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(Expansion 9) Kamigakari :: Exodus

Dec 28th, 2020 (edited)
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  1. New (6/2/2021): The item Section has been completely finished out and added to the pastebin
  2. New (4/21/2021: Shape of Crests added for exodus styles.
  3. New (4/7/2021): Covers have been finished and added to the document
  4. New (3/19/2021): All Mononoke have been translated
  5. New (1/9/2021): Items partially finished to allow Last creator to function properly. Please read the associated rules for more information
  6. New (1/4/2021): Common Talents added
  7. New (1/1/2021): Soul Eater and Mastery added.
  8. Expansion name subject to change.
  9.  
  10. TOC
  11. - World of Kamigakari [XXXA] (Unfinished)
  12. * Setting: Android [XXXA-1] (Unfinished)
  13. * Setting: Homunculus [XXXA-2] (Unfinished)
  14. * "souls between machines and divinity" [XXXA-3] (Unfinished)
  15. * The ranks of each organization [XXXA-4] (Unfinished)
  16. - Additional rules/About Last Creator [XXXB]
  17. - Shape of Crest [XXXC]
  18. - Biographies [XXXD] (Unfinished)
  19. - Rollable name table [XXXE] (Unfinished)
  20. - Common Talents [XXXF]
  21. - Android (Race) [XXXG]
  22. - Homunculi (Race) [XXXH]
  23. - Android Extended Talents [XXXI]
  24. - Homunculi Extended Talents [XXXJ]
  25. - Soul Eater / Extended (Style) [XXXK]
  26. - Mastery / Extended (Style) [XXXL]
  27. - Last Creator / Extended (Style) [XXXM]
  28. - Covers [XXXN]
  29. - Items: Weapons [XXXO]
  30. * Form: Sword [XXXO-1]
  31. * Form: Spear [XXXO-2]
  32. * Form: Axe [XXXO-3]
  33. * Form: Hammer [XXXO-4]
  34. * Form: Ranged [XXXO-5]
  35. * Form: Magic [XXXO-6]
  36. - Items: Protectors, Shields, and Gear [XXXP]
  37. * Suits [XXXP-1]
  38. * Shields [XXXP-2]
  39. * Gear [XXXP-3]
  40. * GM Section: Mononoke
  41. - Humanoid [XXXQ-1]
  42. - Beast [XXXQ-2]
  43. - Insectoid [XXXQ-3]
  44. - Plant [XXXQ-4]
  45. - Mechanical [XXXQ-5]
  46. - Undead [XXXQ-6]
  47. - Mythic [XXXQ-7]
  48. - Chaos [XXXQ-8]
  49.  
  50. ================================================================================
  51. Exodus -- Additional Rules [XXXB]
  52. ================================================================================
  53.  
  54. About [Last Creator]
  55. While a [Weapon] with [Restrict: Last Creator] is [Equipped] (from here on, [Limited Weapon]), one further item with the same [Form] that has [Alchemy/○○] in the name may be equipped. These rules are explained below.
  56.  
  57. About Similar Weapons
  58. When equipped with a [Limited Weapon], only weapons of the same type (see 1~3) which have [Alchemy/○○] in the name may be equipped.
  59.  
  60. 1. Equipped with a Melee-type [Limited Weapon]
  61. Only [Form: Sword - Spear - Axe - Hammer] and [Form: Shield] with [Alchemy/○○] in the name may be equipped.
  62.  
  63. 2. Equipped with a Ranged-type [Limited Weapon]
  64. Only [Form: Ranged] and [Form: Shield] with [Alchemy/○○] in the name may be equipped.
  65.  
  66. 3. Equipping a Magic-type [Limited Weapon]
  67. Only [Form: Magic] and [Form: Shield] with [Alchemy/○○] in the name may be equipped.
  68.  
  69. Usage
  70. When equipping both a [Limited Weapon] and a weapon with [Alchemy/○○] in the name, their usage must be applied in one of the following combinations:
  71.  
  72. A: 1 [Limited Weapon] + 1 [Form: One Hand] [Weapon]
  73. B: 1 [Limited Weapon] + 1 [Form: One Hand] [Weapon] + 1 [Shield]
  74. C: 1 [Limited Weapon] + 1 [Switch Hand] [Weapon]
  75. D: 1 [Limited Weapon] + 1 [Switch Hand] [Weapon] as [Form: One Hand] + 1 [Shield]
  76. E: 1 [Limited Weapon] + 1 [Form: Two Hand] [Weapon]
  77. F: 1 [Limited Weapon] + 2 [Form: One Hand] [Weapon] only when <<Ambidextrous>> is acquired.
  78.  
  79. Different Form / Range / Target / Damage, Etc
  80. When equipping a [Limited Weapon] with an [Alchemy/○○] weapon, differing attributes are handled as follows:
  81.  
  82. Element and Form
  83. When equipping weapons with different [Forms] and [Elements], then one form and element each is selected by the user to apply per [Damage Calculation].
  84. Range and Target
  85. When equipping weapons with different [Range] and [Target], the shortest [Range] and lowest [Target] will apply.
  86.  
  87. Damage
  88. While [Equipped], the [Accuracy / Conjure / Evasion / Resist / PD / MD/ Initiative / Armor/ Barrier] of the [Limited Weapon] and [Alchemy/○○] weapons may be stacked. The highest [Rank] of the equipped weapons may be used.
  89.  
  90. ================================================================================
  91. Exodus -- Shape Of Crest [XXXC]
  92. ================================================================================
  93.  
  94. Crest Form
  95. Soul Eater (1d6)
  96.  
  97. 1. Moon
  98. 2. Pupil
  99. 3. Claws
  100. 4. Magic Circle
  101. 5. Wings
  102. 6. Magic Words
  103.  
  104. Mastery (1d6)
  105.  
  106. 1. Bracelet
  107. 2. Pupil
  108. 3. Evil Eye
  109. 4. Lion
  110. 5. Flag
  111. 6. Belt
  112.  
  113. Last Creator (1d6)
  114.  
  115. 1. Clock
  116. 2. Majin
  117. 3. Magic Words
  118. 4. Iron Hammer
  119. 5. Ring
  120. 6. Magic Circle
  121.  
  122.  
  123. ================================================================================
  124. Exodus -- Common Style Talents [XXXF]
  125. ================================================================================
  126.  
  127. [Common Style] <<Throw Down>>
  128. Timing : Unique
  129. Range : Engaged
  130. Target : 1#
  131. Cost : None
  132. *Immediately after an attack, use a combination of martial arts and footwork to throw your opponent.*
  133. Use on Damage Reduction. The target loses 1d6 {HP}, then becomes [Shift: Fallen]. This Talent may be used once per round.
  134.  
  135. [Common Style] <<Acrobat>>
  136. Timing : Unique
  137. Range : User
  138. Target : User
  139. Cost : None
  140. *Cartwheel and backflip after repositioning in order to move a certain distance instantly.*
  141. Unique Effect. Use after the target declares a [Simple Move]. After completing the [Simple Move], the target [Installs] up to two squares away. This Talent may be used once per round.
  142.  
  143. [Common Style] <<Opportunity Attack>>
  144. Timing : Unique
  145. Range : Engaged
  146. Target : 1#
  147. Cost : [Steps]
  148. *You immediately make an attack against someone who's entered your proximity.*
  149. Unique Effect. Use at any time. Perform one [Weapon Attack] against the target. This Talent may be used once per round (or scene).
  150.  
  151. [Common Style] ● <<Heavy Weapon Mastery>>
  152. Timing : Constant
  153. Range : User
  154. Target : User
  155. Cost : None
  156. *You possess high fighting ability due to your skill with two-handed weapons.*
  157. Passive Effect. <<Two-Handed Weapon Focus>> Required. While the target is equipped with a [Mode: Two Hand] [Item: Weapon] (this does not include [Mode: Switch Hand]), they gain a +1 modifier to the result of [Active Checks] and a +1 modifier at [Rank].
  158.  
  159. [Common Style] ● <<Melee Master>>
  160. Timing : Constant
  161. Range : User
  162. Target : User
  163. Cost : None
  164. *You have enhanced your performance with two-handed weapons by mastering their handling.*
  165. Passive Effect. <<Weapon Proficiency>> Required. The target gains a +10 modifier to [Physical Damage] when equipped with a [Mode: Two Hand] [Item: Weapon] (this does not include [Mode: Switch Hand]).
  166.  
  167. [Common Style] ● <<Shoot Master>>
  168. Timing : Constant
  169. Range : User
  170. Target : User
  171. Cost : None
  172. *You have mastered the usage of two-handed firearms and vehicles, further enhancing their performance.*
  173. Passive Effect. <<Heavy Weapon Mastery>> Required. The target gains a +7 modifier to [Physical Damage] when equipped with a [Mode: Two Hand] [Ranged Weapon] (this does not include [Mode: Switch Hand]).
  174.  
  175. [Common Style] ● <<Magic Master>>
  176. Timing : Constant
  177. Range : User
  178. Target : User
  179. Cost : None
  180. *You are capable of imbuing your spells with a higher level of power due to your mastery of two-handed spellbooks and implements.*
  181. Passive Effect. <<Heavy Weapon Mastery>> Required. The target gains a +5 modifier to [Magic Damage] when equipped with a [Mode: Two Hand] [Magic Weapon] (this does not include [Mode: Switch Hand]).
  182.  
  183. ================================================================================
  184. Exodus -- Android (Race) [XXXG]
  185. ================================================================================
  186. ●◎※
  187.  
  188. Introduction
  189. ----------------------------------------
  190. A high performance drone created for anti-supernatural combat that has been successfully developed by secret organizations and major companies - these are Androids.
  191. There are human and animal types, some of which may pass for living beings and some which are obviously mechanical. Whatever the appearance, they have a plug located in the spinal cord.
  192. When using their Racial Talents, a high-pitched driving sound is emitted from inside the body. Androids must select a [Cover] from [Cover Table 6].
  193.  
  194. Racial Bonus
  195. ----------------------------------------
  196. [Breakthrough Achieved]: You are able to acquire Android Racial Talents. Also, you are able to [Equip] [Restrict: Cyborg] [Items], and you change your [Class] to [Mechanical].
  197.  
  198.  
  199. Stat Types S A I W L
  200. +---------+---+---+---+---+---+
  201. | Martial | 5 | 5 | 1 | 3 | 1 |
  202. | Utility | 4 | 3 | 4 | 3 | 1 |
  203. | Arcane | 2 | 2 | 5 | 5 | 1 |
  204. +---------+---+---+---+---+---+
  205.  
  206. [Android] <<Internal Firearm>>
  207. Timing : Attack
  208. Range : Item
  209. Target : 1#
  210. Cost : [E]
  211. *Deploy anti-supernatural firearms and weapons built into your body, and unleash concentrated fire*
  212. Use While Active. Make an [Attack Action] against the target, and gain an effect according to the following:
  213. [Physical Attack]: The user gains +1 [Rank].
  214. [Magical Attack]: Inflict [Rank: 2] [Magical Damage] on the target (Resist [Halves]).
  215.  
  216. [Android] <<Special Alloy Body>>
  217. Timing : Defense
  218. Range : User
  219. Target : User
  220. Cost : [Doubles]
  221. *By upgrading the whole body with a secret alloy that is rich in malleability and elasticity, it can withstand powerful physical attacks.*
  222. Use on Damage Reduction. The target [Halves] [Physical Damage] received. This Talent may be used once per round (or scene).
  223.  
  224. [Android] <<Ball-Jointed>>
  225. Timing : Unique
  226. Range : User
  227. Target : User
  228. Cost : [E]
  229. *By upgrading the joints of the body with a doll-like sphere, you are able to launch special attacks at unexpected times and angles.*
  230. Use on Active Check. The target gains +1 to the [Check]. This Talent may be used once per round (or scene).
  231.  
  232. [Android] <<Steel Rim>>
  233. Timing : Unique
  234. Range : User
  235. Target : User
  236. Cost : [O]
  237. *By upgrading to high-performance artificial limbs, you can perform feats of high precision, mobility, or power beyond human capability.*
  238. Use On {Strength} or {Agility} Checks. The target succeeds at the {Strength} or {Agility} check regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to any value. This Talent may be used twice per session.
  239.  
  240.  
  241. [Android] <<High-Speed Arithmetic>>
  242. Timing : Unique
  243. Range : User
  244. Target : User
  245. Cost : [O]
  246. *By using a high-performance arithmetic unit linked with an artificial intelligence, information can be analyzed accurately to determine the most optimal solution.*
  247. Use On {Intellect} or {Will} Checks. The target succeeds at the {Intellect} or {Will} check regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to any value. This Talent may be used twice per session.
  248.  
  249. [Android] <<Accelerated Reflex>>
  250. Timing : Unique
  251. Range : 4 Sq.
  252. Target : 1#
  253. Cost : None
  254. *By continuously running an installed program, you can react instantly in response to the opponent's magic and techniques.*
  255. Use when the target declares a Talent. The user may move up to 4 Sq. (if [Engaged], the user cannot move). This Talent may be used once per round (or scene).
  256.  
  257. [Android] <<Accelerated Pursuit>>
  258. Timing : Unique
  259. Range : User
  260. Target : User
  261. Cost : None
  262. *Move at high speed and engage in the perfect pursuit at the moment an opponent is attacked.*
  263. Use on Damage Calculation. <<Accelerated Reflex>> Required. The target makes one [Weapon Attack]. This Talent may be used once per combat (or scene).
  264.  
  265. [Android] <<Accelerated Motion>>
  266. Timing : Constant
  267. Range : User
  268. Target : User
  269. Cost : None
  270. *The whole body is tuned for mobility and strengthened, and by linking with an artificial intelligence, you can quickly navigate past obstacles at the speed of a vehicle.*
  271. Passive Effect. The target gains a +5 modifier to {HP}. Additionally, the target may ignore [Bad Footing] penalties (→Core p152) and move as fast as an [Automobile] while [Out of Combat].
  272.  
  273. [Android] ● <<Anti-Spirit Mechanism>>
  274. Timing : Defense
  275. Range : User
  276. Target : User
  277. Cost : Doubles
  278. *By installing anti-spiritual barrier deployment mechanisms throughout the body, you can exert high magical defense in an emergency.*
  279. Use on Damage Reduction. The target [Halves] [Magical Damage] received. This Talent may be used once per round (or scene).
  280.  
  281. [Android] ● <<Self-Repair Mechanism>>
  282. Timing : Unique
  283. Range : User
  284. Target : User
  285. Cost : None
  286. *Instantly concentrating circulating spirit energy onto faulty parts begins a repair process, restoring physical function.*
  287. Unique Effect. <<High-Speed Arithmetic>> Required. Use at Any Time. The target removes one negative [Shift] other than [Downed - Taken Out - Dead]. This Talent may be used once per round (or scene).
  288.  
  289. [Android] ● <<Ultra High Speed Maneuver>>
  290. Timing : Unique
  291. Range : User
  292. Target : User
  293. Cost : [E]
  294. *By releasing the limiter on the spirit drive engine, you perform maneuvers at an ultra high speed. However, it is a heavy stress on the body, and essential modification to the limbs must be made before use.*
  295. Unique Effect. <<Steel Rim>> Required. Use at Any Time. The target takes their [Turn] immediately, regardless of {Initiative}. This Talent may be used once per combat (or scene).
  296.  
  297. [Android] ● <<Three-Dimensional Maneuver>>
  298. Timing : Constant
  299. Range : User
  300. Target : User
  301. Cost : None
  302. *Tuning the installed mobility modules to their utmost, you gain maneuverability beyond your limits when they activate.*
  303. Passive Effect. <<Accelerated Reflex>> Required. The target may use <<Accelerated Reflex>> up to 3 times per round. Additionally, when using <<Accelerated Reflex>>, change the [Range] to [7 Sq], and ignore [Engagements].
  304.  
  305. [Android] ● <<Anti-Impact Mechanism>>
  306. Timing : Constant
  307. Range : User
  308. Target : User
  309. Cost : None
  310. *Use a propulsion device to mitigate impacts.*
  311. Passive Effect. The target gains a +5 modifier to {HP}. Additionally, the target may reduce 'forced movement' effects by up to -5 Sq (Minimum 0). For example, when being forcibly moved 2 Sq, by reducing the movement by -3, it becomes 0 Sq and is treated as though unaffected by the forced movement.
  312.  
  313. [Android] ● <<Artificial Regalia>>
  314. Timing : Constant
  315. Range : User
  316. Target : User
  317. Cost : None
  318. *The whole body is strengthened by reinforcing it with artificial regalia. The body will no longer rust or decay, unless forcibly destroyed by outside forces.*
  319. Passive Effect. The target gains a +15 modifier to {HP}.
  320.  
  321.  
  322. ================================================================================
  323. Exodus -- Homunculus (Race) [XXXH]
  324. ================================================================================
  325. ●◎※
  326.  
  327. Introduction
  328. ----------------------------------------
  329. An artificial magician, created by the secrets of alchemy with artificial souls - that is the Homunculus. Their bodies contain an enormous amount of spiritual energy. Homunculus stop aging after a certain amount of time, and as a whole, have beautiful appearances.
  330. When using [Racial Talent: Homunculus], their spirit crest spreads throughout their entire body and glows. Homunculus must select a [Cover] from [Cover Table 7].
  331.  
  332.  
  333. Racial Bonus
  334. ----------------------------------------
  335. [Magical Life-Form]: You are able to acquire Homunculus Racial Talents. Also, you are able to [Equip] [Restrict: Magus] [Items], and you change your [Class] to [Plant].
  336.  
  337.  
  338. Stat Types S A I W L
  339. +---------+---+---+---+---+---+
  340. | Martial | 5 | 4 | 3 | 2 | 1 |
  341. | Utility | 3 | 3 | 4 | 2 | 3 |
  342. | Arcane | 1 | 3 | 5 | 4 | 2 |
  343. +---------+---+---+---+---+---+
  344.  
