XXXL]
  23. - Divine Talker (Style) [XXXM]
  24. - Common Talents [XXXN]
  25. - High Talents [XXXO]
  26. - Cover [XXXP]
  27. - Items: Weapons [XXXQ]
  28. * Form: Sword [XXXQ-1]
  29. * Form: Spear [XXXQ-2]
  30. * Form: Axe [XXXQ-3]
  31. * Form: Hammer [XXXQ-4]
  32. * Form: Ranged [XXXQ-5]
  33. * Form: Magic [XXXQ-6]
  34. - Items: Protectors, Accessories, Gear, Consumables [XXXR]
  35. * Suits [XXXR-1]
  36. * Accessories [XXXR-2]
  37. * Consumables [XXXR-3]
  38. * Gear [XXXR-4]
  39. - GM Section: Special Episode Introductions [XXXS]
  40. - GM Section: Sanctum Purge Episodes [XXXT]
  41. - GM Section: General Sanctum Events [XXXU]
  42. - GM Section: Events List [XXXV]
  43. - GM Section: Boss Talents [XXXW]
  44. - GM Section: Mononoke
  45. * Humanoid [XXXY-1]
  46. * Beast [XXXY-2]
  47. * Insectoid [XXXY-3]
  48. * Plant [XXXY-4]
  49. * Mechanical [XXXY-5]
  50. * Undead [XXXY-6]
  51. * Mythical [XXXY-7]
  52. * Chaos [XXXY-8]
  53.  
  54. ================================================================================
  55. Requiem for the Godsoul -- Understanding the World Setting of Kamigakari ① Race [XXXA]
  56. ================================================================================
  57.  
  58. Inheritors
  59. ----------------------------------------
  60. The parts of humanity that carry divine blood, those born to unusual abilities who have inherited the power of gods, demons, spirits, youkai, and dragons--collectively, these people are called "Inheritors." They are those whose ancestors have deified and worshipped the gods since ancient times. Those ancestors once offered up human sacrifice for the good of the clan, and for their lands. On occasion, one of those humans would grow close with a god, and those clans that are bestowed with those unusual abilities are the ancestors of the Inheritors.
  61.  
  62. The unusual abilities they control are what are generally known as supernatural powers, which are innate talents--in other words, the density of inherited blood, and traits--that cannot be acquired. Moreover, their unusual abilities haven't yet been able to be reproduced with learned techniques, such as science and magic. However, as those abilities are still generated by spirit energy, Inheritors can obtain items that amplify their spirit energy, like Artificial Regalia, and also those abilities can be enhanced, resisted, and nullified through magic and martial arts.
  63.  
  64. Most Inheritor clans possess a leyline, and the masters of those leylines are often successful people in society. Inheritors such as these naturally become influential people within those communities, and depend upon the Innocents that are citizens of their lands. Conversely, there are no small number of clans who have utilized their positions to seize authority and control the people from the shadows. Most leylines under the control of an Inheritor are the legacy of that clan's ancestor god, and as they are the cornerstone of the clan's prosperity, their whereabouts are a tightly-kept secret. Those clans which possess a leyline are always in search of "power"--in other words, strong Godhunters. This is because they must constantly protect their ancestral leyline from other clans and Awakened.
  65.  
  66. In most cases, Inheritors marry other Inheritors. The reason being they don't wish to cause the deterioration of their bloodline, and thus their unusual abilities.
  67.  
  68. In Japan, most Inheritors are affiliated with the Society, more properly known as the Demon Hunter's Society. Although the primary motivation for joining the Society is to protect the world from the Aramitama, and to be united with others who have inherited unusual abilities, there's also the signficance of establishing a situation where one can easily meet a potential spouse, so as not to weaken each other's bloodlines. Because of this, there is no sense of discrimination within the Society for no other reason than, for them, inheriting the power of gods is of vital importance in order to protect their clan, the world, and to defeat the Aramitama. Therefore, even now there are many cases of pre-arranged engagements amongst Inheritors. However, among the more modern-minded Inheritors, there are some who rebel against this.
  69.  
  70. (Column: The Unclean): The [Races] of the world in Kamigakari are able to interbreed. When this happens, the child produced is born as either the mother or the father's [Race]. For example, were a [Scion] to have children with a [Darkstalker], the child would be either a [Scion] or [Darkstalker]. However, very rarely, a child will be born inheriting the characteristics and physical traits of both parents. The Society especially refers to these children as the Unclean. Unclean, by virtue of birth alone, possess overwhelming power and talent. Because of that, in many cases, they are feared as profane, and are imprisoned or given into the custody of a branch family. However, recently, such events are starting to pile up, and frequently develop into supernatural incidents.
  71.  
  72.  
  73. Heroic Spirit
  74. ----------------------------------------
  75. In life, they were great leaders who guided their people. Warlords who lead their country to victory time and again. Warriors who defeated monsters and were enshrined in legend. Noble souls of heroes who have achieved every kind of epic feat imaginable--those are what are known as "Heroic Spirits."
  76.  
  77. Heroic Spirits are half-spirit, half-gods, who, after their deaths, had their epic feats carved into the memories of others, which were then handed down through the ages, eventually deifying them. Those feelings of respect and admiration came to dwell within a Shard, and so, the Heroic Spirit was created. As they are born from the merging of a Shard and the will of people, the so-called strength and memories of the world make up a part of their being, which means they can be considered "Guardians of the World."
  78.  
  79. After Purgatory Night sixteen years ago, many Aramitama began to appear in Japan. Of course, this meant there was a higher risk that an Avatar of Ruin would be born--that is, a risk the world would be destroyed. In order to protect those who had faith in them, or, in order to protect the "world itself" which is where they come from, Heroic Spirits likewise began to manifest in modern society in response to summons or to calling voices.
  80.  
  81. Because Heroic Spirits are "the strength and memories of the world" itself, when they manifest, they already possess a variety of common knowledge and information. And, as their primary motivation is to protect the world, on that point they are already in agreement with modern Godhunters. Because of that, many Heroic Spirits despite to end all Aramitama using the Promise of Ascension. However, due to past personal experiences, there are many Heroic Spirits who hold their own individual desires and wishes in their hearts.
  82.  
  83. (Column: Revenants): Arthur Pendragon. Napoleon Bonaparte. Ryuubi Gentoku. Tokugawa Ieyasu. And more... all are Heroic Spirits that have become eternal existences, the legends of their great deeds being handed down through the ages, from person to person. However, among those Heroic Spirits, there are those who have become existences of fear and madness, their legends, twisted, their misdeeds, exaggerated, and passed on into history. Heroic Spirits such as these are known as Revenants.
  84.  
  85. Though they should have been spoken of as goddesses, the legend of the three Gorgon sisters speaks of them as monsters with cursed eyes that turned all they beheld into stone. Marshal Gilles de Rais was a hero who saved a nation, but then had his eccentricities overstated. These are but a few examples of Heroic Spirits that could be called Revenants.
  86.  
  87. Normally, Revenants are not summoned. However, when one materializes in the world due to a curse, malice, or some kind of accident, rather than protecting the world, they re-enact the twisted legends and exaggerated misdeeds that brought them into being, and seek to destroy the world. Such evil acts will likely attract an Aramitama, and due to their mutual interests, they will often form a Covenant of Souls with one another. When that happens, in order to defeat the Aramitamaized Revenant, their former comrades-in-arms and nemesis alike will be summoned in order to protect the world.
  88.  
  89.  
  90. Divine Soul
  91. ----------------------------------------
  92. Plants and animals that have become powerful youkai over long years. Inorganic material and machines in which the feelings of people dwell within. Ultimately, the wishes of people make these things realize divinity. These inhuman, high-ranking gods--Godhunters exceedingly close to Mononoke--are known as [Divine Souls]. They are, in short, benevolent gods. While Aramitama are born from malice bonding with a Shard, Divine Souls are born from the faith, positivity, and warm feelings of people bonding with a Shard. Because of that, Divine Souls are also called Nigimitama, existences that are opposed to Aramitama. It may help to consider Heroic Spirits as existences where the souls of humanity have gained divinity, whereas Divine Souls are existences where souls of things other than humanity have gained divinity.
  93.  
  94. The goal of Divine Souls is the exact opposite of Aramitama--in other words, they seek to bring peace to the world, and happiness to the people. However, as the faith of the people is like food to them, if no one gives their faith to the Divine Soul, or if they use up all the spirit energy that sustains their forms, they may completely disappear from the world. Because of that, in order to protect their own lands, in order to grant the wishes and requests of those who believe in them, and in order to reinforce the piety directed towards themselves, Divine Souls involve themselves in supernatural incidents.
  95.  
  96. (Column: The Lives of the Gods): Divine Souls have places such as mountains, temples, caverns, and hokora (small roadside shrines) where they live. Many of these places are leylines, and the Divine Souls that control those places, in nearly all cases, are local or earthen gods. They commonly take their original forms--animals, plants, machines, etc.--and live freely, however once a supernatural incident occurs, they set out to resolve it, in the hope it might gather more faith towards them. Also, there are those Divine Souls who are based in temples or have been enshrined, and therefore receive prayer from kannagi and miko. Commonly, those so enshrined will grant the wishes of those who pray to them.
  97.  
  98. As existences with half a soul, Divine Souls do not hunger. That said, they are able to absorb the spirit energy of food, and convert it into their own spirit energy. This also applies to Heroic Spirits. Because of this, many Divine Souls consume the offerings left for them, and they regularly look forward to those. Though, it could be said that the faith placed in the offering, rather than the food made as an offering itself, is what's appetizing.
  99.  
  100. (Column: Requests of the Gods): There are times when Godhunters will receive requests from high ranking Mononoke and Divine Souls. These requests will usually concern a "Sanctum," such as eliminating an Aramitama nesting on a leyline, appeasing or suppressing "Cursed Gods," or repeling other Godhunters who have appeared within a Sanctum with a goal of "God Eating." Godhunters who undertake these requests receive as a reward [Materials] that hold no particular effect, called "Treasures." Requests from Mononoke and Divine Souls are opportunities to earn many [Materials] and further strength Artificial Regalia. Because of this, if there are Godhunters who wish to prepare for a fight with a powerful Aramitama, undertaking these requests with a goal to obtain these "Treasures" in order to strengthen their Regalia is common. (Refer to the [Sanctum] [Cursed God] [God Eating] and [Treasure] columns, below.)
  101.  
  102. (Column: Age & God Name): Divine Souls and Heroic Spirits are existences that have transcended the concept of age. Rather than make PCs with those races work to determine the exact age of their PC, they may instead write a dash. Also, there are those who only give their "God Names" to those they trust, in order to hide their abilities, and are called after their position or an alias, such as "Knight" or "Count" for a Heroic Spirit, or "Wandering God" or "Master" for Divine Souls.
  103.  
  104. ================================================================================
  105. Requiem for the Godsoul -- Understanding the World Setting of Kamigakari ② Sanctums [XXXB]
  106. ================================================================================
  107. A spiritual realm called a sanctuary, "a land far, far away", or the realm of the dead. A supernatural labyrinth created when the Mononoke that controls a leyline--the Nushi--combines «Spirit Barrier» with «Sanctify». That is a [Sanctum], a dimensional space. Within a Sanctum, the normal laws of reality are meaningless. In order to destroy a Sanctum, the Nushi that used «Sanctify» must be defeated. Sanctums are found in a variety of places. They aren't limited to just land and physical locations, but can appear in a variety of places, such as within mirrors, at the bottom of lakes, in television programs and movies, or even within the dreams of a particular creature. The structure, appearance, and size of the interior of a Sanctum is as the Nushi desires. For example, the Sanctum created by a Nushi who reminisces over an old shrine will be a beautiful, labrynthine shrine made up of torii gates that go on endlessly. Or a water god Nushi will have their Sanctum appear as though a massive aquatic palace built over a vast lake.
  108.  
  109. There are many kinds of Sanctums, all with incredible sights, but all of them have two commonalities. The first is that cracks of light reminiscent of lightning can be seen in the sky. This can be seen even in the «Spirit Barriers» of other Awakened. The second, is that it is always night inside of a Sanctum. This is thought to be to protect Mononoke, who have no resistance against the light of day, from the rays of the sun. Because of that, Sanctums are called Eternal Nights, or Everdarks.
  110.  
  111. (Column: Cursed God): The Mononoke fear becoming Cursed Gods. A Cursed God is a condition unique to Mononoke, where madness arises within a soul and they lose their sense of self, becoming savage. Mononoke who have become Cursed Gods completely lose all judgment and reason, and all that move--even their own family--are devoured, and Innocents have their souls stolen.
  112.  
  113. There are three ways for a Mononoke to become a Cursed God. One is by being bathed in strong sunlight. Another is by being wounded by another Cursed God, and their influence infecting their soul. (This depends on the circumstances.) Finally, the power of an Aramitama may directly make a soul frenzied. It should be noted that with a glance, there's no mistaking an Aramitama or other Mononoke for a Mononoke that has become a Cursed God.
  114.  
  115. The only way to save one who has become a Cursed God is to defeat them. Although a defeated Mononoke will disappear, if the Nushi that created the Sanctum is safe, then through using its divine power, it is possible to reincarnate the Cursed God to a previous condition. If for some reason a Cursed God occurs within a Sanctum, the Nushi, aware of the risk, will slip out of the Sanctum, and beg for assistance from other tochigami and Godhunters they are acquainted with. When this happens, they will present an assortment of [Materials] called Treasures as a reward for helping them.
  116.  
  117. (Column: Treasure): When one receives a request from a Nushi or Divine Soul, a reward will be prepared for them as well. Most of this reward comes in the form of works of art, crafted items, precious metals, and sacramental jewels that hold spirit energy. These items are basically [Materials] that have no particular effect, but because they come in those forms, Godhunters have taken to calling them "Treasure." Because completing a request guarantees a certain amount of treasure, it's a more reliable method of obtaining [Materials] than defeating Mononoke. At times, a request that promises treasure is as profitable as Aramitama suppression.
  118.  
  119. (Column: God Eating): On occasion, a friendly Nushi who seeks to coexist with humans will become an ally of mankind. When this happens, the hunting of those Nushi, their families, or those under their protection, as well as the stealing of their leylines, Fool's Gold, or [Materials], becomes prohibited under the laws of the Godhunters. However, there are also those heartless few who will hunt down friendly Nushi and Divine Souls, placing certain circumstances, requests, or even their own preferences above the law. Godhunters who do this are known as "God Eaters," and are universally abhorred and treated as criminals.
  120.  
  121. (Column: Bound Steeds & Bound Primals): An Awakened that has signed a "contract" with a [Contractor] and is set to work by them is called a [Bound Steed] or [Bound Primal]. A "contract" is a secret technique that causes a [Contractor]'s personal «Spirit Barrier» to change into a unique [Sanctum], and becomes the habitat for their [Bound Steed] or [Bound Primal].
  122.  
  123. The difference between a [Bound Steed] and a [Bound Primal] is a matter of compensation. A [Bound Steed] is a Mononoke that forms a contract with a [Contractor] in return for a large quantity of gold infused with powerful spirit energy, and in so doing entrusts their soul to their new master, becoming an invincible existence--the [Contractor]'s Artificial Regalia. They swear an oath of absolute loyalty to their master, and give them their back. Literally, as they become their master's limbs, charging across the battlefield as a mount.
  124.  
  125. Conversely, a [Bound Primal] is a higher-ranking Mononoke or a divinity that forms a contract with the [Contractor] in return for the [Contractor]'s very soul. Although a [Bound Primal] and their [Contractor] form a powerful bond, each time the [Bound Primal] is summoned, it's necessary for the [Contractor] to sacrifice a piece of their soul--or in other words, their {Crest}.
  126.  
  127. ================================================================================
  128. Requiem for the Godsoul -- Sanctum Purge [XXXC]
  129. ================================================================================
  130. In order to find a person that's gone missing inexplicably. In order to defeat the culprit behind a supernatural incident. In order to save an allied tochigami or Mononoke. When the PCs invade a [Sanctum] to achieve a goal, or when the entirety of a session starts with the invasion of a [Sanctum] and ends with leaving it, that's what is known as [Sanctum Purging]. Below, you will find the rules pertaining to [Sanctum Purge].
  131.  
  132.  
  133. Rules of Sanctum Purge
  134. ----------------------------------------
  135. Unless otherwise specified by the scenario or the GM, [Sanctum Purging] has the following rules.
  136.  
  137. > All PCs Take Action Together
  138. Because [Sanctum Purging] is a highly dangerous act, participating Godhunters always act in unison. Therefore, unless otherwise instructed by the GM, while [Sanctum Purging], PCs cannot take separate actions.
  139.  
  140. > All PCs Participate in [Checks] while [Out of Combat]
  141. The twisting of physical laws that occurs within [Sanctums] is so powerful that unless Godhunters combine their strength, they cannot hope to overcome it. Therefore while [Sanctum Purging], all PCs must participate in any [Check] that occurs [Out of Combat]. It should be noted! That when a {Main Stat} check occurs while in a [Sanctum], [Use: Distortion] [Items] can be used!
  142.  
  143. > All PCs Must Consent On Every Choice and Decision
  144. While in a [Sanctum], even a slight misstep drastically reduces the chances of survival. Therefore, Godhunters have no other choice but to act with one mind. That's just how dangerous [Sanctum Purging] is. For these reasons, which [Area] to move to and when, as well as any choices or decisions that come up as a result of a [Sanctum Event], must all be agreed upon by all PCs.
  145.  
  146.  
  147. Terms of Sanctum Purge
  148. ----------------------------------------
  149. The following is an explanation of each term used in the rules for [Sanctum Purge].
  150.  
  151. > Sanctum Sheet
  152. A sheet where the PCs' progress through [Sanctum Purging] is recorded.
  153.  
  154. > Area
  155. Once [Sanctum Purge] begins, session progression changes to special [Scenes] called [Areas]. [Areas] are [Scenes] that divide structures within the [Sanctum] as well as [Sanctum Events] into separate regions. Effects that last for one [Scene] persist so long as PCs remain in the same [Area] in which the effect was used. Various [Sanctum Events] occur within each [Area], prepared ahead of time by the GM. The following types of [Areas] exist:
  156.  
  157. * Entrance Area
  158. This [Area] is the entrance to the [Sanctum]. Once the PCs move into the [Entrance Area], the entrance disappears, and until [Sanctum Purge] ends, no PC may declare that they [Withdraw] or are [Backstage].
  159.  
  160. * Search Area
  161. This type of [Area] represents each region of the [Sanctum]. By searching this [Area], the PCs progress towards the [Final Area].
  162.  
  163. * Exit Area
  164. This [Area] serves as the [Sanctum]'s exit. The PCs are able to leave for the outside of the [Sanctum] from this [Area].
  165.  
  166. > Path
  167. A passage that connects [Areas] is called a [Path]. PCs cannot declare movement from their current [Area] to another [Area] if no [Path] exists between them. PCs are limited to moving to [Areas] which have a [Path] connecting to their current [Area], and are also adjacent to their current [Area]. For example, if the PCs's current area was [F-4], and they find that [Path 20] and [Path 59] were connected to other [Areas], then they would be able to move to either [Area: E-4] or [Area: F-5].
  168.  
  169. > Limit
  170. The passage of time within a [Sanctum], and the time limit until a [Sanctum Crisis] occurs, is generally referred to as the [Limit]. 1 [Limit] has no strict definition of time. If it becomes necessary to know how much time has passed, use a rate of 1 Limit being equal to 10 minutes (or 60 rounds). Once a [Time Action] as written below is taken while in a [Sanctum], the [Limit] is raised by the amount specified. For example, if [Change Areas (1d6)] [Combat (1d6)] and [Long Rest (2d6)] all happen within an [Area], then once the PCs move to the next [Area], the [Scene Player] rolls 4d6, and increases the [Limit] by the amount rolled. Actions other than [Time Actions] do not raise the [Limit].
  171.  
  172. [Time Action] | [Limit] Amount
  173. ----------------------------+----------------
  174. Avoid | 1d6
  175. Long Rest | 2d6
  176. Change Area | 1d6
  177. Reattempt Check | 1d6
  178. Combat | 1d6
  179. Destroy or Mend Distortion | 1d6
  180. GM/Episode Specified | Specified #
  181.  
  182. > Sanctum Crisis
  183. A [Sanctum] is a space that possesses will, and that will is carried out by spirit energy. Should someone other than the Sanctum's master, their subordinates, or family be detected, then the Sanctum itself will immediately seek to repel the invaders. In order to repel those invaders, [Sanctums] will cause great disasters known as a [Sanctum Crisis]. Rules for [Sanctum Crisis] are as follows.
  184.  
  185. * [Sanctum Crisis] occurs at the point where the [Limit] value equals or exceeds the maximum designated during [3: Determine [Limit]].
  186.  
  187. * When [Sanctum Crisis] has occurred, each time [8: Progress [Limit]] is reached, the [Scene Player] rolls d66 referencing the [Sanctum Crisis Table], and then applies the effect matching the result to all PCs.
  188.  
  189. * The occurance of [Sanctum Crisis], from now on, continues until the end of [Sanctum Purge] is declared (apply one [Sanctum Crisis Table] event each time [8: Advance [Limit]] is reached.)
  190.  
  191. * Negative effects received from a [Sanctum Crisis] disappear once a [Long Rest] is taken, or once the PCs withdraw from the [Sanctum], or once [Sanctum Purge] is declared over.
  192.  
  193. * [Damage] inflicted by a [Sanctum Crisis] can be reduced via the use of Talents and anything else as normal.
  194.  
  195. * [Sanctum Crisis] may affect even [G], [Materials], and [Items] that have been stored within a «Spirit Barrier».
  196.  
  197. * [Bound Primals] are not affected by [Sanctum Crisis].
  198.  
  199. > Sanctum Events
  200. Combat, obstacles, and situations that occur within each [Area] are all called [Sanctum Events]. For the details of the [Sanctum Event], follow the instructions of the GM or the scenario.
  201.  
  202. Sanctum Crisis Table (d66)
  203. +---------+----------------------+
  204. | 11 ~ 12 | Space-Time Twist | Space and time twist in the current area. All PCs immediately return to the [Entrance Area].
  205. | 13 ~ 14 | Strong Enemy | Suddenly, a [Mononoke] that has become a Cursed God appears. The GM chooses any one [Mononoke] with a LV +3 over the PC Average Level, and place them in any [Search Area]. [Combat] occurs here, and cannot be [Avoided].
  206. | 15 ~ 16 | Hands of Shadow | Innumerable hands formed from miasma attempt to grab the PCs. All PCs take the following: [Effect Class: Magical Attack / Range: Combat Zone / Target: Combat Zone / Result: 20 + PC Average Level / Magical Damage:
  207. 20 x PC Average Level / Resist [Halves]).
  208. | 21 ~ 22 | Countless Eyes | Terrifying eyes appear all around the PCs. All PCs take [Shift: Darkness, Pain] until a [Long Rest].
  209. | 23 ~ 24 | Spatial Collapse | Suddenly, the very space of the Sanctum collapses. All PCs take the following: [Effect Class: Physical Attack / Range: Combat Zone / Target: Combat Zone / Result: 30 + PC Average Level / Physical Damage: 30 x PC Average Level].
  210. | 25 ~ 26 | Armor Corrosion | An eerie fog envelopes and corrodes armor. All PCs lose one [Item: Protector] that they have [Stored or Equipped] of their choice.
  211. | 31 ~ 32 | Material Loss | Eerie light spills from the surroundings, causing the loss of all stored [Materials]. All PCs lose all stored [Materials].
  212. | 33 ~ 34 | Nothing | Nothing of note happens.
  213. | 35 ~ 36 | Mononoke Assault | Suddenly, [Mononoke] that have become Cursed Gods appear and attack the PCs. The GM chooses any two [Mononoke] with a LV +2 over the PC Average Level, and has them appear before the PCs, immediately starting [Combat].
  214. | 41 ~ 42 | Rest Hindrance | Whenever the PCs attempt to rest, tentacles or poisonous insects appear and harass them. From now on, the PCs may not make a [Long Rest] until the end of [Sanctum Purge] is declared.
  215. | 43 ~ 44 | Leyline Destruction | Space warps as spirit energy surges wildly, causing [Spirit] to go crazy. All PCs immediately reroll [Spirit].
  216. | 45 ~ 46 | Localized Time Stop | Part of the PCs' bodies goes ashen, and they're unable to move it. All PCs select one from [Timing: Prep, Defense, Unique] and from then on, are unable to spend that [Timing].
  217. | 51 ~ 52 | Leyline Irregularity | Spirit energy suddenly becomes disordered, making the circulation of [Spirit] sickening. All PCs, from now on, are unable to [Influence] until the end of [Sanctum Purge] is declared.
  218. | 53 ~ 54 | Technique Seal | The surrounding air transforms, making those that breathe it sick. All PCs, from now on, are unable to use the Talent they have acquired with the most [Cost] to use, until the end of [Sanctum Purge] is declared. If a PC only has
  219. [Cost: None], then the GM may freely decide which one.
  220. | 55 ~ 56 | Accessory Loss | The surroundings are enveloped in blue light, and mysteriously the PCs lose their accessories. All PCs lose all of their [Stored, Equipped] [Item: Accessories].
  221. | 61 ~ 62 | Fool's Gold Loss | The surroundings are enveloped in blue light, and mysteriously the PCs lose their [G]. All PCs [Halve] their [Gold].
  222. | 63 ~ 64 | GM's Choice | The GM may freely pick any one result from this table and apply it.
  223. | 65 ~ 66 | Crisis Compound | Two [Sanctum Crises] occur. The GM rolls twice on this table, and applies the results separately. Should "Crisis Compound" come up again, treat it as "GM's Choice."
  224. +---------+----------------------+
  225.  
  226.  
  227. Progression of [Sanctum Purge]
  228. ----------------------------------------
  229. [Sanctum Purge] progresses according to the following.
  230.  
  231. 1: [Sanctum Purge] Start
  232. 2: Form [Bonds]
  233. 3: Determine [Limit]
  234. 4: Search Each [Area]
  235.  
  236. > 1: [Sanctum Purge] Start
  237. [Sanctum Purge] is the [Scenario Story] in traditional scenarios. Furthermore, scenarios where [Sanctum Purge] happens follow the same order of [Session Prep], [Scenario Introductions], [Scenario End], and [Session End] as normal scenarios do. After [Scenario Introductions], once the GM has declared "[Sanctum Purge] Start", all PCs enter the [Entrance Area] as designated by the GM or the scenario. The [Scene Player] marks "Entrance" on the [Area] space designated on the [Sanctum Sheet].
  238.  
  239. > 2: Form [Bonds]
  240. Perhaps due to being influenced by the immense spirit energy within [Sanctums], Godhunters who participate in [Sanctum Purge] almost without exception enter a state that results in powerful bonds being formed in their {Crest}. For this reason, all PCs, after the GM declares [Sanctum Purge] start, form all [Bonds] on their sheets, in the following manner.
  241.  
  242. 1: One NPC from the NPC Tables
  243. 2: One PC (in the order of PC1 → 2 → 3 → 4 → 5 → 1)
  244. 3: Handout Connection
  245. 4: The people of your game's city setting (for example, 'The People of Hisashiro')
  246. 5: Godhunters
  247. 6: Aramitama
  248. 7: Any one PC or NPC that is not one of the above
  249.  
  250. > 3: Determine [Limit]
  251. Once all the PCs have moved into the [Entrance Area], the GM sets the maximum value of [Limit] until [Sanctum Crisis] begins to occur, following the advice in the GM section. As a general rule, the maximum value is not revealed to PCs.
  252.  
  253. > 4: Search Each [Area]
  254. After setting the maximum value of [Limit], until all PCs have achieved their [Goal] as revealed in their [Handout], they will be searching within [Areas]. How to handle this is described in the next section.
  255.  
  256.  
  257. Searching Each [Area]
  258. ----------------------------------------
  259. Searching [Areas] is handled in the following manner.
  260.  
  261. 1: Arrive in Area
  262. 2: Sanctum Event Reveal
  263. 3: Choose Confront or Avoid
  264. 4: Handle Sanctum Event
  265. 5: Determine Long Rest
  266. 6: Reveal Paths
  267. 7: Change Areas
  268. 8: Advance Limit
  269.  
  270. 1: Arrive in Area
  271. The PCs arrive in the [Area] they chose to move to. The GM designates a single [Scene Player] here. If in the [Entrance Area], then the [Scene Player] is always PC1, and afterwards, it rotates in the order of PC2→PC3→(if played, PC4→PC5→)PC1. All PCs other than the [Scene Player] must make an [Appearance Check] each time "1: Arrive in Area" occurs, with [Difficulty: 2]. Regardless of whether this [Check] succeeds or fails, PCs are always able to [Appear] in [Areas]. However, because of the powerful spirit energy flowing through a [Sanctum] messes with their [Spirit], a PC who failed (who [Fumbles], basically) must reroll all of their [Spirit]. This [Check] failure cannot be avoided by using a [Pomander].
  272.  
  273. 2: Sanctum Event Reveal
  274. Unless "Resolved" is checked for the [Area], after the [Appearance Check], a [Sanctum Event] occurs.
  275.  
  276. 3: Choose Confront or Avoid
  277. After reading the contents of the [Sanctum Event], the PCs as a group discuss and decide whether they will [Confront] the [Sanctum Event], or, if it's possible to, [Avoid] it.
  278.  
  279. [Confront]
  280. [Confront] is when the PCs decide to take a [Sanctum Event] head on. For how to do this, the PCs follow the episode's, or the GM's, instructions. Note that PCs who have selected to [Confront] are able to perform [Check Assist].
  281.  
  282. [Check Assist]
  283. Excluding when performing [Sense] or [Mend] for [Distortions], when [Confront] calls for making a {Main Stat} Check while [Out of Combat], ALL PCs must succeed at the [Check]. However, because PCs that are on a [Sanctum Purge] together act together, they may each assist each other's [Checks]. This is called [Check Assist]. After the [Result] of each PC's [Check] has been calculated, then one time per each individual [Check], each PC may mutually interchange + or - 1~3 of the [Result] of their [Check] (after interchanging, using the effect of «Superhuman Strength» or similar to automatically succeed at the [Check] is permissible).
  284.  
  285. For example, when making a [Difficulty: 13] [Check], if A has [Result: 16], and B has [Result: 11], A may reduce their [Result] by 3 to increase B's [Result] by 3.
  286.  
  287. [Avoid]
  288. [Avoid] is when the PCs ignore a [Sanctum Event] and proceed to the next [Area]. If [Avoid] is declared, then immediately move to perform "6: Reveal Paths." For example, if it's possible to declare [Avoid] when a [Sanctum Event] is [Combat], then the PCs leave the [Sanctum Event] as-is, and move on to "6: Reveal Paths." Note that there will be some cases where, according to the GM or the episode's instructions, [Avoid] cannot be declared.
  289.  
  290. 4: Handle Sanctum Event
  291. When the PCs choose to [Confront], they carry out the [Sanctum Event]. Once it's been handled, place a check mark next to "Resolved" on the [Sanctum Sheet], which each [Area] has one of. [Sanctum Events] do not occur in [Areas] where "Resolved" is checked off, unless otherwise specified by the GM or the episode. Note that if [Avoid] was declared, no check is placed. After this step, proceed to "5: Determine Long Rest."
  292.  
  293. 5: Determine Long Rest
  294. A [Long Rest] when the PCs take a thorough rest while on [Sanctum Purge]. After "4: Handle Sanctum Event," the PCs should discuss and decide whether or not they want to take a [Long Rest]. If they do, declare the intention to the GM, and then the PCs gain all of the following effects. After gaining each of the effects of [Long Rest], or if [Long Rest] was not taken, then proceed to "6: Reveal Paths."
  295.  
  296. Long Rest Effects
  297. ◎ [Recover] 50 {HP}
  298. ◎ Erase all negative effects from [Distortions] and [Sanctum Crisis].
  299. ◎ All PCs may swap up to two [Spirit] dice with one person of their choice. For example, after A swaps [Spirit] with B, B, who has not declared [Spirit] swap yet, may swap [Spirit] dice with A an additional time, or else, after A swaps [Spirit] with B, C, who has not declared [Spirit] swap yet, may swap [Spirit] with B.
  300.  
  301. 6: Reveal Paths
  302. The PCs now discover [Paths] from their current [Area] connecting to other [Areas]. The [Scene Player] listens to which [Paths] are connecting, and then fills in those points on the [Sanctum Sheet]. After, the [Areas] that [Paths] connect to the current [Area] may be moved to.
  303.  
  304. 7: Change Areas
  305. The PCs designate one [Area] that they can move to, and then declare to the GM that they are moving there. Note that this can include leaving the [Sanctum] if the PCs are in the [Exit Area].
  306.  
  307. 8: Advance Limit
  308. Once "7: Change Areas" has been declared, the GM confirms all [Time Actions] that have occured during the past seven steps, and then the [Scene Player] rolls the specified number of dice, adds them up, and advances the [Limit] by the total amount. When making the roll, the [Scene Player] may spend 2 {Crest} in order to change the value of any one of the dice they roll to advance [Limit] to "1". Afterwards, the PCs move to the designated [Area], and start again from "1: Arrive in Area."
  309.  
  310. Regardless of whether the PCs achieve their goals or not, until they have exited the [Sanctum] from the [Exit Area], they continue to repeat steps 1 through 8. Once the PCs have achieved the [Goal] of their [Handout] and ended [Sanctum Purge], the story transititions to [Episode End].
  311.  
  312. ================================================================================
  313. Requiem for the Godsoul -- [Bound Primal] Details [XXXD]
  314. ================================================================================
  315. The following section will explain the rules concerning [Bound Primals].
  316.  
  317. ◎ The [Bound Primal] that [Appears] due to the use of «Contract Summon» [Removes] all [Shifts] including [Dead], sets their {HP} to maximum, and treats all of their X/Combat Talents as being unused.
  318. ◎ If made to [Appear] [In Combat], the [Bound Primal] must be [Installed] [Engaged] to the user (enemies or allies may be between them, so long as it is [Engaged]; if this is impossible, then it cannot [Appear]).
  319. ◎ Once the [Scene] ends, or if the user becomes [Taken Out・Dead], then the [Bound Primal] simultaneously [Exits].
  320. ◎ "While the user's [Bound Primal] is [Appearing]," written in the effect of some [Contractor / Type: B] Style Talents, means either "until either the user's [Bound Primal] [Exits]" or "until the user's [Bound Primal] [Dies]."
  321. ◎ [Bound Primals] gain resistance to sunlight.
  322. ◎ [Bound Primals] can only use Talents once per Scene while [Out of Combat].
  323. ◎ [Bound Primals] cannot be seen by those without any spiritual awareness (Innocents), and their values are changed as according to "Bound Primal Abilities" below.
  324.  
  325. Bound Primal Abilities
  326. ----------------------------------------
  327. [Bound Primals] are controlled in the same way as the [Mononoke] they are based on (see the GM Section in the main book). Also, [Bound Primals] are able to perform all [Actions] other than [Action⑤⑥⑦⑪].
  328.  
  329. > Wits
  330. Change to [Clever], and they are controlled by the one who uses «Contract Summon».
  331.  
  332. > Speech
  333. Change to [Yes].
  334.  
  335. > Reaction
  336. Change to [Friendly].
  337.  
  338. > Check & Damage Calculation
  339. All [Checks] are performed using {Fixed Values} (do not roll). Only roll dice for calculating [Damage Calculation].
  340.  
  341. > {Initiative}
  342. Change to be the same value as «Contract Summon»'s user. Discuss and decide whether the [Bound Primal] takes their [Turn] before the user or other PCs.
  343.  
  344. > {HP}
  345. When a [Bound Primal] is reduced to 0 or less {HP}, they become [Dead] (in other words, they cannot [Remove] this with [Items] or Talents).
  346.  
  347. > Timings
  348. Once the [Bound Primal] [Appears] in the [Combat Zone], they are able to spend each [Timing] as per normal rules (they may even immediately spend [Start]). However, regardless of any other acquired Talents, a [Bound Primal] always only gains 1x [Timing: Attack]. Finally, as [Rank +X] effects merely increase the [Damage] dice by X amount, when attacking Mononoke with "Halve/Nullify Damage of Rank X or lower" effects, treat the "X" of "Xd6" as Rank.
  349.  
  350. > Materials & XP
  351. Change [Materials] and [XP] to [None], and even if the [Bound Primal] is defeated, no {Crest} is gained.
  352.  
  353. > Applying Spirit Burn
  354. Only the [Physical Transcendence] effect of «Spirit Burn» may be applied to [Bound Primals]. The user of «Contract Summon» is in charge of spending {Crest} in place of the [Bound Primal]. Roll the dice added via [Physical Transcendence]'s effect, and add that amount to the [Bound Primal]'s {Fixed Value} (the PC may not [Influence] these dice).
  355.  
  356. ================================================================================
  357. Requiem for the Godsoul -- Additional Kushimitama Uses [XXXE]
  358. ================================================================================
  359. The following section will detail new uses for the sacramental crystals, [Kushimitama]. When the PCs are spending [Kushimitama] during the [Kushimitama Use] step, they may select from the following options in addition to the original options mentioned in the core book.
  360.  
  361. Additional Kushimitama Effects
  362. ----------------------------------------
  363.  
  364. > Arms Fusion
  365. [Arms Fusion] is the act of fusing together two Artificial Regalia ([Weapons], that is) when spending a Kushimitama. While the [Items] chosen for [Arms Fusion] emit light of every color and sounds that resonant with each other, they will completely crumble into pieces, then afterwards recombine, fusing together into a more powerful form. When the newly formed [Item] is grasped, its possessor will learn the new God Name and powers hidden within the Artificial Regalia.
  366.  
  367. * Performing Arms Fusion
  368. The PC selects two [Stored・Equipped] [Weapons] with the same [Form]. The [Weapon] that will be used as material is called [Item A], and the [Weapon] that will be strengthened is called [Item B]. Please be aware going forward that [Additional Effects] with the same name, as well as weapon characteristic [Additional Effects] (for example, the "While [Equipped], once per combat when the user makes a [Physical Attack], they gain +1 [Physical Rank]" effect on a [Two-Handed Sword]) cannot be transferred, and cannot be applied through [Arms Fusion].
  369.  
  370. Example: Let's say [Arms Fusion] is being performed, using a [Two-Handed Sword] with [Blade of Slaying Evil] [Diamond Blade] and [Material Synthesis: Impulse Fragment (PD+1)] already applied as [Item A], and an [Ancient Sword] with [Blade of Slaying Evil] already applied as [Item B].
  371.  
  372. Outcome: [Item A: Two-Handed Sword] is destroyed, but the [Blade of Slaying Evil] [Diamond Blade] and [Material Synthesis: Impulse Fragment (PD+1)] that were applied to it are now all applied to [Item B]. As a result, apart from [Blade of Slaying Evil] (which it already had), [Diamond Blade] and [Material Synthesis: Impulse Fragment (PD+1)] are now gained by [Item B: Ancient Sword].
  373.  
  374. * Materials
  375. Each time [Arms Fusion] is performed, the possessor may choose whether to keep [Materials] applied by [Material Synthesis], or lose them in order to free up space for their [Synthesis Limit].
  376.  
  377. * Sell Value
  378. After [Arms Fusion], total up the [Cost] of [Item A], the [Cost] of [Item B], and the [Cost] of each item's [Additional Effects]. The sell value of the new [Item] is half of that.
  379.  
  380.  
  381. > Origin Awakening
  382. [Origin Awakening] is when one awakens to the memories of the world held within them by spending a Kushimitama, and their skill sets are changed. The one who performs [Origin Awakening] recalls their deeds in a past life, and are able to change one of their current [Styles] to a different [Style].
  383.  
  384. * Performing Origin Awakening
  385. The PC changes one of their current [Style/Type] to any one other [Style/Type]. For example, if a PC with [Arc Slayer: A (Main) / Arc Slayer: B] changes their Main to [God Hand: A], they become [God Hand: A (Main) / Arc Slayer: B]. A PC who has their [Styles] changed due to [Origin Awakening], following normal rules, restructures their data. The [Combat Modifiers] of previous [Style], as well as any Talents that belonged to it, become unacquired, and the data from the new [Style] is applied/reacquired. Please make sure that the Styles/Types don't overlap. Also, [Stored・Equipped] [Items] do not change.
  386.  
  387. Use Example
  388. GMs should take the following into account when deciding whether or not to allow the use of [Origin Awakening].
  389.  
  390. ◎ For some reason, the PC wishes to have something happen, like returning to their original form.
  391. ◎ Wanting to bring in [Styles] added in new related materials.
  392. ◎ Due to the situation, or a PC's death, it's necessary for the PCs to adjust their balance.
  393.  