  345. [Homunculus] <<Life Conversion>>
  346. Timing : Prep
  347. Range : User
  348. Target : User
  349. Cost : None
  350. *Using the special powers of a Homunculus, transform your life force into spiritual energy.*
  351. Unique Effect. The target loses 10 {HP}, then gains 1 [Overflow]. This Talent may be used once per round (or scene).
  352.  
  353. [Homunculus] <<Magical Wave>>
  354. Timing : Attack
  355. Range : 7 Sq.
  356. Target : 1#
  357. Cost : [O]
  358. *Transform the enormous psychic power unique to homunculi into a wave of magical power, then release it towards your opponent.*
  359. Magical Attack. The target takes [Rank: 3] [Magical Damage] (Resist [Cancels]). This Talent may be used once per round (or scene).
  360.  
  361. [Homunculus] <<Magical Gaze>>
  362. Timing : Attack
  363. Range : Other
  364. Target : Other
  365. Cost : [E]
  366. *By releasing magical power through your eyes, you can easily push innocents into a hypnotic state and manipulate their consciousness and memory with ease.*
  367. 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).
  368.  
  369. [Homunculus] <<Magical Manipulation>>
  370. Timing : Attack
  371. Range : 7 Sq.
  372. Target : 2#
  373. Cost : [O]
  374. *By releasing your own enormous spiritual energy, you can overwhelm and alter another person's.*
  375. Magical Attack. The target adds or subtracts 1 to any one of their [Spirit] dice (cannot raise above 6 or lower below 1).
  376.  
  377. [Homunculus] <<Magical Floating>>
  378. Timing : Unique
  379. Range : User
  380. Target : User
  381. Cost : None
  382. *You can move long distances by spatial transfer, or flight, via your own magical power.*
  383. Use on [Appearance Checks]. The target succeeds at the [Appearance Check] regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to any value. This Talent may be used 3 times per session.
  384.  
  385. [Homunculus] <<Silent Chant>>
  386. Timing : Unique
  387. Range : User
  388. Target : User
  389. Cost : [E, O]
  390. *By circulating magical power throughout your entire body, you can use certain spells without chanting.*
  391. Unique Effect. Use when the target declares a Talent. The user may use a [Timing: Attack / Effect Class: Magical Attack] Talent that deals no damage, treating the [Cost] as though it has already been paid. This Talent may be used once per round.
  392.  
  393. [Homunculus] <<Innate Intelligence>>
  394. Timing : Unique
  395. Range : User
  396. Target : User
  397. Cost : [O]
  398. *Using the advanced knowledge you were imbued with when you were born as a Homunculus, you perform a perfect analysis.*
  399. Use on {Intellect} Check. The target succeeds at the {Intellect} check regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to any value. This Talent may be used 3 times per session.
  400.  
  401. [Homunculus] <<Sorcerous Existence>>
  402. Timing : Constant
  403. Range : User
  404. Target : User
  405. Cost : None
  406. *An ability derived from the use of magic in one's growth process.*
  407. Passive Effect. The target gains a +1 modifier to the result of {Conjure} checks, and enemies receive a -2 modifier to [Barrier].
  408.  
  409. [Homunculus] ● <<Magic Filtration>>
  410. Timing : Start
  411. Range : User
  412. Target : User
  413. Cost : None
  414. *Using the characteristics of a Homunculus, filter certain types of spirit energy into pure magical power.*
  415. Unique Effect. <<Sorcerous Existence>> Required. The target changes up to 2 [Spirit Dice] with values of [4], [5], or [6] to [Overflow].
  416.  
  417. [Homunculus] ● <<Afterimage Transition>>
  418. Timing : Unique
  419. Range : User
  420. Target : User
  421. Cost : [Doubles]
  422. At the precise moment of a physical attack, you create an afterimage with your magical power and instantly swap places with it.*
  423. Unique Effect. <<Magical Floating>> Required. Use on {Evasion} Check. The target may use {Resist} for the {Evasion} Check, treating the result of that check as the result of the {Evasion} Check. This Talent may be used once per round (or scene).
  424.  
  425. [Homunculus] ● <<Torrent of Magic>>
  426. Timing : Constant
  427. Range : User
  428. Target : User
  429. Cost : None
  430. *Concentrate the enormous power unique to homunculi into your palm, condensing it into a torrent of magical power, and release it all at once.*
  431. Passive Effect. When the target uses either <<Magical Waves>> or <<Magical Strike>>, they add the following to the effect: "The target gains an additional +1 [Rank] at [Damage Calculation]."
  432.  
  433. [Homunculus] ● <<Interference Enhancement>>
  434. Timing : Constant
  435. Range : User
  436. Target : User
  437. Cost : None
  438. *By synchronizing one's own spiritual power with another's, you add an incidental effect to your spells.*
  439. Passive Effect. <<Magical Manipulation>> required. Each time the target uses a [Timing: Attack] Talent that deals no [Damage], add one of the following effects:
  440. ①: The target may add or subtract 1 from any one [Spirit] die (cannot go below 1, or above 6).
  441. ②: The target [Recovers] 10 {HP}.
  442.  
  443. [Homunculus] ● <<Defensive Evil Eye>>
  444. Timing : Constant
  445. Range : User
  446. Target : User
  447. Cost : None
  448. *By charging your gaze with magical power, and converting your eyes into pseudo-demon eyes, you can reduce the power of weapon attacks.*
  449. Passive Effect. <<Magical Gaze>> required. The user reduces damage received from [Weapon Attacks] by 10.
  450.  
  451. [Homunculus] ● <<Small Scale Creation>>
  452. Timing : Constant
  453. Range : User
  454. Target : User
  455. Cost : None
  456. *By using Fool's Gold as a catalyst, you can create elixirs, spells, sources of transportation, and even buildings by manipulating your own spiritual energy in a certain way.*
  457. Passive Effect. The user receives a +5 modifier to [Barrier]. Also, while [Out of Combat], the target becomes able to use [Purchase] (only) [Item: Consumables] while [Appearing].
  458.  
  459. ================================================================================
  460. Exodus -- Android Extra Racial Talents [XXXI]
  461. ================================================================================
  462. Additional Racial Talents for Android. Racial bonus [Breakthrough Achieved] is required to obtain these Talents.
  463.  
  464. [Android] <<Spirit Conversion Mechanism>>
  465. Timing : Unique
  466. Range : User
  467. Target : User
  468. Cost : None
  469. *Using special functions built into your body, you convert spirit energy into overflow.*
  470. Unique Effect. The target converts one [Spirit Dice] into [Overflow]. This Talent may be used once per round (or scene).
  471.  
  472. [Android] <<Spirit Barrier Expansion>>
  473. Timing : Unique
  474. Range : 7 Sq.
  475. Target : 1#
  476. Cost : [Doubles]
  477. *Deploy a spirit barrier at maximum power to dispel widespread attacks from enemies.*
  478. Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] (Treat as though {Resist} check had failed). This Talent may be used once per round (or scene).
  479.  
  480. [Android] <<Ether Analyze>>
  481. Timing : Constant
  482. Range : User
  483. Target : User
  484. Cost : None
  485. *You specialize in locating Distortions by installing a high-performance camera and radar for their detection.*
  486. Passive Effect. The target gains a +3 modifier to [Maneuver: Sense] checks (→Core p156).
  487.  
  488. [Android] ● <<Ether Jamming>>
  489. Timing : Start
  490. Range : Combat Zone
  491. Target : Combat Zone
  492. Cost : [E]
  493. *Release waves of disrupting energy that eliminates any beneficial effects of spirit energy.*
  494. Unique Effect. <<Ether Analyze>> Required. The target removes all positive [Shifts] with sustained effects. The target may not make a [Reactive Check].
  495.  
  496. [Android] ● <<Navigation>>
  497. Timing : Unique
  498. Range : Combat Zone
  499. Target : 1#
  500. Cost : None
  501. *By accurately assessing the spiritual power of others, you use an equipped mechanism to convert it into overflow.*
  502. Unique Effect. Change 1 [Spirit Dice] into [Overflow] for a target other than the user. This Talent may be used once per round (or scene).
  503.  
  504. [Android] ● <<Automatic Support Fire>>
  505. Timing : Unique
  506. Range : Combat Zone
  507. Target : 1#
  508. Cost : [E]
  509. *When an ally attacks, you automatically activate a built-in firearm equipped with a support mechanism that enhances its power.*
  510. Use on Damage Calculation. <<Accelerated Motion>> Required. One target other than the user gains +[any one of the user's {Main Stats}] modifier at [Damage Calculation]. This Talent may be used once per round (or scene).
  511.  
  512. [Android] ● <<Additional Anti-Ballistic Armor>>
  513. Timing : Constant
  514. Range : User
  515. Target : User
  516. Cost : None
  517. *By disabling the limits of nanomachines inside your artificial blood, they provide tremendous defense against long-range attacks.*
  518. Passive Effect. <<Artificial Regalia>> Required. The target gains a +10 modifier to {HP}. Additionally, the target [Halves] [Damage] from [Ranged Weapon Attacks].
  519.  
  520. ================================================================================
  521. Exodus -- Homunculus Extra Racial Talents [XXXJ]
  522. ================================================================================
  523. Additional Racial Talents for Homunculus. Racial bonus [Magical Life-Form] is required to obtain these Talents.
  524.  
  525. [Homunculus] <<Magical Strike>>
  526. Timing : Attack
  527. Range : Item
  528. Target : 1#
  529. Cost : [O]
  530. *You perform a powerful attack by utilizing the magic contained in your limbs and Regalia.*
  531. Physical Attack. The user gains a +[any one of the users {Main Stats}] modifier at [Damage Calculation]. This Talent may be used once per round (or scene).
  532.  
  533. [Homunculus] <<Technique Extension>>
  534. Timing : Unique
  535. Range : User
  536. Target : User
  537. Cost : None
  538. Extend the effective range of your abilities by pouring the enormous spiritual power Homonculi are known for into it.
  539. Unique Effect. The target increases the [Range] of their [Attack Actions] by 2 Sq. (if [Range: Combat Zone], gain +2 at [Damage Calculation] instead). This talent may be used once per round.
  540.  
  541. [Homunculus] <<Superior Spirit>>
  542. Timing : Unique
  543. Range : User
  544. Target : User
  545. Cost : [O]
  546. *By drawing on a homonculi's inner spirit, you can give a perfect response. *
  547. Use on {Will} Check. The target succeeds at the {Will} check regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to any value. This Talent may be used 3 times per session.
  548.  
  549.  
  550. [Homunculus] ● <<Mental Chant>>
  551. Timing : Unique
  552. Range : User
  553. Target : User
  554. Cost : [E]
  555. *After transforming into a higher-ranking Homunculus, a being capable of casting spells without preparation, you have gained the ability to increase the power of your magic in exchange for your vitality.*
  556. Use on Damage Calculation. <<Technique Extension>> Required. The target loses 10 {HP}, then gains a +10 modifier to [Magic Damage]. This Talent may be used once per round (or scene).
  557.  
  558. [Homunculus] ● <<Barrier Break>>
  559. Timing : Unique
  560. Range : 7 Sq.
  561. Target : 1#
  562. Cost : [O]
  563. *Forcibly break through an opponent's defenses by pinpointing a weak point and pouring a massive amount of spirit energy into it.*
  564. Use on Damage Reduction. The target [Halves] their [Armor] or [Barrier]. This Talent may be used once per round (or scene).
  565.  
  566. [Homunculus] ● <<Spirit Incineration>>
  567. Timing : Unique
  568. Range : User
  569. Target : User
  570. Cost : [O]
  571. *By concentrating your spiritual power into one point, you can incinerate the souls of your enemies.*
  572. Use On Damage Calculation. The target may apply [Shift: Dead] to all Mononoke with ""x#"" written in their [Name] (a single Mononoke treated as multiple) that they deal [Damage] to. This Talent may be used once per round.
  573.  
  574. [Homunculus] ● <<Magical Ray>>
  575. Timing : Unique
  576. Range : User
  577. Target : User
  578. Cost : [E]
  579. *Using your unique spirit energy, you focus a wide-ranging into a single ray and pierce the soul of an enemy itself.*
  580. Unique Effect. Use before an [Active Check]. The user loses 10 {HP}, then reduces the number of [Targets] of an [Attack Action] by any amount (to a minimum of 1). The user then adds that amount to the result of the [Check] (If the Target is [Area/Combat Zone], add +3 instead). This Talent may be used once per round.
  581.  
  582. ================================================================================
  583. Exodus -- Soul Eater (Group: Martial) (Style) [XXXK]
  584. ================================================================================
  585. Characters with this Style as their Main are able to [Equip] [Items] with [Restrict: Martial] and [Restrict: Soul Eater].
  586.  
  587. ACC EVA CNJ RES INS PD MD INI HP
  588. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  589. | 1 | 0 | 1 | 0 | 0 | 2 | 2 | 8 | 35 |
  590. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  591. Combat Modifiers (When Main)
  592.  
  593. Those who harbor a shard of the regalia that once sealed the curse of the gods earn the title of 'Eater of Spirits'... The [Style] of [Soul Eater]. Those who bear the title [Soul Eater] can control the black spirit energy with negative properties, and can absorb and inhibit the spirit energy of their opponents. When using their techniques, black spirit energy manifests as flames surrounding and illuminating limbs and regalia, or sometimes the entire body. If a normal Awakened is 'positive', then these are, so to speak, 'negative Awakened'.
  594.  
  595.  
  596. --------------------------------------------------------------------------------
  597. TYPE A
  598. This type is good at attacking. There are no limits on using [Soul Eater: Type A] Talents.
  599. --------------------------------------------------------------------------------
  600.  
  601. [Soul Eater A] ※ <<Garyou Sen>>
  602. Timing : Attack
  603. Range : Item
  604. Target : 1#
  605. Cost : [2, 2]
  606. *Unleash a powerful blow with negative energy and turn your opponent’s health into your own power.*
  607. Physical Attack. The user gains +2 [Rank] on [Damage Calculation]. Additionally, the user gains 1 [Overflow] after [Damage Calculation]. This Talent may be used once per round.
  608.  
  609. [Soul Eater A] <<Garyou Attack>>
  610. Timing : Attack
  611. Range : Item
  612. Target : 1#
  613. Cost : [Steps]
  614. *Unleash a powerful blow with negative energy and blow your opponent away.*
  615. Physical Attack. The user gains +1 [Rank] on [Damage Calculation. Targets that perform [Damage Reduction] gain [Shift: Fallen].
  616.  
  617. [Soul Eater A] <<Garyou Destruction>>
  618. Timing : Attack
  619. Range : Item
  620. Target : 1#
  621. Cost : [2, 2]
  622. *Build up negative energy within your regalia to its limits, exploding it at the point of impact to break through defenses.*
  623. Physical Attack. The user gains +1 [Rank] on [Damage Calculation], and the target cannot apply [Halve] effects during [Damage Reduction].
  624.  
  625. [Soul Eater A] <<Garyou Dance>>
  626. Timing : Defense
  627. Range : User
  628. Target : User
  629. Cost : [E]
  630. *By cloaking your entire body in negative energy while avoiding an attack, you capture the spirit energy released by the attacker and convert it into your own.*
  631. Use on {Evasion} Check. The target adds or subtracts 1 from the value of one of their [Spirit Dice] (Cannot go above 6 or below 1).
  632.  
  633. [Soul Eater A] <<Garyou Afterimage>>
  634. Timing : Unique
  635. Range : User
  636. Target : User
  637. Cost : [2]
  638. *Manipulate negative energy to create an alter-ego and have the opponent attack it, then immediately counter.*
  639. Unique Effect. Use after succeeding a [Reactive Check]. The target may perform one [Weapon Attack]. This Talent may be used once per round (or Scene).
  640.  
  641. [Soul Eater A] <<Garyou Thorns>>
  642. Timing : Unique
  643. Range : Engaged
  644. Target : 1#
  645. Cost : None
  646. *In the moment an opponent is hindered, entwine them with thorns formed by negative energy, which robs them of their power.*
  647. Unique Effect. Use any time the target has a negative [Shift]. The user gains 1 [Overflow]. This Talent may be used once per round (or scene).
  648.  
  649. [Soul Eater A] <<Spirit Eater>>
  650. Timing : Unique
  651. Range : User
  652. Target : User
  653. Cost : [O]
  654. *When either struck by or landing an attack, you absorb the opponents spirit energy to heal injuries.*
  655. Unique Effect. Use when the target performs [Damage Calculation] or [Damage Reduction]. The target [Recovers] 10 {HP}. This Talent may be used once per round (or scene).
  656.  
  657. [Soul Eater A] <<Garyou Shadow>>
  658. Timing : Constant
  659. Range : User
  660. Target : User
  661. Cost : None
  662. *After dodging, you transform negative energy into an alter-ego, turning it into an opportunity to absorb spirit energy from the opponent.*
  663. Passive Effect. Each time the target uses a Talent with [Effect Class: Use on {Evasion} Check], they may add or subtract 1 from the value of one of their [Spirit Dice] (cannot go above 6 or below 1).
  664.  
  665. [Soul Eater A] ● <<Garyou Seal>>
  666. Timing : Unique
  667. Range : Combat Zone
  668. Target : 1#
  669. Cost : [2]
  670. *At the moment of impact, you imprint negative energy onto the opponent's soul and hinder any recovery for a short period of time.*
  671. Use on Damage Reduction. The target reduces [Recovery] effects by 20 until after [Timing: End] of the next round. This Talent may be used once per round (or scene).
  672.  
  673. [Soul Eater A] ● <<Garyou Sever>>
  674. Timing : Unique
  675. Range : User
  676. Target : User
  677. Cost : [2]
  678. *At the moment you attack, you pour negative energy in to temporarily cut off the flow of spirit energy within the opponents body.*
  679. Use on Damage Calculation. When the target uses a [Timing: Attack / Cost: Steps or 2, 2] Style Talent, the user gains a +[any one of user's {Main Stats}] modifier to [Damage Calculation. This Talent may be used once per round (or Scene).
  680.  
  681. [Soul Eater A] ● <<Garyou Study>>
  682. Timing : Constant
  683. Range : User
  684. Target : User
  685. Cost : None
  686. *Double the power of negative energy talents by sharpening and developing them.*
  687. Passive Effect. <<Garyou Shadow>> Required. When the target uses a [Cost: Steps or 2, 2] Style Talent, gain +2 [Rank].
  688.  
  689. [Soul Eater A] ● <<Garyou Explosion>>
  690. Timing : Constant
  691. Range : User
  692. Target : User
  693. Cost : None
  694. *At the moment an attack lands, it explodes with negative energy and penetrates the opponents spirit.*
  695. Passive Effect. When the target uses a [Timing: Attack / Cost: Steps or 2, 2] Style Talent, targets that perform [Damage Reduction] [Halve] their [Armor] or [Barrier].
  696.  
  697. [Soul Eater A] ◎ <<Garyou Freedom>>
  698. Timing : Constant
  699. Range : User
  700. Target : User
  701. Cost : None
  702. *By mastering the skill of manipulating negative energy at will, you become an expert in various techniques.*
  703. Passive Effect. Each time the target uses a [Timing: Attack / Cost: Steps or 2, 2] Style Talent, treat it as though one portion of the [Cost] has already been paid.
  704.  
  705. [Soul Eater A] ◎ <<Garyou Torrent>>
  706. Timing : Constant
  707. Range : User
  708. Target : User
  709. Cost : None
  710. *Apply negative energy in a variety of techniques to dramatically increase their power.*
  711. Passive Effect. <<Garyou Shadow>> Required. When the target uses a [Timing: Attack / Cost: Steps or 2, 2] Style Talent, they gain a + [any one of user's {Main Stats}] modifier at [Damage Calculation].
  712.  
  713. [Soul Eater A] <<Garyou Mutation>>
  714. Timing : Constant
  715. Range : User
  716. Target : User
  717. Cost : None
  718. *Improve your strength or disguise yourself by cloaking your body in negative energy.*
  719. Passive Effect. the target gains a +1 modifier to the result of {Strength}, {Intellect}, and {Accuracy} checks. Additionally, the target transforms into any figure they have previously seen for the rest of the scene (treat as [Maneuver: Disguise / Result: 20]).
  720.  
  721. [Soul Eater A] ● <<Garyou Bisection>>
  722. Timing : Unique
  723. Range : Engaged
  724. Target : 1#
  725. Cost : [2]
  726. *Focusing the jet-black energy on your regalia, when you make an attack you also cut through the concept of the enemy themselves.*
  727. Use on Damage Reduction. The target reduces [Armor] or [Barrier] by -[Any of user's {Main Stats} x3]. This Talent may be used once per session.
  728.  
  729. [Soul Eater A] ● <<Garyou Rampage>>
  730. Timing : Unique
  731. Range : Engaged
  732. Target : Area
  733. Cost : [2]
  734. *Temporarily stoke the negative energy that circulates through your body into a rampage, robbing your surroundings of vitality.*
  735. Unique Effect. Use at Any Time. The target loses 2d6 {HP}, then afterwards the user gains [Shift: Fallen]. This Talent can only be used once per round (or scene).
  736.  
  737. [Soul Eater A] ● <<Garyou Magic>>
  738. Timing : Constant
  739. Range : User
  740. Target : User
  741. Cost : None
  742. *By repeatedly studying, you have created a special magic system using your negative energy.*
  743. Passive Effect. The user may change a [Timing: Attack / Cost: Steps or 2, 2] Style Talent's to [Magical Attack / Rank: 4 / Resist: Halves]. It still retains the effects of the original Style Talent.
  744.  
  745. [Soul Eater A] ● <<Garyou Prison>>
  746. Timing : Constant
  747. Range : User
  748. Target : User
  749. Cost : None
  750. *By mastering the secrets of Soul Eater, you have dramatically improved your ability to siphon spirit energy from your opponents.*
  751. Passive Effect. The target may [Recover] 10 {HP} each time [Damage Calculation] is performed using a [Timing: Attack / Cost: Steps or 2, 2] Style Talent.
  752.  
  753. [Soul Eater A] ◎ <<Garyou Extinguish>>
  754. Timing : Unique
  755. Range : User
  756. Target : User
  757. Cost : [2]
  758. *By capturing the soul of the target and injecting it with your negative energy, the soul itself is extinguished.*
  759. Unique Effect. Use after the target performs the [Damage Calculation] of a [Style: Soul Eater / Timing: Attack] Talent. The target rolls 1d6, and on any result other than a [1], apply [Shift: Dead] to any non-[Boss], non-[Aramitama] [Mononoke] that performed [Damage Reduction]. This Talent may be used once per combat (or scene).
  760.  
  761. [Soul Eater A] ◎ <<Garyou Master>>
  762. Timing : Constant
  763. Range : User
  764. Target : User
  765. Cost : None
  766. *By mastering the operation of your negative energy, you can reduce its cost when activating various techniques.*
  767. Passive Effect. <<Garyou Dance>> Required. The target may use [Timing: Unique / Cost: 2] Style Talents as though they were [Cost: E]. If already [Cost: E], treat as though the cost has already been paid.
  768.  
  769. --------------------------------------------------------------------------------
  770. TYPE B
  771. This type is good at defensive actions. There are no limits on using [Soul Eater: Type B] Talents.
  772. --------------------------------------------------------------------------------
  773.  
  774. [Soul Eater B] ※ <<Garyou Reversal>>
  775. Timing : Unique
  776. Range : User
  777. Target : User
  778. Cost : [2, 2]
  779. *While simultaneously resisting magic, you develop negative energy around you and rob the opponents power to launch a counter-attack.*
  780. Unique Effect. Use after the target succeeds at a {Resist} check. The target may perform x1 [Timing: Attack]. This Talent may be used once per round (or scene).
  781.  
  782. [Soul Eater B] <<Garyou Roar>>
  783. Timing : Attack
  784. Range : Charge 5 Sq
  785. Target : 1#
  786. Cost : [Steps]
  787. *After surrounding your body in negative energy, you immediately make a full charge at your opponent.*
  788. Physical Attack. The user gains +1 [Rank] on [Damage Calculation].
  789.  
  790. [Soul Eater B] <<Garyou Inversion>>
  791. Timing : Unique
  792. Range : User
  793. Target : User
  794. Cost : [2]
  795. *While evading, you circulate negative energy to heal and then counterattack.*
  796. Unique Effect. Use after the target succeeds a [Reactive Check]. The user makes a [any {Main Stat} check / TN: 20] and gains an effect according to the following. This Talent may be used once per round (or scene).
  797. Check Failure: The target [Recovers] 5 {HP}.
  798. Check Success: The target makes x1 [Weapon Attack].
  799.  
  800. [Soul Eater B] <<Garyou Sphere>>
  801. Timing : Unique
  802. Range : User
  803. Target : User
  804. Cost : None
  805. *By deploying negative energy around you, you can instantly respond to the spirit energy of others.*
  806. Use after the target succeeds an {Evasion} Check. The target may use <<Garyou Reversal>>, spending the [Cost] as usual. This Talent may be used once per round (or scene).
  807.  
  808. [Soul Eater B] <<Soul Divider>>
  809. Timing : Unique
  810. Range : User
  811. Target : User
  812. Cost : None
  813. *By wrapping your whole body in negative energy and reading the trajectory of an attack made with wild abandon, you absorb its spirit power.*
  814. Unique Effect. Use before Reactive Check. On succeeding the [Reactive Check], the target gains 1 [Overflow]. This Talent may be used once per round (or scene).
  815.  
  816. [Soul Eater B] <<Garyou Flight>>
  817. Timing : Unique
  818. Range : User
  819. Target : User
  820. Cost : None
  821. *Fly a long distance at once by manipulating negative energy into huge wings from your back.*
  822. Unique Effect. Use after the target succeeds at a [Reactive Check]. [Install] the target up to 5 Sq away. This Talent may be used once per round.
  823.  
  824. [Soul Eater B] <<Garyou Illusion>>
  825. Timing : Unique
  826. Range : Engaged
  827. Target : 1#
  828. Cost : [E]
  829. *When an ally is attacked, the negative energy released creates an illusion and guides the attack away.*
  830. Unique Effect. Use before the target makes a [Reactive Check]. The user makes the [Reactive Check] in place of the target using either {Evasion} or {Resist} (and if successful, may use <<Garyou Reversal>> or similar). If the [Reactive Check] fails, then the user takes the [Damage]. This Talent may be used once per round (or scene).
  831.  
  832. [Soul Eater B] <<Garyou Performance>>
  833. Timing : Constant
  834. Range : User
  835. Target : User
  836. Cost : None
  837. *While dodging, you deploy negative energy around your body, and while moving through the air, the opponent's spirit is siphoned.*
  838. Passive Effect. Each time the target uses <<Garyou Reversal>>, treat it as though one portion of the [Cost] has already been paid.
  839.  
  840. [Soul Eater B] ● <<Garyou Shield>>
  841. Timing : Defense
  842. Range : User
  843. Target : User
  844. Cost : [Steps]
  845. *Create an armor of negative energy to diminish the power of an attack.*
  846. Use on Damage Reduction. The target gains + [One equipped weapon's [PD] or [MD]] to [Barrier].
  847.  
  848. [Soul Eater B] ● <<Garyou Tornado>>
  849. Timing : Unique
  850. Range : Engaged
  851. Target : Area
  852. Cost : [2]
  853. *Instantly deploy a tornado of negative energy around you to blow your opponents away.*
  854. Unique Effect. Use at Any Time. [Install] the target up to 3 Sq away. This Talent may be used once per round (or scene).
  855.  
  856. [Soul Eater B] ● <<Garyou Sharpening>>
  857. Timing : Constant
  858. Range : Use
  859. Target : User
  860. Cost : None
  861. *Further refine the Garyou Reversal into a more powerful technique.*
  862. Passive Effect. The target gains +2 [Rank] on [Damage Calculation] of <<Garyou Reversal>>.
  863.  
  864. [Soul Eater B] ● <<Garyou Fortress>>
  865. Timing : Constant
  866. Range : User
  867. Target : User
  868. Cost : None
  869. *Negative energy is diluted around you constantly, keeping you in a ready state.*
  870. Passive Effect. The target may use <<Garyou Reversal>>, <<Garyou Sphere>>, and <<Garyou Illusion>> one additional time per round.
  871.  
  872. [Soul Eater B] ◎ <<Garyou Counter>>
  873. Timing : Constant
  874. Range : User
  875. Target : User
  876. Cost : None
  877. *By focusing your negative energy into the counter attack you always land a strong blow.*
  878. Passive Effect. While [Ready], the target gains a +10 modifier to [Damage Calculation] of [Attack Actions]. This Talent does not apply to [Weapon Attacks].
  879.  
  880. [Soul Eater B] ◎ <<Garyou Condensation>>
  881. Timing : Constant
  882. Range : User
  883. Target : User
  884. Cost : None
  885. *Condensing the negative energy within your body and drawing from its supply, you reduce the cost of techniques.*
  886. Passive Effect. Each time the target uses a [Timing: Unique / Cost: X, X] ※ Style Talent or [Timing: Defense] Style Talent, they treat it as though one portion of the cost is already paid.
  887.  
  888. [Soul Eater B] <<Roaring Skill>>
  889. Timing : Constant
  890. Range : User
  891. Target : User
  892. Cost : None
  893. *You are especially proficient in using Garyou Roar.*
  894. Passive Effect. Each time the target uses <<Garyou Roar>>, they treat it as though one portion of the cost is already paid.
  895.  
  896. [Soul Eater B] ● <<Garyou Binding Chain>>
  897. Timing : Unique
  898. Range : Combat Zone
  899. Target : 1#
  900. Cost : None
  901. *Bind an opponent with a long chain made of negative energy to reduce the power of the target's attack.*
  902. Use on Damage Calculation. The target gains a -[Any of user's {Main Stats}] x2 modifier to [Damage Calculation]. This Talent may be used once per combat (or scene).
  903.  
  904. [Soul Eater B] ● <<Garyou Diffusion>>
  905. Timing : Unique
  906. Range : Engaged
  907. Target : Area
  908. Cost : None
  909. *Develop a special barrier formed of negative energy around you, and exchange spirit energy with the allies under its cover.*
  910. Unique Effect. Use at Any Time. The user may exchange one [Spirit Dice] with each target within [Range: Engaged / Target: Area] (the target may reject this effect). This Talent may be used once per session.
  911.  
  912. [Soul Eater B] ● <<Soul Offense and Defense>>
  913. Timing : Unique
  914. Range : Engaged
  915. Target : 1#
  916. Cost : [2]
  917. *Immediately before being attacked, the negative energy surrounding you charges with murderous intent, showing the illusion of death to the opponent and blocking the attack.*
  918. Use on Active Check. The target gains a -10 modifier to their [Active Check] (to a minimum of 0). This Talent may be used once per session.
  919.  
  920. [Soul Eater B] ● <<Garyou Replenishment>>
  921. Timing : Unique
  922. Range : User
  923. Target : User
  924. Cost : None
  925. *By replenishing negative energy throughout your body, the cost of spirit energy is diminished.*
  926. Use when the target declares a Talent. <<Garyou Diffusion>> Required. When the target declares a [Timing: Unique / Cost: 2] Style Talent, they treat it as though 1 portion of the cost is already paid. This Talent may be used once per round (or scene).
  927.  
  928. [Soul Eater B] ◎ <<Garyou Ranbu>>
  929. Timing : Unique
  930. Range : User
  931. Target : User
  932. Cost : [2]
  933. *By manipulating negative energy to create countless illusions, you can avoid even the inevitable strikes of god.*
  934. Use on Reactive Check. The target may use any {Main Stat} value for the [Reactive Check]. This Talent may be used once per session.
  935.  
  936. [Soul Eater B] ◎ <<Extreme Counter>>
  937. Timing : Unique
  938. Range : User
  939. Target : User
  940. Cost : [2]
  941. *By mastering negative energy, you freely control its emission.*
  942. Unique Effect. Use when the target declares <<Garyou Reversal>>. The target gains a +20 modifier to the [Damage Calculation] of <<Garyou Reversal>>. This Talent may be used once per round (or scene).
  943.  
  944.  
  945. ================================================================================
  946. Exodus -- Mastery (Group: Utility) (Style) [XXXL]
  947. ================================================================================
  948. Characters with this Style as their Main are able to [Equip] [Items] with [Restrict: Utility] and [Restrict: Mastery].
  949.  
  950. ACC EVA CNJ RES INS PD MD INI HP
  951. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  952. | 0 | 0 | 0 | 0 | 0 | 3 | 3 | 6 | 41 |
  953. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  954. Combat Modifiers (When Main)
  955.  
  956. Those who have obtained a shard of a sacred treasure which holds the memories of divine techniques and great magic used by the gods acquire the title 'master of skill"... The [Style] of [Mastery]. Those who have obtained the [Style] of [Mastery] will be able to create their own techniques and magic through intense training, further strengthen the techniques they have already learned, and predict the movements of the opponent. Additionally, when they use those techniques, the movement of the whole body accelerates for a moment, and their eyes shine with energy. They are experts who can apply their own ingenuity to every technique, fundamentally enhancing their power.
  957.  
  958. --------------------------------------------------------------------------------
  959. TYPE A
  960. Type is good at attacking and strengthening attacks. There are no limits on using [Mastery: Type A] Talents.
  961. --------------------------------------------------------------------------------
  962.  
  963. [Mastery A] ※ <<Silk Splitting Technique>>
  964. Timing : Attack
  965. Range : Item
  966. Target : 1#
  967. Cost : [E, 5, 5]
  968. *You strike an opponent with a combination of technique, magic, and spiritual power.*
  969. Use When Active. Make an [Attack Action] on the target, gaining an effect according to the following. This Talent may be used once per round (or scene).
  970. [Physical Attack]: The user gains +3 [Physical Rank].
  971. [Magical Attack]: Inflict [Rank: 4] [Magical Damage] to the target (Resist [Halves]).
  972.  
  973. [Mastery A] <<Instantaneous Move>>
  974. Timing : Start
  975. Range : User
  976. Target : User
  977. Cost : [O]
  978. By rapidly moving around buildings or obstacles that exist in your proximity, you can control your position in battle.
  979. Unique Effect. The user makes an [Appearance Check / TN: 20], gaining one of the following effects depending on the result:
  980. Check Failure, or Pomander used: The target gains +1d6 to [Initiative].
  981. Check Success: The target gains +2d6 to [Initiative].
  982.  
  983. [Mastery A] <<Beyond Truth>>
  984. Timing : Start
  985. Range : User
  986. Target : User
  987. Cost : [5]
  988. By interweaving feints with illusion magic, you can shift the trajectory of your attacks to trick your opponents.
  989. Unique Effect. The user makes an [Appearance Check / TN: 25] (Pomanders cannot be used), and depending on the result, obtains one of the following effects:
  990. Check Failure: The target gains a +5 modifier at [Damage Calculation].
  991. Check Success: The target gains a +10 modifier at [Damage Calculation].
  992.  
  993. [Mastery A] <<Elude Death>>
  994. Timing : Prep
  995. Range : User
  996. Target : User
  997. Cost : [O]
  998. Moving without fear of death, you forcibly circulate your own spirit energy.
  999. Unique Effect. The target [Installs] in any square within 2 Sq. of their current square, then performs an [Appearance Check / TN: 20]. The target gains one of the following effects depending on the result (but cannot raise above 6 or lower below 1):
  1000. Check Failure, or Pomander used: The target adds or subtracts 1 to any one of their [Spirit] dice.
  1001. Check Success: The target adds or subtracts 1 to any two of their [Spirit] dice.
  1002.  
  1003. [Mastery A] <<Ability Upgrade>>
  1004. Timing : Constant
  1005. Range : User
  1006. Target : User
  1007. Cost : None
  1008. You dramatically increase the power of a technique you've acquired via pedigree or inheritance via by adding your own unique improvements to it.