  394. ================================================================================
  395. Requiem for the Godsoul -- Info on «Combo Skill» [XXXF]
  396. ================================================================================
  397. The following section provides more detail on using «Combo Skill».
  398.  
  399. When using «Combo Skill», use one [Effect Class: Physical Attack] Talent as the basis ([Effect Class: Use While Active] is also permissible, so long as you use the [Physical Attack] portion of it). Next, declare «Combo Skill», then declare the Talent that will be used in combination and pay its [Cost], and then apply its effects.
  400.  
  401. Note that when combining an effect that does not deal [Physical Damage] with an effect that does deal [Physical Damage], the effect that generates [Physical Damage] takes precedence. Also, when combining effects that increase [Physical Damage] or other effects with an effect that generates multiple [Weapon Attacks], apply all [Physical Damage] increasing effects or other effects only to the very last [Weapon Attack] made.
  402.  
  403. * Range / Target
  404. When making a [Physical Attack] where «Combo Skill» has been applied, both the [Range] and [Target] of either one of the [Physical Attacks] in the combination may be used.
  405.  
  406. * Cost
  407. Be aware that because it's necessary to pay for each Talent, [Costs] such as [Doubles] and [5, 5], or similar, cannot be treated as being the same (each [Cost] must be paid for, respectively). Also, if the Talent used as a basis has an effect like «Shadow Bind» applied to it, the [Physical Attack] fails, and the use count of «Combo Skill» does not decrease. Also, when «Combo Skill» has an effect like «Ancient Sword Style» applied to it, then the [Physical Attack] Talent used as a basis is the only thing that will occur. When it can't be determined what kind of an effect will occur, ask the GM for their instruction, and follow that decision.
  408.  
  409. Example: ① Basis «Smiting Wave» Combo «Heroic Strike»
  410. Cost: [E, O (total 2 dice)]
  411. Effect: The user gains a +[any one of user's {Main Stats}] modifier at [Damage Calculation], as well as +1 [Rank]. For [Range], the user may select either [Charge 4 Sq.] or [7 Sq.], whichever they like.
  412.  
  413. Example: ② Basis «Thunderous Tremor» Combo «Dragonpulse Blade» (Physical Attack)
  414. Cost: [E, O, 6, 6] (total 4 dice)]
  415. Effect: The user gains a +1 modifier to the result of the {Accuracy} check, as well as +3 [Rank] at [Damage Calculation]. For [Range/Target], if «Dragonpulse Blade»'s data is chosen, then the attack becomes [Range: 5 Sq./Target: Area].
  416.  
  417. ================================================================================
  418. Requiem for the Godsoul -- Additional Personality [XXXG]
  419. ================================================================================
  420. Additional [Personality] can be found here.
  421.  
  422. > Crest Form
  423. This table determines what figure the pattern of a PC's Spirit Crest suggests, according to their
  424. [Main] [Style].
  425.  
  426. God Hand (1d6)
  427. ---------------------------------
  428. 1 | Glove
  429. 2 | Sun or Moon
  430. 3 | Talon
  431. 4 | Fist
  432. 5 | Flowing Robe
  433. 6 | Cracked Boulder
  434.  
  435. Contractor (1d6)
  436. ---------------------------------
  437. 1 | Hoof
  438. 2 | Reins
  439. 3 | Saddle
  440. 4 | Blowing Wind
  441. 5 | Helmet
  442. 6 | Feathers or Wings
  443.  
  444. Divine Talker (1d6)
  445. ---------------------------------
  446. 1 | Bell
  447. 2 | Percusive Instrument
  448. 3 | Star
  449. 4 | Staff
  450. 5 | Stringed Instrument
  451. 6 | Ring or Bracelet
  452.  
  453. * Regarding <God Names>
  454. The [Weapons] found in this book have a more definite shape and use, and therefore do not use [God Name Table ②]. Instead, when determining <God Name> for an Artificial Regalia [Weapon], for the [God Name Table ②] portion, simply apply the name of the [Weapon] as-is, or use something similar to the shape of the weapon as found in [God Name Table ②].
  455.  
  456.  
  457. Legendary Names
  458. ----------------------------------------
  459. In this section, a table for determining the first and last names suitable for a modern fantasy setting can be found. When using this table, roll once each for a last name and first name, and then combine them.
  460.  
  461. Result Family Name Male First Name Female First Name
  462. 11 Mitsurugi Mutsu Rin
  463. 12 Shishiuchi Yamato Kaede
  464. 13 Hakugin Hayato Sakura
  465. 14 Takenouchi Makoto Haruka
  466. 15 Kodachi Daichi Misaki
  467. 16 Kuga Shun Mao
  468. 21 Onigata Ryou Mai
  469. 22 Mikan'nagi Takumi Nanami
  470. 23 Gomadou Hitoshi Chizuru
  471. 24 Ryuuen Takuma Akane
  472. 25 Kagamibe Kyou Asuka
  473. 26 Inugami Gou Shiori
  474. 31 Meigetsuin Aoi Yui
  475. 32 Doumeki Renji Moe
  476. 33 Osogami Tatsuya Ayaka
  477. 34 Araragi Ryuunosuke Azusa
  478. 35 Tamaki Akira Hitomi
  479. 36 Ganryuu Kei Saori
  480. 41 Teppoudzuka Masato Sara
  481. 42 Origami Naoya Yayoi
  482. 43 Fujiwara Jun Chiaki
  483. 44 Kurouza Musashi Haruna
  484. 45 Tsuchimikado Ryousuke Midori
  485. 46 Izayoi Keiji Futaba
  486. 51 Tenppourin Hideo Reina
  487. 52 Shigyou Hibiki Koyuri
  488. 53 Houri Ryoutarou Yuuna
  489. 54 Kouso Satoshi Shion
  490. 55 Ashiya Takashi Kasumi
  491. 56 Nanasha Katsumi Fuuka
  492. 61 Kiba Tetsuya Shino
  493. 62 Touma Gen Saya
  494. 63 Kitsunedzuka Hokuto Maya
  495. 64 Tenjinbayashi Hiroshi Akira
  496. 65 Mearashi Yakumo Otoha
  497. 66 Kusakabe Daigo Aya
  498.  
  499. ================================================================================
  500. Requiem for the Godsoul -- Dragon Lord (Race) [XXXH]
  501. ================================================================================
  502. ●◎※
  503.  
  504. Introduction
  505. ----------------------------------------
  506. Dragon Lord is a race classified as an Inheritor. This race applies to those who have the power of the "Dragonpulse"--that is, unique spirit energy that is controlled by unique vessels, snake gods, and of course, dragons, or those who are descendant from draconic entities, as well as those with supernatural abilities borne from the blood of snake gods, or those clans that have received a dragon god's favor. Those of this bloodline overall possess high strength and outstanding intellect. Although there are many lineages that have fine appearances, those of this bloodline boast beauty that far surpasses any other.
  507.  
  508.  
  509. Racial Bonus
  510. ----------------------------------------
  511. [Blood of Dragons]: Characters with this Race are able to acquire Dragon Lord Racial Talents. Also, they are able to [Equip] [Restrict: Dragon Lord] [Items].
  512.  
  513.  
  514. Stat Types S A I W L
  515. +---------+---+---+---+---+---+
  516. | Martial | 5 | 4 | 4 | 1 | 1 |
  517. | Utility | 4 | 3 | 3 | 1 | 4 |
  518. | Arcane | 4 | 3 | 4 | 3 | 1 |
  519. +---------+---+---+---+---+---+
  520.  
  521. Ruinous Beauty
  522. Timing : Attack
  523. Range : Other
  524. Target : Other
  525. Cost : [E]
  526. Making use of your devilish beauty charged with magical power, you control another's heart to some extent.
  527. Unique Effect. May only be used [Out of Combat]. The user may alter, or erase the thoughts and memories of Innocents in the [Scene] (the GM decides the details).
  528.  
  529. Dragonpulse Destruction
  530. Timing : Attack
  531. Range : 7 Sq.
  532. Target : 1#
  533. Cost : [O]
  534. Bestowing a weapon or bullet, your palm and fingers, a minor breath or your very gaze itself with a wave of energy in the form of your dragonpulse, you pulverize your opponent at the moment you strike them.
  535. Use While Active. Make either of the following [Attack Actions] on the target.
  536. [Physical Attack]: The user gains +1 [Rank].
  537. [Magical Attack]: Inflict [Rank: 2] [Magical Damage] on the target (Resist [Halves]).
  538.  
  539. Dragonpulse Blade
  540. Timing : Attack
  541. Range : 5 Sq.
  542. Target : Area
  543. Cost : [E, O]
  544. Firing a blade in the form of your dragonpulse, you mangle your opponents.
  545. Use While Active. Make either of the following [Attack Actions] on the target.
  546. [Physical Attack]: The user gains +1 to the result of the {Accuracy} check.
  547. [Magical Attack]: Inflict [Rank: 1] [Magical Damage] on the target (Resist [Cancels]).
  548.  
  549. Dragonpulse Convergence
  550. Timing : Unique
  551. Range : User
  552. Target : User
  553. Cost : None
  554. Wielding the power of a Dragon Lord, your dragonpulse converges, transforming into enormous spirit energy.
  555. Unique Effect. Use before the target [Influences]. The target may [Influence] all the dice used in their [Roll] (if they rolled 2d6, they may [Influence] 2; if 3d6, then 3). This Talent may be used once per combat (or scene).
  556.  
  557. Dragonpulse Shift
  558. Timing : Unique
  559. Range : User
  560. Target : User
  561. Cost : None
  562. By manipulating your dragonpulse, you immediately change the properties of your spirit energy.
  563. Unique Effect. The target may add or subtract 1 from the value of one [Spirit] die (cannot adjust above 6 or below 1). This Talent may be used once per round.
  564.  
  565. Blessing of the Dragon Lord
  566. Timing : Unique
  567. Range : Combat Zone
  568. Target : 1#
  569. Cost : [O]
  570. Drawing on the divinity you possess as a Dragon Lord, you grant that blessing unto another.
  571. Unique Effect. Use at any time on a target other than the user. The target gains 1 [Overflow]. This Talent may be used once per combat (or scene).
  572.  
  573. Scales of the Dragon Lord
  574. Timing : Defense
  575. Range : User
  576. Target : User
  577. Cost : [E]
  578. You wreathe your barrier in scales crystallized through your dragonpulse, defending against attacks.
  579. Use On Damage Reduction. The target gains a +5 modifier to [Barrier].
  580.  
  581. Power of the Elemental Dragons
  582. Timing : Constant
  583. Range : User
  584. Target : User
  585. Cost : None
  586. This Talent represents that you are a descendant of a dragon that possessed a particular origin element, such as a fire dragon or frostwyrm.
  587. Passive Effect. When the target first acquires «Power of the Elemental Dragons», they designate one [Element] (after, this [Element] is referred to as [Origin Element C]). When the target uses a [Timing: Attack] Talent, they are bestowed with [Origin Element C] at [Damage Calculation].
  588.  
  589. ● Dragon God Battlelust
  590. Timing : Start
  591. Range : User
  592. Target : User
  593. Cost : [E]
  594. Releasing the power of dragons sleeping within your body, you manifest terrifying physical combat power, for a time.
  595. Unique Effect. The target selects any value between 1-5, then increases [Physical Damage] and [Armor] by that value, while lowering {Initiative} by the same value (this may not lower {Initiative} below 0). For example, if a value of 2 is selected, then both [Physical Damage] and [Armor] are increased by 2, while {Initiative} is reduced by 2.
  596.  
  597. ● Dragonblood Release
  598. Timing : Start
  599. Range : User
  600. Target : User
  601. Cost : [O]
  602. Releasing the power of dragons sleeping within your body, you manifest terrifying magical combat power, for a time.
  603. Unique Effect. The target selects any value between 1-5, then increases [Magical Damage] and [Barrier] by that value, while lowering {Initiative} by the same value (this may not lower {Initiative} below 0). For example, if a value of 3 is selected, then both [Magical Damage] and [Barrier] are increased by 3, while {Initiative} is reduced by 3.
  604.  
  605. ● Eyes of the Dragon Lord
  606. Timing : Unique
  607. Range : Combat Zone
  608. Target : 1#
  609. Cost : [E]
  610. Utilizing the eyes of a dragon that see through all, you grasp all of your opponent's weaknesses.
  611. Use On Damage Reduction. «Ruinous Beauty» Required. Ignore all of the target's [Damage -X] effects. This Talent may be used once per combat.
  612.  
  613. ● Armor of the Dragon Lord
  614. Timing : Constant
  615. Range : User
  616. Target : User
  617. Cost : None
  618. You crystallize your dragonpulse into magnificent armor across your whole body at the start of battle, guarding you from enemy attacks.
  619. Passive Effect. «Power of the Elemental Dragons» Required. The target gains a +3 modifier to [Armor] and [Barrier]. Also, the target [Halves] all [Damage] they receive that is bestowed with [Origin Element C].
  620.  
  621. ● Dragon Lord Oppression
  622. Timing : Unique
  623. Range : Combat Zone
  624. Target : 1#
  625. Cost : [Doubles]
  626. Through simply glaring at an airborne opponent, or making a gesture as though gripping them with your hand, you break them through the pressure of your dragonpulse's power alone.
  627. Unique Effect. This Talent may be used at any time, but may only target characters with [Shift: Flying] or [Movement: Flying]. The user may perform one [Rank: 2] [Magical Attack] on the target (Resist [Halves]). This Talent may be used once per round.
  628.  
  629. ● King of the Dragonpulse
  630. Timing : Constant
  631. Range : User
  632. Target : User
  633. Cost : None
  634. Awakening to the power of a Dragon Lord of eminence, you can freely control spirit energy with the power of your dragonpulse.
  635. Passive Effect. «Blessing of the Dragon Lord» Required. The target may use «Blessing of the Dragon Lord» up to three times per combat (or scene).
  636.  
  637. ================================================================================
  638. Requiem for the Godsoul -- Divine Soul (Race) [XXXI]
  639. ================================================================================
  640. ●◎※
  641.  
  642. Introduction
  643. ----------------------------------------
  644. Divine Souls are beings that are opposite of Aramitama, and are also called Nigimitama. This race includes tochigami (gods of the land), mighty youkai, as well as great spirits and newborn divinities. Their everyday forms are not limited to humanoid shapes, but are varied, including animals and machines. Divine Souls are somewhat unsuited for combat, but they are skilled in aiding and healing others. It should be noted that if a PC is playing a [Divine Soul], they must choose a [Cover] from the [Cover 2] list.
  645.  
  646.  
  647. Racial Bonus
  648. ----------------------------------------
  649. [Divine Power]: You are able to acquire Divine Soul Racial Talents. Also, you are able to equip items with [Restrict: Divine Soul]. Change your [Class] to [Mythic].
  650.  
  651.  
  652. Stat Types S A I W L
  653. +---------+---+---+---+---+---+
  654. | Martial | 4 | 4 | 3 | 2 | 2 |
  655. | Utility | 3 | 2 | 3 | 1 | 6 |
  656. | Arcane | 1 | 2 | 4 | 5 | 3 |
  657. +---------+---+---+---+---+---+
  658.  
  659. Divine Influence
  660. Timing : Start
  661. Range : User
  662. Target : User
  663. Cost : [Steps]
  664. You are able to transform your personal appearance, or manipulate spirit energy to float through the air.
  665. Unique Effect. If used while [Out of Combat], the target is able to change to any form (treat as [Action: Disguise / Result: 20].) If used while [In Combat], the target gains [Shift: Flight]. «Divine Influence» lasts until [End] of the current round.
  666.  
  667. Purify Spirit
  668. Timing : Attack
  669. Range : Other
  670. Target : Other
  671. Cost : None
  672. As a powerful Divine Soul, you purify the flow of spirit energy for those around you.
  673. Unique Effect. May only be used [Out of Combat]. [Target: 2#] that the user designates may swap 1 [Spirit] die with each other. This Talent may be used once per scene.
  674.  
  675. Divine Sight
  676. Timing : Attack
  677. Range : Other
  678. Target : Other
  679. Cost : None
  680. Meeting another's gaze, your heart connects with another, manipulating their thoughts and memories.
  681. Unique Effect. May only be used [Out of Combat]. The user may alter, or erase the thoughts and memories of Innocents in the [Scene] (the GM decides the details.)
  682.  
  683. Divine Hearing
  684. Timing : Unique
  685. Range : User
  686. Target : User
  687. Cost : [E]
  688. Communicating your thoughts to animals, you gain help and information in finding out anything.
  689. Unique Effect. May only be used [Out of Combat]. The user succeeds at any {Main Stat} check regardless of the result of the roll. At the same time, the user may change 1 [Spirit] die to any value. This Talent may be used once per session.
  690.  
  691. Divine Motion
  692. Timing : Unique
  693. Range : User
  694. Target : User
  695. Cost : [O]
  696. You assimilate your body with spirit energy, allowing you to instantly travel to a particular location.
  697. Use On [Appearance Check]. The user succeeds at the [Apppearance Check] regardless of the result of the roll. At the same time, the user may change 1 [Spirit] die to any value. This Talent may be used three times per session.
  698.  
  699. Scatter Disease
  700. Timing : Attack
  701. Range : 5 Sq.
  702. Target : 1#
  703. Cost : [O]
  704. Using your divine power, you cause another's body to recover from the disease and wounds eroding their body.
  705. Magical Attack. [Remove] one of the following [Shifts] from the target.
  706. 1: [Shift: Darkness]
  707. 2: [Shift: Poison]
  708. 3: [Shift: Pain]
  709. 4: [Shift: Paralysis]
  710.  
  711. Divine Revival
  712. Timing : Attack
  713. Range : 5 Sq.
  714. Target : 1#
  715. Cost : [E]
  716. You revive someone who has lost consciousness with your divine power.
  717. Magical Attack. Remove the target's [Shift: Downed] and set their {HP} to 1. The target may refuse this effect.
  718.  
  719. Harvest God
  720. Timing : Attack
  721. Range : 4 Sq.
  722. Target : 1#
  723. Cost : [O]
  724. Spreading a sparkling water in mist form, you instantly cause another's nutritional status and their wounds to recover.
  725. Magical Attack. The target [Recovers] {HP} equal to [Rank: 1] [Magical Damage].
  726.  
  727. ● Weather God
  728. Timing : Attack
  729. Range : Other
  730. Target : Other
  731. Cost : None
  732. As a high-ranking god that oversees weather, you freely manipulate the spirit energy and weather in a local area.
  733. Unique Effect. May only be used [Out of Combat]. The user succeeds at any {Main Stat} check regardless of the result of the roll. At the same time, all PCs [Appearing] in the scene may change 1 [Spirit] die to any value. This Talent may be used once per session.
  734.  
  735. ● Keystone
  736. Timing : Attack
  737. Range : 10 Sq.
  738. Target : 1# (1 Sq.)
  739. Cost : [E]
  740. Using your divine power, you generate a keystone or stone circle from the earth. This stone will continue to exist for all time until it is removed or destroyed.
  741. Magical Attack. The user generates one [Obstacle] equivalent to "Huge Stone Pillar or Iron Gate" in a square within range. This Talent may be used once per round.
  742.  
  743. ● Regalia Creation
  744. Timing : Attack
  745. Range : Other
  746. Target : Other
  747. Cost : [Doubles]
  748. Utilizing the power of item creation, you are able to create Regalia or other items on the spot.
  749. Unique Effect. May only be used [Out of Combat]. [Appearing] PCs become able to purchase [Items] (not including Unsellable items), in the scene in which «Regalia Creation» was used only. This Talent may be used once per session.
  750.  
  751. ● Divine Fate
  752. Timing : Constant
  753. Range : User
  754. Target : User
  755. Cost : None
  756. You know the past of yourself and others, and by drawing on that knowledge, you become able to wield special skills.
  757. Passive Effect. When the target acquires «Divine Fate», they must select any one [Action], and then gain a +3 modifier to the result of that [Action], as well as to {Initiative} and [Damage Calculation].
  758.  
  759. ● Spiritual Healing
  760. Timing : Constant
  761. Range : User
  762. Target : User
  763. Cost : None
  764. This Talent represents that you are a Divine Soul particularly skilled in the divine power of healing.
  765. Passive Effect. The target gains a +[any one of user's {Main Stats}] modifier to [Timing: Attack] Talents that [Recover] {HP}.
  766.  
  767. ● Divine Clarity
  768. Timing : Constant
  769. Range : User
  770. Target : User
  771. Cost : None
  772. You set corruption free when defeating an Aramitama, cleaning souls in the area.
  773. Passive Effect. This Talent only has an effect if the target is not [Taken Out or Dead]. When an [Aramitama] is killed in a scene in which the target has [Appeared], all PCs that have [Appeared] in that scene [Recover] 1d6 {Crest}. If there are multiple characters who have acquired «Divine Clarity», the most that {Crest} may recover by is 1d6.
  774.  
  775. ================================================================================
  776. Requiem for the Godsoul -- Heroic Spirit (Race) [XXXJ]
  777. ================================================================================
  778. ●◎※
  779.  
  780. Introduction
  781. ----------------------------------------
  782. Heroic Spirits are beings like heroes that appear in myths, who have materialized in the modern world. Because of their strong determination and lofty goals in life, they seek the <Promise of Ascension> even after death. In order to solve supernatural incidents that Aramitama cause, and gather large amounts of <Shards>, they heed the call of summoners to materialize in the world of today. They are skilled in techniques that display high offensive power. It should be noted that if a PC is playing a [Heroic Spirit], they must choose a [Cover] from the [Cover 3] list.
  783.  
  784.  
  785. Racial Bonus
  786. ----------------------------------------
  787. [Power by Tradition]: You are able to acquire Heroic Spirit Racial Talents. Also, you are able to [Equip] [Restrict: Heroic Spirit] [Items]. Change your [Class] to [Undead].
  788.  
  789.  
  790. Stat Types S A I W L
  791. +---------+---+---+---+---+---+
  792. | Martial | 5 | 5 | 2 | 2 | 1 |
  793. | Utility | 4 | 3 | 3 | 1 | 4 |
  794. | Arcane | 1 | 1 | 5 | 5 | 3 |
  795. +---------+---+---+---+---+---+
  796.  
  797. «Hide Presence»
  798. Timing : Start
  799. Range : User
  800. Target : User
  801. Cost : [O]
  802. The unique characteristics of Heroic Spirits make you an expert in hiding your presence, allowing you to remain unseen in the eyes of Innocents.
  803. Unique Effect. For one round (or scene), even if there are no [Obstacles] adjacent to the target, they gain [Shift: Hidden] (treat as [Action: Concealment / Result: 30]).
  804.  
  805. «Heroic Strike»
  806. Timing : Attack
  807. Range : 7 Sq.
  808. Target : 1#
  809. Cost : [O]
  810. Being a powerful Heroic Spirit, you can unleash deadly arts and spells that were once your specialty.
  811. Use While Active. Make either type of [Attack Action] on the target.
  812. [Physical Attack]: The user gains +1 [Rank].
  813. [Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).
  814.  
  815. «Alchemy Expert»
  816. Timing : Attack
  817. Range : Other
  818. Target : Other
  819. Cost : [Steps]
  820. You are able to instantly create Artificial Regalia, a peculiarity for Heroic Spirits.
  821. Unique Effect. May only be used [Out of Combat]. Only in the scene in which «Alchemy Expert» was used, [Appearing] PCs become able to purchase (but not sell) [Item: Weapon・Protector・Accessory]. This Talent may be used once per session.
  822.  
  823. «Spiritualization»
  824. Timing : Unique
  825. Range : User
  826. Target : User
  827. Cost : [E]
  828. You momentarily assimilate your flesh with spirit energy itself, and thereby are able to travel long distances instantly.
  829. Use On [Appearance Check]. The user succeeds at the [Apppearance Check] regardless of the result of the roll. At the same time, the user may change 1 [Spirit] die to any value. This Talent may be used three times per session.
  830.  
  831. «Resistance to Myths»
  832. Timing : Unique
  833. Range : User
  834. Target : User
  835. Cost : [Doubles]
  836. As someone surrounded by stories of having fought wicked sorcerers, demons, dragons, spirits, and youkai, you posses an extreme resistance against magic and other supernatural powers.
  837. Use On Damage Reduction. The target [Halves] [Magical Damage] they take. This Talent may be used once per round.
  838.  
  839. «Base Creation»
  840. Timing : Constant
  841. Range : User
  842. Target : User
  843. Cost : None
  844. Unique to Heroic Spirits, you possess a «Spirit Barrier» that resembles a workshop or castle, which serves as a base, allowing you to forge spirit energy into true matter.
  845. Passive Effect. The target gains a +2 modifier at [Damage Calculation]. Also, while the target is [Out of Combat] only, they may always purchase (but not sell) [Item: Consumables].
  846.  
  847. «Mounted Specialty»
  848. Timing : Constant
  849. Range : User
  850. Target : User
  851. Cost : None
  852. As a Heroic Spirit that is strongly affected by the memories of the world, you can freely control powerful Bound Primals, as well as the modern vehicles of this world.
  853. Passive Effect. The target may [Equip] [Range: Charge X Sq.] [Weapons], ignoring their [Restrict]. Also, if the target is [Style: Contractor], they gain a +2 modifier for the [Damage Calculation] of [Range: Charge X Sq.] [Weapons].
  854.  
  855. «Legendary Treasure»
  856. Timing : Constant
  857. Range : User
  858. Target : User
  859. Cost : None
  860. As a Heroic Spirit, you possess a powerful weapon spoken of in legend, as well as the knowledge that accompanies it.
  861. Item. While the target is [Equipped] with one [Weapon] they choose at [Session Prep], they gain a +3 modifier at [Damage Calculation], as well as to the result of {Intellect} checks.
  862.  
  863. ● «Personal Domain»
  864. Timing : Start
  865. Range : Combat Zone
  866. Target : Combat Zone
  867. Cost : [E, E]
  868. You manifest the fortress once used as the staging ground for your forces, or the terrain your tactics are specialized for, within a Spirit Barrier.
  869. Unique Effect. «Base Creation» Required. For the rest of the combat, grant one of the following effects to the target. This Talent does not spend [Start].
  870. ①: The target gains +1 [Physical Rank], and to the result of {Accuracy} checks.
  871. ②: The target gains +1 [Magical Rank], and to the result of {Conjure} checks.
  872.  
  873. ● «Region Lockdown»
  874. Timing : Unique
  875. Range : User
  876. Target : User
  877. Cost : [O]
  878. As one who has lead multitudes of armies, or controls powers equivalent to that, you overwhelm enemies within a space by materializing your old subordinates or your many treasures.
  879. Unique Effect. «Alchemy Expert» Required. Use at any time. The target changes the [Range/Target] of a [Timing: Attack] Talent to [Combat Zone]. This Talent may be used once per combat.
  880.  
  881. ● «Remembering Epic Deeds»
  882. Timing : Unique
  883. Range : User
  884. Target : User
  885. Cost : None
  886. Your thoughts turn towards a time when you achieved greatness, and spirit energy erupts from within your body.
  887. Unique Effect. «Spiritualization» Required. Use at any time. The target may change up to 3 [Spirit] dice to any value. This Talent may be used once per session.
  888.  
  889. ● «The Strike That Changed History»
  890. Timing : Unique
  891. Range : User
  892. Target : User
  893. Cost : [O]
  894. You unleash your legendary arts, spells, or assassination strike, which once changed history.
  895. Use On Damage Calculation. «Hide Presence» Required. The target gains a +[any one of user's {Main Stats}] to [Damage Calculation]. This Talent may be used once per round.
  896.  
  897. ● «Greater Resistance to Myths»
  898. Timing : Constant
  899. Range : User
  900. Target : User
  901. Cost : None
  902. Unique among Heroic Spirits, you show high resilience against any kind of attack.
  903. Passive Effect. «Resistance to Myths» Required. The target may also apply the effect of «Resistance to Myths» to [Physical Damage].
  904.  
  905. ● «Butcher»
  906. Timing : Constant
  907. Range : User
  908. Target : User
  909. Cost : None
  910. As one who has slain legendary beings, you know how to kill certain beasts, and butcher anything lesser than they.
  911. Passive Effect. When the target acquires «Butcher», they must designate one [Class] of Mononoke. When the target performs [Damage Calculation] on the designated [Class], they gain +1 [Rank]. Also, if the [Target] they dealt [Damage] is a Mononoke that has "x#" in its name (multiple Mononoke treated as one), they may inflict [Shift: Dead] regardless of [Class].
  912.  
  913. ================================================================================
  914. Requiem for the Godsoul -- God Hand (Group: Martial) (Style) [XXXK]
  915. ================================================================================
  916. Characters who have this [Style] as their [Main] are able to equip items with [Restrict: Martial] and [Restrict: God Hand].
  917.  
  918. ACC EVA CNJ RES INS PD MD INI HP
  919. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  920. | 2 | 1 | 0 | 0 | 0 | 4 | 0 | 6 | 38 |
  921. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  922. Combat Modifiers (When Main)
  923.  
  924. Those who carry in their souls accessory-type Shards, such as the gloves, sandals, and unnatural limbs the gods once wore acquire the [Style] of "War God of the Fist," more commonly known as the [God Hand]. Those with the [Style] of [God Hand] acquire unique martial arts and supernatural powers that enable them to utilize the strength of their opponents and the surrounding spirit energy. They, through mastery of these abilities, are able to destroy objects with a touch, and coat their own bodies with spirit energy. They may even repel bullets and spells with their hands alone. [God Hands] are martial artists that have become one with heaven and earth, and legendary fighters who wield secret arts.
  925.  
  926. --------------------------------------------------------------------------------
  927. TYPE A
  928. This Type specializes in melee attacks. Other than that, one may acquire boosting techniques that enhance the power of attacks. In order to use [God Hand: Type A] Talents, you must be [Equipped] with [Unarmed].
  929. --------------------------------------------------------------------------------
  930. ●◎※
  931.  
  932. ※ Heaven and Earth
  933. Timing : Unique
  934. Range : User
  935. Target : User
  936. Cost : [6]
  937. By bringing together mind and body, you generate tremendous power and send your foe flying.
  938. Use On Damage Calculation. The target gains +1 [Rank]. Also, the target may forcibly move any [Target] that took [Damage] up to 3 Sq. from their current square, ignoring [Engagements]. This Talent may be used once per round.
  939.  
  940. Storm Smite
  941. Timing : Attack
  942. Range : Item
  943. Target : 1#
  944. Cost : [6]
  945. You rapidly enhance your power by unleashing an attack that places tremendous strain on your weapons.
  946. Physical Attack. The user gains +2 [Rank] at [Damage Calculation]. After [Timing: End], all [Weapons] used for «Storm Smite» are unable to be [Equipped] until [Combat End].
  947.  
  948. Smiting Wave
  949. Timing : Attack
  950. Range : Charge 4 Sq.
  951. Target : 1#
  952. Cost : [E]
  953. You hammer your opponent with a powerful strike while your whole body is wreathed in spirit energy.
  954. Physical Attack. The user gains a +[any one of user's {Main Stats}] modifier at [Damage Calculation].
  955.  
  956. Spirit Armament
  957. Timing : Unique
  958. Range : User
  959. Target : User
  960. Cost : None
  961. You flood an object with spirit energy, converting it into a temporary Artificial Regalia, then use it to attack.
  962. Unique Effect. This Talent cannot be used unless there is an [Obstacle] in a square adjacent to the user. The [Obstacle] is destroyed, [Equipped] [Weapons] are changed to be [Stored], and then for the rest of the combat, the user is [Equipped] with [Improvised Weapon].
  963.  
  964. Swift Art
  965. Timing : Unique
  966. Range : User
  967. Target : User
  968. Cost : [E]
  969. You wreathe yourself in spirit energy, accelerating your mind and body, and then unleash a technique of divine speed.
  970. Use On Active Check. The target gains a +1 modifier to the result of the [Active Check]. This Talent may be used once per round.
  971.  
  972. Hundred Strikes Art
  973. Timing : Unique
  974. Range : User
  975. Target : User
  976. Cost : [6]
  977. You wreathe yourself in spirit energy, accelerating your mind and body, and then unleash a tremendous barrage of strikes as your attack lands.
  978. Use On Damage Calculation. The target gains a +[any one of user's {Main Stats}] modifier at [Damage Calculation]. This Talent may be used once per round.
  979.  
  980. Extension of Self
  981. Timing : Constant
  982. Range : User
  983. Target : User
  984. Cost : None
  985. Through supernatural power or training, any Regalia in your hands is just an extension of your fist.
  986. Passive Effect. Once the target has acquired «Extension of Self», they may use [Style: God Hand / Type: A] Style Talents regardless of what [Weapon] they have [Equipped]. Also, they may change each [Style: God Hand / Type: A / Timing: Attack] Style Talent's [Range] to be [Item].
  987.  
  988. Hidden Pressure Points
  989. Timing : Constant
  990. Range : User
  991. Target : User
  992. Cost : None
  993. Assessing the weak points your opponent's spirit crest and then striking those, you cause their spirit energy to run wild and explosively scatter.
  994. Passive Effect. The target adds the following to the effect of «Heaven and Earth»: "The user may inflict [Shift: Dead] on all Mononoke with "x#" written in their name (multiple Mononoke treated as one) that they dealt [Damage] to." («Dark Killing Arts» applies.)
  995.  
  996. ● Explosive Breath
  997. Timing : Prep
  998. Range : User
  999. Target : User
  1000. Cost : None
  1001. Making full use of a special breathing technique, you dramatically amplify your spirit energy.
  1002. Unique Effect. The target gains 2 [Overflow]. This Talent may be used once per session.
  1003.  
  1004. ● Thunderous Tremor
  1005. Timing : Attack
  1006. Range : Engaged
  1007. Target : 1#
  1008. Cost : [6, 6]
  1009. Stomping or striking something, you cause the spirit energy within a body to reverberate, amplifying the power of your technique.
  1010. Physical Attack. The user gains +3 [Rank] at [Damage Calculation]. This Talent may be used once per round.
  1011.  
  1012. ● Shrieking Throw
  1013. Timing : Constant
  1014. Range : User
  1015. Target : User
  1016. Cost : None
  1017. Sheathing a throwing weapon in spirit energy, you vastly enhance its power.
  1018. Passive Effect. «Extension of Self» Required. When the target makes a [Ranged Attack] while [Equipped] with a [Weapon] that has any one of "Throw" "Use as a [Ranged Weapon]" or "Spend [Timing: Prep]" written in its effect field, they gain a +[any one of user's {Main Stats}] modifier to [Physical Damage].
  1019.  
  1020. ● Regaliazation
  1021. Timing : Constant
  1022. Range : User
  1023. Target : User
  1024. Cost : None
  1025. Continually filling your limbs with spirit energy, you make your fists and feet akin to a powerful Regalia.
  1026. Passive Effect. «Spirit Armament» Required. The target gains a +[user's [World Influence LV] (Max 10)] modifier for the [Damage Calculation] of [Unarmed] or [Weapons] that are treated as [Unarmed].
  1027.  
  1028. ◎ Invite Ruin
  1029. Timing : Constant
  1030. Range : User
  1031. Target : User
  1032. Cost : None
  1033. Using an ultimate technique you devised yourself, you hammer your opponent with a strike that will bring certain death.
  1034. Passive Effect. The target adds the following to the effect of «Heaven and Earth» "The user gains a +[any one of the user's {Main Stats}] modifier at [Damage Calculation]. Also, the user may destroy any [Obstacle] they deal [Damage] to."
  1035.  
  1036. ◎ Inner Heaven
  1037. Timing : Constant
  1038. Range : User
  1039. Target : User
  1040. Cost : None
  1041. Causing your spirit energy to circulate in a spiral using a special breathing technique, you dramatically enhance the efficiency of its use.
  1042. Passive Effect. The target is now able to use «Heaven and Earth» as [Cost: E], and [Style: God Hand / Type: A / Timing: Attack] Style Talents as [Cost: 6].
  1043.  
  1044. --------------------------------------------------------------------------------
  1045. TYPE B
  1046. This Type specializes in defensive arts, throws, and joint locks. In order to use [God Hand: Type B] Talents, you must be [Equipped] with [Unarmed].
  1047. --------------------------------------------------------------------------------
  1048. ●◎※
  1049.  
  1050. ※ Hua Jin
  1051. Timing : Unique
  1052. Range : User
  1053. Target : User
  1054. Cost : [6]
  1055. You soften your opponent's spirit energy by bringing together your body and mind as you defend, then turn their attack aside.
  1056. Use On Damage Reduction. The target reduces the [Damage] they would take by [any one of user's {Main Stats}]. This Talent may be used once per round.
  1057.  
  1058. Smiting Tornado
  1059. Timing : Attack
  1060. Range : Engaged
  1061. Target : 1#
  1062. Cost : [Doubles]
  1063. With a fierce twist, you throw the opponent to the ground. At the moment of impact, you bind the opponent's body with spirit energy, so the force directly strikes their soul, rather than their flesh.
  1064. Physical Attack. The user gains a +[any one of user's {Main Stats}] modifier to [Physical Damage]. If the target takes at least one point of damage from this Talent, they also take [Shift: Fallen].
  1065.  
  1066. Spirit Warhead
  1067. Timing : Attack
  1068. Range : Combat Zone
  1069. Target : Area
  1070. Cost : [E, 6]
  1071. Lifting up a car, electric pole, or even a building, you convert it into a temporary Artificial Regalia by coating it with spirit energy, and then hurl it at an opponent.
  1072. Physical Attack. This Talent cannot be used unless there is an [Obstacle] in a square adjacent to the user. The [Obstacle] is destroyed, and then the user makes a [Special Attack] against the target, gaining a +[destroyed [Obstacle]'s [Armor] value] modifier at [Damage Calculation].
  1073.  
  1074. Smiting Drop
  1075. Timing : Attack
  1076. Range : Engaged
  1077. Target : 1#
  1078. Cost : [6, 6]
  1079. Grabbing your opponent, you throw them in a distinct way, smashing them into the ground. At the moment of impact, you bind the opponent's body with spirit energy, so the force directly strikes their soul, rather than their flesh.
  1080. Physical Attack. The user gains a +[any one of user's {Main Stats} x 2] modifier to [Physical Damage].
  1081.  
  1082. Spirit Palm
  1083. Timing : Defense
  1084. Range : User
  1085. Target : User
  1086. Cost : [E]
  1087. You ward off your opponent's attack with your palm, coated in spirit energy, reducing the power of the blow.
  1088. Use On Damage Reduction. The target reduces the [Damage] they would take by 3.
  1089.  
  1090. Spirit Retaliation
  1091. Timing : Unique
  1092. Range : User
  1093. Target : User
  1094. Cost : [O]
  1095. You manipulate your spirit energy while performing a particular movement following an evasion, and send the shock of your opponent's attack back at them.
  1096. Use On Damage Reduction. The target inflict [Shift: Fallen] to [Range: Engaged / Target: 1#] that made the [Attack Action]. This Talent may be used once per round.
  1097.  
  1098. Divine Dragon Defense
  1099. Timing : Unique
  1100. Range : Combat Zone
  1101. Target : 1#
  1102. Cost : [Steps]
  1103. You manipulate the flow of spirit energy using a special technique, focusing a broad attack on you alone.
  1104. Use On Damage Reduction. Change the [Target] of the [Attack Action] the target is making to [1#], with the user taking the [Damage]. Treat this [Damage] as though a {Resist} check had been failed. This Talent may be used once per round.
  1105.  
  1106. Feat of Training
  1107. Timing : Constant
  1108. Range : User
  1109. Target : User
  1110. Cost : None
  1111. The discipline you have gained while in the process of refining your techniques can be put to use with particular actions.
  1112. Passive Effect. The target gains a +2 modifier to the result of {Strength} and {Agility} checks, as well as +2 to [Barrier].
  1113.  
  1114. ● Shortened Earth
  1115. Timing : Unique
  1116. Range : 7 Sq.
  1117. Target : 1#
  1118. Cost : None
  1119. You move with lightning speed while avoiding a particular long-range attack by a hair's bredth.
  1120. Use On Damage Reduction. Only in the case where the target's [Attack Action] is either [Range: X Sq. ・ Combat Zone], the user changes the [Damage] they take to [HP Damage: 5], and ignore other effects that might've been inflicted. Then, the user moves up to 7 Sq. from their current square, ignoring [Engagements]. This Talent may be used once per combat.
  1121.  
  1122. ● Soul Grip
  1123. Timing : Unique
  1124. Range : Engaged
  1125. Target : 1#
  1126. Cost : [6]
  1127. You take decisive action by putting a fallen foe in a joint lock. Rather than their bodies, you pin their soul, and break it. The pain exceeds human reasoning, such that even an Aramitama would scream.
  1128. Unique Effect. Use when the target has taken [Shift: Fallen]. Inflict the effect of either ① or ② on the target. This Talent may be used once per round. The target does not make a [Reactive Check].
  1129. ①: The target loses 3d6 {HP}.
  1130. ②: The target takes [Shift: Pain].
  1131.  
  1132. ● Blindside Barrage
  1133. Timing : Unique
  1134. Range : Engaged
  1135. Target : 1#
  1136. Cost : [O, 6]
  1137. You slip into your opponent's blindspot the moment they recover from a condition shift, then unleash an attack.
  1138. Unique Effect. Use when the target [Removes] a [Shift]. The user may make one [Timing: Attack / Cost: X (or) X, X] Style Talent, treating it as though the [Cost] had already been paid. This Talent may be used once per round.
  1139.  
  1140. ● Feat of Resilience
  1141. Timing : Constant
  1142. Range : User
  1143. Target : User
  1144. Cost : None
  1145. By freely controlling spirit energy, you strengthen your body to become like steel.
  1146. Passive Effect. The target gains a +10 modifier to {HP}. Also, when using [Effect Class: Use On Damage Reduction] Talents, the target reduces [Damage] they take by 4.
  1147.  
  1148. ◎ Hua Jin Expert
  1149. Timing : Constant
  1150. Range : User
  1151. Target : User
  1152. Cost : None
  1153. Through proficiency in hardening, you can manifest more supernatural defensive and combat power.
  1154. Passive Effect. The target is now able to use «Hua Jin» as though it were [Cost: O], and is able to use «Hua Jin» up to three times per round. Also, when the target uses [Timing: Attack] Style Talents, they gain +1 [Rank].
  1155.  
  1156. ◎ Outer Heaven
  1157. Timing : Constant
  1158. Range : User
  1159. Target : User
  1160. Cost : None
  1161. By using a special breathing technique, you circulate enormous spirit energy throughout your entire body, vastly enhancing the efficiency of your spirit energy.
  1162. Passive Effect. The target is now able to use [Style: God Hand / Type: B / Timing: Attack] Style Talents as though they had [Cost: 6]. Also, the treat treats [Timing: Defense / Cost: X] Style Talents as though the [Cost] were already paid.
  1163.  
  1164. ================================================================================
  1165. Requiem for the Godsoul -- Contractor (Group: Utility) (Style) [XXXL]
  1166. ================================================================================
  1167. Characters who have this [Style] as their [Main] are able to [Equip] [Restrict: Utility] [Items]. Also, regardless of whether this [Style] is their [Main] or not, they may [Equip] [Restrict: Contractor] [Items].
  1168.  
  1169. ACC EVA CNJ RES INS PD MD INI HP
  1170. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1171. | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 6 | 32 |
  1172. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1173. Combat Modifiers (When Main)
  1174.  
  1175. Those who carry in their souls Shards relating to the conveyances used by the gods of old, such as the reins of divine steeds and mythical beasts, golden arks, and chariots, acquire the [Style] of "The One Who Binds," more commonly known as the [Contractor]. Those with the [Style] of [Contractor] wield secret techniques and special abilities to form a contract with a high-ranking Mononoke or a machine with will, and fight together with it either by riding upon it, or summoning it using their own souls as payment. [Contractors], by controlling a [Bound Steed] or [Bound Primal], are able to unleash a variety of attacks, gain protection from their bonded creature, and share with it their spirit energy. They are masterful drivers or riders, or else summoners that can summon youkai, dragons, or even guardian deities.
  1176.  
  1177. --------------------------------------------------------------------------------
  1178. TYPE A
  1179. This Type can perform powerful [Attack Actions] by riding [Bound Steeds]. In order to use [Contractor: Type A] Talents, the character must be [Equipped] with a [Item: Weapon] that has [Range: Charge X Sq.]
  1180. --------------------------------------------------------------------------------
  1181. ●◎※
  1182.  
  1183. ※ «Rider & Steed As One»
  1184. Timing : Attack
  1185. Range : Item
  1186. Target : 1#
  1187. Cost : [4, 4]
  1188. Leading a decisive charge while wreathed in spirit energy, you smash your opponents.
  1189. Use While Active. Make either type of [Attack Action] against the target.
  1190. [Physical Attack]: The user gains +2 [Rank].
  1191. [Magical Attack]: Deal [Rank: 3] [Magical Damage] on the target (Resist [Halves]).
  1192.  
  1193. «Astonishing Rush»
  1194. Timing : Start
  1195. Range : User
  1196. Target : User
  1197. Cost : [4]
  1198. Leaping sky high in on your Bound Steed or wheeled vehicle, or else racing across a wall or ceiling, you pass obstacles and opponents by.
  1199. Unique Effect. The target [Installs] themselves anywhere within 5 Sq. of their current square.
  1200.  
  1201. «Prepare to Charge»
  1202. Timing : Prep
  1203. Range : User
  1204. Target : User
  1205. Cost : [O]
  1206. Encouraging your Bound Steed, or revving the accelerator of your vehicle, you enhance the power of your next charge.
  1207. Unique Effect. The target gains +1 [Rank] at [Damage Calculation].
  1208.  
  1209. «Full Power Breakthrough»
  1210. Timing : Attack
  1211. Range : Item
  1212. Target : 1#
  1213. Cost : [Doubles]
  1214. Pressing through a gap in the enemy's awareness, you break through their encirclement while attacking.
  1215. Use While Active. The user makes either type of [Attack Action] while ignoring [Engagements].
  1216. [Physical Attack]: The user gains +1 [Rank].
  1217. [Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).
  1218.  
  1219. «Spirit Tracking»
  1220. Timing : Unique
  1221. Range : User
  1222. Target : User
  1223. Cost : [O]
  1224. Using the spirit energy characteristic of The One Who Binds, you track the opponent's spirit energy.
  1225. Use On Active Check. The target gains a +1 modifier to their [Active Check]. This Talent may be used once per round.
  1226.  
  1227. «Explosive Leap»
  1228. Timing : Unique
  1229. Range : User
  1230. Target : User
  1231. Cost : [4]
  1232. After charging, you grasp hold of spirit energy and cause it to explode underfoot, leaping utilizing the force.
  1233. Use On Damage Calculation. The target gains a +2 modifier at [Damage Calculation]. Also, the target [Installs] themselves anywhere within 2 Sq. of their current square. This Talent may be used once per round.
  1234.  
  1235. «Mounted Combat»
  1236. Timing : Constant
  1237. Range : User
  1238. Target : User
  1239. Cost : None
  1240. You skillfully wield a melee weapon while riding.
  1241. Passive Effect. While [Equipped] with a [Range: Charge X Sq.] [Ranged Weapon], the target may [Equip] an additional [Mode: One Hand] [Melee Weapon] ([Mode: Switch Hand] is not permitted). If this is done, the [ACC] [PD] [INIT] [Additional Effects] all stack. For each [Attack Action], apply either one of the [Equipped] [Weapons]' [Range/Target] (for example, when applying [Combat Bike], use both [Combat Bike]'s [Range/Target]). The effect of this Talent cannot be paired with «Dragoon».
  1242.  
  1243. «Dragoon»
  1244. Timing : Constant
  1245. Range : User
  1246. Target : User
  1247. Cost : None
  1248. You skillfully wield a ranged weapon while riding.
  1249. Passive Effect. While [Equipped] with a [Range: Charge X Sq.] [Ranged Weapon], the target may [Equip] an additional [Mode: One Hand] [Ranged Weapon] (※ included) ([Mode: Switch Hand] is not permitted). If this is done, the [ACC] [PD] [INIT] [Additional Effects] all stack. For each [Attack Action], apply either one of the [Equipped] [Weapons]' [Range/Target] (for example, when applying [Combat Bike], use both [Combat Bike]'s [Range/Target]). The effect of this Talent cannot be paired with «Dragoon».
  1250.  
  1251. ● «Relentless Advance»
  1252. Timing : Attack
  1253. Range : Item
  1254. Target : 1#
  1255. Cost : [E, 4]
  1256. While killing an opponent during your charge, you're also able to track another opponent down.
  1257. Physical Attack. The user gains +1 [Rank] at [Damage Calculation]. If the target is made [Downed・Taken Out・Dead], the user may additionally move up to 3 Sq. ignoring [Engagements], and then make a [Weapon Attack] against [Target: 1#]. This Talent may be used once per round.
  1258.  
  1259. ● «Circling Blockade»
  1260. Timing : Unique
  1261. Range : Engaged
  1262. Target : 1#
  1263. Cost : [4]
  1264. Reading the flow of battle, you stop an opponent's attempt to break away or withdraw.
  1265. Unique Effect. Use after the target declares [Breakaway] [Withdraw], or a Talent that is not [Timing: Constant] that allows them to ignore [Engagements]. Cancel the effect of any one of the target's [Breakaway] [Withdraw] or Talent that ignores [Engagements]. This Talent may be used once per round.
  1266.  
  1267. ● «Storm and Drive»
  1268. Timing : Unique
  1269. Range : Engaged
  1270. Target : 1#
  1271. Cost : [4]
  1272. You swiftly strike an opponent that enters your space, then charge.
  1273. Unique Effect. Use at any time. Make a [Weapon Attack] against a target that just became [Engaged], then move up to 2 Sq. ignoring [Engagements]. This Talent may be used once per round.
  1274.  
  1275. ● «Reaper of the Battlefield»
  1276. Timing : Constant
  1277. Range : User
  1278. Target : User
  1279. Cost : None
  1280. When you combine the use of a larger weapon with your mastery of riding, you enhance the power of your charges.
  1281. Constant Effect. «Mounted Combat» or «Dragoon» Required. When the target acquires «Reaper of the Battlefield», they gain either one of the following effects in addition to «Mounted Combat» or «Dragoon».
  1282. ①: Rather than [Mode: One Hand], [Equip] a [Mode: Switch Hand (apply the two-handed data)] [Weapon].
  1283. ②: In addition to [Mode: One Hand], [Equip] a [Form: Shield].
  1284.  
  1285. ◎ «Heroic Charge»
  1286. Timing : Unique
  1287. Range : Combat Zone
  1288. Target : 1#
  1289. Cost : [4]
  1290. Skillfully controlling your Bound Steed or vehicle, you make a fearsome charge, like a legendary hero, and unleash a long-range attack.
  1291. Use when the target declares a Talent. Make a [Weapon Attack] against the target. Or, use one [Style: Utility / Timing: Attack] Talent (pay the [Cost] as normal). This Talent may be used once per round.
  1292.  
  1293. ◎ «Knight of Legend»
  1294. Timing : Constant
  1295. Range : User
  1296. Target : User
  1297. Cost : None
  1298. Passive Effect. Each time the target uses a [Style: Contractor / Timing: Attack] Talent, they treat one portion of the [Cost] as already being paid.
  1299.  
  1300. --------------------------------------------------------------------------------
  1301. TYPE B
  1302. This Type controls, and is strengthened by, the spirit energy in their Bound Primals. There is no restriction to using [Contractor: Type B] Talents, but when the character's [Bound Primal] is either [Backstage] or [Dead], Talents with "May only be used while the user's [Bound Primal] is [Appearing]" cannot be used.
  1303. --------------------------------------------------------------------------------
  1304. ●◎※
  1305.  
  1306. ※ «Contract Summon»
  1307. Timing : Constant
  1308. Range : User
  1309. Target : User
  1310. Cost : None
  1311. Instantly summon and control a divinity you've formed a contract with.
  1312. Passive Effect. When the target acquires «Contract Summon», they select one from [Beast・Insectoid・Plant・Mechanical]. By spending 3 {Crest} and 1x [Start], the target may cause a single [Mononoke] with [LV = target's World Influence LV] and [Class = one Class the user selected], and freely control it (this [Mononoke] is referred to as [Bound Primal]). See the Rules Section of this book for more details. You can only use Contract Summon 1/Scene (Combat counts as its own scene)
  1313.  
  1314. «Sensory Share»
  1315. Timing : Unique
  1316. Range : Combat Zone
  1317. Target : 1#
  1318. Cost : [Steps]
  1319. By sharing your senses with your Bound Primal, you can aid the actions of your allies.
  1320. Unique Effect. Use before the target [Influences]. May only be used while the user's [Bound Primal] is [Appearing]. The target may reroll their [Roll] (this includes [Criticals] and [Fumbles]; after rerolling the target may [Influence]). This Talent may be used once per round, and the target may refuse the effect.
  1321.  
  1322. «Spirit Sunder»
  1323. Timing : Unique
  1324. Range : 7 Sq.
  1325. Target : 1#
  1326. Cost : [4]
  1327. You enhance the power of techniques by combining its power with your Bound Primal.
  1328. Use On Damage Calculation. May only be used while the user's [Bound Primal] is [Appearing]. The target gains a +[any one of the user's [Bound Primal]'s {Combat Stats}] modifier at [Damage Calculation]. This Talent may only be used 1/Round.
  1329.  
  1330. «Bestow Spirit Wall»
  1331. Timing : Unique
  1332. Range : Combat Zone
  1333. Target : 1#
  1334. Cost : [4]
  1335. As you grow more powerful, you're able to grant spirit energy armor to your Bound Primal.
  1336. Use On Damage Reduction. [Halve] only the [Magical Damage] the user's [Bound Primal] takes. This Talent may be used once per round.
  1337.  
  1338. «Power Attraction»
  1339. Timing : Unique
  1340. Range : Combat Zone
  1341. Target : 1#
  1342. Cost : [4]
  1343. By your Bound Primal's own will, it absorbs a wide area attack.
  1344. Use On Damage Reduction. May only be used while the user's [Bound Primal] is [Appearing]. Change the [Target] of the target's [Attack Action] to [1#], and the user's [Bound Primal] takes the [Damage]. Treat the [Damage] taken as though its {Resist} check had failed. This Talent may be used once per round.
  1345.  
  1346. «Summoner & Primal As One»
  1347. Timing : Constant
  1348. Range : User
  1349. Target : User
  1350. Cost : None
  1351. With your Primal supplying your spirit energy and vice-versa, your coordination is enhanced, which serves to enhance your own combat power.
  1352. Passive Effect. May only be used while the user's [Bound Primal] is [Appearing]. The target gains a +2 modifier to [Damage Calculation] and {Luck} checks.
  1353.  
  1354. «Amplify Attacks»
  1355. Timing : Constant
  1356. Range : User
  1357. Target : User
  1358. Cost : None
  1359. By oversupplying your Primal with spirit energy, you vastly enhance its combat prowess.
  1360. Passive Effect. The target's [Bound Primal] gains a +[user's [World Influence LV] x 3] modifier at [Damage Calculation] (to a max of +15).
  1361.  
  1362. «Empathic Growth»
  1363. Timing : Constant
  1364. Range : User
  1365. Target : User
  1366. Cost : None
  1367. Establishing an empathic link through spirit energy, you can cause your Bound Primal to grow as you do.
  1368. Passive Effect. The target's [Bound Primal] gains a +[user's [World Influence LV]] modifier to the result of its [Active Checks].
  1369.  
  1370. ● «Amplify Defense»
  1371. Timing : Start
  1372. Range : User
  1373. Target : User
  1374. Cost : [4]
  1375. Wreathing your Bound Primal in spirit energy, you enhance its defenses.
  1376. Unique Effect. May only be used while the user's [Bound Primal] is [Appearing]. The user's [Bound Primal] gains a +10 modifier to [Armor].
  1377.  
  1378. ● «Summoner's Dance»
  1379. Timing : Unique
  1380. Range : Combat Zone
  1381. Target : 1#
  1382. Cost : [4]
  1383. You vastly enhance the power of techniques by combining its power with your Bound Primal.
  1384. Use On Damage Calculation. May only be used while the user's [Bound Primal] is [Appearing]. The target gains a +[any one of the user's [Bound Primal]'s {Fixed Stats}] modifier at [Damage Calculation]. This Talent may be used once per combat.
  1385.  
  1386. ● «Ancient Being»
  1387. Timing : Constant
  1388. Range : User
  1389. Target : User
  1390. Cost : None
  1391. You summon a powerful Bound Primal that has existed since antiquity.
  1392. Passive Effect. The target's [Bound Primal] gains a +5 modifier to [Barrier]. Also, the target's [Bound Primal] can make [Ranged Attacks] and [Magical Attacks] after any [Move Action]. If they can already make [Ranged Attacks] and [Magical Attacks] after [Move Actions], then they gain a +1d6 modifier at [Damage Calculation].
  1393.  
  1394. ● «Massive Size»
  1395. Timing : Constant
  1396. Range : User
  1397. Target : User
  1398. Cost : None
  1399. The Bound Primal you've made a contract with is a massive example of its class.
  1400. Passive Effect. The target's [Bound Primal] gains a +2 modifer to [Size], and a +[user's [World Influence LV] x 3] modifier to {HP} (maximum +60).
  1401.  
  1402. ◎ «Share the Burden»
  1403. Timing : Unique
  1404. Range : Combat Zone
  1405. Target : 1#
  1406. Cost : [4]
  1407. Forcibly applying the Contractor's characteristic empathic abilities, you take on another's wounds.
  1408. Unique Effect. Change the [Damage] the target takes to [HP Damage: 5], and then the user takes it instead. This Talent may be used once per combat.
  1409.  
  1410. ◎ «Mythical Summon»
  1411. Timing : Constant
  1412. Range : User
  1413. Target : User
  1414. Cost : None
  1415. You are a master summoner that can make a contract with mythical creatures that are very close to gods.
  1416. Passive Effect. The target adds the [Mythic] [Class] to the [Class] selected with «Contract Summon» (for example, if they chose [Beast], then when they use «Contract Summon», they may summon either one of [Beast・Mythic]). Also, while the target's [Bound Primal] is [Appearing], the [Bound Primal] gains a +1d6 modifier at [Damage Calculation].
  1417.  
  1418. ================================================================================
  1419. Requiem for the Godsoul -- Divine Talker (Group: Arcane) (Style) [XXXM]
  1420. ================================================================================
  1421. Characters who have this [Style] as their [Main] are able to [Equip] [Items] with [Restrict: Arcane] and [Restrict: Divine Talker].
  1422.  
  1423. ACC EVA CNJ RES INS PD MD INI HP
  1424. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1425. | 0 | 0 | 2 | 2 | 1 | 2 | 3 | 6 | 29 |
  1426. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1427. Combat Modifiers (When Main)
  1428.  
  1429. Those who carry in their souls the Shards of the precious metals, musical instruments, rods, or clothes of the gods acquire the [Style] of "Intoner of the Sacred Word," more commonly known as the [Divine Talker]. Those with the [Style] of [Divine Talker], through the power of their Shard, acquire supernatural abilities and secret techniques to instill power in words themselves, and by chanting, singing, or forming special mudras (hand gestures), materialize spirit energy. Their techniques are close to those used by the first gods, and are extremely powerful. [Divine Speakers] are, as it were, songstresses and poets who wield magical songs, and holy men who control the sacraments and the sutras.
  1430.  
  1431. (TN Note: "Kotodama" is written with the kanji for "speaking" and "soul" and means something like "wordsoul" or more specifically, the soul of words themselves. In essence it's an idea that suggests that words have power and are living in of themselves. Some video games and anime take this concept to its anime limit. For example in the game Persona 2, if enough people begin believing in a rumor, it becomes reality. Another made up example would be shouting "You cannot pass!" and literally that becoming true. Divine Talker is able to shape reality with words themselves thusly.)
  1432.  
  1433. --------------------------------------------------------------------------------
  1434. TYPE A
  1435. This Type strengthens the power of techniques by chanting mantras, or forming special mudra. There are no restrictions to using [Divine Talker: Type A] Talents.
  1436. --------------------------------------------------------------------------------
  1437. ●◎※
  1438.  
  1439. ※ Esoteric Mantra
  1440. Timing : Prep
  1441. Range : User
  1442. Target : User
  1443. Cost : [O]
  1444. You chant esoteric kotodama, strengthening the materialization of your spirit energy.
  1445. Unique Effect. The target gains +1 [Rank] at [Damage Calculation]. This Talent does not spend [Prep].
  1446.  
  1447. Origin Mudra
  1448. Timing : Prep
  1449. Range : User
  1450. Target : User
  1451. Cost : [E]
  1452. Forming the mudra that represents an Origin element, you bestow it upon your techniques.
  1453. Unique Effect. When the user first acquires «Origin Mudra», they select one [Element] (after, the designated [Element] is referred to as [Origin Element D]). The target is bestowed with [Origin Element D] at [Damage Calculation]. If they were already bestowed with [Origin Element D], then they gain +1 [Rank].
  1454.  
  1455. Incarnation Mudra
  1456. Timing : Prep
  1457. Range : User
  1458. Target : User
  1459. Cost : [3, 3]
  1460. Forming a special mudra and making certain motions, you change the wavelength of your spirit energy.
  1461. Unique Effect. For the rest of the round, the target changes [Attack Actions] to [Special Attacks].
  1462.  
  1463. Cry
  1464. Timing : Attack
  1465. Range : 17 Sq.
  1466. Target : 1#
  1467. Cost : [3]
  1468. You cause spirit energy to flood into your foe with a single word, piercing them with your kotodama.
  1469. Magical Attack. Inflict [Rank: 2] [Magical Damage] on the target (Resist [Cancels]).
  1470.  
  1471. Archaic Sacrament
  1472. Timing : Unique
  1473. Range : User
  1474. Target : User
  1475. Cost : [3]
  1476. By speaking a single forgotten word, you expand a technique.
  1477. Unique Effect. Use at any time. The target changes the [Target] of their [Timing: Attack] Talent to [Area]. This Talent may be used once per round.
  1478.  
  1479. Flowing Kotodama
  1480. Timing : Unique
  1481. Range : User
  1482. Target : User
  1483. Cost : [3]
  1484. The hidden techniques and spells you've mastered continue to roll off your tongue.
  1485. Unique Effect. Use after the target performs [Damage Calculation]. The target may use 1x [Timing: Attack / Cost: X] Talent, treating the [Cost] as already paid. This Talent may be used once per round.
  1486.  
  1487. Holy Word Strike
  1488. Timing : Unique
  1489. Range : User
  1490. Target : User
  1491. Cost : [O]
  1492. Using a special word, you enhance your own spirit energy.
  1493. Use On {Conjure} Check. The target gains +1 to the result of the {Conjure} check. This Talent may be used once per round.
  1494.  
  1495. Spirit Mudra
  1496. Timing : Constant
  1497. Range : User
  1498. Target : User
  1499. Cost : None
  1500. By forming an ancestral mudra, you are able to regulate your spirit energy when combat is near.
  1501. Passive Effect. At the start of combat only, the target may add or subtract 1 from two [Spirit] dice (adjusting a single die by 2 is allowed; cannot raise above 6 or lower below 1).
  1502.  
  1503. ● Kotodama Purification
  1504. Timing : Attack
  1505. Range : 7 Sq.
  1506. Target : 1#
  1507. Cost : [3, 3]
  1508. By throwing a powerful kotodama against the materialization of spirit energy, you stop its materialization.
  1509. Magical Attack. This Talent does not deal [Magical Damage] to the target; instead, select one Talent that is not [Timing: Constant] that the target is under the effect of, and cancel it (Resist [Cancels]). This Talent may be used once per round.
  1510.  
  1511. ● Kotodama of Malediction
  1512. Timing : Unique
  1513. Range : 7 Sq.
  1514. Target : 1#
  1515. Cost : [3]
  1516. The instant your opponent moves, you attack, creating words like chains.
  1517. Unique Effect. Use when the target makes a [Move Action], or when they use a Talent (other than [Timing: Constant]) that allows them to move. The user may make 1x [Weapon Attack] against the target. This Talent may be used once per round.
  1518.  
  1519. ● Twisted Words of Anathema
  1520. Timing : Unique
  1521. Range : Combat Zone
  1522. Target : 1#
  1523. Cost : [3]
  1524. When an opponent would be healed, you hinder their recovery with kotodama.
  1525. Unique Effect. Use when the target receives a [Recovery] effect from a [Timing: Attack] Talent. The target [Halves] the [Recovery] they would have received. This Talent may be used once per round.
  1526.  
  1527. ● Simplified Mudra
  1528. Timing : Constant
  1529. Range : User
  1530. Target : User
  1531. Cost : None
  1532. By simplifying a special mudra, you make your spirit energy more efficient.
  1533. Passive Effect. The target is able to use [Timing: Prep] Style Talents as though they were [Cost: 3].
  1534.  
  1535. ◎ The Soul of Words
  1536. Timing : Unique
  1537. Range : User
  1538. Target : User
  1539. Cost : [3]
  1540. By arriving at the essence of kotodama, you freely control certain techniques.
  1541. Unique Effect. Use after the target uses a [Timing: Attack] Talent. The target may use 1x [Timing: Attack / Cost: X (OR) X, X] Talent, treating the [Cost] as already paid. This Talent may be used once per round.
  1542.  
  1543. ◎ Mudra Expert
  1544. Timing : Constant
  1545. Range : User
  1546. Target : User
  1547. Cost : None
  1548. Through complete understanding of mudras, you vastly enhance the power of your techniques.
  1549. Passive Effect. When the target gains the effect of a [Timing: Prep] Style Talent, the target gains +[any one of user's {Main Stats}] modifier to the [Damage Calculation] of [Timing: Attack] Style Talents. This effect does not apply to [Weapon Attacks].
  1550.  
  1551. --------------------------------------------------------------------------------
  1552. TYPE B
  1553. This Type strengthens oneself, enhancing a character's magical defenses with special songs. There are no restrictions to using [Divine Talker: Type B] Talents.
  1554. --------------------------------------------------------------------------------
  1555. ●◎※
  1556.  
  1557. ※ Armored Hymn
  1558. Timing : Unique
  1559. Range : Combat Zone
  1560. Target : 1#
  1561. Cost : [Doubles]
  1562. By weaving a song, you wreathe an ally in an anti-magic barrier of light.
  1563. Use On Damage Reduction. The target [Halves] the [Magical Damage] they've taken. This Talent may be used once per round.
  1564.  
  1565. Amplifying Psalm
  1566. Timing : Start
  1567. Range : User
  1568. Target : User
  1569. Cost : [3]
  1570. Resounding with a unique song, you amplify anti-magic effects.
  1571. Unique Effect. The target chooses any value between 1-10, and then increases [Barrier] by that value, and decreases {Initiative} by the same value (this may not lower {Initiative} below 1). For example, if 10 is selected, gain +10 [Barrier], and reduce {Initiative} by 10. This Talent does not spend [Start].
  1572.  
  1573. Harmonic Excitation
  1574. Timing : Attack
  1575. Range : 17 Sq.
  1576. Target : 1#
  1577. Cost : [Steps]
  1578. Resounding with a unique song, you fold someone in etherlight, causing them to regain consciousness lost from serious wounds.
  1579. Magical Attack. The target [Removes] [Shift: Downed], and sets their {HP} to 1. The target may refuse this effect.
  1580.  
  1581. Invigorating Psalm
  1582. Timing : Attack
  1583. Range : Combat Zone
  1584. Target : 1#
  1585. Cost : [E, 3, 3]
  1586. With the powerful spirit energy hidden in your voice, you instantly heal another.
  1587. Magical Attack. The target [Recovers] {HP} equal to a [Rank: 5] [Magical Attack].
  1588.  
  1589. Psalm Bulwark
  1590. Timing : Defense
  1591. Range : 17 Sq.
  1592. Target : 1#
  1593. Cost : [3]
  1594. Singing in a unique voice, you construct a field before someone's eyes, protecting them from spells and supernatural abilities.
  1595. Use On Damage Reduction. Change the target's [Barrier] value to be the same as the user's [Barrier] value.
  1596.  
  1597. Harmonic Barrier
  1598. Timing : Unique
  1599. Range : User
  1600. Target : User
  1601. Cost : [3]
  1602. Singing in a unique voice, you materialize an invisible wall before yourself.
  1603. Use On Damage Reduction. The target [Halves] the [Damage] of a [Special Attack] they've taken. This Talent may be used once per round.
  1604.  
  1605. Healing Amplification
  1606. Timing : Constant
  1607. Range : User
  1608. Target : User
  1609. Cost : None
  1610. Singing in a unique voice, you amplify healing effects.
  1611. Passive Effect. The target gains +5 to the [Recovery] effect from Talents.
  1612.  
  1613. Hymn of Protection
  1614. Timing : Unique
  1615. Range : 17 Sq.
  1616. Target : 1#
  1617. Cost : [Doubles]
  1618. Singing in a unique voice, you converge an area attack.
  1619. Use On Damage Reduction. Change the [Target] of the target's [Attack Action] to [1#], and the user takes the [Damage]. Treat the [Damage] as though a {Resist} check had failed. This Talent may be used once per round.
  1620.  
  1621. ● Dirge of the Fallen Gods
  1622. Timing : Unique
  1623. Range : 17 Sq.
  1624. Target : 1#
  1625. Cost : [3]
  1626. Utilizing a secret art particular to Orators, you draw out the maximum potential of someone's combat power.
  1627. Use On Damage Calculation. The target gains +[any one of user's {Main Stats} x 2] at [Damage Calculation]. This Talent may be used once per combat.
  1628.  
  1629. ● Twisted Words of Recovery
  1630. Timing : Unique
  1631. Range : User
  1632. Target : User
  1633. Cost : None
  1634. You change the meaning of your technique itself through words of power, dramatically enhancing your healing power.
  1635. Unique Effect. Use when the target declares a Talent with a [Recovery] effect. The target gains a +[any one of user's {Main Stats} x 3] modifier to the [Recovery] effect. This Talent may be used once per session.
  1636.  
  1637. ● Attire of the Muse
  1638. Timing : Constant
  1639. Range : User
  1640. Target : User
  1641. Cost : None
  1642. Even a normal voice can change into the power of song, which will last eternally.
  1643. Passive Effect. The target gains +15 to {HP}.
  1644.  
  1645. ● Prayer of Recovery
  1646. Timing : Constant
  1647. Range : User
  1648. Target : User
  1649. Cost : None
  1650. Changing the nature of your song, you are able to heal wounds and fatigue.
  1651. Passive Effect. The target grants the effect of one from ①~④ below to the [Target] of their [Timing: Attack] Talents that deal no [Damage] (such as «Harmonic Excitation» or «Invigorating Psalm»).
  1652. ①: [Remove: Darkness]
  1653. ②: [Remove: Poison]
  1654. ③: [Remove: Pain]
  1655. ④: [Remove: Paralysis]
  1656.  
  1657. ◎ Singer of Blessings
  1658. Timing : Constant
  1659. Range : User
  1660. Target : User
  1661. Cost : None
  1662. Mastering a song of the sacraments, you continually materialize spirit energy, overflowing with it.
  1663. Passive Effect. Each time [Timing: Start] occurs, the target gains 1 [Overflow].
  1664.  
  1665. ◎ Song of the Muse
  1666. Timing : Constant
  1667. Range : User
  1668. Target : User
  1669. Cost : None
  1670. Utilizing the spirit energy in song, you make certain distance techniques more efficient.
  1671. Passive Effect. The target may use «Armored Hymn», «Harmonic Barrier», and Talents with [Range: 17 Sq / Target: 1#] as though they had [Cost: E].
  1672.  
  1673. ================================================================================
  1674. Requiem for the Godsoul -- Common Talents [XXXN]
  1675. ================================================================================
  1676. In this section can be found additional Common Talents. Common Talents may be acquired regardless of [Style].
  1677.  
  1678. ●◎※
  1679.  
  1680. «Spirit Augment»
  1681. Timing : Start
  1682. Range : User
  1683. Target : User
  1684. Cost : [E]
  1685. Supplying spirit energy through your Crest, you temporarily augment your combat prowess.
  1686. Unique Effect. The target gains a +1 modifier to the result of [Active Checks].
  1687.  
  1688. «Spirit Dash»
  1689. Timing : Start
  1690. Range : User
  1691. Target : User
  1692. Cost : [O]
  1693. Circulating amplified spirit energy throughout your whole body, you heighten your reflexes for a moment, moving fast enough to leave afterimages.
  1694. Unique Effect. The target changes the [Speed] of their [Simple Moves] to [2 Sq.]
  1695.  
  1696. «Spirit Rush»
  1697. Timing : Attack
  1698. Range : Charge 4 Sq.
  1699. Target : 1#
  1700. Cost : [E, O]
  1701. Amplifying the spirit energy of your Artificial Regalia, you enhance your accuracy as you make contact with the enemy in an instant.
  1702. Use While Active. The target gains a +2 bonus to the result of [Active Checks], and makes 1x [Weapon Attack] against the target.
  1703.  
  1704. «Magecraft Melee»
  1705. Timing : Attack
  1706. Range : Charge 2 Sq.
  1707. Target : 1#
  1708. Cost : [E, O, O]
  1709. Applying spells of strength and swiftness to yourself, you unleash a terrifying melee strike in an instant.
  1710. Physical Attack. The user gains a +[user's {Conjure} x 2] modifier to [Physical Damage]. This Talent may be used once per round.
  1711.  
  1712. «Melee Spirit»
  1713. Timing : Constant
  1714. Range : User
  1715. Target : User
  1716. Cost : None
  1717. By circulating unique spirit energy within yourself, you strengthen your limbs to be akin to steel, making your body itself into a powerful melee weapon.
  1718. Passive Effect. The target gains a +5 modifier to the [Damage Calculation] of their [Unarmed]. This effect does not apply to [Weapons] that can be "treated as [Unarmed]."
  1719.  
  1720. «High Shift Resist»
  1721. Timing : Constant
  1722. Range : User
  1723. Target : User
  1724. Cost : None
  1725. You strengthen your resistance to shifts in your condition, and become able to remove even stronger shifts.
  1726. Passive Effect. «Condition Resilience» Required. When the target acquires this Talent, they must designate one from [Shift: Pain・Paralysis], then record this Talent like «High Shift Resist: X» (where X is the chosen Shift). The target always has [Remove: Chosen Shift].
  1727.  
  1728. ● «Extend»
  1729. Timing : Constant
  1730. Range : User
  1731. Target : User
  1732. Cost : None
  1733. When using a particular technique, you augment its power by making spirit energy materialize.
  1734. Passive Effect. When the target uses an [Effect Class: Use On Damage Calculation] Talent, they add "Also, the target gains +1 [Rank]." to that Talent.
  1735.  
  1736. ● «Combat Expertise»
  1737. Timing : Constant
  1738. Range : User
  1739. Target : User
  1740. Cost : None
  1741. You are an expert warrior who has gained more than enough skill, due to an abundance of experience.
  1742. Passive Effect. This Talent may only be acquired by [Group: Martial] characters. The target, when calculating their {HP}, changes the "[World Influence LV] x3" portion to "x5" and recalculates using that. Also, the target may change any of their [Attack Action]'s [Range] to [Range: 1 Sq.]
  1743.  
  1744. ● «Scout Expertise»
  1745. Timing : Constant
  1746. Range : User
  1747. Target : User
  1748. Cost : None
  1749. You are an expert scout, with magnificient support abilities.
  1750. Passive Effect. This Talent may only be acquired by [Group: Utility] characters. The target gains a +[World Influence LV] modifier to their {Initiative}. Also, one per combat, at [Timing: Start] the target may double their {Initiative} total.
  1751.  
  1752. ● «Magecraft Expertise»
  1753. Timing : Constant
  1754. Range : User
  1755. Target : User
  1756. Cost : None
  1757. Passive Effect. This Talent may only be acquired by [Group: Arcane] characters. The target gains a +5 modifier to [Magical Damage]. Also, once per session, the target may use one [Group: Arcane] acquired Talent as though its [Cost] were already paid.
  1758.  
  1759. ● «Utility Skill Master»
  1760. Timing : Constant
  1761. Range : User
  1762. Target : User
  1763. Cost : None
  1764. Being thoroughly and completely familiar with all-purpose techniques, you're able to use them with a minimal amount of spirit energy.
  1765. Passive Effect. «Combat Reaction» Required. Each time the target uses a Common Talent, they may treat one portion of the [Cost] as already paid.
  1766.  
  1767. ● «One-Handed Weapon Master»
  1768. Timing : Constant
  1769. Range : User
  1770. Target : User
  1771. Cost : None
  1772. Mastering the handling of single and switch hand weapons, your power using those is enhanced.
  1773. Passive Effect. «Combat Reaction» Required. While the target is [Equipped] with a [Weapon] with either [Mode: One Hand・Switch Hand], they gain a +1 modifier to the result of [Active Checks] and [Rank]. Even if the target has multiple [Weapons] [Equipped], the effects of this Talent do not stack.
  1774.  
  1775. ● «Switch Hand Master»
  1776. Timing : Constant
  1777. Range : User
  1778. Target : User
  1779. Cost : None
  1780. Mastering the handling of switch hand weapons, you're able to use them as though they were two-handed.
  1781. Passive Effect. «One-Handed Weapon Master» Required. The target can [Equip] [Mode: Switch Hand] ([One Hand] not included) [Weapons] as though they were [Mode: Two-Hand] (however, they may not apply «Reaper of the Battlefield»). Also, the target gains a +10 modifier at [Damage Calculation]. Apply the [Two Hand] [PD/MD/Init] values written for the [Weapon].
  1782.  
  1783. ● «Multiplexer»
  1784. Timing : Constant
  1785. Range : User
  1786. Target : User
  1787. Cost : None
  1788. By applying the theory behind particular techniques to your attacks and making full use of them, you'll flourish in a variety of situations.
  1789. Passive Effect. The target gains a modifier to [Damage Calculation] equal to the number of the user's automatically acquired ※ Style Talents x 2 (to a max of +10).
  1790.  
  1791. ● «Multidefender»
  1792. Timing : Constant
  1793. Range : User
  1794. Target : User
  1795. Cost : None
  1796. Applying the theory behind particular techniques to defend, you'll have high defensive power against all attacks.
  1797. Passive Effect. The target gains a modifier to [Armor] and [Barrier] equal to the number of the user's automatically acquired ※ Style Talents x 2 (to a max of +10).
  1798.  
  1799. ================================================================================
  1800. Requiem for the Godsoul -- High Talents [XXXO]
  1801. ================================================================================
  1802.  
  1803. Level 5+ High Talents
  1804. ----------------------------------------
  1805. Here can be found High Talents that may be acquired at the point a character reaches LV5 or higher. Each time a character reaches a [LV] or [World Influence LV] that is a multiple of 5 (5, 10, 15, and 20), they are able to acquire only one of the High Talents found here (this is not an automatic acquisition, and must be selected).
  1806.  
  1807. «Combo Skill»
  1808. Timing : Unique
  1809. Range : User
  1810. Target : User
  1811. Cost : None
  1812. You unleash a powerful combination attack you devised yourself.
  1813. Unique Effect. Use when the target declares an [Effect Class: Physical Attack] Talent. The target may use and stack the effects of another [Effect Class: Physical Attack] Talent that they already have acquired (each Talent's [Cost] must be paid individually). This Talent may be used once per round.
  1814.  
  1815. «Killer Magic»
  1816. Timing : Unique
  1817. Range : User
  1818. Target : User
  1819. Cost : None
  1820. You sling your specially-devised sure-kill spell.
  1821. Unique Effect. Use when the target declares an [Effect Class: Magical Attack] Talent. The target gains one of the following effects. This Talent may be used once per round.
  1822. ①: +[any one of user's {Main Stats}] at [Damage Calculation]
  1823. ②: +3 to result of {Conjure} check.
  1824.  
  1825. «Counterstrike»
  1826. Timing : Unique
  1827. Range : User
  1828. Target : User
  1829. Cost : None
  1830. You unleash your specially-devised ultimate counterattack.
  1831. Unique Effect. Use after the target succeeds at a [Reactive Check]. After the target's reaction is resolved, the target may make 1x [Timing: Attack] on [Target: 1#] that performed the [Attack Action].
  1832.  
  1833. «Enhanced Combat Prowess»
  1834. Timing : Constant
  1835. Range : User
  1836. Target : User
  1837. Cost : None
  1838. Seeking out your own fighting methods, you make unique adjustments to your tactics and improve your combat power to its utmost limits.
  1839. Passive Effect. The target gains +2 [Physical Rank].
  1840.  
  1841. «Strengthened Vitality»
  1842. Timing : Constant
  1843. Range : User
  1844. Target : User
  1845. Cost : None
  1846. Living your life constantly prepared for battle at any time, you've gained a fierce tenacity.
  1847. Passive Effect. The target gains a +30 modifier to {HP}.
  1848.  
  1849. «Additional Dragon's Veins»
  1850. Timing : Constant
  1851. Range : User
  1852. Target : User
  1853. Cost : None
  1854. As a superb Awakened, you have abnormal spirit energy and can put it to use.
  1855. Passive Effect. The target adds 1 die to their [Essence]. This Talent may be acquired multiple times. However, this effect may only increase the limit of [Spirit] by two dice (for a total of six dice).