  1009. Passive Effect. When the target acquires <<Ability Upgrade>>, they designate any one [Timing: Attack] Racial Talent. The target gains an additional +1 [Rank] to the [Damage Calculation] of the specified Talent.
  1010.  
  1011. [Mastery A] <<Range Upgrade>>
  1012. Timing : Constant
  1013. Range : User
  1014. Target : User
  1015. Cost : None
  1016. You dramatically expand the range of a technique by adding your own unique improvements to it.
  1017. Passive Effect. When the target acquires <<Range Upgrade>>, they designate any one [Timing: Attack] Talent. The target gains a +2 Sq. modifier to the [Range] of the specified Talent (If the [Range] is [Engaged] it becomes 3 Sq, if it is [Charge 2 Sq.] it becomes [Charge 2 Sq.], etc. If the range is already [Combat Zone], <<Range Upgrade>> has no effect).
  1018.  
  1019. [Mastery A] <<Mystery Upgrade>>
  1020. Timing : Constant
  1021. Range : User
  1022. Target : User
  1023. Cost : None
  1024. You simplify the type of spirit energy required to perform a specific technique by adding your own unique improvements to it.
  1025. Passive Effect. When the target acquires <<Mystery Upgrade>>, they designate any one [Timing: Attack] Talent. When the target uses the specified Talent, they may treat one part of the [Cost] as though it were [Cost: E] (For example, Secrets of the Destroyer may be treated as though it were [4, E]).
  1026.  
  1027. [Mastery A] <<Simplified Spiritual Power>>
  1028. Timing : Constant
  1029. Range : User
  1030. Target : User
  1031. Cost : None
  1032. You reduce the amount of spirit energy consumed by a familiar technique by simplifying it's activation.
  1033. Passive Effect. When the target acquires <<Simplified Spiritual Power>>, they designate any one [Timing: Attack] Talent. When the target uses the specified Talent, they may treat one part of the [Cost] as though it were [Cost: O] (For example, Secrets of the Destroyer may be treated as though it were [4, O]).
  1034.  
  1035. [Mastery A] ● <<Physical Training>>
  1036. Timing : Constant
  1037. Range : User
  1038. Target : User
  1039. Cost : None
  1040. By forging your own body like steel, you gain a tremendous vitality.
  1041. Passive Effect. The target gains a +10 modifier to {HP}.
  1042.  
  1043. [Mastery A] ● <<With Lightning Speed>>
  1044. Timing : Constant
  1045. Range : User
  1046. Target : User
  1047. Cost : None
  1048. By adding further improvements to the <<Instantaneous Move>> Talent, you can achieve tremendous speed and agility.
  1049. Passive Effect. The user changes the effect of <<Instantaneous Move>> to the following:
  1050. Check Failure, or Pomander used: The target gains +2d6 to [Initiative].
  1051. Check Success: The target gains +4d6 to [Initiative].
  1052.  
  1053. [Mastery A] ● <<Fearless>>
  1054. Timing : Constant
  1055. Range : User
  1056. Target : User
  1057. Cost : None
  1058. By adding further improvements to the <<Beyond Truth>> Talent, you can feint into deadly blows from outside of your opponent's field of view.
  1059. Passive Effect. The target changes the effect of <<Beyond Truth>> to the following:
  1060. Check Failure: The target gains a +10 modifier at [Damage Calculation].
  1061. Check Success: The target gains a +20 modifier at [Damage Calculation].
  1062.  
  1063. [Mastery A] ● <<Strengthened Secret>>
  1064. Timing : Constant
  1065. Range : User
  1066. Target : User
  1067. Cost : None
  1068. *You make great improvements to your techniques by learning the secrets of your skills and spirit energy.*
  1069. Passive Effect. When the target uses <<Silk Splitting Technique>>, the target adds an additional +1 to the result of the [Active Check], and to [Rank] at [Damage Calculation].
  1070.  
  1071. [Mastery A] ◎ <<Unusual Ability Mastery>>
  1072. Timing : Constant
  1073. Range : User
  1074. Target : User
  1075. Cost : None
  1076. By mastering your unique abilities, you've gained the ability to manipulate them like your limbs themselves, drastically increasing their power.
  1077. Passive Effect. <<Physical Training>> Required. When the target acquires <<Unusual Ability Mastery>>, they designate any one [Timing: Attack] Racial Talent. When the target uses that talent, they gain an +{Main Stat} modifier at [Damage Calculation].
  1078.  
  1079. [Mastery A] ◎ <<Perfected Self Control>>
  1080. Timing : Constant
  1081. Range : User
  1082. Target : User
  1083. Cost : None
  1084. Through intense training, you have acquired a strong body and precise spirit manipulation methods.
  1085. Passive Effect. The target gains a +10 modifier to {HP}. Additionally, each time the target uses a [Style: Mastery / Timing: Attack] Talent, they treat it as though one portion of the [Cost] has already been paid.
  1086.  
  1087. [Mastery A] <<Body Remodeling>>
  1088. Timing : Constant
  1089. Range : User
  1090. Target : User
  1091. Cost : None
  1092. *Rebuild your body through intense martial arts training and weightlifting.*
  1093. Passive effect. The target gains a modifier equal to +1 to {Strength} and {Intellect} checks, and +5 modifier to {HP}.
  1094.  
  1095. [Mastery A] ● <<Hachimenroppi>>
  1096. Timing : Attack
  1097. Range : 3 Sq.
  1098. Target : Area
  1099. Cost : [5, 5]
  1100. *After launching yourself into an enemy, attack with an artificial regalia at such a speed that it creates afterimages.*
  1101. Physical Attack. <<Elude Death>> required. The user gains +3 [Physical Rank] at [Damage Calculation]. This Talent may be used once per round.
  1102.  
  1103. [Mastery A] ● <<Accuracy Upgrade>>
  1104. Timing : Constant
  1105. Range : User
  1106. Target : User
  1107. Cost : None
  1108. *You increase a technique's accuracy by making unique improvements to it.*
  1109. Passive Effect. When the target acquires <<Accuracy Upgrade>>, they designate any one [Timing: Attack] Talent. The target gains a +2 modifier to the result of the [Active Check] of the specified Talent.
  1110.  
  1111. [Mastery A] ● <<Secret Sublimation>>
  1112. Timing : Constant
  1113. Range : User
  1114. Target : User
  1115. Cost : None
  1116. *Sublimate a basic technique into a far more powerful one.*
  1117. Passive Effect. When the target acquires <<Secret Sublimation>>, they designate any one [Timing: Attack / Cost: X, X] Style Talent marked with ●. The target gains a +{Main Stat} modifier to the [Damage Calculation] of the specified Talent.
  1118.  
  1119. [Mastery A] ● <<Experienced>>
  1120. Timing : Constant
  1121. Range : User
  1122. Target : User
  1123. Cost : None
  1124. *You have gained a strong body and extensive knowledge via years of experience.*
  1125. Passive Effect. The target gains a +5 modifier to {HP}. In addition, when making a [Maneuver: Identify {Intellect}, Assess {Strength}, or Spot {Luck}] check, the target may substitute any {Main Stat}.
  1126.  
  1127. [Mastery A] ◎ <<Spirit Energy Upgrade>>
  1128. Timing : Constant
  1129. Range : User
  1130. Target : User
  1131. Cost : None
  1132. *By improving the quality of the spirit energy that you release, you can penetrate an opponent's armor when you unleash an attack.*
  1133. Passive Effect. Requires <<Experienced>> Required. When the target uses a [Timing: Attack / Effect Class: Physical Attack] Style Talent marked with ※, the target [Halves] their [Armor] of the [Target] of their [Physical Attack] at [Damage Calculation].
  1134.  
  1135. [Mastery A] ◎ <<Secret Upgrade>>
  1136. Timing : Constant
  1137. Range : User
  1138. Target : User
  1139. Cost : None
  1140. *Dramatically increase your combat ability by making powerful improvements to the secret techniques you rely on.*
  1141. Passive Effect. <<Accuracy Upgrade>> Required. When using a ※-marked [Timing: Attack] Style Talent, the target gains +2 [Rank] at [Damage Calculation].
  1142.  
  1143. --------------------------------------------------------------------------------
  1144. TYPE B
  1145. Type Type is good at defensive actions and strengthening defense. There are no limits on using [Mastery: Type B] Talents.
  1146. --------------------------------------------------------------------------------
  1147.  
  1148. [Mastery B] ※ <<Technical Defense>>
  1149. Timing : Unique
  1150. Range : User
  1151. Target : User
  1152. Cost : [5]
  1153. *By utilizing your physical abilities, knowledge, and intuition, you can instantly and effectively defend against an opponent's attacks.*
  1154. Use On Damage Reduction. The target makes a {Main Stat} check against [TN: 20], gaining one of the following effects depending on the result. This talent may only be used once per round(or scene):
  1155. Check Failure: The target [Halves] [Physical Damage] they take.
  1156. Check Success: The target [Halves] all [Damage] they take.
  1157.  
  1158. [Mastery B] <<Quick Attack>>
  1159. Timing : Attack
  1160. Range : Charge 5 Sq.
  1161. Target : 1#
  1162. Cost : [Steps]
  1163. By making full use of a unique gait, you instantly cross the distance to an opponent and deliver a sharp blow.
  1164. Use When Active. The user makes an [Attack Action], and gains gains an effect according to the following.
  1165. [Physical Attack]: The user gains +1 [Physical Rank].
  1166. [Magical Attack]: Inflict [Rank: 2] [Magical Damage] to the target (Resist [Halves]).
  1167.  
  1168. [Mastery B] <<Predictive Defense>>
  1169. Timing : Defense
  1170. Range : Charge 4 Sq.
  1171. Target : 1#
  1172. Cost : [5]
  1173. *By predicting an opponent's attack, you can instantly interpose yourself in front of the targeted ally and intercept it.*
  1174. Use On Damage Reduction. The user takes the [Damage] and all other effects that would have been inflicted, in place of the target. If used against a [Magical Attack], treat it as though the {Resist} check failed. This Talent has no effect against [Target: Area - Combat Zone] [Attack Actions].
  1175.  
  1176. [Mastery B] <<Counterattack>>
  1177. Timing : Unique
  1178. Range : User
  1179. Target : User
  1180. Cost : [O]
  1181. *With a unique technique, you can counterattack immediately after receiving an attack.*
  1182. Unique Effect. Use after the target's [Damage Reduction]. The target may make one [Weapon Attack]. This Talent may be used once per round (or scene).
  1183.  
  1184. [Mastery B] <<Master's Art>>
  1185. Timing : Unique
  1186. Range : User
  1187. Target : User
  1188. Cost : [5]
  1189. *By demonstrating extraordinary concentration, you succeed in a maneuver, exercise, calculation, or search.*
  1190. Use On {Main Stat} Check. The target succeeds at the {Main Stat} check regardless of the outcome of the [Roll]. At the same time, the target may change two [Spirit Dice] to any value. This Talent may be used once per session.
  1191.  
  1192. [Mastery B] <<Predictive Blockade>>
  1193. Timing : Unique
  1194. Range : 7 Sq.
  1195. Target : 1#
  1196. Cost : [Steps]
  1197. *Using your own body and walls of spirit energy, you prevent the spread of wide-area attacks.*
  1198. 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.
  1199.  
  1200. [Mastery B] <<Receiving Technique>>
  1201. Timing : Constant
  1202. Range : User
  1203. Target : User
  1204. Cost : None
  1205. *Withstand an opponent's attack by hardening your entire body like steel, or empowering your defenses with spirit energy.*
  1206. Passive Effect. The target gains a +5 modifier to {HP}. Additionally, whenever the target uses <<Predictive Defense>>, they gain +5 [Armor] and [Barrier].
  1207.  
  1208. [Mastery B] <<Essence of Defense>>
  1209. Timing : Constant
  1210. Range : User
  1211. Target : User
  1212. Cost : None
  1213. *You simplify the type of spirit energy required to perform a specific technique by adding your own unique improvements to it.*
  1214. Passive Effect. When the target acquires <<Essence of Defense>>, they designate any one [Timing: Defense] Talent. The target may use the specified Talent as though it were [Cost: O].
  1215.  
  1216. [Mastery B] ● <<Objective Defense>>
  1217. Timing : Unique
  1218. Range : User
  1219. Target : User
  1220. Cost : [Doubles]
  1221. *Protect yourself from physical attacks made by opponents with powerful, self-created defenses.*
  1222. Use On Damage Reduction. The target makes a {Will} check against [TN: 20], gaining one of the following effects depending on the result. This Talent may be used once per round (or scene).
  1223. Check Failure: The target reduces [Physical Damage] received by 10.
  1224. Check Success: The target [Halves] all [Physical Damage] received.
  1225.  
  1226. [Mastery B] ● <<Anti-Magic Defense>>
  1227. Timing : Unique
  1228. Range : User
  1229. Target : User
  1230. Cost : [Doubles]
  1231. *Protect yourself from magical attacks made by opponents with powerful, self-created defenses.*
  1232. Use On Damage Reduction. The target makes an {Agility} check against [TN: 20], gaining one of the following effects depending on the result This Talent may be used once per round (or scene).
  1233. Check Failure: The target reduces [Magical Damage] received by 10.
  1234. Check Success: The target [Halves] all [Magical Damage] received.
  1235.  
  1236. [Mastery B] ● <<Predictive Counterattack>>
  1237. Timing : Unique
  1238. Range : User
  1239. Target : User
  1240. Cost : [O, 5]
  1241. *Use knowledge and experience you've cultivated so far to predict an opponent's attack, then launch an effective counterattack.*
  1242. Use after Damage Reduction. The target may use a [Timing: Attack / Cost: X, X] Talent, treating the [Cost] as though it had already been paid. This Talent may be used once per round (or scene).
  1243.  
  1244.  
  1245. [Mastery B] ● <<Constant Focus>>
  1246. Timing : Constant
  1247. Range : User
  1248. Target : User
  1249. Cost : None
  1250. *You have mastered a special skill that allows you to exert incredible concentration.*
  1251. Passive Effect. The target can use <<Master's Art>> an additional time per session. Additionally, the target can treat the cost of <<Master's Art>> as [E] or [O].
  1252.  
  1253.  
  1254. [Mastery B] ◎ <<Total Self-Defense>>
  1255. Timing : Constant
  1256. Range : User
  1257. Target : User
  1258. Cost : None
  1259. *By improving the technique behind Technical Defense, you've gained a powerful defensive ability.*
  1260. Passive Effect. The target gains a +10 modifier to {HP}. Also, the target may use <<Technical Defense>> one additional time per round.
  1261.  
  1262. [Mastery B] ◎ <<Total Improvement>>
  1263. Timing : Constant
  1264. Range : User
  1265. Target : User
  1266. Cost : None
  1267. *By making unique improvements to the techniques of Mastery itself, you've dramatically reduced the amount of spirit energy they consume.*
  1268. Passive Effect. Each time the target uses a [Style: Mastery / Timing: Unique] Talent, they treat one portion of the [Cost] as though it has already been paid.
  1269.  
  1270. [Mastery B] <<Finesse>>
  1271. Timing : Constant
  1272. Range : User
  1273. Target : User
  1274. Cost : None
  1275. *Make use of all of the skills and knowledge you've acquired for the purpose of searching and maneuvering.*
  1276. Passive Effect. The target gains a +1 modifier to the result of {Agility}, {Will}, {Luck}, and {Evasion} checks.
  1277.  
  1278. [Mastery B] ● <<Impermanence>>
  1279. Timing : Unique
  1280. Range : User
  1281. Target : User
  1282. Cost : None
  1283. *Divert power from an attack that you just received in order to instantly move to a targeted location.*
  1284. Unique Effect. Use after Damage Reduction. The user makes an [Appearance Check / TN: 20], and depending on the result, [Installs] a certain distance away. This Talent may be used once per round (or scene).
  1285. Check Failure, or Pomander used: The target [Installs] in any space within 5 Sq.
  1286. Check Success: The target [Installs] in any space within 8 Sq.
  1287.  
  1288. [Mastery B] ● <<Proximity Guard>>
  1289. Timing : Unique
  1290. Range : User
  1291. Target : User
  1292. Cost : [Doubles]
  1293. *Utilize a unique technique to exert a powerful defense against attacks from outside of your proximity.*
  1294. Use on Damage Reduction. The target [Halves] damage taken from outside of [Range: Engaged]. This Talent may be used once per round (or scene).
  1295.  
  1296. [Mastery B] ● <<Reflexive Pursuit>>
  1297. Timing : Unique
  1298. Range : Engaged
  1299. Target : 1#
  1300. Cost : [5]
  1301. *Using the sum of your knowledge and experience, you can unconsciously attack an opponent the instant they move.*
  1302. Unique Effect. Make a [Weapon Attack] against a target that just became [Engaged], or a target that has declared [Breakaway] or [Withdraw]. This Talent may be used once per round.
  1303.  
  1304. [Mastery B] ● <<Body Control>>
  1305. Timing : Constant
  1306. Range : User
  1307. Target : User
  1308. Cost : None
  1309. *After intensive training, you have gained complete control over your physical, mental, and spiritual powers.*
  1310. Passive Effect. The target gains a +5 modifier to [Initiative]. Also, when the target uses [Talents] from [Style: Mastery], the [TN] of the [Main Stat] and [Appearance] check generated by the effects of those Talents is reduced by 5.
  1311.  
  1312.  
  1313. [Mastery B] ◎ <<Spirit Diversion>>
  1314. Timing : Defense
  1315. Range : User
  1316. Target : User
  1317. Cost : None
  1318. *Utilize spirit energy derived from an opponent that just attacked you to alter the flow of your own.*
  1319. Use On Damage Reduction. The target may change up to 4 [Spirit Dice] into [Overflow]. This Talent may be used once per session.
  1320.  