  1856.  
  1857. «Specialized Arts»
  1858. Timing : Constant
  1859. Range : User
  1860. Target : User
  1861. Cost : None
  1862. Through studying a particular art over many years, you've made improvements to it and made it your own.
  1863. Passive Effect. The target designates one Talent they have already acquired, and when they use that Talent, they may treat it as thought one portion of the [Cost] has already been paid.
  1864.  
  1865.  
  1866. Level 10+ High Talents
  1867. ----------------------------------------
  1868. Here can be found High Talents that may be acquired at the point a character reaches LV10 or higher. When a character has reached a [LV] or [World Influence LV] of 10, they automatically acquire one of the following Talents: «Quickening» «Style Ultimate» «Style Growth» (found in the core book). Afterwards, each time [LV] or [World Influence LV] hits 10, 15, or 20, the character may acquire any one of the below High Talents that aren't marked with a ※.
  1869.  
  1870. «Strengthen Capacity»
  1871. Timing : Prep
  1872. Range : User
  1873. Target : User
  1874. Cost : None
  1875. Through mental focus, you can freely control the flow of your spirit energy.
  1876. Passive Effect. The target may change two of their [Spirit] dice to any value.
  1877.  
  1878. «Dragon's Veins Tuning»
  1879. Timing : Constant
  1880. Range : User
  1881. Target : User
  1882. Cost : None
  1883. As a superb Awakened, you pride yourself over your ability to tune your magnificent spirit energy.
  1884. Passive Effect. When rerolling [Exhausted Spirit] after [Timing: End] (or after the [Scene] ends), the target may select one rerolled die and change it to any value before returning it to [Spirit].
  1885.  
  1886. «Prodigious Vitality»
  1887. Timing : Constant
  1888. Range : User
  1889. Target : User
  1890. Cost : None
  1891. As a powerful Awakened, you pride yourself on your tenacious vitality.
  1892. Passive Effect. The target gains a +50 modifier to {HP}.
  1893.  
  1894.  
  1895. Level 15+ High Talents
  1896. ----------------------------------------
  1897. Here can be found High Talents that may be acquired at the point a character reaches LV15 or higher. At each point a character's [LV] or [World Influence LV] hits 15 or 20, they may acquire one of the High Talents listed here (this is not an automatic acquisition, and must be selected).
  1898.  
  1899. «Annihilating Strike»
  1900. Timing : Unique
  1901. Range : User
  1902. Target : User
  1903. Cost : None
  1904. At the moment of your attack, you broaden its scope with enormous spirit energy, laying waste to every enemy around you.
  1905. Unique Effect. Use at any time. The target changes the [Range/Target] of their [Attack Action] to [Combat Zone]. If [Range/Target] is already [Combat Zone], then the target gains a +[any one of user's {Main Stats}] to [Damage Calculation]. This Talent may be used once per combat.
  1906.  
  1907. «Materializing Wave»
  1908. Timing : Unique
  1909. Range : Combat Zone
  1910. Target : 1#
  1911. Cost : None
  1912. You unleash your latent talents, releasing a wave that causes spirit energy to materialize, which strengthens your target's actions.
  1913. Unique Effect. Use after the target calculates [Result]. The target gains a +2d6 modifier to their [Result] (these extra dice are not a [Roll] and cannot be [Influenced]). This Talent may be used once per round.
  1914.  
  1915. «Killing Blow»
  1916. Timing : Unique
  1917. Range : User
  1918. Target : User
  1919. Cost : None
  1920. You place the whole of your being into a single strike, a technique learned only through true battle.
  1921. Use On Damage Calculation. The target gains a +[user's [World Influence LV] x 2] modifier at [Damage Calculation]. This Talent may be used once per round.
  1922.  
  1923.  
  1924. ================================================================================
  1925. Requiem for the Godsoul -- Cover [XXXP]
  1926. ================================================================================
  1927.  
  1928. Cover 1
  1929. ----------------------------------------
  1930. Dilettante □
  1931. Description: A hobbyist who has turned their hobby into a business. They often possessed specialized skills. Dilettantes acquire the [Hobby Dividends] [Trait], and gain the following [Items].
  1932. [Hobby Dividends]
  1933. Effect: +2 to the result of {Strength} checks, and +1 to the result of {Luck} checks.
  1934. [Item]
  1935. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1936. Upperclass Residence (Rest Recovery Amount +5)
  1937. Safehouse (Rest Recovery Amount +1)
  1938. Automobile
  1939.  
  1940. Professor □
  1941. Description: A professor employed at a university, or similar place. They possess a wide array of knowledge, though specialties may elude them. Professors acquire the [Discerning Eye] [Trait], and gain the following [Items].
  1942. [Discerning Eye]
  1943. Effect: +2 to the result of {Intellect} checks, and +1 to the result of {Will} checks.
  1944. [Item]
  1945. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1946. Residence (Rest Recovery Amount +3)
  1947. Emergency Kit (Rest Recovery Amount +3)
  1948. Automobile
  1949.  
  1950. Bodyguard
  1951. Description: Bodyguards that have been hired to protect VIPs, politicians, and financial elites. Bodyguards acquire the [Situational Awareness] [Trait], and gain the following [Items].
  1952. [Situational Awareness]
  1953. Effect: +1 to the result of {Strength} {Intellect} and {Luck} checks.
  1954. [Item]
  1955. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1956. Residence (Rest Recovery Amount +3)
  1957. Emergency Kit (Rest Recovery Amount +3)
  1958. Automobile
  1959.  
  1960. Driver
  1961. Description: A person who has made driving their profession, such as a taxi or truck driver, a pro rider, or a chauffeur. Drivers acquire the [Driving Skills] [Trait], and gain the following [Items].
  1962. [Driving Skills]
  1963. Effect: +3 to the result of any {Main Stat} check made to operate a conveyance (discuss the details with the GM).
  1964. [Item]
  1965. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1966. Residence (Rest Recovery Amount +3)
  1967. Emergency Kit (Rest Recovery Amount +3)
  1968. Automobile
  1969. Motorcycle
  1970.  
  1971. Yakuza△
  1972. Description: A gangster or yakuza known in the underworld of society. Although they publically play at being legitimate business, they stain their hands with unlawful acts. Yakuza acquire the [Unlawful] [Trait], and gain the following [Items].
  1973. [Unlawful]
  1974. Effect: +2 to the result of {Agility} checks, and +1 to the result of {Will} checks.
  1975. [Item]
  1976. Mobile (Can also speak with [Backstage] or [Exited] PC)
  1977. Upperclass Residence (Rest Recovery Amount +5)
  1978. Safehouse (Rest Recovery Amount +1)
  1979. Stylish Clothes (+1 to the result of [Negotiation])
  1980. Automobile
  1981.  
  1982. Fugitive△
  1983. Description: A test subject that has escaped from the experimental facility of a corporation or pharmaceutical company aware of Awakened. Or, someone who has escaped after being condemned for a crime. Fugitives acquire the [On the Run] [Trait], and gain the following [Items].
  1984. [On the Run]
  1985. Effect: +2 to the result of {Agility} checks, and +2 to the result of {Luck} checks.
  1986. [Item]
  1987. Safehouse (Rest Recovery Amount +1)
  1988. Bag
  1989. Change of Clothes
  1990. Witch's Cure (Recover 25)
  1991.  
  1992. Cover 2
  1993. ----------------------------------------
  1994. Tochigami△
  1995. Description: Divine Souls that have become the god of a particular piece of land, due to various circumstances. How they usually look varies, but there are some who have adapted to modern society and appear as a human. Tochigami acquire the [Offerings of Faith] [Trait], and gain the following [Items].
  1996. [Offerings of Faith]
  1997. Effect: During [Session Start], gain one [Item: Consumable] of [Cost: 200G] or less.
  1998. [Item]
  1999. Restful Domain (Rest Recovery Amount +10)
  2000. Spirit Transit (Can become invisible and travel as fast as a car)
  2001. Etherlight Emission (Ignore "dark place" penalties)
  2002.  
  2003. Mamorigami
  2004. Description: Mamorigami have sworn an oath with a particular clan or faction to protect that clan, a certain area, or some matter entirely, in exchange for worship. Mamorigami acquire the [Protecting God] [Trait], and gain the following [Items].
  2005. [Protecting God]
  2006. Effect: +2 to the result of {Agility} and {Will} checks.
  2007. [Item]
  2008. Restful Domain (Rest Recovery Amount +10)
  2009. Spirit Transit (Can become invisible and travel as fast as a car)
  2010. Aura Sense (+1 to the result of [Sense])
  2011.  
  2012. Daiyoukai
  2013. Description: A powerful youkai that has reached the level of a Divine Soul. They are in truth a plant or animal that has lived a very long time. Daiyoukai acquire the [Higher Being] [Trait], and gain the following [Items].
  2014. [Higher Being]
  2015. Effect: +2 to the result of {Strength} and {Intellect} checks.
  2016. [Item]
  2017. Restful Domain (Rest Recovery Amount +10)
  2018. Spirit Transit (Can become invisible and travel as fast as a car)
  2019. Swelling Power (Render Innocents unconscious)
  2020.  
  2021. Avatar
  2022. Description: A being that experienced many things over its long years, and gained divinity thereby. They are in truth a machine, tool, or other non-living matter that has existed for a very long time. Avatars acquire the [Perpetual Existence] [Trait], and gain the following [Items].
  2023. [Perpetual Existence]
  2024. Effect: +2 to the result of {Intellect} and {Luck} checks.
  2025. [Item]
  2026. Restful Domain (Rest Recovery Amount +10)
  2027. Spirit Transit (Can become invisible and travel as fast as a car)
  2028. Aura Sense (+1 to the result of [Sense])
  2029.  
  2030. Imaginary Being
  2031. Description: Though lingering in books and legends, these Divine Souls are urban legends or enigmatic beings that do not actually exist. Imaginary Beings acquire the [Imaginary Power] [Trait], and gain the following [Items].
  2032. [Imaginary Power]
  2033. Effect: +1 to the result of {Strength} {Agility} {Intellect} and {Luck} checks.
  2034. [Item]
  2035. Restful Domain (Rest Recovery Amount +10)
  2036. Spirit Transit (Can become invisible and travel as fast as a car)
  2037. Swelling Power (Render Innocents unconscious)
  2038.  
  2039. Original
  2040. (Same as PDF)
  2041.  
  2042.  
  2043. Cover 3
  2044. ----------------------------------------
  2045. Hero
  2046. Description: Once upon a time, a hero known throughout history, or in myths. This Cover is for noble rulers and knights, and legendary warriors and swordsmen. Heroes acquire the [Incredible Valor] [Trait], and gain the following [Items].
  2047. [Incredible Valor]
  2048. Effect: +3 to the result of {Strength} checks.
  2049. [Item]
  2050. Restful Domain (Rest Recovery Amount +10)
  2051. Spirit Transit (Can become invisible and travel as fast as a car)
  2052. Swelling Power (Render Innocents unconscious)
  2053.  
  2054. Leader
  2055. Description: Once upon a time, a charismatic leader that lead people, known throughout history and in myths. This Cover is for kings said to be wise rulers, or the founders of religious sects. Leaders acquire the [Charisma] [Trait], and gain the following [Items].
  2056. [Charisma]
  2057. Effect: +3 to the result of {Will} checks.
  2058. [Item]
  2059. Restful Domain (Rest Recovery Amount +10)
  2060. Spirit Transit (Can become invisible and travel as fast as a car)
  2061. Swelling Power (Render Innocents unconscious)
  2062.  
  2063. Warlord
  2064. Description: Once upon a time, a warrior or general who could boast of their awe-inspiring victories in history and legend. This Cover is for legendary commanders who left their mark in history, or heroes who saved entire countries. Warlords acquire the [Otherworldly Tactics] [Trait], and gain the following [Items].
  2065. [Otherworldly Tactics]
  2066. Effect: +3 to the result of {Luck} checks.
  2067. [Item]
  2068. Restful Domain (Rest Recovery Amount +10)
  2069. Spirit Transit (Can become invisible and travel as fast as a car)
  2070. Aura Sense (+1 to the result of [Sense])
  2071.  
  2072. Arch-Wizard
  2073. Description: Once upon a time, a warlock or Magus who appeared in history or myth, wielding powerful magecraft or sorcery. This Cover is for practitioners who wielded divine powers, or prophets. Arch-Wizards acquire the [Sorcerous Wisdom] [Trait], and gain the following [Items].
  2074. [Sorcerous Wisdom]
  2075. Effect: +3 to the result of {Intellect} checks.
  2076. [Item]
  2077. Restful Domain (Rest Recovery Amount +10)
  2078. Spirit Transit (Can become invisible and travel as fast as a car)
  2079. Etherlight Emission (Ignores "dark place" penalties)
  2080.  
  2081. Monster
  2082. Description: Beings that were spoken of as monsters in legends. This Cover is for guardians of holy sites, and demons, beasts, and heroes treated as monsters. Monsters acquire the [Sign of the Beast] [Trait], and gain the following [Items].
  2083. [Sign of the Beast]
  2084. Effect: +3 to the result of {Agility} checks.
  2085. [Item]
  2086. Restful Domain (Rest Recovery Amount +10)
  2087. Spirit Transit (Can become invisible and travel as fast as a car)
  2088. Swelling Power (Render Innocents unconscious)
  2089.  
  2090. Original
  2091. (Same as PDF)
  2092.  
  2093. ================================================================================
  2094. Requiem for the Godsoul -- Items: Weapons [XXXQ]
  2095. ================================================================================
  2096.  
  2097. Melee Weapons / Form: Swords [XXXQ-1]
  2098. ----------------------------------------
  2099. ■ Defensive Sword
  2100. Restrict : None
  2101. Mode : One Hand
  2102. ACC : None
  2103. PD : +2
  2104. INIT : -1
  2105. Cost : 500G
  2106. [Form: Sword / Range: Engaged / Target: 1#]. A short sword Artificial Regalia adapted for defense. While [Equipped], +2 to [Armor].
  2107.  
  2108. ■ Killing Dagger
  2109. Restrict : None
  2110. Mode : One Hand
  2111. ACC : None
  2112. PD : +4
  2113. INIT : -3
  2114. Cost : 500G
  2115. [Form: Sword / Range: Engaged / Target: 1#]. A unique dagger Artificial Regalia with a sinister-looking blade. While [Equipped], gain +10 to [Physical Damage] dealt against Mononoke with "x#" in their [Name].
  2116.  
  2117. ■ Small Sword
  2118. Restrict : None
  2119. Mode : Switch Hand
  2120. ACC : None
  2121. PD : +3 / +4
  2122. INIT : -1 / None
  2123. Cost : 1,000G
  2124. [Form: Sword / Range: Engaged / Target: 1#]. A thrusting blade or saber-type Artificial Regalia. While [Equipped], the [Target] of the user's [Physical Attack] reduces their [Armor] by 5 (to a minimum of 0).
  2125.  
  2126. ■ Goumaken
  2127. Restrict : Martial
  2128. Mode : Switch Hand
  2129. ACC : None
  2130. PD : +6 / +7
  2131. INIT : -4 / -3
  2132. Cost : 1,000G
  2133. [Form: Sword / Range: Engaged / Target: 1#]. A long, sharp switch hand sword-type Artificial Regalia. While [Equipped], once per combat, when making a [Physical Attack], gain +1 [Physical Rank].
  2134.  
  2135. ■ Creation Blade
  2136. Restrict : Elemental Adept
  2137. Mode : Two Hands
  2138. ACC : None
  2139. PD : +7
  2140. INIT : -4
  2141. Cost : 1,500G
  2142. [Form: Sword / Range: Engaged / Target: 1#]. An odachi Artificial Regalia with a transparent blade. While [Equipped], when bestowed with an [Element] due to the effect of a Talent, gain +3 at [Damage Calculation].
  2143.  
  2144. ■ Giant Sword
  2145. Restrict : Martial
  2146. Mode : Two Hands
  2147. ACC : None
  2148. PD : +9
  2149. INIT : -6
  2150. Cost : 1,500G
  2151. [Form: Sword / Range: Engaged / Target: 1#]. A massive two-handed sword Artificial Regalia like a mass of iron. While [Equipped], once per combat, gain +5 [Armor].
  2152.  
  2153. ■ Ancient Sword
  2154. Restrict : Martial
  2155. Mode : Two Hands
  2156. ACC : +1
  2157. PD : +7
  2158. INIT : None
  2159. Cost : 3,000G
  2160. [Form: Sword / Range: Engaged / Target: 1#]. A long sword or odachi-type Artificial Regalia once possessed by a legendary knight or samurai. While [Equipped], once per combat, make 1x [Weapon Attack] after [Damage Calculation].
  2161.  
  2162. ■ Zantetsu
  2163. Restrict : Arc Slayer
  2164. Mode : Two Hands
  2165. ACC : None
  2166. PD : +9
  2167. INIT : None
  2168. Cost : 3000G
  2169. [Form: Sword / Range: Engaged / Target: 1#]. An odachi Artificial Regalia that displays incredible cleaving power. While [Equipped], wielder may destroy any [Obstacle] they deal at least 1 point of [Physical Damage] to.
  2170.  
  2171. <----- Arms System :: Additional Effects / Form: Sword ----->
  2172.  
  2173. ◇ Spirit Draw
  2174. Cost: 1,500G / Trade: 2
  2175. Erupting with highly pressurized spirit energy, you execute a draw with divine speed.
  2176. While the [Weapon] is [Equipped], once per round, gain +1 to the result of {Accuracy} checks.
  2177.  
  2178. ◇ Spirit Cleave
  2179. Cost: 1,500G / Trade: 2
  2180. Filling the blade with spirit energy at the moment of impact, you temporarily enhance its sharpness.
  2181. While the [Weapon] is [Equipped], once per combat, when making a [Physical Attack], gain +1 [Physical Rank].
  2182.  
  2183.  
  2184. Melee Weapons / Form: Spear [XXXQ-2]
  2185. ----------------------------------------
  2186. ■ Dokkosho
  2187. Restrict : None
  2188. Mode : One Hand
  2189. ACC : None
  2190. PD : +2
  2191. INIT : -2
  2192. Cost : 300G
  2193. [Form: Spear / Range: Engaged / Target: 1#]. A spear Artificial Regalia in the shape of a Buddhist tool. While [Equipped], when making [Attack Actions] against [Class: Chaos], gain +1 [Rank].
  2194.  
  2195. ■ Strengthened Sai
  2196. Restrict : None
  2197. Mode : One Hand
  2198. ACC : None
  2199. PD : +3
  2200. INIT : -3
  2201. Cost : 300G
  2202. [Form: Spear / Range: Engaged / Target: 1#]. A sai-type Artificial Regalia. While [Equipped], [Targets] of the user's [Physical Attacks] reduce their [Armor] by 3 (to a minimum of 0).
  2203.  
  2204. ■ Mancatcher Fork
  2205. Restrict : None
  2206. Mode : Switch Hand
  2207. ACC : None
  2208. PD : +3 / +4
  2209. INIT : -5 / -4
  2210. Cost : 800G
  2211. [Form: Spear / Range: Engaged / Target: 1#]. A spear-type Artificial Regalia with a crescent moon shape at its tip. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 1 Sq. ([Engaged] becomes 2 Sq., [Charge 2 Sq.] becomes [Charge 3 Sq.], etc).
  2212.  
  2213. ■ Zanbaken
  2214. Restrict : Martial
  2215. Mode : Switch Hand
  2216. ACC : None
  2217. PD : +4 / +5
  2218. INIT : -2 / -1
  2219. Cost : 800G
  2220. [Form: Spear / Range: Engaged / Target: 1#]. An Artificial Regalia with a long and wide blade. While [Equipped], once per combat, when making a [Physical Attack], gain +1 [Physical Rank].
  2221.  
  2222. ■ Long-Haft Weapon
  2223. Restrict : Martial
  2224. Mode : Two Hands
  2225. ACC : +1
  2226. PD : +3
  2227. INIT : -2
  2228. Cost : 1,200G
  2229. [Form: Spear / Range: Engaged / Target: 1#]. A long-handled weapon Artificial Regalia, which can be installed with a variety of functions. While [Equipped], gain +5 [Armor].
  2230.  
  2231. ■ Double Hooked Spear
  2232. Restrict : Martial・Utility
  2233. Mode : Two Hands
  2234. ACC : +1
  2235. PD : +4
  2236. INIT : -3
  2237. Cost : 1,200G
  2238. [Form: Spear / Range: Engaged / Target: 1#]. A spear-type Artificial Regalia where the spearhead is a cross-shaped blade. While [Equipped], once per round, the [Target] of the user's [Physical Attack] reduces the result of their {Evasion} check by 2.
  2239.  
  2240. ■ Glaive
  2241. Restrict : None
  2242. Mode : Two Hands
  2243. ACC : +1
  2244. PD : +6
  2245. INIT : -1
  2246. Cost : 2,800G
  2247. [Form: Spear / Range: Engaged / Target: 1#]. An Artificial Regalia topped with a wide blade. While [Equipped], increase the [Target] of the user's [Physical Attacks] by +1#.
  2248.  
  2249. ■ Goumasou
  2250. Restrict : Martial
  2251. Mode : Two Hands
  2252. ACC : +1
  2253. PD : +7
  2254. INIT : -2
  2255. Cost : 2,800G
  2256. [Form: Spear / Range: Engaged / Target: 1#]. A masterwork heavy and sturdy spear that has been Artificial Regaliaized. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 2 Sq ([Engaged] becomes 3 Sq., [Charge 2 Sq.] becomes [Charge 4 Sq.]).
  2257.  
  2258. <----- Arms System :: Additional Effects / Form: Spear ----->
  2259.  
  2260. ◇ Spirit Vortex
  2261. The weapon is wreathed in spirit energy, and when you launch your strike with this added twist, it pierces through armor.
  2262. Cost: 1,500G / Trade: 2
  2263. While the [Weapon] is [Equipped], once per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].
  2264.  
  2265. ◇ Swirling Defense
  2266. Cost: 1,500G / Trade: 2
  2267. You defend against attacks while spinning the weapon as it's wreathed in spirit energy.
  2268. While the [Weapon] is [Equipped], once per combat, increase the result of the user's [Reaction Check] by 2.
  2269.  
  2270.  
  2271. Melee Weapons / Form: Axe [XXXQ-3]
  2272. ----------------------------------------
  2273. ■ Sickle
  2274. Restrict : None
  2275. Mode : One Hand
  2276. ACC : None
  2277. PD : +3
  2278. INIT : -2
  2279. Cost : 600G
  2280. [Form: Axe / Range: Engaged / Target: 1#]. A one-handed scythe-type Artificial Regalia. While [Equipped], once per round, gain +1 modifier to result of {Accuracy} checks.
  2281.  
  2282. ■ Nata
  2283. Restrict : None
  2284. Mode : One Hand
  2285. ACC : None
  2286. PD : +4
  2287. INIT : -3
  2288. Cost : 600G
  2289. [Form: Axe / Range: Engaged / Target: 1#]. A nata-type Artificial Regalia. While [Equipped], once per combat, while making a [Physical Attack], gain +1 [Physical Rank].
  2290.  
  2291. ■ Machete
  2292. Restrict : None
  2293. Mode : Switch Hand
  2294. ACC : -1
  2295. PD : +5 / +6
  2296. INIT : -2 / -1
  2297. Cost : 1,200G
  2298. [Form: Axe / Range: Engaged / Target: 1#]. A type of Artificial Regalia patterned after a forestry knife. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 1 Sq. ([Engaged] becomes 2 Sq., [Charge 2 Sq.] becomes [Charge 3 Sq.])
  2299.  
  2300. ■ Harpe
  2301. Restrict : None
  2302. Mode : Switch Hand
  2303. ACC : -1
  2304. PD : +6 / +7
  2305. INIT : -3 / -2
  2306. Cost : 1,200G
  2307. [Form: Axe / Range: Engaged / Target: 1#]. An Artificial Regalia that combines a sword and a sickle. While [Equipped], once per round, the [Target] of the user's [Physical Attack] reduces the result of their {Evasion} check by 1.
  2308.  
  2309. ■ Spirit Buzzsaw
  2310. Restrict : Martial
  2311. Mode : Two Hands
  2312. ACC : None
  2313. PD : +6
  2314. INIT : -5
  2315. Cost : 1,800G
  2316. [Form: Axe / Range: Engaged / Target: 1#]. A buzzsaw-type Artificial Regalia that is powered by spirit energy. While [Equipped], the [Target] of the user's [Physical Attack] reduces their [Armor] by 3 (to a minimum of 0).
  2317.  
  2318. ■ Chainsaw
  2319. Restrict : Martial
  2320. Mode : Two Hands
  2321. ACC : -1
  2322. PD : +7
  2323. INIT : -4
  2324. Cost : 1,800G
  2325. [Form: Axe / Range: Engaged / Target: 1#]. A chainsaw-type Artificial Regalia. While [Equipped], once per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].
  2326.  
  2327. ■ Banishing Chainsaw
  2328. Restrict : Martial
  2329. Mode : Two Hands
  2330. ACC : None
  2331. PD : +11
  2332. INIT : -2
  2333. Cost : 3,800G
  2334. [Form: Axe / Range: Engaged / Target: 1#]. A chainsaw-type Artificial Regalia with a pure white blade that holds the power to slay evil. While [Equipped], once per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].
  2335.  
  2336. ■ Battle Axe
  2337. Restrict : Martial
  2338. Mode : Two Hands
  2339. ACC : None
  2340. PD : +13
  2341. INIT : -3
  2342. Cost : 5,500G
  2343. [Form: Axe / Range: Engaged / Target: 1#]. A huge axe Artificial Regalia, designed for combat. While [Equipped], gain +2 to [Armor] and [Barrier].
  2344.  
  2345. <----- Arms System :: Additional Effects / Form: Axe ----->
  2346.  
  2347. ◇ Spirit Cleave
  2348. Cost: 1,500G / Trade: 2
  2349. Filling the blade with spirit energy at the moment of impact, you temporarily enhance its sharpness.
  2350. While the [Weapon] is [Equipped], once per combat, when making a [Physical Attack], gain +1 [Physical Rank].
  2351.  
  2352. ◇ Shielding Blade
  2353. Cost: 1,500G / Trade: 2
  2354. Special modifications have been applied to the blade of the weapon, allowing it to provide a sturdy defense for a moment.
  2355. While [Equipped], once per combat, gain +5 to [Armor].
  2356.  
  2357.  
  2358. Melee Weapons / Form: Hammer [XXXQ-4]
  2359. ----------------------------------------
  2360. ■ Chain
  2361. Restrict : None
  2362. Mode : One Hand
  2363. ACC : None
  2364. PD : +2
  2365. INIT : -1
  2366. Cost : 400G
  2367. [Form: Hammer / Range: Engaged / Target: 1#]. A length of chain that is an Artificial Regalia.
  2368. While [Equipped], after spending x1 [Timing: Prep], the user may change an [Attack Action] into a [Ranged Attack], changing its [Range/Target] to [6 Sq./1#].
  2369.  
  2370. ■ Knuckle Duster
  2371. Restrict : None
  2372. Mode : One Hand
  2373. ACC : None
  2374. PD : +3
  2375. INIT : -2
  2376. Cost : 400G
  2377. [Form: Hammer / Range: Engaged / Target: 1#]. A set of metal rings made into an Artificial Regalia, worn on the hand and strengthened for striking. While [Equipped], treat as though [Equipped] with [Unarmed].
  2378.  
  2379. ■ Nunchaku
  2380. Restrict : Martial・Utility
  2381. Mode : Switch Hand
  2382. ACC : None
  2383. PD : +2 / +3
  2384. INIT : None / +1
  2385. Cost : 700G
  2386. [Form: Hammer / Range: Engaged / Target: 1#]. An Artificial Regalia that appears as metal rods joined by a length of chain. While [Equipped], increase the [Target] of the user's [Physical Attack] by 1#. Also, treat as though [Equipped] with [Unarmed].
  2387.  
  2388. ■ Wrecking Ball
  2389. Restrict : Martial・Utility
  2390. Mode : Switch Hand
  2391. ACC : None
  2392. PD : +5 / +6
  2393. INIT : -3 / -2
  2394. Cost : 700G
  2395. [Form: Hammer / Range: Engaged / Target: 1#]. An Artificial Regalia that combines an iron ball with a chain.
  2396. While [Equipped], after spending x1 [Timing: Prep], the user may change an [Attack Action] into a [Ranged Attack], changing the [Range/Target] to [5 Sq./1#].
  2397.  
  2398. ■ Spirit Baton
  2399. Restrict : Martial・Utility
  2400. Mode : Two Hands
  2401. ACC : None
  2402. PD : +6
  2403. INIT : -5
  2404. Cost : 1,300G
  2405. [Form: Hammer / Range: Engaged / Target: 1#]. A large extendable baton Artificial Regalia with a sharpened tip. When charged with spirit energy, it glows. While [Equipped], the [Target] of the user's [Physical Attack] reduces their [Armor] by 5 (to a minimum of 0).
  2406.  
  2407. ■ Battle Hammer
  2408. Restrict : Martial
  2409. Mode : Two Hands
  2410. ACC : None
  2411. PD : +8
  2412. INIT : -7
  2413. Cost : 1,300G
  2414. [Form: Hammer / Range: Engaged / Target: 1#]. A hammer Artificial Regalia designed for combat, with a huge hammerhead. While [Equipped], once per combat, make 1x [Weapon Attack] against [Range: Engaged / Target: 1#] that performed [Damage Calculation].
  2415.  
  2416. ■ Arm Guard
  2417. Restrict : Martial
  2418. Mode : Two Hands
  2419. ACC : +1
  2420. PD : +7
  2421. INIT : -3
  2422. Cost : 3,400G
  2423. [Form: Hammer / Range: Engaged / Target: 1#]. An Artificial Regalia that, when equipped to both arms and legs, aids with both offense and defense. While [Equipped], treat as though [Equipped] with [Unarmed], and gain +2 [Armor].
  2424.  
  2425. ■ Improvised Weapon
  2426. Restrict : God Hand
  2427. Mode : Two Hands
  2428. ACC : None
  2429. PD : +8
  2430. INIT : -2
  2431. Cost : Unsellable
  2432. [Form: Hammer / Range: Engaged / Target: 1#]. An improvised Artificial Regalia like an electric pole or road sign infused with spirit energy made using «Spirit Armament».
  2433. While [Equipped], treat as though [Unarmed]. This [Weapon] cannot have the [Arms System] applied to it, and is lost when [Combat Ends].
  2434.  
  2435. <----- Arms System :: Additional Effects / Form: Hammer ----->
  2436.  
  2437. ◇ Spirit Propulsion
  2438. Cost: 1500G / Trade: 2
  2439. This weapon helps its wielder close gaps with a function that erupts with spirit energy like a rocket.
  2440. While [Equipped], once per combat, change the [Range] of the user's [Physical Attacks] to [Charge 4 Sq.]
  2441.  
  2442. ◇ Spirit Receptor
  2443. Cost: 1500G / Trade: 2
  2444. This weapon can gain anti-magical defenses by sheathing itself in congealed spirit energy.
  2445. While [Equipped], once per combat, gain +5 [Barrier].
  2446.  
  2447.  
  2448. Ranged Weapons / Form: Ranged [XXXQ-5]
  2449. ----------------------------------------
  2450. ■ ※Enhanced Handgun
  2451. Restrict : None
  2452. Mode : One Hand
  2453. ACC : None
  2454. PD : (3)
  2455. INIT : -2
  2456. Cost : 500G
  2457. [Range: 6 Sq. / Target: 1#]. A handgun-style Artificial Regalia that has unique modifications installed, allowing it to bestow bullets with spirit energy. While [Equipped], once per combat, when making a [Physical Attack], gain +1 [Rank].
  2458.  
  2459. ■ Bound Steed
  2460. Restrict : Contractor
  2461. Mode : Two Hands
  2462. ACC : -1
  2463. PD : +5
  2464. INIT : -3
  2465. Cost : 1,000G
  2466. [Range: Charge 4 Sq. / Target: 1#]. A bound steed that formed a contract and was summoned. It can have a variety of appearances. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves].
  2467.  
  2468. ■ Enhanced Bound Steed
  2469. Restrict : Contractor
  2470. Mode : Two Hands
  2471. ACC : None
  2472. PD : +6
  2473. INIT : -5
  2474. Cost : 1,500G
  2475. [Range: Charge 5 Sq. / Target: 1#]. A bound steed that was summoned due to an even stronger contract. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves]. Also, once per round, the [Target] of the user's [Physical Attack] reduce their {Evasion} check by 1.
  2476.  
  2477. ■ Hunting Bow
  2478. Restrict : Dark Hunter
  2479. Mode : Two Hands
  2480. ACC : +1
  2481. PD : +4
  2482. INIT : -5
  2483. Cost : 1,500G
  2484. [Range: 10 Sq. / Target: 1#]. A long bow Artificial Regalia designed for power. While [Equipped], by spending 1x [Start] and 1x [Prep], for the rest of that round, when making [Attack Actions], gain +1 [Rank].
  2485.  
  2486. ■ Spirit Assassin Tools
  2487. Restrict : Martial
  2488. Mode : Two Hands
  2489. ACC : None
  2490. PD : +4
  2491. INIT : -2
  2492. Cost : 2,000G
  2493. [Range: {Strength} Sq. / Target: 1#]. Assassin tool Artificial Regalia that come in a variety of forms. While [Equipped], treat as though [Equipped] with [Unarmed]. Also, when this [Weapon] is thrown, it does not become unavailable.
  2494.  
  2495. ■ Elite Bound Steed
  2496. Restrict : Contractor
  2497. Mode : Two Hands
  2498. ACC : None
  2499. PD : +7
  2500. INIT : -4
  2501. Cost : 2,500G
  2502. [Range: Charge 5 Sq. / Target: 1#]. A special bound steed summoned through a high level contract. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves]. Also, gain +10 to [Physical Damage] dealt to Mononoke with "x#" written in their [Name].
  2503.  
  2504. ■ Dragon Drive
  2505. Restrict : Martial・Utility
  2506. Mode : Two Hands
  2507. ACC : None
  2508. PD : +6
  2509. INIT : +4
  2510. Cost : 4,000G
  2511. [Range: Charge 6 Sq. / Target: 1#]. A special combat motorcycle for anti-divinity combat, under development by B.E.G. and Far East Heavy Industries. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves].
  2512.  
  2513. ■ Divine Bound Steed
  2514. Restrict : Contractor
  2515. Mode : Two Hands
  2516. ACC : None
  2517. PD : +7
  2518. INIT : +3
  2519. Cost : 4,000G
  2520. [Range: Charge 6 Sq. / Target: 1#]. A high level bound steed summoned due to a special contract. This being is akin to a god. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves]. Also, once per combat, make 1x [Weapon Attack] after [Damage Calculation].
  2521.  
  2522. <----- Arms System :: Additional Effects / Form: Ranged ----->
  2523.  
  2524. ◇ Unique Tracking
  2525. Cost: 1500G / Trade: 2
  2526. A tracking function added to ranged weapons.
  2527. While the [Weapon] is [Equipped], once per combat, the [Target] of the user's [Physical Attack] reduces the result of their [Reactive Check] by 2.
  2528.  
  2529. ◇ Empathic Spirit
  2530. Cost: 1500G / Trade: 2
  2531. May only be added to [Restrict: Contractor] items. The bound steed synchronizes its spirit energy with its rider.
  2532. While the [Weapon] is [Equipped], once per combat, may add or subtract 1 to any one [Spirit] die (may not go above 6 or below 1).
  2533.  
  2534.  
  2535. Magical Weapon / Form: Magic [XXXQ-6]
  2536. ----------------------------------------
  2537. ■ Spell Tags
  2538. Restrict : Elder Mage
  2539. Mode : One Hand
  2540. CNJ : None
  2541. MD : +3
  2542. INIT : -2
  2543. Cost : 1,000G
  2544. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 1]. A bundle of tags with spells written on them. Pull a couple off and throw them. While [Equipped], once per combat, increase the [Target] of the user's [Magical Attacks] by 1#.
  2545.  
  2546. ■ Spirit Instrument
  2547. Restrict : Divine Talker
  2548. Mode : Switch Hand
  2549. CNJ : None
  2550. MD : +4 / +5
  2551. INIT : -2 / -1
  2552. Cost : 1,500G
  2553. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: Wind / Rank: 2]. A musical instrument Artificial Regalia that enhances the power of kotodama, the soul of words. While [Equipped], once per combat, change one [Spirit] die to "3".
  2554.  
  2555. ■ Unique Bound Steed
  2556. Restrict : Contractor
  2557. Mode : Two Hands
  2558. CNJ : None
  2559. MD : +4
  2560. INIT : -2
  2561. Cost : 1,500G
  2562. [Magical Attack / Range: Charge 4 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A unique bound steed, its whole body wreathed in spirit energy. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves].
  2563.  
  2564. ■ Magic Gun
  2565. Restrict : Contractor
  2566. Mode : Switch Hand
  2567. CNJ : None
  2568. MD : +4 / +5
  2569. INIT : -3 / -2
  2570. Cost : 2,000G
  2571. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A handgun-type Artificial Regalia that fires spirit energy. By shooting their own spirit energy out, it excites spirit circulation, aiding magecraft and summoning. While [Equipped], [Bound Primals] gain a +1d6 modifier to the [Damage Calculation] of their [Attack Actions].
  2572.  
  2573. ■ Advanced Spell Tags
  2574. Restrict : Arcane
  2575. Mode : Two Hands
  2576. CNJ : None
  2577. MD : +5
  2578. INIT : -3
  2579. Cost : 2,000G
  2580. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A bundle of tags inscribed with advanced spells. Pull a couple off and throw them. While [Equipped], once per combat, increase the [Target] of the user's [Magical Attacks] by 1#.
  2581.  
  2582. ■ Kotodama Bow
  2583. Restrict : Divine Talker
  2584. Mode : Two Hands
  2585. CNJ : None
  2586. MD : +5
  2587. INIT : -2
  2588. Cost : 2,000G
  2589. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: Light / Rank: 2]. A catalpa bow Artificial Regalia specialized in exorcism. While [Equipped], the user gains +5 to the [Recovery] effect from [Magical Attacks].
  2590.  
  2591. ■ Summoning Smartgun
  2592. Restrict : Contractor
  2593. Mode : Two Hands
  2594. CNJ : None
  2595. MD : +6
  2596. INIT : -2
  2597. Cost : 3,000G
  2598. [Magical Attack / Range: 10 Sq. / Target: 1# / Resist: Cancel / Element: Shock / Rank: 2]. A spirit gun equipped with cyber functions. While [Equipped], treat as though [Equipped] with a [Restrict: Digital Sorcerer] [Item], and [Bound Primals] gain a +1d6 modifier to the [Damage Calculation] of their [Attack Actions].
  2599.  
  2600. ■ Rare Bound Steed
  2601. Restrict : Contractor
  2602. Mode : Two Hands
  2603. CNJ : None
  2604. MD : +7
  2605. INIT : -3
  2606. Cost : 3,000G
  2607. [Magical Attack / Range: Charge 5 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A rare bound steed, its entire body spirit energy. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves]. Also, once per combat, the [Target] of the user's [Magical Attack] [Halves] their [Barrier].
  2608.  
  2609. <----- Arms System :: Additional Effects / Form: Magic ----->
  2610.  
  2611. ◇ Spirit Blast
  2612. Cost: 1500G / Trade: 2
  2613. Causing an explosion at the moment of a spell's impact, its power is enhanced.
  2614. While the [Weapon] is [Equipped], once per combat, when making a [Magical Attack], gain +1 [Magical Rank].
  2615.  
  2616. ◇ Hinder Resist
  2617. Cost: 1500G / Trade: 2
  2618. Activating unique spells, an opponent's resistance is hindered.
  2619. While the [Weapon] is [Equipped], once per combat, the [Target] of the user's [Magical Attack] reduces the result of their {Resist} check by 2.
  2620.  
  2621. ================================================================================
  2622. Requiem for the Godsoul -- Item: Protectors, Accessories, Gear, Consumables [XXXR]
  2623. ================================================================================
  2624.  
  2625. Protectors/Form: Suit [XXXR-1]
  2626. ----------------------------------------
  2627. Scion Battle Wear
  2628. Restrict : Scion
  2629. EVA : +1
  2630. INIT : -2
  2631. Armor : +4
  2632. Barrier : None
  2633. Cost : 4,000G
  2634. A stylish coat or suit modified into a powerful Artificial Regalia. As armor customized for Scions and designed for physical combat, it's easy to tell at a glance that Godhunters who wear this mean business.
  2635.  