  1321. [Mastery B] ◎ <<Spirit Reflection>>
  1322. Timing : Unique
  1323. Range : User
  1324. Target : User
  1325. Cost : [O, 5, 5]
  1326. *Use a special technique to reflect spirit energy directly back at the one who created it.*
  1327. Use on Damage Calculation. <<Finesse>> Required. The target receives [Damage] calculated by themselves (No Reactive Check). This Talent may be used once per session.
  1328.  
  1329. ================================================================================
  1330. Exodus -- Last Creator / Extended (Group: Martial) (Style) [XXXM]
  1331. ================================================================================
  1332. Characters with this Style as their Main are able to [Equip] [Items] with [Restrict: Arcane], and may equip items with [Restrict: Last Creator] regardless of whether it is their Main style or not.
  1333.  
  1334.  
  1335. ACC EVA CNJ RES INS PD MD INI HP
  1336. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1337. | 2 | 0 | 2 | 0 | 0 | 2 | 2 | 4 | 41 |
  1338. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1339. Combat Modifiers (When Main)
  1340.  
  1341. Those who harbor a shard of the sweet vessels where the power of the gods was once stored are called "Alchemists"... More commonly known as the [Style] of [Last Creator]. Those who bear the [Style] of [Last Creator] are able to combine their own spirit energy to create artificial regalia and elixirs. When manipulating their techniques, there is a high-pitched metallic whistling sound and dazzling spiritual energy shines from the palms of their hands. They are, so to speak, creators who can craft something out of nothing, and powerful magicians who specialize in the handling of artificial regalia and spiritual medicines.
  1342.  
  1343. --------------------------------------------------------------------------------
  1344. TYPE A
  1345. An excellent type for attack and defense. Characters must have a [Restrict: Last Creator / Item: Weapon] [Equipped] in order to use [Last Creator: Type A] Talents.
  1346. --------------------------------------------------------------------------------
  1347.  
  1348. [Last Creator A] ※ <<Spirit Refinement>>
  1349. Timing : Unique
  1350. Range : User
  1351. Target : User
  1352. Cost : [3]
  1353. *From your compressed spiritual power, instantly create a simple artificial regalia and store it within your own spirit barrier.*
  1354. Unique Effect. Use at Any Time during [Combat]. The target immediately acquires and [Stores] up to 2 [Alchemy /○○] [Weapons] or [Protectors] (→p48-p63). All weapons acquired through <<Spirit Refinement>> are destroyed at the end of combat. This Talent may be used once per round, but cannot be used [Out of Combat].
  1355.  
  1356. [Last Creator A] <<Materialize Regalia>>
  1357. Timing : Prep
  1358. Range : User
  1359. Target : User
  1360. Cost : [E]
  1361. *Withdraw a stored regalia and equip it while moving.*
  1362. Unique Effect. [Install] the target up to 3 Sq away. Afterwards, the target may [Equip] one [Stored] [Alchemy/ ○○] [Weapon].
  1363.  
  1364. [Last Creator A] <<Reconstruction>>
  1365. Timing : Prep
  1366. Range : User
  1367. Target : User
  1368. Cost : [3]
  1369. *By applying alchemy magic, you reshape the created artificial regalia, dividing it into several copies.*
  1370. Unique Effect. The target increases the [Target] of a [Timing: Attack] Talent by 2#. If the Talent is something other than [Target: X#], increase [Damage] by 2. This Talent does not spend [Prep].
  1371.  
  1372. [Last Creator A] <<Regalia Fusilade>>
  1373. Timing : Attack
  1374. Range : 8 Sq.
  1375. Target : 1#
  1376. Cost : [E, 3]
  1377. *Dividing the artificial regalia you created into several pieces, you project them all at once, creating a spiritual explosion.*
  1378. Physical Attack. The user selects up to 3 [Alchemy/○○] [Weapons] they have [Stored], then gains +2 [Rank] on [Damage Calculation] for each weapon selected. Afterwards, all selected [Alchemy/○○] weapons are destroyed.
  1379.  
  1380. [Last Creator A] <Regalia Unleash>>
  1381. Timing : Attack
  1382. Range : 8 Sq.
  1383. Target : 1#
  1384. Cost : [O, 3]
  1385. *Creating countless replicas of your spellbooks and charms, you launch them simultaneously in an all-out attack.*
  1386. Magical Attack. The user selects up to 3 [Alchemy/○○] [Weapons] they have [Stored], then inflicts [Rank: 2 + [Number of selected weapons]] Magical Damage (Resist [Halves]). Afterwards, all selected [Alchemy/○○] weapons are destroyed.
  1387.  
  1388. [Last Creator A] <<Armor Refinement>>
  1389. Timing : Defense
  1390. Range : User
  1391. Target : User
  1392. Cost : None
  1393. *Instantly protect yourself with your created artificial regalia to boost your defense.*
  1394. Use on Damage Reduction. The target gains [Armor] and [Barrier] equal to the [Armor] and [Barrier] of one [Alchemy/○○] [Protector] they have [Stored]. Afterwards, the selected [Protector] is destroyed.
  1395.  
  1396. [Last Creator A] <<Regalia Bomb>>
  1397. Timing : Unique
  1398. Range : User
  1399. Target : User
  1400. Cost : [3]
  1401. *Turn your created artificial regalia into a mass of spirit energy, making it explode as you strike.*
  1402. Use on Damage Calculation. The target gains a +[Equipped [Alchemy/○○] weapon's PD or MD] modifier on [Damage Calculation]. Afterwards, the [Equipped] [Alchemy/○○] [Weapon] is destroyed. This Talent may be used once per round (or scene).
  1403.  
  1404. [Last Creator A] <<Spirit Reactor>>
  1405. Timing : Unique
  1406. Range : User
  1407. Target : User
  1408. Cost : None
  1409. *When activating another technique, you use your created artificial regalia as fuel and convert them into spirit energy to dramatically increase your destructive power.*
  1410. Use on Damage Calculation. When using an [Effect Class: Magical Attack] Racial Talent, the user selects up to 3 [Alchemy/○○] [Weapons] they have [Stored], then gains +1 [Rank] on [Damage Calculation] for each weapon selected. Afterwards, all selected [Alchemy/○○] weapons are destroyed. This Talent may be used once per round (or scene).
  1411.  
  1412. [Last Creator A] ● <<Regalia Barrier>>
  1413. Timing : Constant
  1414. Range : User
  1415. Target : User
  1416. Cost : None
  1417. *Immediately before taking an attack, a created artificial regalia is automatically ejected from your barrier to intercept.*
  1418. Passive Effect. The target gains a modifier to [Armor] and [Barrier] equal to [Number of [Stored] [Alchemy/○○] [Weapons] and [Protectors]] x2 (Maximum +10).
  1419.  
  1420. [Last Creator A] ● <<Refinement Proficiency>>
  1421. Timing : Constant
  1422. Range : User
  1423. Target : User
  1424. Cost : None
  1425. *Further improving your skills, you master the delicate spirit energy manipulation unique to alchemists.*
  1426. Passive Effect. The target gains a +5 modifier to {Initiative}. Additionally, the target may use <<Spirit Refinement>> one additional time per round.
  1427.  
  1428. [Last Creator A] ● <<Alchemic Luminary>>
  1429. Timing : Constant
  1430. Range : User
  1431. Target : User
  1432. Cost : None
  1433. *You have become a well-known alchemist in the secret world, and can freely create artificial regalia.*
  1434. Passive Effect. While [Out of Combat], the target becomes able to use [Purchase] [Weapons], [Protectors] and [Accessories] while [Appearing]. Additionally, the target may use <<Spirit Refinement>> one additional time per round.
  1435.  
  1436. [Last Creator A] ● <<Deep Alchemy>>
  1437. Timing : Constant
  1438. Range : User
  1439. Target : User
  1440. Cost : None
  1441. *By mastering alchemy magic, you reduce the cost of manipulating and creating artificial regalia.*
  1442. Passive Effect. Each time the target uses a [Style: Last Creator] Style Talent, they may treat it as though one portion of [Cost: E] has already been paid.
  1443.  
  1444. [Last Creator A] ◎ <<Infinite Refinement>>
  1445. Timing : Start
  1446. Range : User
  1447. Target : User
  1448. Cost : [3, 3, 3, 3]
  1449. *Using all the spirit energy you have, you reconfigure the spirit barrier and temporarily transform it into your own workshop.*
  1450. Unique Effect. Each time the target uses a [Style: Last Creator] Style Talent, they may treat it as though two portions of the cost have already been paid. This Talent may be used once per session.
  1451.  
  1452. [Last Creator A] ◎ <<Refinement Mastery>>
  1453. Timing : Constant
  1454. Range : User
  1455. Target : User
  1456. Cost : None
  1457. *Further improving your skills, you master the alchemic magic of creating artificial regalia.*
  1458. Passive Effect. The target may use <<Spirit Refinement>> as though it were [Cost: E]. Additionally, the target may use <<Spirit Refinement>> one additional time per round.
  1459.  
  1460. [Last Creator A] <<Gold Refinement>>
  1461. Timing : Unique
  1462. Range : User
  1463. Target : User
  1464. Cost : [3]
  1465. *By applying the alchemic techniques you have learned, you can instantly generate Fool's Gold from your compressed spirit energy.*
  1466. Unique Effect. Use at any time. The target immediately receives [250g]. This Talent may be used once per session.
  1467.  
  1468. [Last Creator A] ● <<Regalia Ray>>
  1469. Timing : Attack
  1470. Range : 10 Sq
  1471. Target : 1#
  1472. Cost : [E, 3, 3]
  1473. *Convert your created artificial regalia into an enormous amount of spirit energy, releasing it as a ray.*
  1474. Use while Active. The user may select one [Alchemy/○○] [Weapon] they have [Stored]. After that, the user performs an [Attack Action] on the target according to the following, gaining a +[[PD] or [MD] of the [Stored] [Weapon]] modifier on [Damage Calculation]. Afterwards, the selected [Alchemy/○○] weapon is destroyed.
  1475. [Physical Attack]: The user gains +3 [Rank].
  1476. [Magical Attack]: Inflict [Rank: 4] [Magical Damage] on the target (Resist [Halves]).
  1477.  
  1478.  
  1479. [Last Creator A] ● <<Weapon Enhancement>>
  1480. Timing : Constant
  1481. Range : User
  1482. Target : User
  1483. Cost : None
  1484. *You apply your alchemy magic to reinforce your melee and ranged weapons.*
  1485. Passive Effect. The target gains a +5 modifier to [Armor]. Additionally, the target's [Alchemy/○○] [Melee Weapons] and [Ranged Weapons] that are [Equipped] or [Stored] gain a +5 modifier to [PD] (This value may be applied to <<Regalia Bomb>> and <<Regalia Ray>>).
  1486.  
  1487. [Last Creator A] ● <<Charm Enhancement>>
  1488. Timing : Constant
  1489. Range : User
  1490. Target : User
  1491. Cost : None
  1492. *You apply your alchemy magic to reinforce your spell books and charms.*
  1493. Passive Effect. The target gains a +5 modifier to [Barrier]. Additionally, the target's [Alchemy/○○] [Magic Weapons] that are [Equipped] or [Stored] gain a +5 modifier to [MD] (This value may be applied to <<Regalia Bomb>> and <<Regalia Ray>>).
  1494.  
  1495. [Last Creator A] ● <<Armor Enhancement>>
  1496. Timing : Constant
  1497. Range : User
  1498. Target : User
  1499. Cost : None
  1500. *You apply your own alchemy magic to reinforce your armor and shields.*
  1501. Passive Effect. The target gains a +10 modifier to {HP}. Additionally, the target's [Alchemy/○○] [Protectors] that are [Equipped] or [Stored] gain a +5 modifier to [Armor] and [Barrier] (This value may be applied to <<Armor Refinement>>).
  1502.  
  1503. [Last Creator A] ◎ <<Gold Counter>>
  1504. Timing : Defense
  1505. Range : User
  1506. Target : User
  1507. Cost : None
  1508. *Neutralize the effect of incoming attacks by deploying your created artificial regalia to intercept.*
  1509. Use on Damage Reduction. The target chooses one [Stored] [Alchemy/○○] [Weapon or [Protector] and destroys it, then changes the [Damage] from a [Weapon Attack] to 0.
  1510.  
  1511. [Last Creator A] ◎ <<Regalia Refinement>>
  1512. Timing : Unique
  1513. Range : User
  1514. Target : User
  1515. Cost : [3, 3]
  1516. *By achieving the apex of alchemic magic, you can create complex and powerful artificial regalia from compressed spirit energy.*
  1517. Unique Effect. Use at Any Time. For the rest of combat, the target gains a +5 modifier to the [PD] or [MD] of any [Equipped] or [Stored] [Alchemy/○○] [Weapons] (This value may be applied to <<Regalia Bomb>> and <<Regalia Ray>>). This Talent may be used once per session, but cannot be used [Out of Combat].
  1518.  
  1519. --------------------------------------------------------------------------------
  1520. TYPE B
  1521. An excellent type for assisting others. There are no limits on using [Last Creator: Type B] Talents.
  1522. --------------------------------------------------------------------------------
  1523.  
  1524. [Last Creator B] ※ <<Tool Refinement>>
  1525. Timing : Start
  1526. Range : User
  1527. Target : User
  1528. Cost : [Steps]
  1529. *With the aid of unique alchemical magic, you can instantly create spiritual tools and spells from compressed spirit energy.*
  1530. Unique Effect. The target creates and [Stores] two [Cost: 300G] or less [Consumables]. Any [Consumables] created by <<Tool Refinement>> are destroyed at the end of combat and can no longer be used.
  1531.  
  1532. [Last Creator B] <<Tool Throw>>
  1533. Timing : Prep
  1534. Range : 7 Sq.
  1535. Target : 1#
  1536. Cost : [3]
  1537. *By throwing spiritual tools or spells that were filled with spirit energy in advance, you apply their effects to an opponent.*
  1538. Unique Effect. The user uses one [Consumable] of [Range: Engaged / Target: 1#], applying the effect to the target.
  1539.  
  1540. [Last Creator B] <<Healing Elixir>>
  1541. Timing : Attack
  1542. Range : 17 Sq.
  1543. Target : 1#
  1544. Cost : [E]
  1545. *You instantly create a healing elixir and throw it to a partner, dramatically restoring their vitality.
  1546. Magical Attack. The target [Recovers] {HP} equal to [Rank: 1] [Magical Damage]. The user may spend 1 [Consumable] at [Damage Calculation] to gain an additional +10 modifier to the [Recovery] effect.
  1547.  
  1548. [Last Creator B] <<Toxin Refinement>>
  1549. Timing : Attack
  1550. Range : 17 Sq.
  1551. Target : 1#
  1552. Cost : [E, 3]
  1553. *Rob your opponent of their vitality by throwing a virulent toxin you've created at them.*
  1554. Magical Attack. Inflict [Rank: 3] [Magical Damage] on the target (Resist [Halves]). The user may consume 1 [Consumable] at [Damage Calculation] to [Halve] the target's [Barrier] on [Damage Reduction].
  1555.  
  1556. [Last Creator B] <<Duplicate Consumption>>
  1557. Timing : Unique
  1558. Range : User
  1559. Target : User
  1560. Cost : [E]
  1561. *Combine your spells in a unique way to double their spiritual power.*
  1562. Use at Any Time, while [Out of Combat]. The target spends any two [Consumables] of the same name at the same time, and the effect is doubled. This Talent may be used once per scene.
  1563.  
  1564. [Last Creator B] <<Golden Compound>>
  1565. Timing : Unique
  1566. Range : User
  1567. Target : User
  1568. Cost : [E]
  1569. *Dramatically enhance the efficacy of your remedies with a unique formula.*
  1570. Unique Effect. Use at Any Time. The user spends [100G], then adds the effect [Remove: Darkness/ Poison / Pain / Paralysis] to one [Consumable] that includes a [Recovery] effect. This talent may only be used once per round (or scene).
  1571.  
  1572. [Last Creator B] <<Illegal Compound>>
  1573. Timing : Unique
  1574. Range : User
  1575. Target : User
  1576. Cost : [E]
  1577. *Dramatically enhance the efficacy of your remedies with formulas forbidden by the Mages Association.*
  1578. Unique Effect. Use at Any Time. The user spends [100G], then may add "The target [Recovers] 20 HP" to the effect to one [Consumable] that does not include a [Recovery] effect. This Talent may only be used once per round.
  1579.  
  1580. [Last Creator B] <<Golden Alchemy>>
  1581. Timing : Unique
  1582. Range : User
  1583. Target : User
  1584. Cost : [3]
  1585. *Instantly create fool's gold by empowering your alchemy with spirit energy.*
  1586. Unique Effect. Use at any time. The target immediately receives [250G]. This Talent may be used once per session.
  1587.  
  1588. [Last Creator B] ● <<Miraculous Spray>>
  1589. Timing : Unique
  1590. Range : User
  1591. Target : User
  1592. Cost : [E]
  1593. *Convert medicines into spirit energy and disperse its effect over a wider area.*
  1594. Unique Effect. Use before using a [Consumable]. Change the [Target] of a [Range: Engaged / Target: 1] [Consumable] to [Area]. This Talent may be used once per round (or scene).
  1595.  
  1596. [Last Creator B] ● <<Tool Collector>>
  1597. Timing : Constant
  1598. Range : User
  1599. Target : User
  1600. Cost : None
  1601. *You are a collector of powerful spells and items, with a large inventory.*
  1602. Passive Effect. The target gains +[200G] to the [Cost] limit of the [Consumables] created with <<Tool Refinement>>, and can create one additional [Consumable] when using it.
  1603.  
  1604. [Last Creator B] ● <<Alchemic Improvement>>
  1605. Timing : Constant
  1606. Range : User
  1607. Target : User
  1608. Cost : None
  1609. *You have improved your alchemic magic to the point that you can quickly create spiritual tools or remedies from condensed spirit energy.*
  1610. Passive Effect. The target gains a +5 modifier to {Initiative}. Also, the target can create one additional [Consumable] when using <<Tool Refinement>>.
  1611.  
  1612. [Last Creator B] ● <<Special Compound>>
  1613. Timing : Constant
  1614. Range : User
  1615. Target : User
  1616. Cost : None
  1617. *Immediately before using a spiritual remedy, you recombine the components in order to dramatically increase the amount of recovery it provides.*
  1618. Passive Effect. The target gains a +5 modifier to {HP}. Additionally, when the target uses a [Consumable] with a [Recovery] effect, they gain a +10 modifier to the effect.
  1619.  
  1620. [Last Creator B] ◎ <<Charm Specialist>>
  1621. Timing : Constant
  1622. Range : User
  1623. Target : User
  1624. Cost : None
  1625. *Immediately before using a spiritual remedy, you recombine the components in order to dramatically increase the amount of recovery it provides.*
  1626. Passive Effect. The target gains a +10 modifier to {HP}. Also, the target can use <<Tool Refinement>> as though it were [Cost: E].
  1627.  
  1628. [Last Creator B] ◎ <<War God Medicine>>
  1629. Timing : Unique
  1630. Range : Combat Zone
  1631. Target : 1#
  1632. Cost : [E, 3]
  1633. *Explosively power up an attack by simultaneously adding an alchemic solution to it.*
  1634. Use on Damage Calculation. The user spends a [Consumable] with a [Recovery] effect, then the target gains a modifier of +"The [Recovery Value] of the [Consumable]" at [Damage Calculation] (Effects like <<Special Compound>> may be applied). This Talent may be used once per session.
  1635.  
  1636. [Last Creator B] <<Alchemic Gift>>
  1637. Timing : Unique
  1638. Range : User
  1639. Target : User
  1640. Cost : None
  1641. *At the same moment you are attacked, you throw your spiritual medicines and tools to an ally.*
  1642. Use on Damage Reduction. The user may pass up to 3 [Consumables] they have [Stored] to [Range: 7 Sq. / Target: 1#]. This Talent may be used once per round (or scene).
  1643.  
  1644. [Last Creator B] ● <<Enhanced Tools>>
  1645. Timing : Constant
  1646. Range : User
  1647. Target : User
  1648. Cost : None
  1649. *By taking a special medicine kept in reserve, you can consistently maintain a high level of spiritual power.*
  1650. Passive Effect. When the target uses a [Timing: Attack] Talent, they gain +1 [Rank] at [Damage Calculation]. Additionally, when target uses a [Consumable] with [Effect Class: Use On Damage Calculation], gain a +1d6 modifier to [Damage Calculation].
  1651.  
  1652. [Last Creator B] ● <<Elixir Capsule>>
  1653. Timing : Unique
  1654. Range : User
  1655. Target : User
  1656. Cost : None
  1657. *By ingesting a special capsule as you begin a preparatory action, you draw a huge amount of spirit energy from your body.*
  1658. Unique Effect. Use after the target uses a [Timing: Prep] Style Talent. The target gains 2 [Overflow]. This Talent may only be used once per combat (Or scene).
  1659.  
  1660. [Last Creator B] ● <<Alchemy User>>
  1661. Timing : Unique
  1662. Range : User
  1663. Target : User
  1664. Cost : [3]
  1665. *Skillfully use alchemical components or charms according to the situation on hand.*
  1666. Unique Effect. Use after the target uses a [Style: Last Creator / Timing: Attack] Style Talent. The target may use [Action 7: Use Item] (→Core p165) once. This Talent may be used once per round (Or scene).
  1667.  
  1668. [Last Creator B] ● <<Elixir Expert>>
  1669. Timing : Constant
  1670. Range : User
  1671. Target : User
  1672. Cost : None
  1673. *You have a high level of knowledge in the manufacture of alchemical components, and are able to freely manipulate tools and remedies from them.*
  1674. Passive Effect. The target gains a +10 modifier to {HP}. Also, the target gains +[200G] to the [Cost] limit of the [Consumables] created with <<Tool Refinement>>.
  1675.  
  1676.  
  1677. [Last Creator B] ◎ <<Consecutive Tools>>
  1678. Timing : Attack
  1679. Range : User
  1680. Target : User
  1681. Cost : [3, 3]
  1682. *You have a special skill that instantly distributes or disperses spiritual medicines and tools.*
  1683. Unique Effect. The target performs [Action 7: Use Item] ((→Core p165) twice. This Talent may be used once per round (Or scene).
  1684.  
  1685. [Last Creator B] ◎ <<Solution of Immortality>>
  1686. Timing : Unique
  1687. Range : Combat Zone
  1688. Target : 1#
  1689. Cost : [E, 3]
  1690. *Survive a fatal injury like an immortal by using a divine medicine in time with an opponent's attack.*
  1691. Use on Damage Calculation. The user spends one [Consumable] with a [Recovery] effect, and the target gains a modifier to [Damage Calculation] equal to ([Damage Calculation] - (The [Recovery] Value of the Consumable used)) (Effects like <<Special Compound>> may be applied). This Talent may be used once per session.
  1692.  
  1693. ================================================================================
  1694. Exodus -- Covers [XXXN]
  1695. ================================================================================
  1696.  
  1697. Cover 6
  1698. ----------------------------------------
  1699. Combat Model □
  1700. An android specializing in combat against supernatural entities. Combat Models acquire the [Combat Modifications] [Trait] and gain the following [Items].
  1701.  
  1702. [Combat Modifications]: Gain +1 [Damage] during [Damage Calculation].
  1703.  
  1704. [Item]
  1705. Communications Device (Can also speak with [Backstage] or [Retreated] PC)
  1706. Maintenance Site (+5 Rest Recovery Amount to [Class: Mechanical])
  1707. Magic Self-Defense Pistol (Cause Innocents to faint)
  1708.  
  1709. Defense Model □
  1710. *An android bodyguard specializing in protecting the creator. Defense Models acquire the [Defensive Function] [Trait] and gain the following [Items].
  1711.  
  1712. [Defensive Function]: Gain +1 [Armor] and [Barrier].
  1713.  
  1714. [Item]
  1715. Communications Device (Can also speak with [Backstage] or [Retreated] PC)
  1716. Maintenance Site (+5 Rest Recovery Amount to [Class: Mechanical])
  1717. Defense Shikigami ( -10 [Special Damage] from [Distortions])
  1718.  
  1719. Recon Model □
  1720. A reconnaissance-type android specializing in investigating supernatural cases. Recon Models acquire the [Recon Function] [Trait] and gain the following [Items].
  1721.  
  1722. [Recon Function]: +2 to the result of {Luck} checks.
  1723.  
  1724. [Item]
  1725. Communications Device (Can also speak with [Backstage] or [Retreated] PC)
  1726. Maintenance Site (+5 Rest Recovery Amount to [Class: Mechanical])
  1727. Cyber Replica (Move at the speed of an Automobile)
  1728.  
  1729. Assistant Model □
  1730. A type of android that specializes in personal care and paperwork, working as the creator's secretary. Assist Models acquire the [Multitasking] [Trait] and gain the following [Items].
  1731.  
  1732. [Multitasking]: +1 to the result of {Main Stat} checks.
  1733.  
  1734. [Item]
  1735. Communications Device (Can also speak with [Backstage] or [Retreated] PC)
  1736. Maintenance Site (+5 Rest Recovery Amount to [Class: Mechanical])
  1737. Remedy Set (+5 Rest Recovery Amount to [Race: Magus / Homunculus / Cyborg / Android)
  1738.  
  1739. Mimic Model
  1740. An android that lives and acts as an innocent on the orders of their creator. When selecting the Mimic Model cover, additionally select a cover from Cover Table 1 (Core). Write this as Mimic Type: ○○, where ○○ is the name of the chosen Cover.
  1741.  
  1742. [Trait]: Gain the Trait of the chosen cover.
  1743.  
  1744. [Item]
  1745. Gain the Items of the chosen Cover.
  1746.  
  1747. Original △
  1748. An original [Cover] created by the player themselves. To determine what [Traits] and [Items] this [Cover] has,
  1749. examine the other [Covers], and select a set of [Items] and a [Trait] that feels appropriate for the [Cover] to
  1750. have.
  1751.  
  1752. Player Pick
  1753.  
  1754. Player Pick
  1755.  
  1756.  
  1757. Cover 7
  1758. ----------------------------------------
  1759. Escort Species □
  1760. *A homunculus tuned for combat which escorts the creator to resolve supernatural incidents. Escort Species acquire the [Combat Skill] [Trait] and gain the following [Items].
  1761.  
  1762. [Combat Skill]: +1 to [Active Checks].
  1763.  
  1764. [Item]
  1765. Telepathy Jewel (Can also speak with [Backstage] or [Retreated] PC)
  1766. Original Workshop ([Race: Magus / Homunculus] gain +5 Rest Recovery Amount)
  1767. Magic Self-Defense Pistol (Causes Innocents to faint)
  1768.  
  1769. Leyline Species □
  1770. *A homunculus specialized to subtitute as a source of spirit energy. Leyline Species Acquire the [Leyline Function] [Trait] and gain the following [Items].
  1771.  
  1772. [Leyline Function]: +4 to {Maximum HP}.
  1773.  
  1774. [Item]
  1775. Telepathy Jewel (Can also speak with [Backstage] or [Retreated] PC)
  1776. Original Workshop ([Race: Magus / Homunculus] gain +5 Rest Recovery Amount)
  1777. Defense Shikigami ( -10 [Special Damage] from [Distortions])
  1778.  
  1779. Servant Species □
  1780. *A servant or maid-type homunculus that maintains the creator's surroundings. Servant Species acquire the [How To Serve] [Trait] and gain the following [Items].
  1781.  
  1782. [How To Serve]: +1 to {Main Stat} [Checks].
  1783.  
  1784. [Item]
  1785. Telepathy Jewel (Can also speak with [Backstage] or [Retreated] PC)
  1786. Original Workshop ([Race: Magus / Homunculus] gain +5 Rest Recovery Amount)
  1787. Servant Homunculus (Perform a variety of tasks)
  1788.  
  1789. Medium Species □
  1790. *A type of homunculus that serves as a medium for the creator's use of magic. Medium Species acquire the [Medium] [Trait] and gain the following [Items].
  1791.  
  1792. [Medium]: +2 [Magical Damage].
  1793.  
  1794. [Item]
  1795. Telepathy Jewel (Can also speak with [Backstage] or [Retreated] PC)
  1796. Original Workshop ([Race: Magus / Homunculus] gain +5 Rest Recovery Amount)
  1797. Remedy Set ([Race: Magus / Cyborg / Android / Homunculus] gain +5 Rest Recovery Amount)
  1798.  
  1799. Mimic Species
  1800. A homunculus that lives and acts as an innocent on the orders of their creator. When selecting the Mimic Species cover, additionally select a cover from Cover Table 1 (Core). Write this as Mimic Type: ○○, where ○○ is the name of the chosen Cover.
  1801.  
  1802. [Trait]: Gain the Trait of the chosen cover.
  1803.  
  1804. [Item]
  1805. Gain the Items of the chosen Cover.
  1806.  
  1807. Original △
  1808. An original [Cover] created by the player themselves. To determine what [Traits] and [Items] this [Cover] has,
  1809. examine the other [Covers], and select a set of [Items] and a [Trait] that feels appropriate for the [Cover] to
  1810. have.
  1811.  
  1812. Player Pick
  1813.  
  1814. Player Pick
  1815.  
  1816. ================================================================================
  1817. Exodus -- Items: Weapons [XXXO]
  1818. ================================================================================
  1819.  
  1820. Melee Weapons / Form: Swords [XXXO-1]
  1821. ----------------------------------------
  1822. Alchemy / Spirit Blade
  1823. Restrict : None
  1824. Mode : One Hand
  1825. ACC : None
  1826. PD : +4
  1827. INIT : None
  1828. Cost : -
  1829. [Form: Sword / Range: Engaged / Target: 1#]. *A sharp sword produced by a Last Creator.*
  1830. While [Equipped], once per round, gain +1 to an {Evasion} check.
  1831.  
  1832. Alchemy / Spirit Sword
  1833. Restrict : None
  1834. Mode : Two Hands
  1835. ACC : None
  1836. PD : +9
  1837. INIT : None
  1838. Cost : -
  1839. [Form: Sword / Range: Engaged / Target: 1#]. *A huge, western-style sword produced by a Last Creator.*
  1840. While [Equipped], once per combat, [Halve] the [Armor] of the [Target] of a [Physical Attack].
  1841.  
  1842. High-Frequency Knife
  1843. Restrict : Cyborg
  1844. Mode : One Hand
  1845. ACC : None
  1846. PD : +4
  1847. INIT : -1
  1848. Cost : 800G
  1849. [Form: Axe / Range: Engaged / Target: 1#]. *A knife-like high-frequency blade modified for high performance.*
  1850. While [Equipped], once per round, [Targets] of the user's [Physical Attacks] reduce their [Armor] by 2 (to a minimum of 0).
  1851.  
  1852. Black Wing Blade
  1853. Restrict : Soul Eater
  1854. Mode : Switch Hand
  1855. ACC : None
  1856. PD : +5 / +6
  1857. INIT : -2 / -1
  1858. Cost : 2000G
  1859. [Form: Sword / Range: Engaged / Target: 1#]. *An unidentified Japanese sword with a jet-black blade.*
  1860. While [Equipped], once per combat, make a [Weapon Attack] after [Damage Calculation].
  1861.  
  1862. Lionheart
  1863. Restrict : Marebito
  1864. Mode : One Hand
  1865. ACC : None
  1866. PD : +7
  1867. INIT : -1
  1868. Cost : 2000G
  1869. [Form: Sword / Range: Engaged / Target: 1#]. *A gorgeously decorated magical broadsword. The blade's length is engraved with the language of another world, and has the motif of a lion.*
  1870. While [Equipped], once per combat, gain +1 to an {Accuracy} check.
  1871.  
  1872. Haladie
  1873. Restrict : Dark Hunter
  1874. Mode : One Hand
  1875. ACC : None
  1876. PD : +4
  1877. INIT : +1
  1878. Cost : 2250G
  1879. [Form: Sword / Range: Engaged / Target: 1#]. *A double-edged blade owned by members of an Indian warrior tribe. The handle also contains a blade, which makes the weapon a little difficult to handle.*
  1880. While [Equipped], once per combat, make a [Weapon Attack] after [Damage Calculation].
  1881.  
  1882. Artisan's Blade
  1883. Restrict : Mastery
  1884. Mode : Switch Hand
  1885. ACC : None
  1886. PD : +5 / +6
  1887. INIT : None / +1
  1888. Cost : 2300G
  1889. [Form: Sword / Range: Engaged / Target: 1#]. *An unnamed sword forged by a certain master, converted into an artificial regalia. It is difficult to handle due to the way it interacts with spirit energy.*
  1890. While [Equipped], once per round, gain +1 to an {Accuracy} or {Evasion} check.
  1891.  
  1892. Ring of Swords
  1893. Restrict : Last Creator
  1894. Mode : Two Hand
  1895. ACC : None
  1896. PD : +2
  1897. INIT : None
  1898. Cost : 3000G
  1899. [Form: Sword / Range: Engaged / Target: 1#]. *A set of six rings, engraved with alchemic spells that summon blades. With them, you can create and control spirit swords.*
  1900. While [Equipped], the target can [Equip] [Alchemy /○○] [Weapons] or [Protectors] (→p48-p63). Also, the target also gains +[100G] to the [Cost] limit of the [Consumables] created with <<Tool Refinement>>.
  1901.  
  1902. Sword Shield
  1903. Restrict : Martial / Utility
  1904. Mode : Two Hand
  1905. ACC : None
  1906. PD : +5 / +6
  1907. INIT : -2 / -1
  1908. Cost : 3400G
  1909. [Form: Sword / Range: Engaged / Target: 1#]. *A kite shield built for attack, with a blade on it's edge. It demonstrates considerable power when swung.*
  1910. While [Equipped], gain +3 to [Armor] and [Barrier].
  1911.  
  1912. Urumi
  1913. Restrict : God Hand
  1914. Mode : Two Hand
  1915. ACC : None
  1916. PD : +8
  1917. INIT : None
  1918. Cost : 5000G
  1919. [Form: Sword / Range: Engaged / Target: 1#]. *A sword used in a martial art called Kalaripayattu. It requires high skill to operate.*
  1920. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 2 Sq. (If [Engaged], it becomes 3 Sq., if [Charge 2 Sq.], it becomes [Charge 4 Sq.])
  1921.  
  1922. Black Flower's Thorn
  1923. Restrict : Soul Eater
  1924. Mode : Switch Hand
  1925. ACC : None
  1926. PD : +8 / +9
  1927. INIT : None / +1
  1928. Cost : 5000G
  1929. [Form: Sword / Range: Engaged / Target: 1#]. *A slender longsword with a jet-black blade. At first glance it looks unreliable, but it's very sturdy.*
  1930. While [Equipped], once per combat, make a [Weapon Attack] after [Damage Calculation].
  1931.  
  1932. Sword Whip
  1933. Restrict : Martial / Utility
  1934. Mode : Two Hand
  1935. ACC : +1
  1936. PD : +10
  1937. INIT : None
  1938. Cost : 5000G
  1939. [Form: Sword / Range: Engaged / Target: 1#]. *A slender sword forged by a mysterious alchemist. By swinging it at high speed, it becomes a whip.*
  1940. While [Equipped], twice per turn, change the [Range] of [Physical Attacks] to [6 Sq].
  1941.  
  1942. High-Frequency Sword
  1943. Restrict : Cyborg
  1944. Mode : Switch Hand
  1945. ACC : None
  1946. PD : +10 / +11
  1947. INIT : -3 / -2
  1948. Cost : 5000G
  1949. [Form: Sword / Range: Engaged / Target: 1#]. *A normal sword that was converted into an Artificial Regalia. It has a mechanism within that allows the blade to vibrate at a special, high frequency.*
  1950. While [Equipped], [Targets] reduce their [Armor] by 5 (to a minimum of 0).
  1951.  