  2636. Royal Gothic
  2637. Restrict : Darkstalker
  2638. EVA : None
  2639. INIT : +1
  2640. Armor : +1
  2641. Barrier : +2
  2642. Cost : 4,000G
  2643. A black hat, coat, top and bottom suits, and skirts. An Artificial Regalia fashioned after gothic fashion and customized for Darkstalkers. A luxurious masterwork created using special etherdown and Fool's Gold threads, a person will exude elegance just by wearing it.
  2644.  
  2645. Ethereal Cloth of the Daiyoukai
  2646. Restrict : Hanyou
  2647. EVA : None
  2648. INIT : +3
  2649. Armor : +1
  2650. Barrier : None
  2651. Cost : 4,000G
  2652. A vest or jacket Artificial Regalia created by weaving together a lavish amount of valuable etherdown that once clad a daiyoukai, a great mythical creature. It can only be worn by those who have inherited the blood of youkai, but when it is worn, that person will move like the wind.
  2653.  
  2654. Coat of Truth
  2655. Restrict : Magus
  2656. EVA : None
  2657. INIT : -1
  2658. Armor : +5
  2659. Barrier : None
  2660. Cost : 4,000G
  2661. A coat or robe Artificial Regalia customized for Magi, with magic circles inscribed on its interior. It is a luxury item that will not permit anyone to wear it unless they are a Magus, and it accels in physical defense, which is often a Magus's weak point.
  2662.  
  2663. Dragon Scale Shroud
  2664. Restrict : Dragon Lord
  2665. EVA : None
  2666. INIT : -2
  2667. Armor : +3
  2668. Barrier : +3
  2669. Cost : 4,000G
  2670. A rare scale mail-type Artificial Regalia made up of interlocking scales like jewels. It is armor customized for Dragon Lords, which is as thin as a t-shirt, and can be worn under clothes. Though from its slim profile one would not guess it, it offers sturdy defense.
  2671.  
  2672. Ancient Armor
  2673. Restrict : Heroic Spirit
  2674. EVA : None
  2675. INIT : -2
  2676. Armor : +4
  2677. Barrier : +2
  2678. Cost : 4,000G
  2679. Armor contempory to when a Heroic Spirit lived, or clothes that became armor by being infused with spirit energy. It's said that only heroes may wear this supremely sturdy armor.
  2680.  
  2681. Divine Robe
  2682. Restrict : Divine Soul
  2683. EVA : None
  2684. INIT : +1
  2685. Armor : None
  2686. Barrier : +3
  2687. Cost : 4,000G
  2688. A robe, ceremonial dress, shirabyoshi or suikan, worn by gods. They are favored by high-ranking tochigami and daiyoukai who have regained power. It is a sacramental masterwork believed only to be worn by superb Divine Souls.
  2689.  
  2690. Hyper Grapple Suit
  2691. Restrict : God Hand
  2692. EVA : +1
  2693. INIT : +2
  2694. Armor : +1
  2695. Barrier : +1
  2696. Cost : 5,000G
  2697. A training uniform modified into an Artificial Regalia. They come in a variety of forms, such as karate gi and wrestling tights. It's said to be something that cannot be worn carelessly.
  2698.  
  2699. Sacramental Leather Jumpsuit
  2700. Restrict : Contractor
  2701. EVA : None
  2702. INIT : +1
  2703. Armor : +3
  2704. Barrier : +2
  2705. Cost : 5,000G
  2706. Mononoke leather processed into riding leathers, then additionally modified into an Artificial Regalia. It's easier to move in than it looks, and if worn by an expert Contractor, it's said they can become one with the wind.
  2707.  
  2708. Kotodama Vestment
  2709. Restrict : Divine Talker
  2710. EVA : None
  2711. INIT : None
  2712. Armor : +2
  2713. Barrier : +4
  2714. Cost : 5,000G
  2715. A Buddhist priest-style robe Artificial Regalia woven with incantations and truespeak as embroidery. It boasts high defense against spells, an effect that's even said to be comparable to the barrier over a temple or shrine.
  2716.  
  2717.  
  2718. Accessories [XXXR-2]
  2719. ----------------------------------------
  2720. Sanskrit Ring
  2721. Slot : Hand
  2722. Cost : 300G
  2723. A ring or bracelet engraved with a special sanskrit character.
  2724. While [Equipped], gain a +1 modifier to [Physical Damage].
  2725.  
  2726. Wallet Chain
  2727. Slot : Lower
  2728. Cost : 300G
  2729. A chain constructed out of special silver links that adorns a wallet or similar item.
  2730. While [Equipped], gain a +1 modifier to [Magical Damage].
  2731.  
  2732. Divine Cloth
  2733. Slot : Hand・Lower・Upper
  2734. Cost : 500G
  2735. A sacramental cloth that reacts to the use of spirit energy by forming into giant limbs and providing assistance.
  2736. While [Equipped], gain a +1 modifier to {Initiative} and [Barrier].
  2737.  
  2738. Aria Headphones
  2739. Slot : Head
  2740. Cost : 500G
  2741. A headphone-style Artificial Regalia installed with spell programs.
  2742. While [Equipped], treat as though [Equipped] with a [Restrict: Digital Sorcerer] [Item].
  2743.  
  2744. Summon Card
  2745. Slot : Hand
  2746. Cost : 1,000G
  2747. A card-style Artificial Regalia that holds the power to strengthen Bound Steeds and Bound Primals.
  2748. While [Equipped], gain a +3 modifier to the Result of [Attack Actions] using [Weapons] with [Range: Charge X Sq.], or to the [Damage Calculation] of [Bound Primal] [Attack Actions].
  2749.  
  2750. Ashura Record
  2751. Slot : Lower
  2752. Cost : 1,000G
  2753. A sacramental ledger that contains the names and forms of summoned primals.
  2754. While [Equipped], the character is able to summon [Bound Primals] of one LV higher than their [World Influence LV] (for example, if [World Influence LV: 1], then they can summon [LV: 2] Mononoke).
  2755.  
  2756. Regalia Sheath
  2757. Slot : Lower・Upper
  2758. Cost : 1,000G
  2759. A sheath or holster designed for use with various Artificial Regalia forms.
  2760. While [Equipped], gain a +1 modifier to the result of [Active Checks].
  2761.  
  2762. Smart Glasses
  2763. Slot : Head
  2764. Cost : 1,500G
  2765. A wearable computer in the form of glasses or contact lenses.
  2766. While [Equipped], gain a +2 modifier to [Magical Damage], and treat as though [Equipped] with a [Restrict: Digital Sorcerer] [Item].
  2767.  
  2768. Spirit Ball
  2769. Slot : Hand
  2770. Cost : 1,500G
  2771. A ball-style Artificial Regalia that holds the power to strengthen Bound Steeds and Bound Primals.
  2772. While [Equipped], gain a +1d6 modifier to [Attack Actions] using [Weapons] with [Range: Charge X Sq.], or to the [Damage Calculation] of [Bound Primal] [Attack Actions].
  2773.  
  2774. Jet Shoes
  2775. Slot : Feet
  2776. Cost : 2,000G
  2777. High-tech shoes equipped with a spirit energy propulsion function.
  2778. While [Equipped], gain a +2 modifier to {Initiative} and to the [Speed] of [Combat Moves].
  2779.  
  2780.  
  2781. Consumables [XXXR-3]
  2782. ----------------------------------------
  2783. Purity Salt
  2784. Use : Other
  2785. Cost : 50G
  2786. Salt that has been blessed. By casting it over an area, abnormal spirit energy can be sensed and suppressed.
  2787. Use as [Range: Engaged / Target: 1#]. Gain a +2 modifier to [Sense].
  2788.  
  2789. Fire Sprite
  2790. Use : Other
  2791. Cost : 50G
  2792. A special pill that will burn brightly by consuming spirit energy. Even if it gets wet, it will still burn.
  2793. For the rest of the scene, [Range: Combat Zone / Target: Combat Zone] ignores "dark place" penalties.
  2794.  
  2795. Potion x5
  2796. Use : Other
  2797. Cost : 50G
  2798. A spiritual drug refined from special herbs. It can be used to recover wounds by drinking it, or dousing the wound with it.
  2799. Use as [Range: Engaged / Target: 1#]. The target [Recovers] 5 {HP}.
  2800.  
  2801. Greek Fire
  2802. Use : Other
  2803. Cost : 100G
  2804. A magical oil created with lost techniques.
  2805. Use as a [Weapon Attack] with [Ranged Attack / Range: 4 Sq. / Target: 1#]. Targets who fail at {Evasion}, each [End], lose 5 {HP}. The target may spend 1x [Prep] to clear this effect.
  2806.  
  2807. Black Seal
  2808. Use : Other・Distortion
  2809. Cost : 100G
  2810. A unique card or strip of paper inscribed with a single verse from a grimoire. Use as a [Weapon Attack] with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. Targets who fail at {Evasion} take [Rank: 1] [Magical Damage]. If used during [Mend], [Engaged/1#] gains a +2 modifier to their {Strength} check.
  2811.  
  2812. White Seal
  2813. Use : Other・Distortion
  2814. Cost : 100G
  2815. A unique card or strip of paper inscribed with a single verse from a holy book. Use as a [Weapon Attack] with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. Targets who fail at {Evasion} take [Shift: Darkness]. If used during [Mend], [Engaged/1#] gains a +2 modifier to their {Agility} check.
  2816.  
  2817. Red Seal
  2818. Use : Other・Distortion
  2819. Cost : 100G
  2820. A unique card or strip of paper inscribed with a single verse of truespeak. Use as a [Weapon Attack] with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. Targets who fail at {Evasion} take [Shift: Fallen]. If used during [Mend], [Engaged/1#] gains a +2 modifier to their {Intellect} check.
  2821.  
  2822. Blue Seal
  2823. Use : Other
  2824. Cost : 100G
  2825. A unique card or strip of paper inscribed with a single verse from an unknown language. Use as a [Weapon Attack] with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. Targets who fail at {Evasion} take [Shift: Poison] (refer to the Rating Chart). If used during [Mend], [Engaged/1#] gains a +2 modifier to their {Will} check.
  2826.  
  2827. Elemental Augment Drug
  2828. Use : Other
  2829. Cost : 500G
  2830. A magic drug that strengthens [Elements], which works by being spread over a weapon.
  2831. Use as [Range: Engaged / Target: 1#]. For the rest of the combat, when one [Equipped] [Weapon] is bestowed with an [Element], the target gains +1 [Rank].
  2832.  
  2833. Rage Ether
  2834. Use : Other
  2835. Cost : 1,500G
  2836. A spiritual drug that renders one's body and mind invincible.
  2837. Use as [Range: User / Target: User]. For the rest of the combat, the target gains [Remove: Fallen・Pain・Paralysis], but loses 5 {HP} each [Timing: End]. This effect may be cleared by spending 1x [Prep].
  2838.  
  2839.  
  2840. Gear [XXXR-4]
  2841. ----------------------------------------
  2842. Jade Genbu
  2843. Use : Other
  2844. Cost : 2,000G
  2845. A statue of Genbu made from jade that enhances your physical abilities just by having it.
  2846. Gain a +1 modifier to the result of {Strength} checks.
  2847.  
  2848. Sunstone Suzaku
  2849. Use : Other
  2850. Cost : 2,000G
  2851. A statue of Suzaku made from sunstone that enhances your tracking abilities and reflexes just by having it.
  2852. Gain a +1 modifier to the result of {Agility} checks.
  2853.  
  2854. Moonstone Seiryu
  2855. Use : Other
  2856. Cost : 2,000G
  2857. A statue of Seiryu made from moonstone that enhances your intellect and memory recall just by having it.
  2858. Gain a +1 modifier to the result of {Intellect} checks.
  2859.  
  2860. Quartz Byakko
  2861. Use : Other
  2862. Cost : 2,000G
  2863. A statue of Byakko made from quartz that makes you give off a good impression and enhances your negotiation abilities just by having it.
  2864. Gain a +1 modifier to the result of {Will} checks.
  2865.  
  2866. Seastone Kouryuu
  2867. Use : Other
  2868. Cost : 2,000G
  2869. A statue of a golden dragon made from seastone that is able to manifest ill fortune just by having it.
  2870. Gain a +1 modifier to the result of {Luck} checks.
  2871.  
  2872. Etherlight Emission
  2873. Use : Other
  2874. Cost : Unsellable
  2875. You emit spirit energy light from your whole body.
  2876. Ignore "dark place" penalties.
  2877.  
  2878. Aura Sense
  2879. Use : Other
  2880. Cost : Unsellable
  2881. As a half-souled being, you can acutely sense the flow of spirit energy.
  2882. Gain a +1 modifier to the result of [Sense] checks.
  2883.  
  2884. Swelling Power
  2885. Use : Other
  2886. Cost : Unsellable
  2887. Releasing a strong power through some means, you instantly render Innocents unconscious. Innocents who are exposed to this effect only lose consciousness, not their memories.
  2888.  
  2889. Restful Domain
  2890. Use : Rest (Meal)
  2891. Cost : Unsellable
  2892. You rest within your spirit barrier by changing into a spirit body.
  2893. [Rest Recovery Amount] +10.
  2894.  
  2895. Spirit Transit
  2896. Use : Other
  2897. Cost : Unsellable
  2898. You can freely move about within your spirit barrier, invisible to Innocents, by becoming a spirit body. Also, by transitioning between gaps in space, you are able to move at roughly the speed of an automobile, taking up to about six people with you.
  2899.  
  2900.  
  2901. ================================================================================
  2902. Requiem for the Godsoul -- GM Section: Special Episode Introductions [XXXS]
  2903. ================================================================================
  2904.  
  2905. Those souls that become [Heroic Spirits], as well as [Divine Souls], which are akin to gods and youkai, are beings disconnected from the ways of humans. As such, the [Episode Introductions] for them should be different from those done from normal PCs. When the GM attempts to create their own episode that contains PC [Heroic Spirits] and [Divine Souls], they should try to keep the following examples in mind when creating the [Handouts] and [Episode Introductions] for those characters.
  2906.  
  2907.  
  2908. Heroic Spirit Examples
  2909. ----------------------------------------
  2910. In many cases, [Heroic Spirits] who protect the world are summoned in order to resolve a specific supernatural incident. Therefore, the Goal for a [Heroic Spirit] should be something like, "Fulfill the summoner's wishes," "Protect the world," "Defeat the Aramitama." For the [Ending], the scene should go something like this: after resolving the incident, the [Heroic Spirit] receives a <Shard> as payment, then is consumed in pale blue spirit energy light, and disappears, returning to the memories of the world. However if there's a reason for it (such as when playing a campaign, maybe the true enemy has yet to be defeated, or something like that), then there is nothing wrong with having the [Heroic Spirit] linger in the modern world. Should that be the case, then the GM should freely set and direct the [Ending] as they like, fitting it in with the rest of the episode.
  2911.  
  2912. For the [Handout] and [Episode Introduction] of a [Heroic Spirit], consider the following setups.
  2913.  
  2914. > Being Summoned
  2915. A collaborator or a Godhunter you call a friend places their bets on you, and summons you to the modern world.
  2916. Goal: Fulfill the NPC's request.
  2917.  
  2918. > Save the Victim
  2919. An NPC involved in a supernatural incident happens upon a relic or book relevant to you (as an example, the NPC's favorite character in a historical browser game they're fans of just so happens to be the PC), and that becomes the impetus for you to materialize in the world, save the NPC from their predicament, and from there be involved in the supernatural incident.
  2920. Goal: Protect the world (or similar).
  2921.  
  2922. > Revived for Revenge
  2923. Because the [Boss] appearing in this supernatural incident was once your nemesis, or is a revenant that has become your bitter foe, you materialize to seek revenge, with the goal of striking them down.
  2924. Goal: Defeat your nemesis.
  2925.  
  2926. > Already Summoned
  2927. Having been summoned previously and already being acclimated to the modern world, every day, as it is your fondest wish to reach the <Promise of Ascension>, you hunt down Aramitama.
  2928. Goal: Defeat the Aramitama.
  2929.  
  2930.  
  2931. Divine Soul Examples
  2932. ----------------------------------------
  2933. Generally, the tochigami, guardian deities, and daiyoukai friendly towards humans that become [Divine Souls] will hear the plea of a human who was a victim of a supernatural incident, and then in order to secure belief in themselves, the [Divine Soul] will work to resolve that incident. There, the Goal of a [Divine Soul] will most often be something along the lines of, "Fulfill the wishes of your faithful," "Protect the people," or "Fulfill your godly duties." For a [Divine Soul]'s [Ending], the scene should be something like, the human who pleaded for the [Divine Soul]'s intervention in the incident gives their thanks, and peace returns to the city. Ultimately, the GM should set and direct the [Ending] for the [Divine Soul] as they like, according to the needs of the episode.
  2934.  
  2935. For the [Handout] and [Episode Introduction] of a [Divine Soul], consider the following setups.
  2936.  
  2937. > A Wish from the Faithful
  2938. Ordinarily, your faithful seek salvation when they are in need or become involved in a supernatural incident somehow. For example, the relative of a person who cleans your shrine every day suddenly goes missing.
  2939. Goal: Grant the wish of your follower.
  2940.  
  2941. > Connections
  2942. A tochigami or a youkai from another region that you're friends with, or even a Godhunter you like, gets involved with a supernatural incident, and their minions or family, or the person themselves, ask you for help or to rescue them.
  2943. Goal: Save your friend.
  2944.  
  2945. > Something Unusual in Your Lands
  2946. An abnormality arises in the land or leyline you control. You work to eliminate the source of that abnormality and correct it.
  2947. Goal: Protect your lands.
  2948.  
  2949. COLUMN: Regarding the Number of Sanctum Purges in a Campaign
  2950. The following section has details regarding [Sanctum Purge] episodes. However, when playing a campaign, it's good to limit [Sanctum Purge] episodes to 2 or 3 per campaign, so as not to strengthen the PCs' [Weapons] more than is necessary.
  2951.  
  2952.  
  2953. ================================================================================
  2954. Requiem for the Godsoul -- GM Section: Sanctum Purge Episodes [XXXT]
  2955. ================================================================================
  2956. The PCs will take on a [Sanctum Purge] for a variety of reasons. The following will give advice on the creation of [Sanctum Episodes], episodes which are exclusively [Sanctum Purges].
  2957.  
  2958.  
  2959. The Shape of Sanctum Episodes
  2960. ----------------------------------------
  2961. Sanctum Episodes look like the following. For examples of each of the following items, please refer to the [Sample Sanctum Episode] later in this book.
  2962.  
  2963. > Handout
  2964. The GM creates a single [Handout], shared across the entire party. The GM may also decide to create individual [Handouts] for a [Sanctum Episode], if they want.
  2965.  
  2966. > Info, Episode Outline, Episode Setting, PC Creation
  2967. In a [Sanctum Episode], there does not need to be any [Info] (however there's nothing wrong with having some). Episode Outline, Episode Setting, and PC Creation are the same as a normal episode.
  2968.  
  2969. > Truth, Appearing NPCs
  2970. The Episode Setting will serve as the Truth, so a separate Truth is not necessary. Appearing NPCs is the same as a normal episode.
  2971.  
  2972. > Episode Introductions
  2973. If the [Handout] is shared across the entire party, then the [Episode Introduction] should also be shared.
  2974.  
  2975. > Sanctum Map
  2976. Set up a [Sanctum Map] for the PCs to challenge. The GM decides the number of [Areas] and the Maximum Limit (both mentioned below). Then, they write down which [Areas] are connected to other [Areas] via which [Paths], and whether any [Sanctum Events] will occur. Though in general there should be one [Sanctum Event] per [Area], the GM may add additional events, or even have events occur in an Area after it has already been searched, as meets the needs of the episode. Also, the GM may use the [General Sanctum Events] found later in this book, or create their own original events.
  2977.  
  2978. > Ending
  2979. The [Ending] is also shared across the entire party.
  2980.  
  2981.  
  2982. Progession of Sanctum Purge
  2983. ----------------------------------------
  2984. The GM progresses [Sanctum Purge] according to the rules found earlier in this book.
  2985.  
  2986. > Understanding Sanctum Purge
  2987. First, the GM should have a certain degree of understanding of the rules for [Sanctum Purge]. After that, if possible, it's recommended to play through the Sample Sanctum Episode at the end of this book, in order to get an understanding of what it's like to progress the session.
  2988.  
  2989. > Dedicated Sanctum Purge Episode
  2990. When creating a Sanctum Episode, it's fine to make it so that its entire focus is on the [Sanctum Purge] itself. In normal episodes there are individual [Handouts] and [Episode Introductions], but as the [Handout] is shared in a Sanctum Episode, only a single [Episode Introduction] takes place. For an example of this, please refer to the "Sample Sanctum Episode" at the end of the book.
  2991.  
  2992. An NPC making a polite request of the PCs is a good trick to use when making this shared [Episode Introduction]. No matter their reason, an NPC acting rude or high-handed when asking something of the PCs can make the players feel agitated, which might lead to them refusing the request. Therefore, try to have the NPCs give reasons such as, they trust the PCs, or feel a strong friendship with them, or are relying on them for help.
  2993.  
  2994. For the shared [Handout] and [Episode Introduction] of a Sanctum Episode, consider the following setups.
  2995.  
  2996. * The PCs get a request from an old friend
  2997. The PCs get a call from an old friend--whether a tochigami, youkai, Godhunter, or collaborator--informing them of an urgent situation, and are asked to undertake a [Sanctum Purge].
  2998.  
  2999. * An alliance of factions
  3000. A [Sanctum] has been proven to be the cause of a supernatural incident, and several factions join together to collaborate against it, forming a team comprised of several ace Godhunters--who are of course the PCs, who then undertake the [Sanctum Purge].
  3001.  
  3002. * PCs band together
  3003. The PCs, already being friends, search for a [Sanctum Purge] request in order to strengthen their Artificial Regalia, and then undertake it. These requests typically take the form of the client being a tochigami who had their [Sanctum] stolen by an Aramitama, or a collaborator or Godhunter who has pinned down an evil Mononoke in their lair.
  3004.  
  3005.  
  3006. Number of Areas
  3007. ----------------------------------------
  3008. When creating a Sanctum Episode, the number of [Areas] for the [Sanctum Map] is decided in advance. A minimum of six [Areas] and a maximum of 8 is suggested. If any player is inexperienced with the game, stick to having only six [Areas] for the [Sanctum Map].
  3009.  
  3010. Also, make certain there is an [Entrance Area], a [Exit Area], and a [Final Area].
  3011.  
  3012.  
  3013. Maximum Limit
  3014. ----------------------------------------
  3015. The maximum [Limit] until [Sanctum Crisis] occurs is determined from the number of [Areas] chosen. If this is the players' first attempt at a Sanctum, it's adviseable to set the difficulty at "Easy." (These are calculated from having 6 [Areas]).
  3016.  
  3017. Make certain NOT to disclose the maximum [Limit] to PCs.
  3018.  
  3019. (Difficulty - Maximum)
  3020. Easy - 45
  3021. Normal - 40
  3022. Hard - 35
  3023.  
  3024.  
  3025. Calculating Maximum
  3026. ----------------------------------------
  3027. If the GM is creating a [Sanctum Map] for an original Sanctum episode, calculate the maximum [Limit] in the following manner.
  3028.  
  3029. ◎ Each [Area] x 5
  3030. ◎ Each [Distortion] x 4
  3031. ◎ Each [Sanctum Event: Combat] x 3
  3032. ◎ Any modifiers the GM decides on
  3033.  
  3034. (For example, if you have a Sanctum with 6 Areas, two Distortions, and two Combats, then the maximum Limit would be 44. Note that the above 'difficulties' are set for the Sample Sanctum Episode. If you want to make it easier on your players, increase the maximum Limit you just calculated by around 5. If you want to make it more difficult, decrease it by 5 instead.)
  3035.  
  3036.  
  3037. Rewards
  3038. ----------------------------------------
  3039. When the PCs undertake a [Sanctum Purge] request, there are cases where they will receive compensation from the client. The GM should prepare a reward as follows, according to who the client is, and then give it to the PCs. The GM may give any kind of reward, the following is just a guideline. For example, an event item the GM creates themselves, or a particular rare [Material] (the effect of which is determined as per the random charts in the base book).
  3040.  
  3041. > Reward Guidelines
  3042.  
  3043. * Godhunters & Collaborators
  3044. If the client is a Godhunter or collaborator, then the reward typically comes in the form of <Fool's Gold>. PCs are paid in the following fashion according to the average [World Influence LV] of the group, with each PC receiving the listed amount.
  3045.  
  3046. World Influence LV | Advance | On Success
  3047. -------------------+---------+-----------
  3048. 1~2 | 300G | 1,000G
  3049. 3~4 | 500G | 1,500G
  3050. 5~6 | 1,000G | 2,000G
  3051. 7~8 | 1,500G | 3,000G
  3052. 9+ | 2,000G | 4,000G
  3053.  
  3054. * Mononoke & Tochigami
  3055. If the client is a Mononoke or tochigami, then the reward typically comes in the form of multiple [Materials] called <Treasures>. PCs are given [Materials] in the following fashion according to the average [World Influence LV] of the group, with each PC receiving the listed amount. Note that all of these [Materials] have [Effect: None].
  3056.  
  3057. World Influence LV | Advance | On Success
  3058. -------------------+-----------------+-----------
  3059. 1~2 | (Potency 1) x 1 | (Potency 2) x 1
  3060. 3~4 | (Potency 1) x 1 | (Potency 2) x 2
  3061. 5~6 | (Potency 1) x 2 | (Potency 2) x 2
  3062. 7~8 | (Potency 1) x 2 | (Potency 3) x 2
  3063. 9+ | (Potency 1) x 3 | (Potency 3) x 2
  3064.  
  3065.  
  3066. ================================================================================
  3067. Requiem for the Godsoul -- GM Section: General Sanctum Events [XXXU]
  3068. ================================================================================
  3069.  
  3070. Reading a Sanctum Event
  3071. ----------------------------------------
  3072. [General Sanctum Events] can be found starting on the next page. Before that is an explanation on how to read the fields of [General Sanctum Events].
  3073.  
  3074. > Number "Title"
  3075. The number and title of a General Sanctum Event so that GMs can note them down for their original episodes. This is the only field that is not told to the players.
  3076.  
  3077. > Narration
  3078. The narration of the [Sanctum Event]. Read this field aloud to the PCs, then after that the contents of the [Avoid] and [Confront] fields (as well as the Check Success and Check Failure fields), then allow the PCs to decide what to do.
  3079.  
  3080. > [Avoid]
  3081. This note whether or not the [Sanctum Event] may be avoided.
  3082.  
  3083. > [Confront]
  3084. This notes the action or [Maneuver] that should be done if the PCs choose to [Confront] the [Sanctum Event]. Make sure to tell the PCs that they are allowed to use [Use: Distortion] [Items] for the check.
  3085.  
  3086. > Check Success & Check Failure
  3087. This notes the effect that occurs when the [Check] for the [Sanctum Event] either fails or succeeds. Each effect occurs to the targets listed on the following table. Note that in this case, when the [Scene Player] rolls on the [Acquire Material Chart], that EACH PC in the party gains one of that [Material]. For example, if [Material: PD+2 (Value: 1,000G)] is rolled, then a number of that [Material] equal to the number of PCs is obtained.
  3088.  
  3089. Effect | Target
  3090. -------------------------+----------------
  3091. [Limit] | Current [Limit]
  3092. {HP} or {Crest} | All PCs
  3093. [Items] or [G] | All PCs
  3094. [Acquire Material Chart] | Unique
  3095.  
  3096.  
  3097. ================================================================================
  3098. Requiem for the Godsoul -- GM Section: Event List [XXXV]
  3099. ================================================================================
  3100. #1 "Vortex of Miasma"
  3101.  
  3102. Narration - You arrive in the [Area], a dreary, barren place. As you look, the area slowly becomes shrouded in an eerie fog. It proves to be no ordinary fog, however, but rather a thing which transforms stagnant spirit energy into a cursed poison--in other words, a miasma! Breathing it in will at best bring a world of pain. All you can do is hold your breath, shroud yourself in spirit energy, and charge on through!
  3103.  
  3104. [Avoid]: No
  3105. [Confront]: [Difficulty: 15] {Strength} or [Maneuver: Fortitude]
  3106. Check Success → No Effect
  3107. Check Failure → Lose 3d6 {HP}
  3108.  
  3109. ----------------------------------------
  3110.  
  3111. #2 "Submerged Area"
  3112.  
  3113. Narration - You arrive in the [Area], a place that looks as though it is unnaturally submerged in water. A strong glow of etherlight emits from the water's surface. However, it seems as though the path out of here is underwater. It seems the only way forward is to dive down.
  3114.  
  3115. [Avoid]: No
  3116. [Confront]: [Difficulty: 13] {Strength} or [Maneuver: Swimming]
  3117. Check Success → No Effect
  3118. Check Failure → Lose 1d6 {HP}
  3119.  
  3120. ----------------------------------------
  3121.  
  3122. #3 "Aim High"
  3123.  
  3124. Narration - You arrive in the [Area], a strange place where tall structures crowd together. While making your way across with a careful eye on your surroundings, suddenly, you feel a slight spiritual power. Apparently, something is at the very top of these structures.
  3125.  
  3126. [Avoid]: Yes
  3127. [Confront]: [Difficulty: 14] {Strength} or [Maneuver: Climb]
  3128. Check Success → Roll once on the [Acquire Material Chart], and gain that [Material].
  3129. Check Failure → Lose 2d6 {HP}
  3130.  
  3131. ----------------------------------------
  3132.  
  3133. #4 "The True Path"
  3134.  
  3135. Narration - You arrive in the [Area], an eerie place where the walls are covered in strange patterns. As you look, a path seems to come to a dead end. A sinister feeling wafts off the patterns on the walls there... What will you do? Will you search around?
  3136.  
  3137. [Avoid]: Yes
  3138. [Confront]: [Difficulty: 16] {Strength} or [Maneuver: Assess]
  3139. Check Success → Reduce the current [Limit] by 2d6 (to a minimum of 0)
  3140. Check Failure → Lose 2d6 {Crest}
  3141.  
  3142. ----------------------------------------
  3143.  
  3144. #5 "Tracks Found"
  3145.  
  3146. Narration - You arrive in the [Area], which resembles a desert covered in white sands. When you take a good look around, you find a strange set of tracks winding through the sands. However, from where the tracks lead, you can feel a powerful spiritual pressure. What could be over there? Will you try to follow the tracks, or something else?
  3147.  
  3148. [Avoid]: Yes
  3149. [Confront]: [Difficulty: 13] {Agility} or [Maneuver: Tracking]
  3150. Check Success → Gain 1x [Rejuvenating Water]
  3151. Check Failure → Lose 2x [Consumables]
  3152.  
  3153. ----------------------------------------
  3154.  
  3155. #6 "The Bound Door"
  3156.  
  3157. Narration - You arrive in the [Area], which appears as though part of an unusually wide room, with doors standing in a row. As you search for the next path forward, you come across a meticulously locked door. You aren't sure what could hidden behind it. What will you do?
  3158.  
  3159. [Avoid]: Yes
  3160. [Confront]: [Difficulty: 13] {Agility} or [Maneuver: Unlocking]
  3161. Check Success → Roll once on the [Acquire Material Chart], and gain that [Material]
  3162. Check Failure → Lose 1d6 {Crest}
  3163.  
  3164. ----------------------------------------
  3165.  
  3166. #7 "Silent Kill"
  3167.  
  3168. Narration - You arrive in the [Area], a place that brings to mind the interior of a spacious mansion, and continue on towards a path like a wide corridor. As you try to move down the corridor, you feel spiritual power before you. It as though a Blighted One lies in wait. If you can conceal your presence and get close, and then slay the creature with a single blow, you could proceed, but the danger is high.
  3169.  
  3170. [Avoid]: Yes
  3171. [Confront]: [Difficulty: 13] {Agility} or [Maneuver: Concealment]
  3172. Check Success → Recover 1d6 {Crest}
  3173. Check Failure → Lose 2d6 {HP}
  3174.  
  3175. ----------------------------------------
  3176.  
  3177. #8 "Crumbling Grounds"
  3178.  
  3179. Narration - You arrive in the [Area], a place like a bridge made of massive stones. As you examine it, you see that the stone bridge is cracked here and there, and has a fragile appearance. If you were to move over it, you could make it across by leaping over any crumbling portions... right?
  3180.  
  3181. [Avoid]: Yes
  3182. [Confront]: [Difficulty: 13] {Agility} or [Maneuver: Acrobatics]
  3183. Check Success → Change two [Spirit] dice to any value.
  3184. Check Failure → Lose 10 {HP}
  3185.  
  3186. ----------------------------------------
  3187.  
  3188. #9 "Demonic Night Parade"
  3189.  
  3190. Narration - You arrive in the [Area], which is a wide but singular road, blocked on the left and the right by massive walls. As you travel down it, an assembly of creatures drifts into view further up the road. As you peer at what's coming, you find it to be a vast horde of the Blighted! If you can hide yourself, or disguise your own form, you should be able to pass by without being noticed... probably.
  3191.  
  3192. [Avoid]: No
  3193. [Confront]: [Difficulty: 12] {Intellect} or [Maneuver: Disguise]
  3194. Check Success → No Effect
  3195. Check Failure → Lose 1d6 {Crest} and {HP}
  3196.  
  3197. ----------------------------------------
  3198.  
  3199. #10 "Strange Device"
  3200.  
  3201. Narration - You arrive in the [Area], which resembles a mechanical room filled with strange objects and devices. Looking around, you find a device that seems as though it may have some kind of spiritual effect... so will you try to figure out how to activate it? Or proceed onwards?
  3202.  
  3203. [Avoid]: Yes
  3204. [Confront]: [Difficulty: 15] {Intellect} or [Maneuver: Lore]
  3205. Check Success → Recover 1d6 {Crest}
  3206. Check Failure → Lose 1d6 {Crest}
  3207.  
  3208. ----------------------------------------
  3209.  
  3210. #11 "Treasures Await"
  3211.  
  3212. Narration - You arrive in the [Area], a haphazard place with junk piled all around. Following the path through the junk, you find that some of it seems as though they were once rare items infused with spirit energy. There might be some things left that could be put to use. Will you try searching?
  3213.  
  3214. [Avoid]: Yes
  3215. [Confront]: [Difficulty: 16] {Intellect} or [Maneuver: Appraise]
  3216. Check Success → Gain 1x [Accessory] of [Cost: 500G] or lower
  3217. Check Failure → Lose 10 {HP}
  3218.  
  3219. ----------------------------------------
  3220.  
  3221. #12 "Symbol Comprehension"
  3222. Narration - You arrive in the [Area], a place that gives off a mysterious air, where large stones carved all over with strange symbols jut out of the ground. If you were able to comprehend the symbols, you could perhaps trigger some kind of reaction. So will you try to figure them out?
  3223.  
  3224. [Avoid]: Yes
  3225. [Confront]: [Difficulty: 14] {Intellect} or [Maneuver: Identify]
  3226. Check Success → Gain [World Influence LV (Max 5)]d6 x 50 [G]
  3227. Check Failure → Lose [World Influence LV (Max 5)]d6 x 50 [G]
  3228.  
  3229. ----------------------------------------
  3230.  
  3231. #13 "Elder Beast"
  3232.  
  3233. Narration - You arrive in the [Area], a dense forest filled with pure spirit energy that is nothing like that of a Blighted One. In the depths of that forest appears a mystical spirit beast with a magnificent horn. Somehow or another, it seems as though you've met with a tochigami. Will you try to ingratiate yourself with it, and hear its story?
  3234.  
  3235. [Avoid]: Yes
  3236. [Confront]: [Difficulty: 17] {Will} or [Maneuver: Etiquette]
  3237. Check Success → Recover 2d6 {Crest}
  3238. Check Failure → Lose 2d6 {Crest}
  3239.  
  3240. ----------------------------------------
  3241.  
  3242. #14 "A God's Blessing"
  3243.  
  3244. Narration - You arrive in the [Area], which seems to be on the premises of an uncommonly beautiful, large shrine. Within the hall of worship appears a being bathed in a golden light. It seems as though an aspect of a god that governs the creation of matter. If you are skilled at negotiation, you may be able to purchase Artificial Regalia and medicine here.
  3245.  
  3246. [Avoid]: Yes
  3247. [Confront]: [Difficulty: 13] {Will} or [Maneuver: Negotiation]
  3248. Check Success → Able to buy and sell [Items]
  3249. Check Failure → No Effect
  3250.  
  3251. ----------------------------------------
  3252.  
  3253. #15 "The Masses"
  3254.  
  3255. Narration - You arrive in the [Area], which seems like a large cavern that is protected by a pure barrier. As you head further in, you find a large number of good Mononoke. As they haven't become Blighted, it would be better to take charge and explain the situation, for now.
  3256.  
  3257. [Avoid]: Yes
  3258. [Confront]: [Difficulty: 11] {Will} or [Maneuver: Command]
  3259. Check Success → Roll once on the [Acquire Material Chart], and gain that [Material]
  3260. Check Failure → At the [Final Battle], add one [Mononoke] 1-2 levels below the PC's [World Influence LV] average.
  3261.  
  3262. ----------------------------------------
  3263.  
  3264. #16 "Moody Primal"
  3265.  
  3266. Narration - You arrive in the [Area], which resembles a magnificent shrine filled with pure spirit energy that is nothing like that of a Blighted One. At the center of that shrine appears a mystic spirit beast with a jeweled eye. Somehow or another, it seems as though you've met with a tochigami. However, the tochigami's mood seems rather sour, due to some incident.
  3267.  
  3268. [Avoid]: Yes
  3269. [Confront]: [Difficulty: 16] {Will} or [Maneuver: Charm]
  3270. Check Success → Recover 30 {HP}
  3271. Check Failure → Lose 10 {HP}
  3272.  
  3273. ----------------------------------------
  3274.  
  3275. #17 "Found a Clue"
  3276.  
  3277. Narration - You arrive in the [Area], and find a massive corridor big enough that it feels as though a giant could pass through it unhindered. As you start forward, suddenly, a strange feeling of unease washes over you. It seems as though you are caught up in something strange. It doesn't seem as though there's anything here, but just in case, will you search around? Or will you hurry onwards?
  3278.  
  3279. [Avoid]: Yes
  3280. [Confront]: [Difficulty: 16] {Luck} or [Maneuver: Spot]
  3281. Check Success → Reduce current [Limit] by 2d6 (to a minimum of 0)
  3282. Check Failure → Increase [Limit] by 2d6
  3283.  
  3284. ----------------------------------------
  3285.  
  3286. #18 "Distortion"
  3287.  
  3288. Narration - You arrive in the [Area], and a rather beautiful landscape spreads out before you. It could only be one of the places that reside deep in the Nushi that created this [Sanctum]'s heart. It doesn't seem as though there's anything here, but just in case, will you search around? Or will you hurry onwards?
  3289.  
  3290. [Avoid]: Yes
  3291. [Confront]: Perform [Sense] for the [Distortion] the GM has prepared ahead of time, and then resolve either [Mend] or [Destroy] (as per the base book rules).
  3292.  
  3293. ----------------------------------------
  3294.  
  3295. #19 "Small Voices"
  3296.  
  3297. Narration - You arrive in the [Area], which looks like the roof of a palace or large mansion. As you quietly make your way through to the next path, are able to hear voices coming from below your feet. It seems as though some Blighted are communicating. Will you try to listen in?
  3298.  
  3299. [Avoid]: Yes
  3300. [Confront]: [Difficulty: 15] {Luck} or [Maneuver: Eavesdrop]
  3301. Check Success → Reduce current [Limit] by 1d6 (to a minimum of 0)
  3302. Check Failure → Increase [Limit] by 1d6
  3303.  
  3304. ----------------------------------------
  3305.  
  3306. #20 "Dimensional Road"
  3307.  
  3308. Narration - You arrive in the [Area], where a single, eerie road winds its was through a strange landscape. It appears as though it is a path that passes through another dimension. What will you do? Will you follow the path?
  3309.  
  3310. [Avoid]: Yes
  3311. [Confront]: [Difficulty: 15] {Luck} or [Maneuver: Intuition]
  3312. Check Success → Reduce current [Limit] by 2d6 (to a minimum of 0)
  3313. Check Failure → Lose 2d6 {Crest}
  3314.  
  3315. ----------------------------------------
  3316.  
  3317. #21 "Battle"
  3318.  
  3319. Narration - You arrive in the [Area], which proves to be an excessively wide space. Sensing something in the center of the area, you hide and take a look. When you do, you find what seem to be hostile beings. Will you fight them here? Or will you try to sneak around?
  3320.  