  1952. Ring of the Holy Sword
  1953. Restrict : Last Creator
  1954. Mode : Two Hand
  1955. ACC : None
  1956. PD : +4
  1957. INIT : None
  1958. Cost : 8000G
  1959. [Form: Sword / Range: Engaged / Target: 1#]. *A set of six rings, engraved with alchemic spells that summon holy swords. With them, you can create and control swords made from spirit energy.*
  1960. While [Equipped], the target can [Equip] [Alchemy /○○] [Weapons] or [Protectors] (→p48-p63). Also, the target also gains +[100G] to the [Cost] limit of the [Consumables] created with <<Tool Refinement>>.
  1961.  
  1962. Fallen Heavenly Sword
  1963. Restrict : Soul Eater
  1964. Mode : Two Hand
  1965. ACC : None
  1966. PD : +14
  1967. INIT : None
  1968. Cost : 8000G
  1969. [Form: Sword / Range: Engaged / Target: 1#]. *A long japanese sword with a jet-black blade. It emits jet-black spiritual energy.*
  1970. While [Equipped], once per combat, make a [Weapon Attack] after [Damage Calculation].
  1971.  
  1972. Ancestral Seven-Branched Sword
  1973. Restrict : Arc Slayer
  1974. Mode : Switch Hand
  1975. ACC : None
  1976. PD : +12 / +13
  1977. INIT : None
  1978. Cost : 10000G
  1979. [Form: Sword / Range: Engaged / Target: 1#]. *A seven-branched sword that was converted into an artificial regalia after being passed from generation to generation, hailing from ancient times. It contains extremely powerful spiritual energy.*
  1980. While [Equipped], increase [Physical Damage] to non-[Boss] [Mononoke] by +10.
  1981.  
  1982. Avatar Urumi
  1983. Restrict : God Hand
  1984. Mode : One Hand
  1985. ACC : None
  1986. PD : +11
  1987. INIT : +3
  1988. Cost : 12000G
  1989. [Form: Sword / Range: Engaged / Target: 1#]. *An Urumi with three blades. Attacks made with it are deadly, and resemble a kamaitachi.*
  1990. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 2 Sq. (If [Engaged], it becomes 3 Sq., if [Charge 2 Sq.], it becomes [Charge 4 Sq.])
  1991.  
  1992. Divine Soul's Seven-Branched Sword
  1993. Restrict : Divine Soul
  1994. Mode : Switch Hand
  1995. ACC : None
  1996. PD : +15 / +16
  1997. INIT : None / +1
  1998. Cost : 15000G
  1999. [Form: Sword / Range: Engaged / Target: 1#]. *A seven-branched sword created long ago during the time of the gods, converted into an artificial regalia. They contain a terrifying level of power.*
  2000. While [Equipped], increase [Physical Damage] to non-[Boss] [Mononoke] by +10.
  2001.  
  2002. Goujian Sword
  2003. Restrict : Martial
  2004. Mode : Two Hand
  2005. ACC : None
  2006. PD : +17
  2007. INIT : +1
  2008. Cost : 15000G
  2009. [Form: Sword / Range: Engaged / Target: 1#]. *An artificial regalia replica of the famous sword possessed by Goujian, the king of Yue, which existed in the late spring and autumn period.*
  2010. While [Equipped], reduce [Damage] received from [Mononoke - Godhunters] by 5.
  2011.  
  2012.  
  2013. Melee Weapons / Form: Spears [XXXO-2]
  2014. ----------------------------------------
  2015. Alchemy / Spirit Javelin
  2016. Restrict : None
  2017. Mode : Switch Hand
  2018. ACC : None
  2019. PD : +4 / +5
  2020. INIT : None / +1
  2021. Cost : -
  2022. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A sharp longspear produced by a Last Creator.*
  2023. Can be thrown as a [Ranged Attack]. When doing so, change [Physical Attack / Range / Target] to [Ranged Attack / {Agility}+3 Sq. / 1#].
  2024.  
  2025. Alchemy / Spirit Spear
  2026. Restrict : None
  2027. Mode : Two Hand
  2028. ACC : None
  2029. PD : +8
  2030. INIT : None
  2031. Cost : -
  2032. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A longspear produced by a Last Creator.*
  2033. While the [Weapon] is [Equipped], increase the [Range] of the user's [Physical Attacks] by +1 Sq. (If [Engaged], it becomes 2 Sq.; if [Charge 2 Sq] it becomes [Charge 3 Sq]).
  2034.  
  2035. Exorcist Vajra
  2036. Restrict : None
  2037. Mode : One Hand
  2038. ACC : None
  2039. PD : +3
  2040. INIT : None
  2041. Cost : 1750G
  2042. [Form: Spear / Range: Engaged / Target: 1#]. A Vajra that was strengthened via spiritual energy. It can be launched at an opponent via one's own spirit energy.
  2043. Can be thrown as a [Ranged Weapon]. When that happens, change [Physical Attack / Range / Target] to [Ranged Attack / {Agility} + 3 Sq. / 1#].
  2044.  
  2045. Triple Dagger
  2046. Restrict : None
  2047. Mode : One Hand
  2048. ACC : +1
  2049. PD : +3
  2050. INIT : -1
  2051. Cost : 1750G
  2052. [Form: Spear / Range: Engaged / Target: 1#]. *This dagger contains a special, spirit-energy powered mechanism that allows the tip to expand in three directions. As such, it has excellent defensive capabilities.*
  2053. While [Equipped], reduce [Damage] received from [Form: Sword / Axe] by 5.
  2054.  
  2055. Ring of Spears
  2056. Restrict : Last Creator
  2057. Mode : Two Hand
  2058. ACC : None
  2059. PD : +1
  2060. INIT : None
  2061. Cost : 2800G
  2062. [Form: Spear / Range: Engaged / Target: 1#]. *A set of six rings, engraved with alchemic spells that summon spears. With them, you can create and control spirit spears.*
  2063. While [Equipped], the target can [Equip] [Alchemy /○○] [Weapons] or [Protectors] (→p48-p63). Also, the target also gains +[100G] to the [Cost] limit of the [Consumables] created with <<Tool Refinement>>.
  2064.  
  2065. Kettu Kari
  2066. Restrict : God Hand
  2067. Mode : Two Hand
  2068. ACC : None
  2069. PD : +4
  2070. INIT : None
  2071. Cost : 2800G
  2072. [Form: Spear / Range: 2 Sq. / Target: 1#]. *An artificial regalia created out of a long club used in a martial art called Kalaripayattu. The handle, carved from a sacred tree, is harder than steel.*
  2073. While [Equipped], treat as though [Equipped] with [Unarmed]. Also, once per combat, make a [Weapon Attack] after [Damage Calculation].
  2074.  
  2075. Magic Spear
  2076. Restrict : Magus
  2077. Mode : Two Hand
  2078. ACC : None
  2079. PD : +6
  2080. INIT : None
  2081. Cost : 2800G
  2082. [Form: Spear / Engaged / Target: 1#]. *An enchanted spear that enhances it's own power by absorbing magical power from its user.*
  2083. While [Equipped], by spending 1x [Start] and 3 {HP}, for the rest of combat the user gains +3 [Physical Damage].
  2084.  
  2085. Wheel Vajra
  2086. Restrict : None
  2087. Mode : One Hand
  2088. ACC : +1
  2089. PD : +5
  2090. INIT : None
  2091. Cost : 3100G
  2092. [Form: Spear / Range: Engaged / Target: 1#]. *A wheel-shaped version of the Vajra. It has high power when thrown.*
  2093. Can be thrown as a [Ranged Weapon]. When that happens, change [Physical Attack / Range / Target] to [Ranged Attack / {Agility} + 3 Sq. / 1#].
  2094.  
  2095. Beast Slayer
  2096. Restrict : Marebito
  2097. Mode : Two Hand
  2098. ACC : +1
  2099. PD : +11
  2100. INIT : -4
  2101. Cost : 3100G
  2102. [Form: Spear / Range: 2 Sq. / Target: 1#]. *This polearm runs the length of a shortsword and has a rainbow-colored tip.*
  2103. While [Equipped], when making [Physical Attacks] against [Class: Beast - Mythical], gain +2 [Physical Rank].
  2104.  
  2105.  
  2106. High-Frequency Spear
  2107. Restrict : Cyborg
  2108. Mode : Switch Hand
  2109. ACC : None
  2110. PD : +7 / +8
  2111. INIT : None / +1
  2112. Cost : 3100G
  2113. [Form: Sword / Range: 2 Sq. / Target: 1#]. *A specialized spear-type regalia optimized for artificial bodies. It uses spirit energy to vibrate it's tip at an extremely high frequency, allowing it to penetrate the toughest of armor.*
  2114. While [Equipped], reduce the [Target] of the user's [Physical Attack]'s [Armor] by 5 (to a minimum of 0).
  2115.  
  2116. Tri-Breaker
  2117. Restrict : Martial, Utility
  2118. Mode : One Hand
  2119. ACC : +1
  2120. PD : +7
  2121. INIT : None
  2122. Cost : 4000G
  2123. [Form: Spear / Range: Engaged / Target: 1#]. *An enhanced triple dagger. It boasts high power and excellent defense.*
  2124. While [Equipped], reduce [Damage] received from [Form: Sword / Axe] by 5.
  2125.  
  2126. Ancient Spear
  2127. Restrict : Mastery
  2128. Mode : Two Hand
  2129. ACC : +1
  2130. PD : +8
  2131. INIT : -3
  2132. Cost : 4000G
  2133. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A spear of unknown origin that holds a long history. It's long grip and unstable spirit energy make it difficult to handle.*
  2134. While [Equipped], increase the [Target] of the user's [Physical Attack] by 1#.
  2135.  
  2136. Black Fang Spear
  2137. Restrict : Soul Eater
  2138. Mode : Two Hand
  2139. ACC : None
  2140. PD : +10
  2141. INIT : -3
  2142. Cost : 4000G
  2143. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A spear with a jet-black tip and long handle. It emits black spirit energy from it's tip.*
  2144. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 2 Sq. (If [Engaged], it becomes 3 Sq., if [Charge 2 Sq.], it becomes [Charge 4 Sq.]).
  2145.  
  2146. Ring of the Magic Spear
  2147. Restrict : Last Creator
  2148. Mode : Two Hand
  2149. ACC : None
  2150. PD : +3
  2151. INIT : None
  2152. Cost : 6000G
  2153. [Form: Sword / Range: Engaged / Target: 1#]. *A set of six rings, engraved with alchemic spells that summon magic spears. With them, you can create and control spears made from spirit energy.*
  2154. While [Equipped], the target can [Equip] [Alchemy /○○] [Weapons] or [Protectors] (→p48-p63). Also, the target also gains +[100G] to the [Cost] limit of the [Consumables] created with <<Tool Refinement>>.
  2155.  
  2156. Seven Vajra
  2157. Restrict : Martial, Utility
  2158. Mode : One Hand
  2159. ACC : None
  2160. PD : +9
  2161. INIT : +1
  2162. Cost : 6000G
  2163. [Form: Spear / Range: Engaged / Target: 1#]. *A Vajra with six extra blades and tips. It contains a tremendous power.*
  2164. Can be thrown as a [Ranged Weapon]. When that happens, change [Physical Attack / Range / Target] to [Ranged Attack / {Agility} + 3 Sq. / 1#].
  2165.  
  2166. Rune Spear
  2167. Restrict : Martial
  2168. Mode : Two Hand
  2169. ACC : None
  2170. PD : +10
  2171. INIT : +1
  2172. Cost : 6000G
  2173. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A longspear used by ancient Celtic warriors. Runes of victory are engraved up and down it's length, granting it massive power.*
  2174. While [Equipped], when making [Physical Attacks] against [Class: Humanoid - Beast - Mythical], gain +1 [Physical Rank].
  2175.  
  2176. Nine Vajra
  2177. Restrict : Martial, Utility
  2178. Mode : One Hand
  2179. ACC : None
  2180. PD : +9
  2181. INIT : None
  2182. Cost : 8500G
  2183. [Form: Spear / Range: Engaged / Target: 1#]. *A Vajra with eight extra blades and tips. It's spiritual power is close to that of the legendary sacred treasure, the original Vajra.*
  2184. Can be thrown as a [Ranged Weapon]. When that happens, change [Physical Attack / Range / Target] to [Ranged Attack / {Agility} + 3 Sq. / 1#].
  2185.  
  2186. Demon Vajra
  2187. Restrict : Martial
  2188. Mode : One Hand
  2189. ACC : +1
  2190. PD : +10
  2191. INIT : +3
  2192. Cost : 10000G
  2193. [Form: Spear / Range: Engaged / Target: 1#]. *A nine-bladed Vajra with a demon's face etched onto the handle. When shaken, it exerts spiritual power equivalent to the words of a god.*
  2194. Can be thrown as a [Ranged Weapon]. When that happens, change [Physical Attack / Range / Target] to [Ranged Attack / {Agility} + 3 Sq. / 1#].
  2195.  
  2196. Magus Halberd
  2197. Restrict : Magus
  2198. Mode : Two Hand
  2199. ACC : +1
  2200. PD : +14
  2201. INIT : None
  2202. Cost : 12000G
  2203. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A powerful spear-type artificial regalia created by a high-ranking alchemist.*
  2204. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 2 Sq. (If [Engaged], it becomes 3 Sq., if [Charge 2 Sq.], it becomes [Charge 4 Sq.]).
  2205.  
  2206.  
  2207. Melee Weapons / Form: Axes [XXXO-3]
  2208. ----------------------------------------
  2209. Alchemy / Spirit Sickle
  2210. Restrict : None
  2211. Mode : Switch Hand
  2212. ACC : None
  2213. PD : +4 / +5
  2214. INIT : -1
  2215. Cost : -
  2216. [Form: Axe / Range: Engaged / Target: 1#]. *A sharp combat sickle produced by a Last Creator.*
  2217. While [Equipped], gain +2 to [Barrier].
  2218.  
  2219. Alchemy / Spirit Battleaxe
  2220. Restrict : None
  2221. Mode : Two Hand
  2222. ACC : -1
  2223. PD : +10
  2224. INIT : None
  2225. Cost : -
  2226. [Form: Axe / Range: Engaged / Target: 1#]. *A double-headed axe made for combat, produced by a Last Creator.*
  2227. While [Equipped], once per combat, increase [Physical Rank] by 1.
  2228.  
  2229. Defender Axe
  2230. Restrict : Martial
  2231. Mode : One Hand
  2232. ACC : +1
  2233. PD : +5
  2234. INIT : -3
  2235. Cost : 1800G
  2236. [Form: Axe / Range: Engaged / Target: 1#]. *A tomahawk made for hand-to-hand combat, created with modern technology. It features excellent defensive ability.*
  2237. While [Equipped], gain +2 to [Armor] and [Barrier].
  2238.  
  2239. Ring of Axes
  2240. Restrict : Last Creator
  2241. Mode : Two Hand
  2242. ACC : -1
  2243. PD : +3
  2244. INIT : None
  2245. Cost : 3800G
  2246. [Form: Axe / Range: Engaged / Target: 1#]. *A set of six rings, engraved with alchemic spells that summon axes. With them, you can create and control spirit axes.*
  2247. While [Equipped], the target can [Equip] [Alchemy /○○] [Weapons] or [Protectors] (→p48-p63). Also, the target also gains +[100G] to the [Cost] limit of the [Consumables] created with <<Tool Refinement>>.
  2248.  
  2249. Magic Battleaxe
  2250. Restrict : Magus
  2251. Mode : Two Hand
  2252. ACC : None
  2253. PD : +6
  2254. INIT : -1
  2255. Cost : 3800G
  2256. [Form: Axe / Range: Engaged / Target: 1#]. *A battleaxe forged with metal that is easily conductive to spiritual power. It is favored by magical warriors.*
  2257. While [Equipped], when making a [Magical Attack], gain +3 to [Magical Damage].
  2258.  
  2259. Axe Shield
  2260. Restrict : Martial / Utility
  2261. Mode : Switch Hand
  2262. ACC : -1
  2263. PD : +6 / +7
  2264. INIT : -3 / -2
  2265. Cost : 3800G
  2266. [Form: Axe / Range: Engaged / Target: 1#]. *A special shield that can also be used in hand-to-hand combat as a weapon. The side of the shield features a huge blade.*
  2267. While [Equipped], gain +3 to [Armor] and [Barrier].
  2268.  
  2269. Granite Axe
  2270. Restrict : Marebito
  2271. Mode : Two Hand
  2272. ACC : None
  2273. PD : +8
  2274. INIT : -2
  2275. Cost : 3800G
  2276. [Form: Axe / Range: Engaged / Target: 1#]. *A mysterious granite battleaxe that holds a special magical power that lets it manipulate magnetic force.*
  2277. While [Equipped], when making [Physical Attacks] against [Class: Mechanical], gain +1 [Physical Rank].
  2278.  
  2279. Double Axe
  2280. Restrict : God Hand
  2281. Mode : Switch Hand
  2282. ACC : +1
  2283. PD : +6 / +7
  2284. INIT : +3 / +4
  2285. Cost : 5500G
  2286. [Form: Axe / Range: Engaged / Target: 1#]. *A small double-edged axe improved into a nunchaku-style. It is difficult to handle, but its power is enormous..*
  2287. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, once per combat, perform x1 [Weapon Attack] after [Damage Calculation].
  2288.  
  2289. Ring of the God Axe
  2290. Restrict : Last Creator
  2291. Mode : Two Hand
  2292. ACC : -1
  2293. PD : +5
  2294. INIT : None
  2295. Cost : 7500G
  2296. [Form: Sword / Range: Engaged / Target: 1#]. *A set of six rings, engraved with alchemic spells that summon powerful axes. With them, you can create and control axes made from spirit energy.*
  2297. While [Equipped], the target can [Equip] [Alchemy /○○] [Weapons] or [Protectors] (→p48-p63). Also, the target also gains +[100G] to the [Cost] limit of the [Consumables] created with <<Tool Refinement>>.