  3321. [Avoid]: Yes
  3322. [Confront]: [Combat] with [NPCs] the GM designates. The players [Install] their PCs into any of the following squares: A6, A7, A8, B6, B7, B8. The GM [Installs] their designated NPCs into any square.
  3323. Check Success → No Effect
  3324. Check Failure → The session ends
  3325.  
  3326. ----------------------------------------
  3327.  
  3328. #22 "Final Battle"
  3329.  
  3330. Narration - You arrive in the [Area], and within the hateful nemesis you all have been pursuing this whole time lies in wait. Taking your Regalia in hand, your body erupting with spirit energy... is now the time to fight the final battle?
  3331.  
  3332. [Avoid]: Yes
  3333. [Confront]: [Combat] with [NPCs] the GM designates. The players [Install] their PCs into any of the following squares: A6, A7, A8, B6, B7, B8. The GM [Installs] their designated NPCs into any square.
  3334. Check Success → [Sanctum Purge] ends, and then the episode ends
  3335. Check Failure → The session ends
  3336.  
  3337. ----------------------------------------
  3338.  
  3339.  
  3340. ================================================================================
  3341. Requiem for the Godsoul -- GM Section: Boss Talents [XXXW]
  3342. ================================================================================
  3343. «Dispersal Setup»
  3344. Timing : Prep
  3345. Range : User
  3346. Target : User
  3347. Cost : None
  3348. Through a special technique or a supernatural power, the boss expands how many its can target with its attacks.
  3349. Unique Effect. The target increases the [Target] of their [Timing: Attack] [Actions] by +2#. If the [Target] is already [Area・Combat Zone], it gains +1d6 at [Damage Calculation].
  3350.  
  3351. «Widen Range»
  3352. Timing : Unique
  3353. Range : User
  3354. Target : User
  3355. Cost : None
  3356. Using a forbidden power or a special technique, the boss instantly expands the range of its attack.
  3357. Unique Effect. The target may use this Talent at any time, but loses 5 {HP} when they do. The target changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. This Talent may be used once per round.
  3358.  
  3359. «Extra Limbs»
  3360. Timing : Constant
  3361. Range : User
  3362. Target : User
  3363. Cost : None
  3364. Possessing multiple sets of powerful legs or arms, this boss can attack continually.
  3365. The target gains an additional [Timing: Attack]. When a PC is taking their [Turn], by spending all of their [Timing: Attack], they may make a [Difficulty: 20] {Strength} or {Intellect} check, and if successful, the effect of this Talent is lost for the rest of the [Combat] (for this [Combat] only). Reveal these effects to the players if they are successful at [Identify]. Also, by changing the name of this Talent (arms/legs), multiples of this Talent may be acquired.
  3366.  
  3367. «Supernatural Cannonball»
  3368. Timing : Constant
  3369. Range : User
  3370. Target : User
  3371. Cost : None
  3372. Levitating something with tremendous mystic power, or floating it using supernatural abilities, the boss hurls an object at high speeds at an enemy.
  3373. Once every round, the target may destroy one adjacent [Obstacle] or Mononoke with "x#" in their name to make a [Special Attack] on [Range: 7 Sq. / Target: 1#] with [Effect Class: Physical Attack / Physical Damage: 2d6+"{Accuracy Fixed Value} x 2"]. Destroyed Mononoke may not be revived with «Calamity Caller», but PCs still gain [XP] {Crest} and [Materials] as normal.
  3374.  
  3375. «Deadly Blow»
  3376. Timing : Constant
  3377. Range : User
  3378. Target : User
  3379. Cost : None
  3380. Whether through genius, training, or supernatural ability, for whatever reason this boss can unleash certain-kill strikes.
  3381. Passive Effect. The target gains +1 to the [Active Check], and +5 to the [Damage Calculation] of [Weapon Attacks]. If the target of the [Weapon Attack] is a [Mononoke], the user gains an additional +[(LV x 5)] (maximum +30).
  3382.  
  3383. «Crest Erosion»
  3384. Timing : Constant
  3385. Range : User
  3386. Target : User
  3387. Cost : None
  3388. Placing a curse upon itself, when the boss's technique invocations are hindered, it erodes that enemy's Crest.
  3389. Passive Effect. The [Range: Combat Zone / Target 1#] who uses a Talent to cancel a Talent the target uses (such as «Shadow Bind» or «Shadow Break») loses 5 {Crest}.
  3390.  
  3391. «Art Adaptation»
  3392. Timing : Constant
  3393. Range : User
  3394. Target : User
  3395. Cost : None
  3396. Through a fearsome chaos technique, the boss has resistance against all kinds of techniques.
  3397. Passive Effect. The target delays the effect of all Talents other than [Timing: Constant] until [Timing: Start] of the next round. For example, if the target is hit with «Violent Strike», then until [Timing: Start] of the next round, the target does not take the effects of «Violent Strike» (or in other words, it cancels the effect and [Damage] of «Violent Strike» until then).
  3398.  
  3399.  
  3400. ================================================================================
  3401. Requiem for the Godsoul -- GM Section: Humanoid Mononoke [XXXY-1]
  3402. ================================================================================
  3403. Amanojaku / Class: Humanoid / LV: 1 (1)
  3404. Size : 2
  3405. Wits : High
  3406. Senses : Normal
  3407. Speech : Yes
  3408. Reaction : Mercurial
  3409. ID : 7
  3410. Weakness : [Light] [Toxin]
  3411. Movement : Walk
  3412. | ACC | EVA | CNJ | RES | CHK
  3413. {Combat Stats} | 2 | 2 | 5 | 4 | 3
  3414. {Fixed Values} | 9 | 9 | 12 | 11 | 10
  3415. {Initiative} : 6 (4)
  3416. {HP} : 40
  3417. Armor : 1
  3418. Barrier : 0
  3419.  
  3420. Attack Methods
  3421. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancel
  3422. - 2d6+9 magical damage to the target.
  3423.  
  3424. «Distance Manipulation»: Prep / User
  3425. - The target increases the [Range] of their [Attack Actions] by 4 Sq. (if Engaged, then move 4 Sq.; if Combat Zone, change effect to +1d6 to damage).
  3426.  
  3427. «Element Magic I»: Magical Attack / 4 Sq. / 1# / Cancel
  3428. - [Element: Phantom] 2d6+9 magical damage to the target. 1/Round.
  3429.  
  3430. Materials (2d6)
  3431. 2~6: None
  3432. 7+: Fragment of Truth/Will+1: 500G (Potency: 1)
  3433.  
  3434. Description
  3435. A Mononoke about one meter tall, with a bump akin to a horn on its head. It is skilled at reading the human heart, and tempts its victims into becoming obsessed with their darker natures, ultimately causing them to be transformed into the same being as itself, an amanojaku. They thrive on the negative emotions created from the conflict surrounding them, and it is that very nature that often sees them becoming servants for Aramitama.
  3436.  
  3437. ----------------------------------------
  3438.  
  3439. Fishmen x5 / Class: Humanoid / LV: 2 (1)
  3440. Size : 2
  3441. Wits : High
  3442. Senses : Heat
  3443. Speech : Yes
  3444. Reaction : Mercurial
  3445. ID : 10
  3446. Weakness : [Fire] [Toxin]
  3447. Movement : Walk・Swim
  3448. | ACC | EVA | CNJ | RES | CHK
  3449. {Combat Stats} | 6 | 4 | 1 | 4 | 2
  3450. {Fixed Values} | 13 | 11 | 8 | 11 | 9
  3451. {Initiative} : 8 (5)
  3452. {HP} : 46
  3453. Armor : 2
  3454. Barrier : 0
  3455.  
  3456. Attack Methods
  3457. [Weapon Attack]: Melee Attack / Engaged / 1#
  3458. - [Form: Spear] 2d6+14 physical damage to the target.
  3459.  
  3460. «Siege Formation»: Start / Combat Zone / Combat Zone
  3461. - "x#" Mononoke within [Range] gain +2 to {Accuracy} checks.
  3462.  
  3463. «Fishmen Strike»: Physical Attack / Engaged / 1#
  3464. - [Form: Hammer] 2d6+14 physical damage to the target, and this enemy may force targets that took at least 1 point of damage to move 1 Sq. ignoring [Engagements].
  3465.  
  3466. Materials (2d6)
  3467. 0~6: None
  3468. 7~10: Glistening Scales/Armor+1: 500G (Potency: 1)
  3469. 11+: Spiney Fin/HP+6: 1,000G (Potency: 2)
  3470.  
  3471. Description
  3472. A Mononoke with the appearance of a humanoid fish, having the head of one, plus scaley arms and legs. They can interbreed with humans, and while as a hatchling they appear like a human, gradually as they grow into an adult they make a total metamorphosis into their original form, and after that, they return to the seas. Although their appearance imitates humans, they are overwhelmingly powerful when in groups, and in particular they are highly dangerous when in water.
  3473.  
  3474. ----------------------------------------
  3475.  
  3476. Experienced Magical Girl / Class: Humanoid / LV: 4 (1)
  3477. Size : 2
  3478. Wits : Clever
  3479. Senses : Normal
  3480. Speech : Yes
  3481. Reaction : Mercurial
  3482. ID : 13
  3483. Weakness : [Toxin] [Phantom]
  3484. Movement : Walk
  3485. | ACC | EVA | CNJ | RES | CHK
  3486. {Combat Stats} | 7 | 2 | 3 | 5 | 3
  3487. {Fixed Values} | 14 | 9 | 10 | 12 | 10
  3488. {Initiative} : 11 (6)
  3489. {HP} : 43
  3490. Armor : 3
  3491. Barrier : 0
  3492.  
  3493. Attack Methods
  3494. [Weapon Attack]: Ranged Attack / 7 Sq. / 2#
  3495. - [Form: Ranged] 2d6+16 physical damage to the target.
  3496.  
  3497. «Flight Rune»: Start / 7 Sq. / 1#
  3498. - The target gains [Shift: Flight].
  3499.  
  3500. «Hidden Technique I»: Physical Attack / Combat Zone / 1#
  3501. - The user gains +3 to the {Accuracy} check, then deals [Form: Ranged] 25 points of physical damage to the target. 1/Combat.
  3502.  
  3503. «Magical Barrier»: Unique / 7 Sq. / 1#
  3504. - Target gains +5 [Barrier]. 1/Round.
  3505.  
  3506. «Mana Crush»: Unique / User
  3507. - The target changes [Physical Damage] into [Magical Damage]. 1/Round.
  3508.  
  3509. Materials (2d6)
  3510. 2~10: Magical Girl Battle Wear/Barrier+1: 500G (Potency: 1)
  3511. 11+: Magical Girl Battle Staff/MD+2: 1,000G (Potency: 2)
  3512.  
  3513. Description
  3514. A magical girl who has grown spiritual through the accumulation of battle experience. Although they now see the world for what it is, they continue to fight for a wish they cannot give up, or for people they must protect. Though they try to avoid pointless battles, they will not hesitate to bring their power to bear when they uncover evil.
  3515.  
  3516. ----------------------------------------
  3517.  
  3518. Ippon Datara / Class: Humanoid / LV: 6 (2)
  3519. Size : 3
  3520. Wits : High
  3521. Senses : Magic
  3522. Speech : Yes
  3523. Reaction : Neutral
  3524. ID : 15
  3525. Weakness : [Magnet] [Phantom]
  3526. Movement : Walk
  3527. | ACC | EVA | CNJ | RES | CHK
  3528. {Combat Stats} | 10 | 2 | 10 | 7 | 3
  3529. {Fixed Values} | 17 | 9 | 17 | 14 | 10
  3530. {Initiative} : 14 (7)
  3531. {HP} : 89
  3532. Armor : 10
  3533. Barrier : 5
  3534.  
  3535. Attack Methods
  3536. [Weapon Attack]: Magical Attack / Engaged / 1#
  3537. - [Form: Hammer] 4d6+19 physical damage to the target.
  3538.  
  3539. «Iron Mallet Strike»: Physical Attack / Engaged / 1#
  3540. - [Form: Hammer] 3d6+24 physical damage to the target, and this enemy may force targets that took at least 1 point of damage to move up to 2 Sq. ignoring [Engagements].
  3541.  
  3542. «Throw Stone»: Magical Attack / 7 Sq. / 1# / Halves
  3543. - 2d6+15 magical damage to the target. 1/Round.
  3544.  
  3545. «Counter»: Defense / User / No Evasion
  3546. - Use On {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target: 1#] takes [Form: Hammer] 3d6+24 physical damage.
  3547.  
  3548. Materials (2d6)
  3549. 2~10: Giant Eyelid/Intellect+1: 500G (Potency: 1)
  3550. 11+: Rare Ore/Armor+3: 1,500G (Potency: 3)
  3551.  
  3552. Description
  3553. A Mononoke that gained power when a Shard came to reside in an ore or gemstone and gathered spirit energy. A giant with one eye and one leg, it has the power to freely control metals. It is worshiped by mountain people, and while it does not actively hurt people, neither does it give mercy to those who violate its dominion.
  3554.  
  3555. ----------------------------------------
  3556.  
  3557. Tenaga Ashinaga / Class: Humanoid / LV: 7 (2)
  3558. Size : 3
  3559. Wits : High
  3560. Senses : Normal
  3561. Speech : Yes
  3562. Reaction : Hostile
  3563. ID : 19
  3564. Weakness : [Wind] [Toxin]
  3565. Movement : Walk
  3566. | ACC | EVA | CNJ | RES | CHK
  3567. {Combat Stats} | 12 | 4 | 3 | 10 | 4
  3568. {Fixed Values} | 19 | 11 | 10 | 17 | 11
  3569. {Initiative} : 19 (8)
  3570. {HP} : 85
  3571. Armor : 7
  3572. Barrier : 4
  3573.  
  3574. Attack Methods
  3575. [Weapon Attack]: Special Attack / 4 Sq. / 1#
  3576. - [Form: Ranged] 3d6+27 physical damage to the target. [Additional Effect]: Change an [Attack Action] to a [Special Attack]. 1/Combat.
  3577.  
  3578. «Gain Distance»: Start / User
  3579. - The target [Installs] into any square within [Range: 7 Sq.] 1/Combat.
  3580.  
  3581. «Clever Strike»: Physical Attack / Engaged / 1#
  3582. - The user gains +2 to the {Accuracy} check, then deals [Form: Hammer] 2d6+27 physical damage to the target.
  3583.  
  3584. «Rampage II»: Physical Attack / Combat Zone / Area
  3585. - [Form: Hammer] 2d6+32 physical damage to the target. 1/Round.
  3586.  
  3587. «Two Gods, One Body»: Constant / User
  3588. - During the target's [Turn], it gains +1 [Timing: Attack].
  3589.  
  3590. Materials (2d6)
  3591. 2~9: Giant Claw/Strength+1: 500G (Potency: 1)
  3592. 10+: Clam Toy/Speed+2: 1,500G (Potency: 3)
  3593.  
  3594. Description
  3595. A pair of giant Mononoke, where one has extremely long arms and the other has extremely long legs. They act as a pair, and are believed to sink ships and assault then eat humans using their long limbs like whips. They are spoken of as a type of demon, but in some regions they serve as messengers for the gods.
  3596.  
  3597. ----------------------------------------
  3598.  
  3599. Raihousha / Class: Humanoid / LV: 11 (3)
  3600. Size : 2
  3601. Wits : Clever
  3602. Senses : Normal
  3603. Speech : Yes
  3604. Reaction : Mercurial
  3605. ID : 25
  3606. Weakness : None
  3607. Movement : Walk
  3608. | ACC | EVA | CNJ | RES | CHK
  3609. {Combat Stats} | 1 | 16 | 16 | 4 | 3
  3610. {Fixed Values} | 9 | 24 | 24 | 12 | 11
  3611. {Initiative} : 23 (10)
  3612. {HP} : 89
  3613. Armor : 9
  3614. Barrier : 0
  3615.  
  3616. Attack Methods
  3617. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancel
  3618. - 2d6+36 magical damage to the target. [Additional Effect]: Gain +10d6 to the [Damage] of an [Attack Action]. 1/Session.
  3619.  
  3620. «Element Magic III»: Magical Attack / Combat Zone / Area / Halves
  3621. - 4d6+40 magical damage to the target. 2/Round.
  3622.  
  3623. «Barrier Interference»: Defense / 7 Sq. / 1#
  3624. - The target exchanges [Barrier] values with the user.
  3625.  
  3626. «Spell Annulment»: Unique / Combat Zone / 1#
  3627. - Cancel the [Magical Attack] the target is making.
  3628.  
  3629. «Three Eyes»: Constant / User
  3630. - During the target's [Turn], it gains +1 [Timing: Attac]. Also, it always has [Remove: Darkness・Fallen].
  3631.  
  3632. Materials (2d6)
  3633. 2~8: Otherworldly Metal/MD+3: 1,500G (Potency: 3)
  3634. 9+: Third Eye Gem/Null Darkness: 2,000G (Potency: 4)
  3635.  
  3636. Description
  3637. A being capable of using a rudimentary kind of spirit energy, and an extremely rare type of Marebito from another world, lost in this one. It has a sensory organ like a jewel on its forehead. It cannot use Spirit Burn, but its can temporarily make its spirit energy explode, using latent traits different from the ones of this world.
  3638.  
  3639. ----------------------------------------
  3640.  
  3641. Ura / Class: Humanoid / LV: 13 (3)
  3642. Size : 2
  3643. Wits : Clever
  3644. Senses : Magic
  3645. Speech : Yes
  3646. Reaction : Mercurial
  3647. ID : 24
  3648. Weakness : [Toxin]
  3649. Movement : Walk
  3650. | ACC | EVA | CNJ | RES | CHK
  3651. {Combat Stats} | 17 | 15 | 5 | 3 | 6
  3652. {Fixed Values} | 24 | 22 | 12 | 10 | 13
  3653. {Initiative} : 23 (10)
  3654. {HP} : 101
  3655. Armor : 5
  3656. Barrier : 5
  3657.  
  3658. Attack Methods
  3659. [Weapon Attack]: Physical Attack / Engaged / 1#
  3660. - [Form: Hammer] 3d6+39 physical damage to the target.
  3661.  
  3662. «Oni Lord's Hide»: Start / User / User
  3663. - The target declares one from [Form: Sword・Spear・Axe・Hammer], and for the rest of the turn, [Halves] [Physical Damage] taken from that [Form].
  3664.  
  3665. «Battle Art IV»: Physical Attack / Engaged / Area
  3666. - The user gains +4 to the {Accuracy} check, then deals [Form: Sword] 3d6+54 physical damage to the target.
  3667.  
  3668. «Lord of the Oni»: Constant / User
  3669. - During the target's turn, they gain +2 [Timing: Attack]. Also, 1/Round, may make a [Reaction Check] against an [Attack Action] from outside [Engaged] using {Accuracy}.
  3670.  
  3671. Materials (2d6)
  3672. 2~10: Oni Lord's Bone/Strength+4: 2,000G (Potency: 4)
  3673. 11+: Princess's Hair Ornament/Null Pain: 4000G (Potency: 5)
  3674.  
  3675. Description
  3676. An oni lord who once ruled over the Kingdom of Kibi. In a conflict with Yamato, Kibitsuhiko-no-Mikoto destroyed Ura, who then sealed his bones within a shrine. The bones were lost during Purgatory Night, and twelve years later, after a certain island in the Seto Sea was purchased, something calling themselves Ura erected a massive Sanctum there. While the goal of this Ura is unknown at present, the factions are keeping a close eye on the situation.
  3677.  
  3678. ----------------------------------------
  3679.  
  3680. ================================================================================
  3681. Requiem for the Godsoul -- GM Section: Beast Mononoke [XXXY-2]
  3682. ================================================================================
  3683. Old Rat x10 / Class: Beast / LV: 1 (1)
  3684. Size : 1
  3685. Wits : Low
  3686. Senses : Heat
  3687. Speech : No
  3688. Reaction : Hostile
  3689. ID : 10
  3690. Weakness : [Magnet] [Phantom]
  3691. Movement : Walk
  3692. | ACC | EVA | CNJ | RES | CHK
  3693. {Combat Stats} | 6 | 4 | 1 | 1 | 2
  3694. {Fixed Values} | 13 | 11 | 8 | 8 | 9
  3695. {Initiative} : 14 (7)
  3696. {HP} : 31
  3697. Armor : 0
  3698. Barrier : 0
  3699.  
  3700. Attack Methods
  3701. [Weapon Attack]: Physical Attack / Engaged / 1#
  3702. - [Form: Sword] 1d6+10 physical damage to the target.
  3703.  
  3704. «Devouring Swarm»: Start / 4 Sq. / 1#
  3705. - Reduce the {HP} of [Obstacles] in range by 30 points. When an [Obstacle]'s {HP} is reduced to 0 through the repeated use of this effect, the [Obstacle] is destroyed.
  3706.  
  3707. «Demon Strike I»: Physical Attack / Engaged / 1#
  3708. - [Form: Sword] 2d6+14 magical damage to the target. Targets that fail their [Reaction Check] take [Shift: Fallen].
  3709.  
  3710. Materials (2d6)
  3711. 2~5: None
  3712. 6~9: Soft Ears/Intellect+1: 500G (Potency: 1)
  3713. 10+: Round Tail/Luck+2: 1,000G (Potency: 2)
  3714.  
  3715. Description
  3716. A rat Mononoke that under the influence of a Shard has grown to be around 60cm long. They're very greedy, and seek to fill their appetites by following where their instinct takes them. Their natures are virtually unchanged from normal rats, but because they are infused with the concept of "rats ruin buildings by gnawing them down," they pose a serious threat to everything nearby when they band together, so it's important to deal with them quickly.
  3717. ----------------------------------------
  3718.  
  3719. Okuri-inu / Class: Beast / LV: 2 (1)
  3720. Size : 3
  3721. Wits : High
  3722. Senses : Magic
  3723. Speech : Yes
  3724. Reaction : Mercurial
  3725. ID : 13
  3726. Weakness : [Cold] [Toxin]
  3727. Movement : Walk
  3728. | ACC | EVA | CNJ | RES | CHK
  3729. {Combat Stats} | 7 | 5 | 5 | 1 | 4
  3730. {Fixed Values} | 14 | 12 | 12 | 8 | 11
  3731. {Initiative} : 13 (6)
  3732. {HP} : 44
  3733. Armor : 2
  3734. Barrier : 2
  3735.  
  3736. Attack Methods
  3737. [Weapon Attack]: Physical Attack / Engaged / 1#
  3738. - [Form: Spear] 2d6+13 physical damage to the target. [Additional Effect]: Change an [Attack Action] to a [Special Attack], 1/Combat.
  3739.  
  3740. «Demon Dog Strike»: Physical Attack / Engaged / 1#
  3741. - [Form: Spear] 2d6+14 physical damage to the target. Targets that fail their [Reaction Check] take [Shift: Fallen].
  3742.  
  3743. «Seventh Fall Curse»: Unique / 5 Sq. / 1#
  3744. - The target gains +1 to the result of their [Check]. 1/Round.
  3745.  
  3746. «Defense Barrier I»: Unique / 7 Sq. / 1#
  3747. - The target gains +5 [Barrier]. 1/Round.
  3748.  
  3749. Materials (2d6)
  3750. 2~8: Sharp Fang/PD+1: 500G (Potency: 1)
  3751. 9+: Dog Hide/Barrier+2: 1,000G (Potency: 2)
  3752.  
  3753. Description
  3754. A type of Mononoke that came to be when a Shard came to be inside of a dog. Evil Okuri-inu follow behind humans, then assail them and devour their souls. However, there also exist those that are friendly and help humans, or serve Divine Souls. When they live a long time, they begin to wear accessories over their bodies, and gain more spirit energy in proportion to how much they wear.
  3755.  
  3756. ----------------------------------------
  3757.  
  3758. Great Toad / Class: Beast / LV: 3 (1)
  3759. Size : 3
  3760. Wits : Normal
  3761. Senses : Heat
  3762. Speech : No
  3763. Reaction : Hostile
  3764. ID : 10
  3765. Weakness : [Fire] [Cold]
  3766. Movement : Walk
  3767. | ACC | EVA | CNJ | RES | CHK
  3768. {Combat Stats} | 7 | 3 | 2 | 4 | 4
  3769. {Fixed Values} | 14 | 10 | 9 | 11 | 11
  3770. {Initiative} : 12 (6)
  3771. {HP} : 48
  3772. Armor : 3
  3773. Barrier : 2
  3774.  
  3775. Attack Methods
  3776. [Weapon Attack]: Physical Attack / Engaged / 1#
  3777. - [Form: Hammer] 3d6+13 physical damage to the target.
  3778.  
  3779. «Bestow Weapon Resist II»: Start / 5 Sq. / 1#
  3780. - The target [Halves] physical damage taken from [Form: Axe・Hammer].
  3781.  
  3782. «Swallow Whole»: Physical Attack / Engaged / 1#
  3783. - [Form: Hammer] 2d6+21 physical damage to the target.
  3784.  
  3785. «Rainbow Fog»: Magical Attack / 7 Sq. / 1# / Halves
  3786. - [Element: Phantom] 2d6+10 magical damage to the target. Targets that fail their {Resist} check take [Shift: Fallen].
  3787.  
  3788. Materials (2d6)
  3789. 2~5: None
  3790. 6~9: Toad Oil/Armor+1: 500G (Potency: 1)
  3791. 10+: Elastic Tongue/Strength+2: 1,000G (Potency: 2)
  3792.  
  3793. Description
  3794. A type of giant toad Mononoke that reaches three meters in height. They are beings that acquire spirit energy when a Shard comes to reside in a frog that has lived for hundreds of years. They breathe out a fog that shimmers like a rainbow, and those who come into contact with it have their thoughts grow hazy. They excrete a sacramental mucus from their skin, and by basking in that mucus, they halve the effects of certain weapons.
  3795.  
  3796. ----------------------------------------
  3797.  
  3798. Hihi / Class: Beast / LV: 4 (1)
  3799. Size : 3
  3800. Wits : Clever
  3801. Senses : Heat
  3802. Speech : Yes
  3803. Reaction : Hostile
  3804. ID : 14
  3805. Weakness : [Fire] [Toxin]
  3806. Movement : Walk
  3807. | ACC | EVA | CNJ | RES | CHK
  3808. {Combat Stats} | 10 | 9 | 2 | 1 | 3
  3809. {Fixed Values} | 17 | 16 | 9 | 8 | 10
  3810. {Initiative} : 15 (7)
  3811. {HP} : 64
  3812. Armor : 5
  3813. Barrier : 2
  3814.  
  3815. Attack Methods
  3816. [Weapon Attack]: Physical Attack / Engaged / 1#
  3817. - [Form: Sword] 4d6+16 physical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area], 1/Combat.
  3818.  
  3819. «Wind and Clouds»: Start / User
  3820. - The target [Installs] into any square within [Range: 7 Sq.] 1/Combat.
  3821.  
  3822. «Demon Strike I»: Physical Attack / Engaged / 1#
  3823. - [Form: Axe] 3d6+17 magical damage to the target. Targets that fail their [Reaction Check] take [Shift: Fallen].
  3824.  
  3825. «Beast's Instinct»: Defense / User
  3826. - Use On {Evasion} Check. The target gains +2 to its {Evasion} check. 1/Round.
  3827.  
  3828. Materials (2d6)
  3829. 2~8: Hihi's Upper Lip/Intellect+1: 500G (Potency: 1)
  3830. 9+: Hihi's Jawbone/Strength+2: 1,000G (Potency: 2)
  3831.  
  3832. Description
  3833. A type of Mononoke that appears as a giant monkey roughly three meters tall. It came to being when a Shard entered an aged monkey, and it has the propensity to target feminine souls, which it favors. In addition to having high intellect, it has mystic power enough to easily tear apart humans, as well as being able to control the wind and the clouds, and it often ensnares people in wicked schemes.
  3834.  
  3835. ----------------------------------------
  3836.  
  3837. Onikuma / Class: Beast / LV: 9 (2)
  3838. Size : 4
  3839. Wits : High
  3840. Senses : Heat
  3841. Speech : No
  3842. Reaction : Mercurial
  3843. ID : 19
  3844. Weakness : [Shock] [Phantom]
  3845. Movement : Walk
  3846. | ACC | EVA | CNJ | RES | CHK
  3847. {Combat Stats} | 15 | 10 | 4 | 3 | 4
  3848. {Fixed Values} | 22 | 17 | 11 | 10 | 11
  3849. {Initiative} : 25 (10)
  3850. {HP} : 128
  3851. Armor : 11
  3852. Barrier : 6
  3853.  
  3854. Attack Methods
  3855. [Weapon Attack]: Physical Attack / Engaged / 1#
  3856. - [Form: Axe] 5d6+32 physical damage to the target. [Additional Effect]: Make 1x [Weapon Attack] after [Damage Calculation], 1/Combat.
  3857.  
  3858. «Slam III»: Physical Attack / 2 Sq. / 2#
  3859. - [Form: Hammer] 3d6+42 physical damage to the target. The user may force targets that failed their [Reactive Check] to [Install] into any square within 3 Sq.
  3860.  
  3861. «Cover»: Defense / Engaged / 1#
  3862. - Use On Damage Reduction. The user takes the damage that the target would have received ({Resist} checks automatically become failures). «Cover» has no effect on [Target: Area・Combat Zone] [Attack Actions].
  3863.  
  3864. «Bear Storm»: Constant / User
  3865. - During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target [Halves] physical damage from [Form: Hammer].
  3866.  
  3867. Materials (2d6)
  3868. 2~8: Thick Hide/Armor+2: 1,000G (Potency: 2)
  3869. 9+: Huge Bear Claw/PD+3: 1,500G (Potency: 3)
  3870.  
  3871. Description
  3872. A being where an old bear transformed into a Mononoke. Reaching ten meters in length, it has resilience and strength suitable for such a massive body. As they possess both a certain degree of intelligence and agility that belies its size, even Godhunters find these creatures to be difficult foes.
  3873. ----------------------------------------
  3874.  
  3875. Mizuchi / Class: Beast / LV: 11 (3)
  3876. Size : 5
  3877. Wits : Normal
  3878. Senses : Magic
  3879. Speech : Yes
  3880. Reaction : Mercurial
  3881. ID : 21
  3882. Weakness : [Fire] [Shock]
  3883. Movement : Walk・Swim
  3884. | ACC | EVA | CNJ | RES | CHK
  3885. {Combat Stats} | 18 | 6 | 3 | 15 | 4
  3886. {Fixed Values} | 25 | 13 | 10 | 22 | 11
  3887. {Initiative} : 26 (11)
  3888. {HP} : 153
  3889. Armor : 15
  3890. Barrier : 14
  3891.  
  3892. Attack Methods
  3893. [Weapon Attack]: Physical Attack / Charge 4 Sq. / 1#
  3894. - [Form: Axe] 6d6+40 physical damage to the target.
  3895.  
  3896. «Mizuchi's Poisoned Fangs»: Physical Attack / Engaged / Area
  3897. - [Form: Sword] 3d6+40 physical damage to the target. If the target takes at least 1 point of damage from this attack, they also take [Shift: Poison].
  3898.  
  3899. «Evil Eye»: Unique / 10 Sq. / 1#
  3900. - Use when the target declares a Talent. Cancel the effect of one non-[Timing: Constant] Talent the target used.
  3901.  
  3902. «Clan of the Great Snake God»: Constant / User
  3903. - During the target's turn, it gains +1 [Timing: Attack]. Also, the target changes all [Cold] damage to 0, and ignores all other effects of such attacks.
  3904.  
  3905. Materials (2d6)
  3906. 2~9: Mizuchi's Scales/Speed+1: 1,000G (Potency: 2)
  3907. 10+: Mizuchi's Heart/Null Poison: 3,000G (Potency: 5)
  3908.  
  3909. Description
  3910. A snake Mononoke that grew massive and ageless by absorbing the energy from a leyline in a body of water. Its entire body is covered in scales like steel, and venom drips from its claws, which are like spear heads. It is believed that this Mononoke desires strength enough to become a dragon, and will enact severe retribution on those who try to invade the leyline where it lives.
  3911.  
  3912. ----------------------------------------
  3913.  
  3914. Okuchi no Makami / Class: Beast / LV: 13 (3)
  3915. Size : 2
  3916. Wits : Clever
  3917. Senses : Domain
  3918. Speech : Yes
  3919. Reaction : Neutral
  3920. ID : 25
  3921. Weakness : [Magnet] [Toxin]
  3922. Movement : Walk
  3923. | ACC | EVA | CNJ | RES | CHK
  3924. {Combat Stats} | 16 | 18 | 4 | 5 | 5
  3925. {Fixed Values} | 23 | 25 | 11 | 12 | 12
  3926. {Initiative} : 29 (12)
  3927. {HP} : 110
  3928. Armor : 4
  3929. Barrier : 3
  3930.  
  3931. Attack Methods
  3932. [Weapon Attack]: Ranged Attack / Charge 4 Sq. / 1#
  3933. - [Form: Ranged] 3d6+32 physical damage to the target. [Additional Effect]: Change an [Attack Action] into a [Special Attack], 1/Round.
  3934.  
  3935. «Commander of Beasts»: Start / Combat Zone / Combat Zone
  3936. - Mononoke of the user's choice within [Range] gain +9 {Initiative} and +10 at [Damage Calculation].
  3937.  
  3938. «Curse of Fangs and Claws»: Physical Attack / Engaged / Area
  3939. - [Form: Sword] 4d6+19 physical damage to the target. Targets who fail their [Reaction Check] take -3 to their {Evasion} checks for the rest of the combat.
  3940.  
  3941. «Makami»: Constant / User
  3942. - During the target's turn, it gains +1 [Timing: Attack].
  3943.  
  3944. «Wild Instinct»: Unique / User
  3945. - The target may make an {Insight} check using {Accuracy}. 1/Round.
  3946.  
  3947. Materials (2d6)
  3948. 2~9: Makami's Fangs/PD+3: 1,500G (Potency: 3)
  3949. 10+: Makami's White Tail/Initiative+5: 3,000G (Potency: 5)
  3950.  
  3951. Description
  3952. A wolf god about one meter long with a pale coat, it lives together with its clan within an expansive spirit barrier in the deep mountains. Although it dislikes humans due to past circumstances, it's rumored that at times it will appear before certain humans, and offer them its blessing in exchange for undertaking certain hardships.
  3953.  
  3954.  
  3955. ================================================================================
  3956. Requiem for the Godsoul -- GM Section: Insectoid Mononoke [XXXY-3]
  3957. ================================================================================
  3958.  
  3959. Akaname / Class: Insectoid / LV: 1 (1)
  3960. Size : 2
  3961. Wits : Normal
  3962. Senses : Normal
  3963. Speech : No
  3964. Reaction : Mercurial
  3965. ID : 10
  3966. Weakness : [Fire] [Shock]
  3967. Movement : Walk
  3968. | ACC | EVA | CNJ | RES | CHK
  3969. {Combat Stats} | 5 | 2 | 6 | 1 | 2
  3970. {Fixed Values} | 12 | 9 | 13 | 8 | 9
  3971. {Initiative} : 8 (5)
  3972. {HP} : 41
  3973. Armor : 1
  3974. Barrier : 1
  3975.  
  3976. Attack Methods
  3977. [Weapon Attack]: Ranged Attack / 4 Sq. / 1#
  3978. - [Form: Ranged] 2d6+6 physical damage to the target.
  3979.  
  3980. «Corroding Mold»: Magical Attack / Combat Zone / Area / Cancels
  3981. - 2d6+9 magical damage to the target. Targets who take at least 1 point of damage from this attack [Halve] their [Armor] for the rest of the combat.
  3982.  
  3983. «Odd Trajectory»: Constant / User
  3984. - The target may change any [Attack Action] to [Special Attack / Range: 4 Sq. / Target: 1#].
  3985.  
  3986. Materials (2d6)
  3987. 2~5: None
  3988. 6~9: Long Red Tongue/HP+3: 500G (Potency: 1)
  3989. 10+: Enlongated Claws/Strength+2: 1,000G (Potency: 2)
  3990.  
  3991. Description
  3992. A Mononoke created when stagnant spirit energy, accumulating in a dark, dank, filthy place, seeped into an insect that normally can be found at such places. Taking a human form roughly a meter in height with chopped hair and red skin, it naturally tries to spread its filth by licking targets with its long tongue.
  3993. ----------------------------------------
  3994.  
  3995. Polterbugs x100 / Class: Insectoid / LV: 3 (1)
  3996. Size : 0
  3997. Wits : Low
  3998. Senses : Normal
  3999. Speech : No
  4000. Reaction : Hostile
  4001. ID : 11
  4002. Weakness : [Fire] [Shock]
  4003. Movement : Walk・Fly
  4004. | ACC | EVA | CNJ | RES | CHK
  4005. {Combat Stats} | 7 | 3 | 1 | 2 | 1
  4006. {Fixed Values} | 14 | 10 | 8 | 9 | 8
  4007. {Initiative} : 9 (5)
  4008. {HP} : 43
  4009. Armor : 0
  4010. Barrier : 0
  4011.  
  4012. Attack Methods
  4013. [Weapon Attack]: Physical Attack / 7 Sq. / 1# / Cancels
  4014. - [Form: Spear] 1d6+13 physical damage to the target.
  4015.  
  4016. «Envelop»: Physical Attack / Engaged / Area
  4017. - [Form: Spear] 2d6+13 physical damage to the target. 1/Round.
  4018.  
  4019. «Plague Carrier»: Unique / 7 Sq. / 1#
  4020. - Use On Active Check. If the target's first attack action deals at least 1 point of damage to its victim, the victim takes [Shift: Poison].
  4021.  
  4022. «Like Fog»: End / User
  4023. - The target [Recovers] 10 {HP}.
  4024.  
  4025. Materials (2d6)
  4026. 2~5: None
  4027. 6~9: Polterbug Wings/MD+1 500G (Potency: 1)
  4028. 10+: Enmity Crystal/Bestow Toxin: 1,500G (Potency: 3)
  4029.  
  4030. Description
  4031. Insect Mononoke born from the souls of animals or people who died while gripped in bitter resentment. Many are referred to by the type of soul that created them, such as the jougen-mushi, the okiku-mushi, or the Heike crab. They are commonly believed to be the source of plagues and droughts, but there are those who, following the dying wish of the soul that created them, become guardian deities.
  4032. ----------------------------------------
  4033.  
  4034. Monstrous Insectoid / Class: Insectoid / LV: 4 (1)
  4035. Size : 2
  4036. Wits : Normal
  4037. Senses : Heat
  4038. Speech : No
  4039. Reaction : Hostile
  4040. ID : 15
  4041. Weakness : [Cold] [Wind]
  4042. Movement : Walk
  4043. | ACC | EVA | CNJ | RES | CHK
  4044. {Combat Stats} | 8 | 7 | 1 | 1 | 2
  4045. {Fixed Values} | 15 | 14 | 8 | 8 | 9
  4046. {Initiative} : 13 (6)
  4047. {HP} : 49
  4048. Armor : 6
  4049. Barrier : 1
  4050.  
  4051. Attack Methods
  4052. [Weapon Attack]: Physical Attack / Engaged / 1#
  4053. - [Form: Axe] 2d6+18 physical damage to the target. [Additional Effect]: Make 1x [Weapon Attack] after [Damage Calculation]. 1/Combat.
  4054.  
  4055. «Twisted Transformation»: Start / User
  4056. - For the rest of the combat, the target gains +1d6 at [Damage Calculation].
  4057.  
  4058. «Binding Strike I»: Physical Attack / 3 Sq. / 1#
  4059. - [Form: Ranged] 2d6+14 physical damage to the target. Targets that fail their [Reaction Check] take -2 to {Initiative} (stacks up to -6; Initiative cannot drop below 0).
  4060.  
  4061. «Diversion»: Unique / 3 Sq. / 1#
  4062. - The target gains +1 to {Accuracy} checks, and +3 to physical damage.
  4063.  
  4064. Materials (2d6)
  4065. 2~10: Fake Multifaceted Eyes/Intellect+1: 500G (Potency: 1)
  4066. 11+: Brainwashing Device/Bestow Shock: 1,500G (Potency: 3)
  4067.  
  4068. Description
  4069. What used to be a human, then had a special Shard embedded inside of them by a dark faction, morphing them into a twisted Mononoke. Because it was originally an Innocent unused to having a Shard, the finished product isn't very powerful. However, it often serves an even stronger Mononoke or an Aramitama. They have lost their original personality, but in extremely rare cases, there are some that regain their self-awareness.
  4070. ----------------------------------------
  4071.  
  4072. Tomoebotaru / Class: Insectoid / LV: 5 (1)
  4073. Size : 2
  4074. Wits : High
  4075. Senses : Heat
  4076. Speech : Yes
  4077. Reaction : Mercurial
  4078. ID : 17
  4079. Weakness : [Cold] [Wind]
  4080. Movement : Walk・Fly
  4081. | ACC | EVA | CNJ | RES | CHK
  4082. {Combat Stats} | 8 | 1 | 10 | 11 | 2
  4083. {Fixed Values} | 15 | 8 | 17 | 18 | 9
  4084. {Initiative} : 16 (7)
  4085. {HP} : 67
  4086. Armor : 2
  4087. Barrier : 1
  4088.  
  4089. Attack Methods
  4090. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancel
  4091. - 2d6+21 magical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area]. 1/Combat.
  4092.  
  4093. «Agony Attack»: Physical Attack / Engaged / 1#
  4094. - [Form: Spear] 2d6+13 physical damage. Targets that take at least 1 point of damage from this attack also take [Shift: Pain].
  4095.  
  4096. «Element Magic II»: Magical Attack / 4 Sq. / 3# / Cancel
  4097. - [Element: Light] 2d6+26 magical damage to the target. 1/Round.
  4098.  
  4099. «Entrancing Light»: Unique / 7 Sq. / 1#
  4100. - Target reduces the result of their active check by 2. 1/Round.
  4101.  
  4102. Materials (2d6)
  4103. 2~9: Tomoe Crested Wings/Barrier+1: 500G (Potency: 1)
  4104. 10+: Incandescent Organ/Bestow Light: 1,500G (Potency: 3)
  4105.  
  4106. Description
  4107. A being that was born when the soul of a human entered a firefly and became a Mononoke. Its name comes from the pattern on its body that resembles two magatama jewels opposite each other. Its nature is to change into a human, then act as live bait to kidnap other humans and take them to feed their carnivorous larva. However, there are examples where, drawing upon the memories of the soul within them, they will live in harmony with humans.
  4108. ----------------------------------------
  4109.  
  4110. Blacklight Bug x3 / Class: Insectoid / LV: 7 (2)
  4111. Size : 3
  4112. Wits : High
  4113. Senses : Magic
  4114. Speech : No
  4115. Reaction : Hostile
  4116. ID : 18
  4117. Weakness : [Cold] [Toxin]
  4118. Movement : Walk
  4119. | ACC | EVA | CNJ | RES | CHK
  4120. {Combat Stats} | 11 | 10 | 1 | 2 | 3
  4121. {Fixed Values} | 18 | 17 | 8 | 9 | 10
  4122. {Initiative} : 19 (8)
  4123. {HP} : 104
  4124. Armor : 14
  4125. Barrier : 3
  4126.  
  4127. Attack Methods
  4128. [Weapon Attack]: Melee Attack / Engaged / 1#
  4129. - [Form: Hammer] 4d6+23 physical damage to the target.
  4130.  
  4131. «Hard Flight»: Start / User
  4132. - The target [Installs] into a square within [Range: 7 Sq.] 1/Combat.
  4133.  
  4134. «Slam II»: Physical Attack / Engaged / 2#
  4135. - [Form: Hammer] 3d6+28 physical damage to the target. The user may force targets that failed their [Reactive Check] to [Install] into a square up to 2 Sq. away.
  4136.  
  4137. «Counter»: Defense / User / No Evasion
  4138. - Use On {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target: 1#] takes [Form: Hammer] 2d6+26 physical damage.
  4139.  
  4140. Materials (2d6)
  4141. 2~9: Jagged Antenna/HP+3: 500G (Potency: 1)
  4142. 10+: Black Thorax/Initiative+3: 1,500G (Potency: 3)
  4143.  
  4144. Description
  4145. A Mononoke born from a cockroach getting a Shard. Their quickness, tenacity, and propensity to breed quickly make them a nuisance, much like humans. They are surprisingly intelligent and adaptible, and underestimating them as mere insects will only end in pain.
  4146. ----------------------------------------
  4147.  
  4148. Jorogumo / Class: Insectoid / LV: 9 (2)
  4149. Size : 3
  4150. Wits : Clever
  4151. Senses : Magic
  4152. Speech : Yes
  4153. Reaction : Mercurial
  4154. ID : 22
  4155. Weakness : [Wind] [Light]
  4156. Movement : Walk, Swim
  4157. | ACC | EVA | CNJ | RES | CHK
  4158. {Combat Stats} | 15 | 14 | 04 | 03 | 02
  4159. {Fixed Values} | 22 | 21 | 11 | 10 | 09
  4160. {Initiative} : 20 (9)
  4161. {HP} : 91
  4162. Armor : 6
  4163. Barrier : 7
  4164.  
  4165. Attack Methods
  4166.  
  4167. [Weapon Attack]: Melee Attack / 2 Sq. / 1#
  4168. - [Form: Spear] 4d6+35 Physical damage to the target. [Additional Effect]: Charge an [Attack Action] to [Target: Area]. 1/Round.
  4169.  
  4170. <<Restraint II>> Physical Attack / 7 Sq. / 2#
  4171. - [Form: Ranged] 4d6+26 physical damage to the target. Targets that fail their reactive check gain -3 to {Initiative} until [Timing: End]. This effect can stack (Up to a maximum of -9).
  4172.  
  4173. <<Neurotoxin>>: Unique / 7 Sq. / 1#
  4174. - Use on {Accuracy} Check. If the target takes at least one point of damage from a [Physical Attack], they gain [Shift: Pain]. 1/Round.
  4175.  
  4176. <<Eight legs, Eight Feet>>: Constant / User
  4177. - During the targets [Turn], gain x1 [Timing: Attack].
  4178.  
  4179.  
  4180. Materials (2d6)
  4181. 2~9: Heavy Duty Thread/MD+3: 1500G (Potency: 3)
  4182. 9+: Crimson Eye/Halve Toxin: 2000G (Potency: 4)
  4183.  
  4184. Description:
  4185. After several years of dwelling in a spirit energy-rich enviroment, this spider developed a massive shard and became a powerful entity. They typically take a female form, and are referred to as such, but there exists both male and female Jorogumo. They have a cruel but compassionate nature, but sometimes lend their spiritual power to a person it likes.
  4186. ----------------------------------------
  4187.  
  4188. Nanunokami / Class: Insectoid / LV: 12 (3)
  4189. Size : 5
  4190. Wits : Clever
  4191. Senses : Domain
  4192. Speech : No
  4193. Reaction : Hostile
  4194. ID : 24
  4195. Weakness : [Cold] [Light]
  4196. Movement : Walk
  4197. | ACC | EVA | CNJ | RES | CHK
  4198. {Combat Stats} | 18 | 3 | 2 | 17 | 3
  4199. {Fixed Values} | 25 | 10 | 9 | 24 | 10
  4200. {Initiative} : 19 (8)
  4201. {HP} : 151
  4202. Armor : 15
  4203. Barrier : 10
  4204.  
  4205. Attack Methods
  4206. [Weapon Attack]: Melee Attack / 5 Sq. / 1#
  4207. - [Form: Hammer] 6d6+41 physical damage to the target. [Additional Effect]: Change the [Range] of an [Attack Action] to [Combat Zone]. 1/Round.
  4208.  
  4209. «Confusion»: Start / Combat Zone / Combat Zone
  4210. - The target takes a -1 penalty to [Reactive Checks].
  4211.  
  4212. «Slam III»: Physical Attack / Engaged / Area
  4213. - [Form: Hammer] 3d6+51 physical damage to the target. The user may force targets that failed their [Reactive Check] to [Install] into a square up to 3 Sq. away.
  4214.  
  4215. «Burrower at the Heart of the World»: Constant / User
  4216. - During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target changes all [Fire] damage to 0, and ignores all other effects of such attacks.
  4217.  
  4218. Materials (2d6)
  4219. 2~7: Mental Receptor/Will+4: 2,000G (Potency: 4)
  4220. 8+: Metal Egg/Bestow Fire: 2,000G (Potency: 4)
  4221.  
  4222. Description
  4223. A Mononoke with an appearance like a massive caterpillar exceeding thirty meters in length, with tentacles sprouting from its body. It moves by burrowing through the ground, and has the ability to cause earthquakes by influencing leylines. It also seems to exhibit a powerful ability to influence minds. Although fire has little effect on it, it doesn't do well in large bodies of water, and there's been cases where on was sealed in a lake or on a solitary island. From its shape and personality, some wonder whether it isn't a nozuchi that has reached adulthood.
  4224. ----------------------------------------
  4225.  
  4226.  
  4227. ================================================================================
  4228. Requiem for the Godsoul -- GM Section: Plant Mononoke [XXXY-4]
  4229. ================================================================================
  4230.  
  4231. Korpokkur / Class: Plant / LV: 1 (1)
  4232. Size : 1
  4233. Wits : High
  4234. Senses : Normal
  4235. Speech : Yes
  4236. Reaction : Neutral
  4237. ID : 10
  4238. Weakness : [Toxin] [Phantom]
  4239. Movement : Walk
  4240. | ACC | EVA | CNJ | RES | CHK
  4241. {Combat Stats} | 1 | 2 | 5 | 4 | 2
  4242. {Fixed Values} | 8 | 9 | 12 | 11 | 9
  4243. {Initiative} : 5 (4)
  4244. {HP} : 18
  4245. Armor : 0
  4246. Barrier : 2
  4247.  
  4248. Attack Methods
  4249. [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
  4250. - 1d6+9 magical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [2#]. 1/Combat.
  4251.  
  4252. «Hide»: Start / 5 Sq. / 1#
  4253. - The target gains [Shift: Hidden] at [Result: 20].
  4254.  
  4255. «Elemental Attack I»: Magical Attack / 4 Sq. / 1# / Cancels
  4256. - [Element: Wind] 2d6+9 magical damage to the target. 1/Round.
  4257.  
  4258. Materials (2d6)
  4259. 2~7: None
  4260. 8~10: Small Clothes/Luck+1: 500G (Potency: 1)
  4261. 11+: Holy Tree Acorn / HP+6: 1,000G (Potency: 2)
  4262.  
  4263. Description
  4264. Small, humanoid Mononoke that are born from the rocks, trees, and flowers of verdant lands that have been steeped over many years in the spirit energy of powerful leylines. They move quickly to avoid being seen by humans, something they hate, and live quietly inside of Sanctums they've set up in deep mountainous regions. They are generally considered to be harmless, but they deal with those who break promises, or those who try to invade their territory, harshly.
  4265. ----------------------------------------
  4266.  
  4267. Azukiarai / Class: Plant / LV: 3 (1)
  4268. Size : 1
  4269. Wits : Normal
  4270. Senses : Magic
  4271. Speech : Yes
  4272. Reaction : Neutral
  4273. ID : 11
  4274. Weakness : [Fire] [Shock]
  4275. Movement : Walk
  4276. | ACC | EVA | CNJ | RES | CHK
  4277. {Combat Stats} | 7 | 6 | 2 | 1 | 2
  4278. {Fixed Values} | 14 | 13 | 9 | 8 | 9
  4279. {Initiative} : 5 (4)
  4280. {HP} : 40
  4281. Armor : 0
  4282. Barrier : 2
  4283.  
  4284. Attack Methods
  4285. [Weapon Attack]: Ranged Attack / 5 Sq. / 1#
  4286. - [Form: Ranged] 2d6+13 physical damage to the target.
  4287.  
  4288. «Strange Noise»: Start / User
  4289. - The target [Halves] magical damage they take.
  4290.  
  4291. «Rampage I»: Physical Attack / Engaged / Area
  4292. - [Form: Hammer] 2d6+13 physical damage to the target. 1/Round.
  4293.  
  4294. «Cover»: Defense / Engaged / 1#
  4295. - Use On Damage Reduction. The user takes the damage that the target would have received ({Resist} checks automatically become failures). «Cover» has no effect on [Target: Area・Combat Zone] [Attack Actions].
  4296.  
  4297. Materials (2d6)
  4298. 2~8: Tree Fruit Set/Will+4: 500G (Potency: 1)
  4299. 9+: Sacred Tree Sapling/EVA+1: 1,000G (Potency: 2)
  4300.  
  4301. Description
  4302. Azukiarai, or bean washers, are creatures formed when a soul fuses with the spirit of a plant and becomes a Mononoke. They are commonly found watching over and tending to the vegetation of holy mountains, wearing the form of an animal or a child. When humans approach, they warn them away by making a noise using whatever seeds or fruit they have on hand, but they got their name because that noise always sounds like someone washing azuki beans. Azukiarai have simple, mild natures, but if it's to protect someone, they won't hesitate to step up.
  4303. ----------------------------------------
  4304.  
  4305. Oshirasama / Class: Plant / LV: 4 (1)
  4306. Size : 1
  4307. Wits : High
  4308. Senses : Magic
  4309. Speech : Yes
  4310. Reaction : Friendly
  4311. ID : 11
  4312. Weakness : [Fire] [Shock]
  4313. Movement : Walk
  4314. | ACC | EVA | CNJ | RES | CHK
  4315. {Combat Stats} | 2 | 1 | 7 | 7 | 3
  4316. {Fixed Values} | 9 | 8 | 14 | 14 | 10
  4317. {Initiative} : 4 (3)
  4318. {HP} : 41
  4319. Armor : 3
  4320. Barrier : 3
  4321.  
  4322. Attack Methods
  4323. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  4324. - [Form: Hammer] 1d6+14 magical damage to the target.
  4325.  
  4326. «Warding God»: Start / Combat Zone / Combat Zone
  4327. - The target gains +1 to the result of their Reactive Checks.
  4328.  
  4329. «Attack Spell I»: Magical Attack / 7 Sq. / 1# / Halves
  4330. - 2d6+18 magical damage to the target. 1/Round.
  4331.  
  4332. «Shift Resist I»: Constant / User
  4333. - The target always has [Remove: Pain].
  4334.  
  4335. Materials (2d6)
  4336. Auto: Pure Mulberry Branch/Luck+1: 500G (Potency: 1)
  4337. 2~10: Small Kimono/Barrier+1: 500G (Potency: 1)
  4338. 11+: Pure White Mayudama/INS+1: 1,000G (Potency: 2)
  4339.  
  4340. Description
  4341. Oshirasama is a wooden doll worshiped as a god, which has become a Mononoke. It often appears as a wooden doll roughly 30cm tall, wearing a kimono. It is a guardian god of human habitations, such as homes or farmlands, and enjoys playing with small children. Generally speaking, it is a friendly being with a peaceful personality, but it's also believed to inflict harsh curses upon those who commit taboos.
  4342. ----------------------------------------
  4343.  
  4344. Mitousama x5 / Class: Plant / LV: 5 (1)
  4345. Size : 2
  4346. Wits : Clever
  4347. Senses : Magic
  4348. Speech : Yes
  4349. Reaction : Mercurial
  4350. ID : 17
  4351. Weakness : [Shock] [Light]
  4352. Movement : Walk・Fly
  4353. | ACC | EVA | CNJ | RES | CHK
  4354. {Combat Stats} | 9 | 1 | 10 | 3 | 5
  4355. {Fixed Values} | 16 | 8 | 17 | 10 | 12
  4356. {Initiative} : 16 (7)
  4357. {HP} : 71
  4358. Armor : 1
  4359. Barrier : 7
  4360.  
  4361. Attack Methods
  4362. [Weapon Attack]: Melee Attack / Engaged / 1#
  4363. - [Form: Sword] 2d6+17 physical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area]. 1/Combat.
  4364.  
  4365. «Optic Armament»: Magical Attack / 4 Sq. / 3# / Cancel
  4366. - [Element: Light] 2d6+26 magical damage. 1/Round.
  4367.  
  4368. «Gravity Barrier»: Unique / 7 Sq. / 1#
  4369. - The target gains +10 [Armor]. 1/Round.
  4370.  
  4371. «Being From the Stars»: Constant / User
  4372. - The target changes [Phantom] damage it takes to 0, and ignores all other effects of such attacks.
  4373.  
  4374. Materials (2d6)
  4375. 2~11: Mystery Metal Fragment/MD+1: 500G (Potency: 1)
  4376. 12+: Metallic Coin/Halve Phantom: 2,000G (Potency: 4)
  4377.  
  4378. Description
  4379. A Mononoke that lives in caves deep in the mountains, or in mines, and resembles a huge crustacean with six legs and wings growing out of its back. It has a mushroom-like cap on its head, and from that and its ecology it is believed to be akin to a fungus. Despite that, it has unusually high levels of intelligence. It has a fixation with just digging certain ores out of holes in the ground, and basically avoids contact with humans. However, there are rare cases where one will form a symbiotic relationship with people, and in some areas they are even worshiped as gods of mines.
  4380. ----------------------------------------
  4381.  
  4382. Uefukazu-no-mikoto / Class: Plant / LV: 8 (2)
  4383. Size : 3
  4384. Wits : High
  4385. Senses : Domain
  4386. Speech : Yes
  4387. Reaction : Mercurial
  4388. ID : 18
  4389. Weakness : [Fire] [Shock]
  4390. Movement : Walk
  4391. | ACC | EVA | CNJ | RES | CHK
  4392. {Combat Stats} | 13 | 1 | 3 | 11 | 4
  4393. {Fixed Values} | 20 | 8 | 10 | 18 | 11
  4394. {Initiative} : 11 (6)
  4395. {HP} : 104
  4396. Armor : 12
  4397. Barrier : 10
  4398.  
  4399. Attack Methods
  4400. [Weapon Attack]: Melee Attack / 2 Sq. / 1#
  4401. - [Form: Spear] 3d6+30 physical damage to the target. [Additional Effect]: Change the [Range] of an [Attack Action] to [Combat Zone]. 1/Round.
  4402.  
  4403. «Bar the Way»: Unique / Engaged / 1#
  4404. - When the user declares [Engaged] with a [Target], or when a [Target] declares [Engaged・Breakaway・Withdraw] on the user, the user may immediately make 1x [Weapon Attack]. 2/Round.
  4405.  
  4406. «Gatekeeper of the Holy Grounds»: Unique / Combat Zone / 1#
  4407. - Use when the target declares a Talent. Cancel the effect of one [Timing: Start] Talent that the target used.
  4408.  
  4409. «Avatar of the Torii»: Constant / User
  4410. - The target [Halves] physical damage from [Form: Sword・Spear].
  4411.  
  4412. Materials (2d6)
  4413. 2~9: Shard of a Torii/Armor+2: 1,000G (Potency: 2)
  4414. 8+: Holy Spear Decorative Cloth/INIT+3: 1,500G (Potency: 3)
  4415.  
  4416. Description
  4417. The uefukazu-no-mikoto is a Mononoke that was once a torii gate which guarded the entrance to a holy site built over a massive leyline. Together with komainu and other such creatures, it plays a roll in rejecting those evil creatures that try to approach, or those who is does not recognize as its master. It's almost unheard of that a uefukazu-no-mikoto will move from its role as a gatekeeper, but there have been reports of some being active on their own will when the site they are guarding is destroyed, or when they are abandoned.
  4418. ----------------------------------------
  4419.  
  4420. Tsubaki Tennyo / Class: Plant / LV: 10 (2)
  4421. Size : 2
  4422. Wits : Clever
  4423. Senses : Domain
  4424. Speech : Yes
  4425. Reaction : Neutral
  4426. ID : 24
  4427. Weakness : [Fire] [Toxin]
  4428. Movement : Walk
  4429. | ACC | EVA | CNJ | RES | CHK
  4430. {Combat Stats} | 16 | 14 | 5 | 4 | 6
  4431. {Fixed Values} | 23 | 21 | 12 | 11 | 13
  4432. {Initiative} : 19 (8)
  4433. {HP} : 92
  4434. Armor : 5
  4435. Barrier : 11
  4436.  
  4437. Attack Methods
  4438. [Weapon Attack]: Melee Attack / Engaged / 1#
  4439. - [Form: Sword] 2d6+35 physical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area]. 1/Round.
  4440.  
  4441. «Fallen Camellia»: Physical Attack / Engaged / 1#
  4442. - [Form: Sword / Element: Wind] 2d6+67 physical damage to the target. 1/Round.
  4443.  
  4444. «Breath of the Earth»: Defense / 7 Sq. / 1#
  4445. - The target always has [Remove: Darkness・Poison・Pain・Paralysis].
  4446.  
  4447. «Thousand Year Camellia»: Constant / User
  4448. - During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target may change [Physical Damage] into [Magical Damage], 1/Round.
  4449.  
  4450. Materials (2d6)
  4451. 2~4: Old Wooden Dagger/Agility+4: 2,000G (Potency: 4)
  4452. 5~9: Crimson Petals/HP+9: 1,500G (Potency: 3)
  4453. 10+: Camellia Hairpin/Barrier+4: 2,0000 (Potency: 4)
  4454.  
  4455. Description
  4456. A being where a giant tree above a leyline in the deep mountains, or else the mountain itself, becomes a Mononoke. As it appears in the form of an incomparably beautiful woman adorned in a crimson feathered robe, the Mononoke is called a Tsubaki Tennyo, or Heavenly Woman of Camellias. Because it rarely leaves its territory, eyewitness accounts are rare. However, there are legends saying that the Tsubaki Tennyo has had, in the past, relations with humans, leaving behind descendants.
  4457. ----------------------------------------
  4458.  
  4459. Fusouju-no-Wakagi / Class: Plant / LV: 13 (3)
  4460. Size : 5
  4461. Wits : High
  4462. Senses : Domain
  4463. Speech : Yes
  4464. Reaction : Neutral
  4465. ID : 26
  4466. Weakness : [Fire] [Shock]
  4467. Movement : Walk
  4468. | ACC | EVA | CNJ | RES | CHK
  4469. {Combat Stats} | 5 | 2 | 17 | 18 | 5
  4470. {Fixed Values} | 12 | 9 | 24 | 25 | 12
  4471. {Initiative} : 13 (6)
  4472. {HP} : 155
  4473. Armor : 18
  4474. Barrier : 14
  4475.  
  4476. Attack Methods
  4477. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  4478. - 6d6+36 magical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [Combat Zone]. 1/Round.
  4479.  
  4480. «Energy Storm»: Start / Combat Zone / Combat Zone
  4481. - The target re-rolls all of their current [Spirit] (doesn't count exhausted spirit).
  4482.  
  4483. «Elemental Spell IV»: Magical Attack / Combat Zone / Area / Cancels
  4484. - [Element: Wind] 3d6+51 magical damage to the target. 2/Round.
  4485.  
  4486. «Breath of Life»: End / Combat Zone / Combat Zone
  4487. - The target [Recovers] 20 {HP}.
  4488.  
  4489. «Divine Tree of Takahara»: Constant / User
  4490. - During the target's [Turn], it gains +2 [Timing: Attack].
  4491.  
  4492. Materials (2d6)
  4493. 2~9: Fusouju's Leaves/Halve Wind: 2,000G (Potency: 4)
  4494. 10+: Fusouju's Bark/Armor+5: 3,000G (Potency: 5)
  4495.  
  4496. Description
  4497. A giant sapling tree that lived in the land of Divine Souls, Takahara, which was believed to exist in the skies over Japan. The tree itself is essentially an enormous cluster of spirit energy, able to become a leyline itself just by snaking its roots through the ground. Just one of its seeds is worth a thousand gold, but the Mononoke born from the tree's leyline have settled around it, so just getting close is extremely hazardous.
  4498. ----------------------------------------
  4499.  
  4500.  
  4501. ================================================================================
  4502. Requiem for the Godsoul -- GM Section: Mechanical Mononoke [XXXY-5]
  4503. ================================================================================
  4504.  
  4505. Ittan-momen / Class: Mechanical / LV: 1 (1)
  4506. Size : 4
  4507. Wits : Normal
  4508. Senses : Magic
  4509. Speech : No
  4510. Reaction : Mercurial
  4511. ID : 8
  4512. Weakness : [Flame] [Shock]
  4513. Movement : Walk・Fly
  4514. | ACC | EVA | CNJ | RES | CHK
  4515. {Combat Stats} | 7 | 6 | 2 | 6 | 1
  4516. {Fixed Values} | 14 | 13 | 9 | 13 | 8
  4517. {Initiative} : 15 (7)
  4518. {HP} : 46
  4519. Armor : 5
  4520. Barrier : 4
  4521.  
  4522. Attack Methods
  4523. [Weapon Attack]: Physical Attack / Engaged / 1#
  4524. - [Form: Spear] 4d6+11 physical damage to the target.
  4525.  
  4526. «Frenzy»: Physical Attack / Engaged / Area
  4527. - [Form: Hammer] 2d6+11 physical damage to the target. 1/Round.
  4528.  
  4529. «Magically Resistant Cloth»: Unique / 4 Sq. / 1#
  4530. - The target gains +5 [Barrier]. 1/Round.
  4531.  
  4532. Materials (2d6)
  4533. 2~5: None
  4534. 6~9: Ether Thread Embroidery/Barrier+1: 500G (Potency: 1)
  4535. 10+: Shikigami Cloth/Evasion+1: 1,000G (Potency: 2)
  4536.  
  4537. Description
  4538. A type of shikigami created as sacred cloth. It looks like an unrolled roll of cloth ten meters long, with a pair of small, spindly arms extending from it. It uses cloth that incorporates command expressions, and so is able to carry out simple tasks on its own, like attacking someone or cleaning something. As they are originally constructed from a material adapted to spirit energy, they will sometimes develop self-awareness when influenced by a Shard.
  4539. ----------------------------------------
  4540.  
  4541. Rokurokubi / Class: Mechanical / LV: 3 (1)
  4542. Size : 3
  4543. Wits : High
  4544. Senses : Normal
  4545. Speech : Yes
  4546. Reaction : Mercurial
  4547. ID : 9
  4548. Weakness : [Shock] [Magnet]
  4549. Movement : Walk
  4550. | ACC | EVA | CNJ | RES | CHK
  4551. {Combat Stats} | 8 | 4 | 2 | 9 | 3
  4552. {Fixed Values} | 15 | 11 | 9 | 16 | 10
  4553. {Initiative} : 11 (6)
  4554. {HP} : 48
  4555. Armor : 5
  4556. Barrier : 3
  4557.  
  4558. Attack Methods
  4559. [Weapon Attack]: Physical Attack / Engaged / 1#
  4560. - [Form: Hammer] 3d6+14 physical damage to the target. [Additional Effect]: Make 1x [Weapon Attack] after [Damage Calculation]. 1/Combat.
  4561.  
  4562. «Distance Manipulation»: Prep / User
  4563. - The target increases the [Range] of their [Attack Actions] by 4 Sq. (if Engaged, then move 4 Sq.; if Combat Zone, change effect to +1d6 to damage).
  4564.  
  4565. «Headbutt»: Physical Attack / 2 Sq. / 1#
  4566. - [Form: Hammer] 2d6+14 physical damage to the target. The user may force targets that failed their [Reactive Check] to [Install] into a square 1 Sq. away.
  4567.  
  4568. «Visual Confusion»: Unique / 7 Sq. / 1#
  4569. - The target takes -2 to their {Evasion} check. 1/Round.
  4570.  
  4571. Materials (2d6)
  4572. 2~9: Broken Device/Intellect+1: 500G (Potency: 1)
  4573. 10+: Base Fragment/ACC+1: 1,000G (Potency: 2)
  4574.  
  4575. Description
  4576. A Mononoke that came to be when a soul and a Shard came to dwell in a rope or chain used to hang objects, or even the pulley over old-style wells. They can assume human form, and there are even some who can live a normal life, thinking of themselves as human. Basically, they don't tend to mean any harm, but depending on what they were used for, or who they were used by, they may be driven into a rage.
  4577. ----------------------------------------
  4578.  
  4579. Data Sprite / Class: Mechanical / LV: 4 (1)
  4580. Size : 2
  4581. Wits : Clever
  4582. Senses : Magic
  4583. Speech : Yes
  4584. Reaction : Mercurial
  4585. ID : 17
  4586. Weakness : [Fire] [Magnet]
  4587. Movement : Walk
  4588. | ACC | EVA | CNJ | RES | CHK
  4589. {Combat Stats} | 1 | 2 | 10 | 9 | 3
  4590. {Fixed Values} | 8 | 9 | 17 | 16 | 10
  4591. {Initiative} : 12 (6)
  4592. {HP} : 44
  4593. Armor : 3
  4594. Barrier : 2
  4595.  
  4596. Attack Methods
  4597. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  4598. - 2d6+14 magical damage to the target.
  4599.  
  4600. «Discharge»: Start / Combat Zone / Combat Zone
  4601. - The target reduces their {Initiative} by 3.
  4602.  
  4603. «Viral Propogation»: Magical Attack / 5 Sq. / Area / Halves
  4604. - 2d6+20 magical damage to the target. Targets that fail their [Reaction Check] take [Shift: Pain].
  4605.  
  4606. «Non-Entity Entity»: Constant / User
  4607. - The target [Halves] physical damage of [Rank: 2 (2d6)] or less.
  4608.  
  4609. «Backup Program»: End / User
  4610. - The target [Recovers] 10 {HP}.
  4611.  
  4612. Materials (2d6)
  4613. 2~10: Storage Medium/MD+1: 500G (Potency: 1)
  4614. 11+: Cooling Device/Bestow Cold: 1,500G (Potency: 3)
  4615.  
  4616. Description
  4617. A Mononoke created when the strong emotions of people lingering in electronic devices and on the net gained a Shard and became real. That entity reconfigured itself into a program, one which can now only blindly seek to act on the emotion it was born from. On the other hand, there is no end to the rumors that say that the advancement of technology has led to Sprites that are almost the same as humans.
  4618. ----------------------------------------
  4619.  
  4620. Oboroguruma / Class: Mechanical / LV: 4 (1)
  4621. Size : 3
  4622. Wits : Normal
  4623. Senses : Magic
  4624. Speech : Yes
  4625. Reaction : Mercurial
  4626. ID : 17
  4627. Weakness : [Shock] [Magnet]
  4628. Movement : Walk
  4629. | ACC | EVA | CNJ | RES | CHK
  4630. {Combat Stats} | 9 | 10 | 1 | 2 | 3
  4631. {Fixed Values} | 16 | 17 | 8 | 9 | 10
  4632. {Initiative} : 16 (7)
  4633. {HP} : 54
  4634. Armor : 5
  4635. Barrier : 3
  4636.  
  4637. Attack Methods
  4638. [Weapon Attack]: Ranged Attack / Charge 4 Sq. / 1#
  4639. - [Form: Ranged] 4d6+16 physical damage to the target. [Additional Effect]: Change the [Range] of an [Attack Action] to [Charge 10 Sq.] 1/Combat.
  4640.  
  4641. «Hell Tuning»: Start / User
  4642. - The target gains +2d6 to {Initiative}. 1/Combat.
  4643.  
  4644. «Monster Machine»: Physical Attack / Engaged / 1#
  4645. - [Form: Hammer] 3d6+16 physical damage to the target. The user may force targets that failed their [Reactive Check] to [Install] into a square 1 Sq. away.
  4646.  
  4647. «Partner of Steel»: Unique / Combat Zone / 1#
  4648. - Use when the target declares a [Move Action]. The target may make a [Ranged Attack・Magical Attack] after making a [Combat Move].
  4649.  
  4650. Materials (2d6)
  4651. 2~9: Broken Break/Initiative+1: 500G (Potency: 1)
  4652. 10+: Iron Soul/Speed+1: 1,000G (Potency: 2)
  4653.  
  4654. Description
  4655. A Mononoke that was born when a Shard found its way into a vehicle. Though in times past the Oboroguruma was seen as a huge face affixed to an oxcart, in recent days a variety of other vehicles have been seen, such as cars, motorcycles, and even tanks and trains. As a mass of iron big enough to carry people, it poses a threat just by charging around.
  4656. ----------------------------------------
  4657.  
  4658. Fallen Regalia / Class: Mechanical / LV: 5 (1)
  4659. Size : 2
  4660. Wits : High
  4661. Senses : Domain
  4662. Speech : Yes
  4663. Reaction : Mercurial
  4664. ID : 12
  4665. Weakness : [Shock] [Magnet]
  4666. Movement : Walk・Fly
  4667. | ACC | EVA | CNJ | RES | CHK
  4668. {Combat Stats} | 11 | 7 | 9 | 4 | 1
  4669. {Fixed Values} | 18 | 14 | 16 | 11 | 8
  4670. {Initiative} : 16 (7)
  4671. {HP} : 71
  4672. Armor : 8
  4673. Barrier : 6
  4674.  
  4675. Attack Methods
  4676. [Weapon Attack]: Physical Attack / Engaged / 1#
  4677. - [Form: Sword] 3d6+22 physical damage to the target. [Additional Effect]: Gain +3d6 to the [Damage] of an [Attack Action], 1/Combat.
  4678.  
  4679. «Rampage I»: Physical Attack / Engaged / Area
  4680. - [Form: Sword] 3d6+19 physical damage to the target. 1/Round.
  4681.  
  4682. «Ultimate Move Recreation»: Physical Attack / Combat Zone / 1#
  4683. - The user gains +3 to the {Accuracy} check, then deals [Form: Sword] 36 points of physical damage to the target.
  4684.  
  4685. «Regalia of Destruction»: Constant / User
  4686. - During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target may inflict [Shift: Dead] onto "x#" Mononoke that it deals at least 1 point of damage to.
  4687.  
  4688. Materials (2d6)
  4689. 2~9: Smashed Crossguard/ACC+1: 1,000G (Potency: 2)
  4690. 10+: Spirit Crystal Fragment/Barrier+3: 1,500G (Potency: 3)
  4691.  
  4692. Description
  4693. Forged with Fool's Gold, and for many years existing only to destroy evil golds, this Regalia created by humans is a shadow of what it once was. Having lost the one who wielded it, in order to grant its wielder's final wish, or to fulfill the meaning of its existence, it will not stop until it is destroyed by other beings like it.
  4694. ----------------------------------------
  4695.  
  4696. Funadama / Class: Mechanical / LV: 10 (2)
  4697. Size : 5
  4698. Wits : High
  4699. Senses : Magic
  4700. Speech : Yes
  4701. Reaction : Mercurial
  4702. ID : 22
  4703. Weakness : [Fire] [Magnet]
  4704. Movement : Walk・Fly・Swim
  4705. | ACC | EVA | CNJ | RES | CHK
  4706. {Combat Stats} | 4 | 2 | 15 | 15 | 7
  4707. {Fixed Values} | 11 | 9 | 22 | 22 | 14
  4708. {Initiative} : 16 (7)
  4709. {HP} : 127
  4710. Armor : 25
  4711. Barrier : 20
  4712.  
  4713. Attack Methods
  4714. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancel
  4715. - 5d6+34 magical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an [Attack Action]'s [Target]. 1/Round.
  4716.  
  4717. «Battlefield Ocean»: Start / Combat Zone / Combat Zone
  4718. - For the rest of the combat, the target is [Submerged].
  4719.  
  4720. «Bombardment»: Magical Attack / Combat Zone / Area / Halves
  4721. - [Element: Light] 2d6+34 magical damage to the target. 2/Round.
  4722.  
  4723. «Summon Fleet»: Constant / User
  4724. - During the target's [Turn], it gains +1 [Timing: Attack]. Also, 1/Session, it may change the [Range/Target] of an [Attack Action] to [Combat Zone].
  4725.  
  4726. Materials (2d6)
  4727. 2~5: Sharp Fang/PD+1: 500G (Potency: 1)
  4728. 6~9: Sacred Tree Fruit/HP+3: 500G (Potency: 1)
  4729. 10+: Squirrel Pelt/Luck+2: 1000G (Potency: 2)
  4730.  
  4731. Description
  4732. A Mononoke born when a Shard entered an object believed to have a spirit, in this case the spirit of a pirate ship or warship or other large vessel used for battle, in which its passengers prayed to it for safety. Becoming a Mononoke due to the feelings surrounding its sinking or decommissioning, even after its "death" it still attempts to fulfill it mission. It can create a nostalgic ocean inside of its spirit barrier using its own spirit energy, and fly through its waters or in the skies above. Even so, its soul is rotting away, and it is slowly changing into an undead Mononoke.
  4733. ----------------------------------------
  4734.  
  4735. Daidarabotchi / Class: Mechanical / LV: 14 (3)
  4736. Size : 5
  4737. Wits : High
  4738. Senses : Domain
  4739. Speech : Yes
  4740. Reaction : Mercurial
  4741. ID : 25
  4742. Weakness : [Shock] [Magnet]
  4743. Movement : Walk・Fly
  4744. | ACC | EVA | CNJ | RES | CHK
  4745. {Combat Stats} | 21 | 5 | 2 | 17 | 5
  4746. {Fixed Values} | 28 | 12 | 9 | 24 | 12
  4747. {Initiative} : 21 (9)
  4748. {HP} : 161
  4749. Armor : 20
  4750. Barrier : 13
  4751.  
  4752. Attack Methods
  4753. [Weapon Attack]: Physical Attack / Combat Zone / 1#
  4754. - [Form: Hammer] 6d6+46 physical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an [Attack Action]'s [Target]. 1/Round.
  4755.  
  4756. «Slam III»: Physical Attack / Engaged / 1#
  4757. - [Form: Hammer] 3d6+56 physical damage to the target. The user may force targets that failed their [Reactive Check] to [Install] into a square up to 3 Sq. away.
  4758.  
  4759. «Rampage III»: Physical Attack / Combat Zone / Combat Zone
  4760. - [Form: Ranged] 5d6+56 physical damage to the target. 2/Round.
  4761.  
  4762. «Machine God»: Constant / User
  4763. - During the target's [Turn], it gains +2 [Timing: Attack]. It always has [Remove: Pain], and [Halves] physical damage from [Form: Sword・Spear].
  4764.  
  4765. Materials (2d6)
  4766. 2~9: Gravity Control Device/Bestow Magnet: 1,500G (Potency: 3)
  4767. 10+: Physical Wall Device/Armor+5: 3,000G (Potency: 5)
  4768.  
  4769. Description
  4770. A legendary giant from ancient times, whose footprints still dot the land. As it is constructed using a metal of unknown origin, there are various theories regarding its origins floating around, from being the legacy of a super-ancient civilization, to being something from another world or a distant future. Today, the giant is still and silent, and it is rumored that it sleeps, awaiting the arrival of a certain person.
  4771. ----------------------------------------
  4772.  
  4773. ================================================================================
  4774. Requiem for the Godsoul -- GM Section: Undead Mononoke [XXXY-6]
  4775. ================================================================================
  4776.  
  4777. Onibi x10 / Class: Undead / LV: 1 (1)
  4778. Size : 1
  4779. Wits : Low
  4780. Senses : Magic
  4781. Speech : No
  4782. Reaction : Hostile
  4783. ID : 8
  4784. Weakness : [Wind] [Light]
  4785. Movement : Walk・Fly
  4786. | ACC | EVA | CNJ | RES | CHK
  4787. {Combat Stats} | 5 | 2 | 6 | 5 | 2
  4788. {Fixed Values} | 12 | 9 | 13 | 12 | 9
  4789. {Initiative} : 7 (4)
  4790. {HP} : 41
  4791. Armor : 0
  4792. Barrier : 0
  4793.  
  4794. Attack Methods
  4795. [Weapon Attack]: Melee Attack / Engaged / 1#
  4796. - [Form: Hammer] 1d6+9 physical damage to the target.
  4797.  
  4798. «Widen»: Prep / User
  4799. - The target changes the [Target] of an [Attack Action] to [Area].
  4800.  
  4801. «Energy Wave»: Magical Attack / 7 Sq. / 1# / Halves
  4802. - 2d6+14 magical damage to the target. Targets that fail their [Reaction Check] takes [Shift: Pain].
  4803.  
  4804. Materials (2d6)
  4805. 2~7: None
  4806. 8+: Memory Jewel/Will+1: 500G (Potency: 1)
  4807.  
  4808. Description
  4809. Onibi ("oni light") are the accumulated bits of spirit energy that disperses when a human turns into ectoplasm. They typically look like small motes of floating blue fire. This particular type can also be called inka, or "shadow fire," as they are influenced by the negative emotions felt at the instant of ectoplasmification. They attack other humans while trying to return to their original soul, and can be controlled by an Aramitama who possesses it. Also note that even if the Onibi is destroyed, the original ectoplasmic body is not affected in any way.
  4810. ----------------------------------------
  4811.  
  4812. Guardian Spirit / Class: Undead / LV: 2 (1)
  4813. Size : 2
  4814. Wits : Normal
  4815. Senses : Magic
  4816. Speech : Yes
  4817. Reaction : Mercurial
  4818. ID : 6
  4819. Weakness : [Fire] [Light]
  4820. Movement : Walk・Fly
  4821. | ACC | EVA | CNJ | RES | CHK
  4822. {Combat Stats} | 7 | 2 | 4 | 5 | 4
  4823. {Fixed Values} | 14 | 9 | 11 | 12 | 11
  4824. {Initiative} : 9 (5)
  4825. {HP} : 42
  4826. Armor : 2
  4827. Barrier : 3
  4828.  
  4829. Attack Methods
  4830. [Weapon Attack]: Melee Attack / Engaged / 1#
  4831. - [Form: Spear] 2d6+9 physical damage to the target.
  4832.  
  4833. «Shackles of Karma»: Physical Attack / Engaged / 1#
  4834. - [Form: Hammer / Element: Magnet] 2d6+16 physical damage to the target. 1/Round.
  4835.  
  4836. «Cover»: Defense / Engaged / 1#
  4837. - Use On Damage Reduction. The user takes the damage that the target would have received ({Resist} checks automatically become failures). «Cover» has no effect on [Target: Area・Combat Zone] [Attack Actions].
  4838.  
  4839. «Defense Barrier I»: Unique / 7 Sq. / 1#
  4840. - The target gains +5 [Barrier]. 1/Round.
  4841.  
  4842. Materials (2d6)
  4843. 2~5: None
  4844. 6~9: Inheritance/Barrier+1: 500G (Potency: 1)
  4845. 8+: Heirloom/Luck+2: 1,000G (Potency: 2)
  4846.  
  4847. Description
  4848. Guardian Spirits materialize when the ancient memories dwelling among souls gains a Shard. They primarily appear in the form of an ancestor or former bearer of a soul, and then guard over a home or individual. As the residual memories they are formed out of are not themselves a whole person, often the social norms and what the spirit itself fixates on can stretch over countless generations, leading them to go from one extreme to the next.
  4849. ----------------------------------------
  4850.  
  4851. Corpse Lion / Class: Undead / LV: 3 (1)
  4852. Size : 3
  4853. Wits : Low
  4854. Senses : Magic
  4855. Speech : No
  4856. Reaction : Hostile
  4857. ID : 15
  4858. Weakness : [Fire] [Light]
  4859. Movement : Walk
  4860. | ACC | EVA | CNJ | RES | CHK
  4861. {Combat Stats} | 9 | 3 | 5 | 5 | 4
  4862. {Fixed Values} | 16 | 10 | 12 | 12 | 1
  4863. {Initiative} : 11 (6)
  4864. {HP} : 48
  4865. Armor : 2
  4866. Barrier : 0
  4867.  
  4868. Attack Methods
  4869. [Weapon Attack]: Melee Attack / Engaged / 1#
  4870. - [Form: Sword] 3d6+12 physical damage to the target.
  4871.  
  4872. «Surpassing Strike»: Physical Attack / Engaged / 1#
  4873. - [Form: Sword] 2d6+30 physical damage to the target.
  4874.  
  4875. «Unnatural Regen»: End / User
  4876. - The target [Recovers] 10 {HP}.
  4877.  
  4878. Materials (2d6)
  4879. 2~5: Corpse Beast Hide/Strength+1: 500G (Potency: 1)
  4880. 6~9: Corpse Beast Claw/PD+2: 1,000G (Potency: 2)
  4881. 10+: Corpse Beast Mane/Luck+2: 1,000G (Potency: 2)
  4882.  
  4883. Description
  4884. A Mononoke created by taking the best parts from a variety of dead animals, then joining them haphazardly together using magic. Although called a lion, other than having the form of a large four-legged beast, it bears almost no resemblance to a lion. The strike that ignores all physical limitation that it can unleash from its huge body has power enough to not be taken lightly.
  4885. ----------------------------------------
  4886.  
  4887. Hell Soldiers x5 / Class: Undead / LV: 6 (2)
  4888. Size : 2
  4889. Wits : Normal
  4890. Senses : Heat
  4891. Speech : No
  4892. Reaction : Mercurial
  4893. ID : 17
  4894. Weakness : [Fire] [Light]
  4895. Movement : Walk
  4896. | ACC | EVA | CNJ | RES | CHK
  4897. {Combat Stats} | 11 | 2 | 7 | 9 | 4
  4898. {Fixed Values} | 18 | 9 | 14 | 16 | 11
  4899. {Initiative} : 17 (8)
  4900. {HP} : 76
  4901. Armor : 7
  4902. Barrier : 4
  4903.  
  4904. Attack Methods
  4905. [Weapon Attack]: Melee Attack / Engaged / 1#
  4906. - [Form: Spear] 2d6+20 physical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [2#]. 1/Combat.
  4907.  
  4908. «Charge!»: Start / Combat Zone / Combat Zone
  4909. - "x#" Mononoke within [Range] can move up to 7 Sq.
  4910.  
  4911. «Elemental Attack II»: Physical Attack / 2 Sq. / 1#
  4912. - [Form: Spear / Element: Cold] 2d6+42 physical damage to the target. 1/Round.
  4913.  
  4914. «Army of Darkness»: Constant / User
  4915. - For each Mononoke with the same name that is [Engaged] with the target (including the target themselves), the target gains +1 to {Accuracy} checks, and +3 to physical damage. Also, the target [Halves] physical damage that is [Rank: 1 (1d6)] or less.
  4916.  
  4917. Materials (2d6)
  4918. 2~10: Hellspear Head/PD+1: 500G (Potency: 1)
  4919. 8+: Hellspear Tassel/INIT+2: 1,000G (Potency: 2)
  4920.  
  4921. Description
  4922. Oni that live in Yomi, the land of the dead in Japanese mythology. It's believed that they were the ones to loose Izanami on Izanagi in order to trap him. While they are not especially intelligent, they always show coordinated movement while in groups.
  4923. ----------------------------------------
  4924.  
  4925. Misaki Seven / Class: Undead / LV: 7 (2)
  4926. Size : 2
  4927. Wits : Clever
  4928. Senses : Magic
  4929. Speech : Yes
  4930. Reaction : Hostile
  4931. ID : 18
  4932. Weakness : [Fire] [Light]
  4933. Movement : Walk
  4934. | ACC | EVA | CNJ | RES | CHK
  4935. {Combat Stats} | 11 | 3 | 11 | 4 | 5
  4936. {Fixed Values} | 18 | 10 | 18 | 11 | 12
  4937. {Initiative} : 18 (8)
  4938. {HP} : 72
  4939. Armor : 5
  4940. Barrier : 6
  4941.  
  4942. Attack Methods
  4943. [Weapon Attack]: Melee Attack / Engaged / 1#
  4944. - [Form: Hammer] 2d6+24 physical damage to the target. [Additional Effect]: Change the [Range] of an [Attack Action] to [7 Sq.] 1/Combat.
  4945.  
  4946. «Gaze: Fallen»: Start / 4 Sq. / Area / No Resist
  4947. - The target takes [Shift: Fallen].
  4948.  
  4949. «Life Drain II»: Physical Attack / Engaged / 1#
  4950. - [Form: Hammer] 3d6+17 physical damage to the target. If the target fails their [Reactive Check], the user [Recovers] 20 {HP}.
  4951.  
  4952. «Energy Wave II»: Magical Attack / 5 Sq. / Area / Halves
  4953. - 2d6+21 magical damage. Targets that fail their [Reactive Check] take [Shift: Pain].
  4954.  
  4955. «Seven as One»: Constant / User
  4956. - During the target's [Turn], it gains +1 [Timing: Attack].
  4957.  
  4958. Materials (2d6)
  4959. 2~10: Rusted Metal Staff/CNJ+1: 1,000G (Potency: 2)
  4960. 11+: Bone Rosary/Intellect+4: 2,000G (Potency: 4)
  4961.  
  4962. Description
  4963. A being made up of seven different humans skilled in the use of spirit energy that became ghosts and then clustered together. To clear away their own grief, they assault those with greater spirit energy than their own as a group, then sacrifice the weakest of themselves while growing stronger.
  4964. ----------------------------------------
  4965.  
  4966. Yomotsu-shikome / Class: Undead / LV: 10 (2)
  4967. Size : 2
  4968. Wits : High
  4969. Senses : Magic
  4970. Speech : Yes
  4971. Reaction : Mercurial
  4972. ID : 24
  4973. Weakness : [Light] [Phantom]
  4974. Movement : Walk
  4975. | ACC | EVA | CNJ | RES | CHK
  4976. {Combat Stats} | 4 | 2 | 15 | 15 | 7
  4977. {Fixed Values} | 11 | 9 | 22 | 22 | 14
  4978. {Initiative} : 26 (11)
  4979. {HP} : 91
  4980. Armor : 7
  4981. Barrier : 4
  4982.  
  4983. Attack Methods
  4984. [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  4985. - 2d6+34 magical damage to the target. [Additional Effect]: Change the [Range] of an [Attack Action] to [Combat Zone]. 1/Combat.
  4986.  
  4987. «Command II»: Start / Combat Zone / Combat Zone
  4988. - "x#" Mononoke within [Range] gain +6 {Initiative}.
  4989.  
  4990. «Dark Miasma»: Magical Attack / 7 Sq. / Area / Cancels
  4991. - [Element: Cold] 2d6+44 magical damage to the target. 1/Round.
  4992.  
  4993. «Retreat»: End / User
  4994. - The target [Installs] into a square within [Range: 4 Sq.] 1/Combat.
  4995.  
  4996. «Dark Tracker»: Constant / User
  4997. - During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target may make [Magical Attacks] after [Combat Moves].
  4998.  
  4999. Materials (2d6)
  5000. 2~7: Mountain Grape Vine/INIT+2: 1,000G (Potency: 2)
  5001. 8+: Tooth of a Comb/Null Darkness: 2,000G (Potency: 4)
  5002.  
  5003. Description
  5004. A demon woman believed to live in Yomi, the land of the dead, and said to be the materialization of the impurity of Yomi. There's an old story saying that the goddess Izanami ordered the Yomotsu-shikome to track down the god Izanagi as he tried to flee from Yomi. She is a fast runner, with a greedy personality.
  5005. ----------------------------------------
  5006.  
  5007. Gashadokuro / Class: Undead / LV: 12 (3)
  5008. Size : 5
  5009. Wits : Normal
  5010. Senses : Magic
  5011. Speech : No
  5012. Reaction : Hostile
  5013. ID : 25
  5014. Weakness : [Fire] [Light]
  5015. Movement : Walk
  5016. | ACC | EVA | CNJ | RES | CHK
  5017. {Combat Stats} | 18 | 2 | 5 | 17 | 5
  5018. {Fixed Values} | 25 | 9 | 12 | 24 | 12
  5019. {Initiative} : 18 (8)
  5020. {HP} : 153
  5021. Armor : 18
  5022. Barrier : 13
  5023.  
  5024. Attack Methods
  5025. [Weapon Attack]: Melee Attack / Combat Zone / 1#
  5026. - [Form: Axe] 6d6+41 physical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an [Attack Action]'s [Target]. 1/Round.
  5027.  
  5028. «Dark Miasma»: Start / 4 Sq. / Area / No Resist
  5029. - The target takes [Shift: Poison].
  5030.  
  5031. «Rampage III»: Physical Attack / Combat Zone / Combat Zone
  5032. - [Form: Hammer] 5d6+51 physical damage to the target. 1/Round.
  5033.  
  5034. «Counter»: Defense / User / No Evasion
  5035. - Use On {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target: 1#] takes [Form: Hammer] 3d6+39 physical damage.
  5036.  
  5037. «Remnants of a Titan»: Constant / User
  5038. - During the target's [Turn], it gains +2 [Timing: Attack]. Also, it always has [Remove: Pain].
  5039.  
  5040. Materials (2d6)
  5041. 2~7: Crystallized Miasma/Will+3: 1,500G (Potency: 3)
  5042. 10+: Shattered Summon Seal/Null Pain: 4,000G (Potency: 5)
  5043.  
  5044. Description
  5045. An ancient, massive skeleton born from a massive amount of the regret of the dead who weren't given a proper burial and left as-is. The resentment that pervades it drives it to madness, and it brings death and destruction until everything around it is reduced to ashes.
  5046. ----------------------------------------
  5047.  
  5048.  
  5049. ================================================================================
  5050. Requiem for the Godsoul -- GM Section: Mythical Mononoke [XXXY-7]
  5051. ================================================================================
  5052. Zashiki-warashi / Class: Mythical / LV: 1 (1)
  5053. Size : 1
  5054. Wits : High
  5055. Senses : Magic
  5056. Speech : Yes
  5057. Reaction : Friendly
  5058. ID : 7
  5059. Weakness : [Wind] [Phantom]
  5060. Movement : Walk
  5061. | ACC | EVA | CNJ | RES | CHK
  5062. {Combat Stats} | 1 | 3 | 6 | 6 | 5
  5063. {Fixed Values} | 8 | 10 | 13 | 13 | 12
  5064. {Initiative} : 8 (5)
  5065. {HP} : 36
  5066. Armor : 1
  5067. Barrier : 4
  5068.  
  5069. Attack Methods
  5070. [Weapon Attack]: Magical Attack / 4 Sq. / 1# / Cancels
  5071. - 1d6+7 magical damage to the target.
  5072.  
  5073. «Influence Fate»: Unique / 5 Sq. / 1#
  5074. - The target adds or subtracts 1 from one [Spirit] die. 1/Round.
  5075.  
  5076. «Fortune Call»: Constant / User
  5077. - [Range: Combat Zone / Target: Combat Zone] aside from the target gains +1 to {Luck} checks.
  5078.  
  5079. Materials (2d6)
  5080. 2~7: None
  5081. 8~11: Azuki Bean Bag/MD+1: 500G (Potency: 1)
  5082. 12+: Hand-Sewn Kimono/Luck+3: 1,500G (Potency: 3)
  5083.  
  5084. Description
  5085. A Mononoke with the form of a small child. It dwells in storehouses attached to people's homes, and is thought to be a good being that grants happiness and wealth to the residents of the home. However, it also has aspects of being a demon, as it will call misfortune upon the residents by "leaving" the home where it lives. There have been rare cases where one has haunted an individual rather than a home, as well.
  5086. ----------------------------------------
  5087.  
  5088. Mermaid / Class: Mythical / LV: 3 (1)
  5089. Size : 2
  5090. Wits : High
  5091. Senses : Magic
  5092. Speech : Yes
  5093. Reaction : Neutral
  5094. ID : 8
  5095. Weakness : [Fire] [Toxin]
  5096. Movement : Walk・Swim
  5097. | ACC | EVA | CNJ | RES | CHK
  5098. {Combat Stats} | 2 | 3 | 8 | 7 | 4
  5099. {Fixed Values} | 9 | 10 | 15 | 14 | 11
  5100. {Initiative} : 14 (7)
  5101. {HP} : 43
  5102. Armor : 3
  5103. Barrier : 3
  5104.  
  5105. Attack Methods
  5106. [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
  5107. - 2d6+14 magical damage to the target.
  5108.  
  5109. «Born from Water»: Start / Combat Zone / !3
  5110. - For the rest of the combat, the target gains [Move: Swim].
  5111.  
  5112. «Elemental Spell I»: Magical Attack / 4 Sq. / 1# / Cancels
  5113. - [Element: Cold] 2d6+14 magical damage to the target. 1/Round.
  5114.  
  5115. «Blessing of Water»: Defense / 5 Sq. / 1#
  5116. - The target [Halves] [Element: Cold] damage they take.
  5117.  
  5118. «Element Nullify I»: Constant / User
  5119. - The target changes [Cold] damage it takes to 0, and ignores all other effects of such attacks.
  5120.  
  5121. Materials (2d6)
  5122. 2~11: Mermaid Scales/Agility+1: 500G (Potency: 1)
  5123. 12+: Mermaid Heart/Bestow Cold: 1,500G (Potency: 3)
  5124.  
  5125. Description
  5126. A being akin to a fairy born from the oceans and water. Its upper half is that of a person, and its lower half is that of a fish, but for short periods of time it can assume the form of a human entirely. Its flesh is both poisonous and good for a variety of medicines, so it's dangerous to handle it unaware. Mermaids have a tragic history of being hunted, so the whole species tends to avoid contact with humans as much as possible.
  5127. ----------------------------------------
  5128.  
  5129. Yatagarasu / Class: Mythical / LV: 4 (1)
  5130. Size : 2
  5131. Wits : High
  5132. Senses : Domain
  5133. Speech : Yes
  5134. Reaction : Neutral
  5135. ID : 14
  5136. Weakness : [Cold] [Phantom]
  5137. Movement : Walk・Fly
  5138. | ACC | EVA | CNJ | RES | CHK
  5139. {Combat Stats} | 2 | 8 | 9 | 3 | 4
  5140. {Fixed Values} | 9 | 15 | 16 | 10 | 11
  5141. {Initiative} : 15 (7)
  5142. {HP} : 44
  5143. Armor : 3
  5144. Barrier : 5
  5145.  
  5146. Attack Methods
  5147. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  5148. - 2d6+16 magical damage to the target.
  5149.  
  5150. «Guiding Messenger»: Start / Combat Zone / Combat Zone
  5151. - The target has [Remove: Darkness] for the round.
  5152.  
  5153. «Elemental Spell I»: Magical Attack / 6 Sq. / 1# / Cancel
  5154. - [Element: Light] 2d6+16 magical damage to the target. 1/Round.
  5155.  
  5156. «Wargod's Pedigree»: Unique / Combat Zone / 1#
  5157. - Add or subtract 1 from the value of the target's [Roll]. 1/Round.
  5158.  
  5159. «Omen of Light»: Constant / User
  5160. - The target changes [Light] damage it takes to 0, and ignores all other effects of such attacks.
  5161.  
  5162. Materials (2d6)
  5163. 2~10: Third Leg/MD+1: 500G (Potency: 1)
  5164. 11+: Black Tailfeather/Luck+3: 1,500G (Potency: 3)
  5165.  
  5166. Description
  5167. A crow-type Mononoke with a third leg, and a wingspan of one and a half meters. As a messenger of the gods, it has guided kings and heroes alike since the days of old. It is likened to an incarnation of the sun, and repels evil with a sacred, golden light from its body. It adheres strongly to promises and vows, and is said to inflict severe punishment upon those who break them.
  5168. ----------------------------------------
  5169.  
  5170. Tochigami / Class: Mythical / LV: 5 (1)
  5171. Size : 2
  5172. Wits : High
  5173. Senses : Domain
  5174. Speech : Yes
  5175. Reaction : Neutral
  5176. ID : 17
  5177. Weakness : [Fire] [Toxin]
  5178. Movement : Walk
  5179. | ACC | EVA | CNJ | RES | CHK
  5180. {Combat Stats} | 3 | 2 | 11 | 10 | 6
  5181. {Fixed Values} | 10 | 9 | 18 | 17 | 13
  5182. {Initiative} : 20 (9)
  5183. {HP} : 87
  5184. Armor : 7
  5185. Barrier : 5
  5186.  
  5187. Attack Methods
  5188. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  5189. - [Form: Hammer] 6d6+41 physical damage to the target.
  5190.  
  5191. «Leyline Avatar»: Start / Combat Zone / Combat Zone
  5192. - One time this round, each target may add or subtract 1 from the value of one die in their [Roll] (may not adjust above 6 or below 1; [Criticals] and [Fumbles] cannot be made to occur).
  5193.  
  5194. «Breath of Gods»: Magical Attack / Combat Zone / 2# / Halves
  5195. - [Element: Light] 2d6+27 magical damage to the target. 1/Round.
  5196.  
  5197. «Divine Soul Authority»: Constant / User
  5198. - The target ignores all [Damage] and other effects taken from non-Awakened sources. Also, the target may inflict [Shift: Dead] on "x#" it deals at least 1 point of damage to.
  5199.  
  5200. Materials (2d6)
  5201. 2~7: Energy Gem/RES+1: 1,000G (Potency: 2)
  5202. 10+: Shrine's Idol/Barrier+3: 1,500G (Potency: 3)
  5203.  
  5204. Description
  5205. A plant or animal under the influence of a leyline, that then became the guardian of that leyline. It protects a mid-sized leyline within a city, and is able to transform into a human as a temporary form. At times, when they are faced with an unmanageable incident, they'll ask Godhunters they're familiar with for aid.
  5206. ----------------------------------------
  5207.  
  5208. Phoenix / Class: Mythical / LV: 8 (2)
  5209. Size : 3
  5210. Wits : Clever
  5211. Senses : Domain
  5212. Speech : Yes
  5213. Reaction : Friendly
  5214. ID : 20
  5215. Weakness : [Cold] [Magnet]
  5216. Movement : Walk・Fly
  5217. | ACC | EVA | CNJ | RES | CHK
  5218. {Combat Stats} | 2 | 6 | 14 | 14 | 6
  5219. {Fixed Values} | 9 | 13 | 21 | 21 | 13
  5220. {Initiative} : 22 (9)
  5221. {HP} : 85
  5222. Armor : 9
  5223. Barrier : 14
  5224.  
  5225. Attack Methods
  5226. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  5227. - 3d6+22 magical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an [Attack Action]'s [Target]. 1/Round.
  5228.  
  5229. «Lord of the Skies»: Start / Combat Zone / Combat Zone
  5230. - Remove the targets' [Shift: Flight] and [Move: Fly].
  5231.  
  5232. «Breath of Fire»: Magical Attack / Combat Zone / Area / Halves
  5233. - [Element: Fire] 3d6+44 magical damage to the target. 1/Round.
  5234.  
  5235. «Guidance of the Phoenix»: Unique / Combat Zone / 1#
  5236. - The target gains 1 [Overflow].
  5237.  
  5238. «Avatar of Fire»: Constant / User
  5239. - During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target changes [Light] damage it takes to 0, and ignores all other effects of such attacks.
  5240.  
  5241. Materials (2d6)
  5242. 2~10: Rainbow Wings/Bestow Fire: 1,50G (Potency: 3)
  5243. 11+: Phoenix Egg/HP+12: 2,000G (Potency: 4)
  5244.  
  5245. Description
  5246. An avian Mononoke resembling a peacock rising over three meters tall. As a sign of fortune, a phoenix is born when a highly virtuous or wise leader appears, and it offers that person its guidance after confirming their suitability, or so it is said. In the Wu Xing, the phoenix is identified as Suzaku, and is believed to govern fire and the south.
  5247. ----------------------------------------
  5248.  
  5249. Young Peng / Class: Mythical / LV: 10 (2)
  5250. Size : 5
  5251. Wits : Normal
  5252. Senses : Domain
  5253. Speech : Yes
  5254. Reaction : Mercurial
  5255. ID : 21
  5256. Weakness : [Toxin] [Phantom]
  5257. Movement : Walk
  5258. | ACC | EVA | CNJ | RES | CHK
  5259. {Combat Stats} | 16 | 1 | 4 | 15 | 6
  5260. {Fixed Values} | 23 | 8 | 11 | 22 | 13
  5261. {Initiative} : 17 (8)
  5262. {HP} : 191
  5263. Armor : 17
  5264. Barrier : 15
  5265.  
  5266. Attack Methods
  5267. [Weapon Attack]: Melee Attack / Engaged / 1#
  5268. - [Form: Hammer] 5d6+35 physical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an [Attack Action]'s [Target]. 1/Combat.
  5269.  
  5270. «Peng's Flapping (Young)»: Start / Combat Zone / Combat Zone
  5271. - The target takes a -2d6 penalty to {Initiative}.
  5272.  
  5273. «Dustbath»: Physical Attack / Combat Zone / Combat Zone
  5274. - [Form: Hammer] 4d6+45 physical damage to the target. 2/Round.
  5275.  
  5276. «Still Growing»: End / User
  5277. - The target destroys one "x#" Mononoke within [Range: Engaged], and then [Recovers] 30 {HP}.
  5278.  
  5279. «Star-Crossing Bird»: Constant / User
  5280. - During the target's [Turn], it gains +1 [Timing: Attack].
  5281.  
  5282. Materials (2d6)
  5283. 2~10: Giant Eggshell Fragment/Strength+3: 1,500G (Potency: 3)
  5284. 11+: Soft Down/Halve Cold: 2,000G (Potency: 4)
  5285.  
  5286. Description
  5287. An immature Peng, a legendary giant bird spoken of in China and Japan. It can reach several hundred meters in size even before adulthood, and with just one flap of its wings it can bring about winds like a hurricane. It is believed that adult Pengs can fly 360,000 kilometers at a time, and there are theories that claim it's a type of migratory bird that travels space, crossing from one star to the next.
  5288. ----------------------------------------
  5289.  
  5290. Kirin / Class: Mythical / LV: 12 (3)
  5291. Size : 3
  5292. Wits : Clever
  5293. Senses : Domain
  5294. Speech : Yes
  5295. Reaction : Friendly
  5296. ID : 24
  5297. Weakness : [Toxin]
  5298. Movement : Walk・Fly
  5299. | ACC | EVA | CNJ | RES | CHK
  5300. {Combat Stats} | 2 | 18 | 15 | 17 | 6
  5301. {Fixed Values} | 9 | 25 | 22 | 24 | 13
  5302. {Initiative} : 34 (13)
  5303. {HP} : 123
  5304. Armor : 6
  5305. Barrier : 9
  5306.  
  5307. Attack Methods
  5308. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  5309. - 3d6+30 magical damage to the target.
  5310.  
  5311. «King of the Beasts»: Start / Combat Zone / Combat Zone
  5312. - The user inflicts [Shift: Immobile] on [Wits: Low] Mononoke.
  5313.  
  5314. «Primal of Benevolence»: Defense / 10 Sq. / 1#
  5315. - The target reduces the [Damage] they take by 10.
  5316.  
  5317. «Servants of the Kirin»: Constant / User
  5318. - Once per combat, by spending [Timing: Start], the user may [Install] and control one [Class: Beast・Mythical] [Mononoke] of a [LV] less than its own into a square [Engaged] with the user. If the summoned Mononoke cannot be [Installed] [Engaged], then this Talent has no effect.
  5319.  
  5320. Materials (2d6)
  5321. 2~9: Kirin's Hide/Halves Shock: 2,000G (Potency: 4)
  5322. 10+: Kirin's Curved Horns/Speed+4: 3,000G (Potency: 5)
  5323.  
  5324. Description
  5325. A divine beast resembling a deer around five meters in height, with the face of a dragon, the hooves of a horse, and the hide of an ox. Rainbow hair sprouts from its golden hide, and the large horns sprouting from its head are wrapped in flesh so as not to harm others. When it moves, it's said that it charges through the sky, so as not to step on the grass or insects. It can be called the king of the beasts.
  5326. ----------------------------------------
  5327.  
  5328. ================================================================================
  5329. Requiem for the Godsoul -- GM Section: Chaos Mononoke [XXXY-8]
  5330. ================================================================================
  5331. Human-Faced Tumor x3 / Class: Chaos / LV: 1 (1)
  5332. Size : 2
  5333. Wits : High
  5334. Senses : Magic
  5335. Speech : Yes
  5336. Reaction : Hostile
  5337. ID : 10
  5338. Weakness : [Light] [Toxin]
  5339. Movement : Walk
  5340. | ACC | EVA | CNJ | RES | CHK
  5341. {Combat Stats} | 6 | 6 | 2 | 3 | 2
  5342. {Fixed Values} | 13 | 13 | 9 | 10 | 9
  5343. {Initiative} : 13 (6)
  5344. {HP} : 41
  5345. Armor : 2
  5346. Barrier : 1
  5347.  
  5348. Attack Methods
  5349. [Weapon Attack]: Melee Attack / Engaged / 1#
  5350. - [Form: Sword] 2d6+10 physical damage to the target.
  5351.  
  5352. «Remove Limits»: Start / User
  5353. - The target gains +2 to [Active Checks]. 1/Combat.
  5354.  
  5355. «Miasma Strike»: Physical Attack / Engaged / 1#
  5356. - [Element: Toxin / Form: Sword] 2d6+10 physical damage.
  5357.  
  5358. Materials (2d6)
  5359. 2~9: Bloody Carving Knife/Agility+1: 500G (Potency: 1)
  5360. 12+: Human-Faced Skin/Agility+3: 1,500G (Potency: 3)
  5361.  
  5362. Description
  5363. A general term for tumors that look like human faces that appear on the bodies of people and animals. They appear within the bodies of creatures that have breathed in Chaos-generated miasma, then gradually take over the victim until they turn into servants of Chaos. They are something akin to a conceptual lifeform, and cannot be removed via a surgical proceedure, like just cutting off the tumor. But they can be safely removed from the victim with a spirit energy-infused strike.
  5364. ----------------------------------------
  5365.  
  5366. Nanahiro-onna / Class: Chaos / LV: 2 (1)
  5367. Size : 4
  5368. Wits : Normal
  5369. Senses : Heat
  5370. Speech : No
  5371. Reaction : Hostile
  5372. ID : 13
  5373. Weakness : [Magnet] [Light]
  5374. Movement : Walk
  5375. | ACC | EVA | CNJ | RES | CHK
  5376. {Combat Stats} | 7 | 2 | 4 | 8 | 3
  5377. {Fixed Values} | 14 | 9 | 11 | 15 | 10
  5378. {Initiative} : 16 (7)
  5379. {HP} : 52
  5380. Armor : 5
  5381. Barrier : 3
  5382.  
  5383. Attack Methods
  5384. [Weapon Attack]: Melee Attack / Engaged / 1#
  5385. - [Form: Hammer] 4d6+12 physical damage to the target. [Additional Effect]: Change the [Range] of an [Attack Action] to [7 Sq.] 1/Combat.
  5386.  
  5387. «Gaze: Fallen»: Start / 4 Sq. / Area / No Resist
  5388. - The target takes [Shift: Fallen].
  5389.  
  5390. «Rampage I»: Physical Attack / Engaged / Area
  5391. - [Form: Hammer] 2d6+12 physical damage to the target. 1/Round.
  5392.  
  5393. «Moment of Despair»: Unique / 7 Sq. / 1#
  5394. - Reduce the target's {Evasion} check by 2. 1/Round.
  5395.  
  5396. Materials (2d6)
  5397. Auto: Cursed Black Hair/Strength+1: 500G (Potency: 1)
  5398. 2~9: None
  5399. 10+: Broken Talisman/Will+2: 1,000G (Potency: 2)
  5400.  
  5401. Description
  5402. An apparition that appears in the form of a giant woman with long black hair and a pale face. Also called the Tall Woman or the Long-Faced Woman, it's said to kill humans it entrances with its creepy laugh. Some wonder whether this creature isn't a materialized curse or an incarnation of miasma itself, but its true form is unknown.
  5403. ----------------------------------------
  5404.  
  5405. Kada / Class: Chaos / LV: 4 (1)
  5406. Size : 4
  5407. Wits : High
  5408. Senses : Magic
  5409. Speech : No
  5410. Reaction : Mercurial
  5411. ID : 15
  5412. Weakness : [Fire] [Light]
  5413. Movement : Walk・Swim・Fly
  5414. | ACC | EVA | CNJ | RES | CHK
  5415. {Combat Stats} | 10 | 1 | 3 | 9 | 4
  5416. {Fixed Values} | 17 | 8 | 10 | 16 | 11
  5417. {Initiative} : 17 (8)
  5418. {HP} : 64
  5419. Armor : 10
  5420. Barrier : 3
  5421.  
  5422. Attack Methods
  5423. [Weapon Attack]: Melee Attack / Engaged / 1#
  5424. - [Form: Axe] 4d6+19 physical damage to the target. [Additional Effect]: Make 1x [Weapon Attack] after [Damage Calculation]. 1/Combat.
  5425.  
  5426. «Slam II»: Physical Attack / Engaged / 1#
  5427. - [Form: Hammer] 2d6+24 physical damage to the target. The user may force targets that took at least 1 point of damage from this attack to move up to 2 Sq. in any direction, ignoring [Engagements].
  5428.  
  5429. «Fast Attack»: Unique / User
  5430. - Use On {Accuracy} Check. The target gains +4 to their {Accuracy} check. 1/Combat.
  5431.  
  5432. Materials (2d6)
  5433. 2~9: Stretchy Skin/Armor+1: 500G (Potency: 1)
  5434. 10+: Wattle/Agility+2: 1,000G (Potency: 2)
  5435.  
  5436. Description
  5437. A Chaotic being with the wings of a bat and the body of a snake, said to be able to bring floods. It moves quickly through the sky as though it were swimming, and it traps its prey by wrapping its long, slender body about them and latching on with its claws. Its skin is surprisingly durable, though weak to strong light. Reports indicate it is primarily active only at night. Other Chaotic beings use it as a familiar.
  5438. ----------------------------------------
  5439.  
  5440. Nurarihyon / Class: Chaos / LV: 5 (1)
  5441. Size : 2
  5442. Wits : Clever
  5443. Senses : Domain
  5444. Speech : Yes
  5445. Reaction : Mercurial
  5446. ID : 18
  5447. Weakness : [Wind] [Light]
  5448. Movement : Walk
  5449. | ACC | EVA | CNJ | RES | CHK
  5450. {Combat Stats} | 2 | 4 | 10 | 10 | 7
  5451. {Fixed Values} | 9 | 11 | 17 | 17 | 14
  5452. {Initiative} : 19 (8)
  5453. {HP} : 66
  5454. Armor : 2
  5455. Barrier : 3
  5456.  
  5457. Attack Methods
  5458. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  5459. - 2d6+18 magical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area]. 1/Combat.
  5460.  
  5461. «Night of a Hundred Demons»: Start / Combat Zone / Combat Zone
  5462. - [Mononoke] within [Range] gain +5 {Initiative} and [Armor].
  5463.  
  5464. «Servants of Madness»: Magical Attack / Combat Zone / Combat Zone / No Resist
  5465. - The user changes any [Obstacles・NPCs] within range into [Chaos] Mononoke of a [LV] less than its own and controls them. This effect ends if the user is made [Downed・Taken Out・Dead].
  5466.  
  5467. «Evil Eye»: Unique / 10 Sq. / 1#
  5468. - Use when the target declares a Talent. Cancel the effect of one Talent other than [Timing: Constant] that the target used.
  5469.  
  5470. Materials (2d6)
  5471. 2~9: Golden Kiseru Pipe/MD+2: 1,000G (Potency: 2)
  5472. 10+: Boundless Mask/Bestow Phantom: 1,500G (Potency: 3)
  5473.  
  5474. Description
  5475. A Chaotic being whose name is synonymous with mystery. It enjoys deceiving and making light of humanity. Though it usually takes the form of an old, bald man wearing a kimono, it will also appear as a creature with a featureless face and body, proving its form is infinitely varied. It is often whispered that this Mononoke is a shadow of a powerful Aramitama, because of this.
  5476. ----------------------------------------
  5477.  
  5478. Umibouzu / Class: Chaos / LV: 9 (2)
  5479. Size : 5
  5480. Wits : Clever
  5481. Senses : Magic
  5482. Speech : No
  5483. Reaction : Mercurial
  5484. ID : 20
  5485. Weakness : [Fire] [Light]
  5486. Movement : Walk・Swim
  5487. | ACC | EVA | CNJ | RES | CHK
  5488. {Combat Stats} | 14 | 13 | 5 | 4 | 6
  5489. {Fixed Values} | 21 | 20 | 12 | 11 | 13
  5490. {Initiative} : 22 (9)
  5491. {HP} : 120
  5492. Armor : 13
  5493. Barrier : 9
  5494.  
  5495. Attack Methods
  5496. [Weapon Attack]: Melee Attack / Engaged / 1#
  5497. - [Form: Spear] 6d6+26 physical damage to the target. [Additional Effect]: [Halve] the [Armor] of the [Target] of an [Attack Action]. 1/Combat.
  5498.  
  5499. «Aerial Move»: Start / User
  5500. - The target [Installs] itself into a square within [Range: 7 Sq.] 1/Combat.
  5501.  
  5502. «Rampage II»: Physical Attack / Combat Zone / Area
  5503. - [Form: Ranged] 4d6+31 physical damage to the target. 2/Round.
  5504.  
  5505. «Twisted Regen»: End / User
  5506. - The target [Recovers] 10 {HP}.
  5507.  
  5508. «Fallen Child of a Sea God»: Constant / User
  5509. - During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target changes [Phantom] damage it takes to 0, and ignores all other effects of such attacks.
  5510.  
  5511. Materials (2d6)
  5512. 2~9: Green Skin/Armor+2: 1,000G (Potency: 2)
  5513. 10+: Growing Piece of Meat/HP+9: 1,500G (Potency: 3)
  5514.  
  5515. Description
  5516. An apparition that can call storms to sink ships. It generally appears as giant humanoid with a smooth head, but other accounts report that it has appeared with tentacles like an octopus, scaled wings, and hooked claws. There are rumors that aboriginal faiths that exist today make offerings, provide sacrifices, and hold ceremonies dedicated to Umibouzu to avoid disasters.
  5517. ----------------------------------------
  5518.  
  5519. Y'golonac / Class: Chaos / LV: 11 (3)
  5520. Size : 3
  5521. Wits : Clever
  5522. Senses : Magic
  5523. Speech : Yes
  5524. Reaction : Hostile
  5525. ID : 22
  5526. Weakness : [Fire] [Light]
  5527. Movement : Walk
  5528. | ACC | EVA | CNJ | RES | CHK
  5529. {Combat Stats} | 3 | 14 | 16 | 16 | 5
  5530. {Fixed Values} | 10 | 21 | 23 | 23 | 12
  5531. {Initiative} : 19 (8)
  5532. {HP} : 98
  5533. Armor : 10
  5534. Barrier : 8
  5535.  
  5536. Attack Methods
  5537. [Weapon Attack]: Magical Attack / 7 Sq. / Area / Cancels
  5538. - 3d6+36 magical damage to the target. [Additional Effect]: +3d6 to the [Damage] of an [Attack Action]. 1/Combat.
  5539.  
  5540. «Spirit Pollution»: Start / Combat Zone / Combat Zone
  5541. - When the target [Influences], they must keep two of the dice in the [Roll], rather than just one.
  5542.  
  5543. «Energy Wave»: Magical Attack / Combat Zone / 3# / Halves
  5544. - 2d6+30 magical damaage to the target. Targets that fail their [Reaction Check] take [Shift: Pain].
  5545.  
  5546. «God of Depravity and Decadence»: Constant / User
  5547. - During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target [Halves] physical damage taken from [Form: Hammer].
  5548.  
  5549. Materials (2d6)
  5550. 2~9: Glowing Meat/Agility+3: 1,500G (Potency: 3)
  5551. 10+: Soul Crystal/Intellect+4: 2,000G (Potency: 4)
  5552.  
  5553. Description
  5554. A Chaotic being with a sinister form, having a glistening, bloated bipedal body without a head, and mouths on its palms. Reveling in depravity and immortality, it approaches others in an inviting form to lower their guard, then while causing their spiritual corruption, absorbs their ectoplasm. It is a wicked creature that takes the form of those it drains, then travels the world of humans, spreading its corruption.
  5555. ----------------------------------------
  5556.  
  5557. Great Heavenly Golden God / Class: Chaos / LV: 14 (3)
  5558. Size : 3
  5559. Wits : Clever
  5560. Senses : Domain
  5561. Speech : Yes
  5562. Reaction : Mercurial
  5563. ID : 25
  5564. Weakness : [Cold] [Light]
  5565. Movement : Walk
  5566. | ACC | EVA | CNJ | RES | CHK
  5567. {Combat Stats} | 4 | 2 | 19 | 18 | 7
  5568. {Fixed Values} | 11 | 9 | 26 | 25 | 14
  5569. {Initiative} : 32 (13)
  5570. {HP} : 116
  5571. Armor : 14
  5572. Barrier : 7
  5573.  
  5574. Attack Methods
  5575. [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  5576. - 3d6+42 magical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an [Attack Action]'s [Target]. 1/Round.
  5577.  
  5578. «Energy Steal»: Start / Combat Zone / Combat Zone
  5579. - The target immediately moves one [Spirit] to their [Exhausted Spirit].
  5580.  
  5581. «Summon the Storm»: Magical Attack / Combat Zone / Combat Zone / Halves
  5582. - [Element: Wind] 4d6+78 magical damage to the target. 1/Round.
  5583.  
  5584. «Avatar of Wind»: Constant / User
  5585. - During the target's [Turn], it gains +2 [Timing: Attack]. Also, the target changes [Wind] damage it takes to 0, and ignores all other effects of such attacks. Lastly, it may change its [Attack Actions] to [Special Attack / Range: 4 Sq. / Target: 1#].
  5586.  
  5587. Materials (2d6)
  5588. Auto: Golden Seal/Speed+3: 2,000G (Potency: 4)
  5589. 2~10: Golden Fur Coat/Armor+4: 2,000G (Potency: 4)
  5590. 11+: White Stone Mask/MD+5: 3,000G (Potency: 5)
  5591.  
  5592. Description
  5593. A tall humanoid apparition wearing golden cloth. It wears a white mask, and it's believed that one should absolutely not peer under that mask. As a god that governs typhoons, it is widely worshipped in Japan. However, there are very few people who realize this figure closely resembles that of a certain evil god.
  5594. ----------------------------------------
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