  2298.  
  2299. Magic Scythe
  2300. Restrict : Magus
  2301. Mode : Two Hand
  2302. ACC : +1
  2303. PD : +8
  2304. INIT : +3
  2305. Cost : 7500G
  2306. [Form: Axe / Range: Engaged / Target: 1#]. *A powerful warscythe-type artificial regalia favored by magical warriors.*
  2307. While [Equipped], once per round, reduce [Physical Damage] received from a [Range: Engaged] target by 10.
  2308.  
  2309. Blade Spinner
  2310. Restrict : Dark Hunter
  2311. Mode : Switch Hand
  2312. ACC : None
  2313. PD : +8 / +9
  2314. INIT : +3 / +4
  2315. Cost : 7500G
  2316. [Form: Axe / Range: Engaged / Target: 1#]. *A special, bladed weapon that rotates rapidly when infused with spirit energy. The rotation also allows protection against ranged attacks.*
  2317. While [Equipped], once per round, reduce [Physical Damage] received from a target outside of [Range: Engaged] by 10.
  2318.  
  2319. Black Ronin
  2320. Restrict : Legion
  2321. Mode : One Hand
  2322. ACC : None
  2323. PD : +9
  2324. INIT : +3
  2325. Cost : 7500G
  2326. [Form: Axe / Range: Engaged / Target: 1#]. *A tomahawk-style artificial regalia made for close-quarters-combat typically used by special forces.*
  2327. While [Equipped], reduce [Physical Damage] received from a [Range: Engaged] target by 5.
  2328.  
  2329. Funeral
  2330. Restrict : Marebito
  2331. Mode : Two Hand
  2332. ACC : +1
  2333. PD : +10
  2334. INIT : None
  2335. Cost : 7500G
  2336. [Form: Axe / Range: Engaged / Target: 1#]. *A battlescythe with a blade enchanted with multiple layers of spells, allowing it to easily slice through human bodies.*
  2337. While [Equipped], when making [Physical Attacks] against [Class: Humanoid], gain +1 [Physical Rank].
  2338.  
  2339. Heat Claw
  2340. Restrict : Cyborg
  2341. Mode : Two Hand
  2342. ACC : None
  2343. PD : +11
  2344. INIT : None
  2345. Cost : 7500G
  2346. [Form: Axe / Range: Engaged / Target: 1#]. *A close combat weapon optimized for artificial bodies. This burning blade is mounted on the elbow or back of the hand.*
  2347. While [Equipped], treat as though [Equipped] with [Unarmed].
  2348.  
  2349. Artisan Chainsaw
  2350. Restrict : Mastery
  2351. Mode : Two Hand
  2352. ACC : +1
  2353. PD : +11
  2354. INIT : None
  2355. Cost : 7500G
  2356. [Form: Axe / Range: Engaged / Target: 1#]. *A modified, chainsaw-type artificial regalia empowered with the concept to cut plant-based mononoke.*
  2357. While [Equipped], when making [Physical Attacks] against [Class: Plant], gain +2 [Physical Rank].
  2358.  
  2359. Black Godscythe
  2360. Restrict : Soul Eater
  2361. Mode : Two Hand
  2362. ACC : +1
  2363. PD : +11
  2364. INIT : +1
  2365. Cost : 10000G
  2366. [Form: Axe / Range: Engaged / Target: 1#]. *This warscythe constantly releases dark spirit energy from it's jet-black blade.*
  2367. While [Equipped], when making [Physical Attacks] against [Class: Humanoid / Plant], gain +2 [Physical Rank].
  2368.  
  2369. Genocide Pendulum
  2370. Restrict : Martial
  2371. Mode : Two Hand
  2372. ACC : None
  2373. PD : +11
  2374. INIT : +3
  2375. Cost : 10000G
  2376. [Form: Axe / Range: 3 Sq. / Target: 1#]. *A reinforced leather pendulum. The jet-black blade has terrifying power..*
  2377. While [Equipped], once per round, change an [Attack Action] to [Range: 5 Sq].
  2378.  
  2379. Crusade
  2380. Restrict : Martial
  2381. Mode : Switch Hand
  2382. ACC : None / +1
  2383. PD : +11 / +12
  2384. INIT : None / +1
  2385. Cost : 10000G
  2386. [Form: Axe / Range: Engaged / Target: 1#]. *A further improved variant of the Axe Shield. The name comes from it's huge, distinctive cross shape.*
  2387. While [Equipped], gain +4 to [Armor] and [Barrier].
  2388.  
  2389. Blade Monsoon
  2390. Restrict : Dark Hunter
  2391. Mode : Switch Hand
  2392. ACC : +1
  2393. PD : +14 / +15
  2394. INIT : +1 / +2
  2395. Cost : 12000G
  2396. [Form: Axe / Range: Engaged / Target: 1#]. *An enhanced version of the Blade Spinner. The name comes from the fact that it emits a tremendous wind each time it's used.*
  2397. While [Equipped], once per round, reduce [Physical Damage] received from a target outside of [Range: Engaged] by 10.
  2398.  
  2399.  
  2400.  
  2401. Melee Weapons / Form: Hammers [XXXO-4]
  2402. ----------------------------------------
  2403. Alchemy / Spirit Sledge
  2404. Restrict : None
  2405. Mode : Switch Hand
  2406. ACC : None
  2407. PD : +3 / +4
  2408. INIT : -1 / None
  2409. Cost : -
  2410. [Form: Hammer / Range: Engaged / Target: 1#]. *A rugged sledgehammer produced by a Last Creator.*
  2411. While [Equipped], gain +2 to [Armor].
  2412.  
  2413. Alchemy / Spirit Guards
  2414. Restrict : None
  2415. Mode : Two Hand
  2416. ACC : None
  2417. PD : +7
  2418. INIT : None
  2419. Cost : -
  2420. [Form: Hammer / Range: Charge 1 Sq. / Target: 1#]. *Powerful leg and hand protection, produced by a Last Creator.*
  2421. While [Equipped], treat as though [Equipped] with [Unarmed].
  2422.  
  2423. Jitte
  2424. Restrict : Martial
  2425. Mode : One Hand
  2426. ACC : None
  2427. PD : +4
  2428. INIT : -3
  2429. Cost : 1300G
  2430. [Form: Hammer / Range: Engaged / Target: 1#]. *An artificial regalia made from an iron club, with a small hook attached. Defends well against weapons with blades..*
  2431. While [Equipped], once per round, reduce [Form: Sword - Axe] [Physical Damage] by 5.
  2432.  
  2433. Remodeled Tekkou
  2434. Restrict : Mastery
  2435. Mode : Two Hand
  2436. ACC : None
  2437. PD : +4
  2438. INIT : -1
  2439. Cost : 2000G
  2440. [Form: Hammer / Range: Engaged / Target: 1#]. *The back of the hand and leg are uniquely modified with artificial regalia.*
  2441. While [Equipped], treat as though [Equipped] with [Unarmed].
  2442.  
  2443. Battering Ram
  2444. Restrict : Martial
  2445. Mode : Two Hand
  2446. ACC : None
  2447. PD : +11
  2448. INIT : -8
  2449. Cost : 2300G
  2450. [Form: Hammer / Range: Engaged / Target: 1#]. *A heavy iron club used to destroy castle gates, originally used by mounting it on a cart..*
  2451. While [Equipped], when making a [Physical Attack], reduce the [Targets] [Armor] by 5 (To a minimum of 0).
  2452.  
  2453. Spirit Nunchaku
  2454. Restrict : God Hand
  2455. Mode : Switch Hand
  2456. ACC : None
  2457. PD : +4 / +5
  2458. INIT : None / +1
  2459. Cost : 3400G
  2460. [Form: Hammer / Range: Engaged / Target: 1#]. *A nunchaku that has been improved with spiritual power that permeates the entire weapon. It is beautifully decorated.*
  2461. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, once per combat, the user may perform x1 [Weapon Attack] after [Damage Calculation].
  2462.  
  2463. Block Shield
  2464. Restrict : Martial / Utility
  2465. Mode : Two Hand
  2466. ACC : None
  2467. PD : +5
  2468. INIT : None
  2469. Cost : 3400G
  2470. [Form: Hammer / Range: Engaged / Target: 1#]. *A modified shield-type artificial regalia specialized in defense, but modified to be used offensively.*
  2471. While [Equipped], gain +4 [Armor] and [Barrier].
  2472.  
  2473. Ring of Hammers
  2474. Restrict : Last Creator
  2475. Mode : Two Hand
  2476. ACC : None
  2477. PD : +2
  2478. INIT : None
  2479. Cost : 4100G
  2480. [Form: Hammer / Range: Engaged / Target: 1#]. *A set of six rings, engraved with alchemic spells that summon Hammers. With them, you can create and control spirit Hammers.*
  2481. While [Equipped], the target can [Equip] [Alchemy /○○] [Weapons] or [Protectors] (→p48-p63). Also, the target also gains +[100G] to the [Cost] limit of the [Consumables] created with <<Tool Refinement>>.
  2482.  
  2483. Chain-Weight Jitte
  2484. Restrict : Martial
  2485. Mode : One Hand
  2486. ACC : +1
  2487. PD : +8
  2488. INIT : +1
  2489. Cost : 4100G
  2490. [Form: Hammer / Range: 3 Sq. / Target: 1#]. *A jitte with weighted chains attacked. Using them, it's possible to make long-range attacks.*
  2491. While [Equipped], once per round, reduce [Form: Sword - Axe] [Physical Damage] by 5.
  2492.  
  2493. Five-Pointed Star Gloves
  2494. Restrict : Magus
  2495. Mode : Two Hand
  2496. ACC : None
  2497. PD : +9
  2498. INIT : +2
  2499. Cost : 4100G
  2500. [Form: Hammer / Range: Engaged / Target: 1#]. *White gloves with a pentagram symbol on the back of the hand.*
  2501. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, gain +5 [Magical Damage].
  2502.  
  2503. Demon Tekkou
  2504. Restrict : Soul Eater
  2505. Mode : Two Hand
  2506. ACC : None
  2507. PD : +10
  2508. INIT : +1
  2509. Cost : 4100G
  2510. [Form: Hammer / Range: Engaged / Target: 1#]. *Open-finger gloves with a terrifying visage on the back of the hand.*
  2511. While [Equipped], treat as though [Equipped] with [Unarmed].
  2512.  
  2513. Ring of Smashing Hammers
  2514. Restrict : Last Creator
  2515. Mode : Two Hand
  2516. ACC : None
  2517. PD : +4
  2518. INIT : None
  2519. Cost : 6800G
  2520. [Form: Hammer / Range: Engaged / Target: 1#]. *A set of six rings, engraved with alchemic spells that summon powerful hammers. With them, you can create and control hammers made from spirit energy.*
  2521. While [Equipped], the target can [Equip] [Alchemy /○○] [Weapons] or [Protectors] (→p48-p63). Also, the target also gains +[100G] to the [Cost] limit of the [Consumables] created with <<Tool Refinement>>.
  2522.  
  2523. Historic Tekkou
  2524. Restrict : Mastery
  2525. Mode : Two Hand
  2526. ACC : +1
  2527. PD : +9
  2528. INIT : +2
  2529. Cost : 6800G
  2530. [Form: Hammer / Range: Engaged / Target: 1#]. *A tekkou that has been strengthened after many years of battle. It takes great skill to wield.*
  2531. While [Equipped], treat as though [Equipped] with [Unarmed].
  2532.  
  2533. Silver Sledgehammer
  2534. Restrict : Martial
  2535. Mode : Two Hand
  2536. ACC : +1
  2537. PD : +10
  2538. INIT : +1
  2539. Cost : 6800G
  2540. [Form: Hammer / Range: Engaged / Target: 1#]. *A large sledgehammer coated in silver. It takes strength to wield, but its power is tremendous.*
  2541. While [Equipped], the [Target] of the user's [Attack Actions] reduce [Armor] by 6 (to a minimum of 0).
  2542.  
  2543. Combat Power Arm
  2544. Restrict : Cyborg
  2545. Mode : Two Hand
  2546. ACC : +1
  2547. PD : +11
  2548. INIT : -2
  2549. Cost : 6800G
  2550. [Form: Hammer / Range: Engaged / Target: 1#]. *A humanoid heavy weapons platform operated by mechanized soldiers on board.*
  2551. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, increase [Armor] and [Barrier] by 2.
  2552.  
  2553. Monk Guard
  2554. Restrict : Marebito
  2555. Mode : Two Hand
  2556. ACC : +2
  2557. PD : +8
  2558. INIT : +5
  2559. Cost : 8000G
  2560. [Form: Hammer / Range: Engaged / Target: 1#]. *An arm and leg covering that has the blessing of the earth. It is both sturdy and light..*
  2561. While [Equipped], treat as though [Equipped] with [Unarmed].
  2562.  
  2563. Invincible Shield
  2564. Restrict : Martial
  2565. Mode : Two Hand
  2566. ACC : None
  2567. PD : +13
  2568. INIT : -4
  2569. Cost : 8000G
  2570. [Form: Hammer / Range: Engaged / Target: 1#]. *A block shield which has been further strengthened. In addition to being usable as a weapon, it has high defensive ability.*
  2571. While [Equipped], increase [Armor] and [Barrier] by 5.
  2572.  
  2573. Undead Masher
  2574. Restrict : Martial
  2575. Mode : Two Hand
  2576. ACC : +1
  2577. PD : +15
  2578. INIT : +2
  2579. Cost : 10000G
  2580. [Form: Hammer / Range: Engaged / Target: 1#]. *A further refined silver sledgehammer. It has engravings on the head which are especially effective against undead enemies.*
  2581. While [Equipped], when performing an [Attack Action] on [Class: Undead], increase [Rank] by 2.
  2582.  
  2583. Warlord Battering Ram
  2584. Restrict : Martial
  2585. Mode : Two Hand
  2586. ACC : None
  2587. PD : +17
  2588. INIT : None
  2589. Cost : 14000G
  2590. [Form: Hammer / Range: Engaged / Target: 1#]. *A superior version of the battering ram. The wielder may play a vital role in combat, like a legendary warlord themselves.*
  2591. While [Equipped], once per session when making a [Physical Attack], reduce the [Armor] of the [Target] by 20 (to a minimum of 0).
  2592.  
  2593.  
  2594.  
  2595. Ranged Weapons / Form: Ranged [XXXO-5]
  2596. ----------------------------------------
  2597. ※ Alchemy / Spirit Pistol
  2598. Restrict : None
  2599. Mode : One Hand
  2600. ACC : None
  2601. PD : (4)
  2602. INIT : -1
  2603. Cost : -
  2604. [Range: 8 Sq. / Target: 1#]. *An automatic pistol of various shape or size produced by a Last Creator.*
  2605. While [Equipped], once per combat, gain +1 to an {Accuracy} check.
  2606.  
  2607. ※ Alchemy / Spirit Gun
  2608. Restrict : None
  2609. Mode : Switch Hand
  2610. ACC : None
  2611. PD : (5)/(6)
  2612. INIT : None / +1
  2613. Cost : -
  2614. [Range: 7 Sq. / Target: 1#]. *A powerful large pistol or rifle produced by a Last Creator.*
  2615. While [Equipped], increase [Physical Damage] to [Mononoke] by 5.
  2616.  
  2617. ※ Alchemy / Spirit Artillery
  2618. Restrict : None
  2619. Mode : Two Hand
  2620. ACC : None
  2621. PD : (7)
  2622. INIT : None
  2623. Cost : -
  2624. [Range: 6 Sq. / Target: 1#]. *Heavy weapons-type Artificial Regalia produced by a Last Creator.*
  2625. While [Equipped], once per combat while making a [Physical Attack], increase [Physical Rank] by 1.
  2626.  
  2627. Alchemy / Spirit Bow
  2628. Restrict : None
  2629. Mode : Two Hand
  2630. ACC : None
  2631. PD : +6
  2632. INIT : None
  2633. Cost : -
  2634. [Range: 10 Sq. / Target: 1#]. *A strong bow created by a Last Creator.*
  2635. While [Equipped], once per round by spending [Timing: Prep], increase [Physical Damage] dealt to [Aramitama] by 5.
  2636.  
  2637. ※ Armeekorps
  2638. Restrict : None
  2639. Mode : One Hand
  2640. ACC : None
  2641. PD : (4)
  2642. INIT : -1
  2643. Cost : 2000G
  2644. [Range: 7 Sq. / Target: 1#]. *An automatic pistol-type Artificial Regalia produced by a Last Creator, based on the Sig Sauer.*
  2645. While [Equipped], once per combat, the [Range] of the user's [Physical Attacks] gets +2 Sq.
  2646.  
  2647. ※ Armor-Piercing Gun
  2648. Restrict : Cyborg
  2649. Mode : Switch Hand
  2650. ACC : -1
  2651. PD : (5) / (6)
  2652. INIT : None / +1
  2653. Cost : 2000G
  2654. [Range: 8 Sq. / Target: 1#]. *An AI-equipped assault rifle designed for mechanized soldiers.*
  2655. While [Equipped], once per round, increase the [Target] of a [Physical Attack] by 1#.
  2656.  
  2657. ※Cervena
  2658. Restrict : Martial / Utility
  2659. Mode : Switch Hand
  2660. ACC : None
  2661. PD : (5) / (6)
  2662. INIT : -2 / -1
  2663. Cost : 2500G
  2664. [Range: 6 Sq. / Target: 1#]. *A Vz61 submachine gun based off the 'Scorpion' converted to an artificial regalia.*
  2665. While [Equipped], once per round, increase the [Target] of a [Ranged Attack] by 2#.
  2666.  
  2667. Ring of Arrows
  2668. Restrict : Last Creator
  2669. Mode : Two Hand
  2670. ACC : None
  2671. PD : +2
  2672. INIT : +1
  2673. Cost : 3500G
  2674. [Range: 10 Sq. / Target: 1#]. *A set of six rings, engraved with alchemic spells that summon arrows. With them, you can attack with your spiritual power.*
  2675. While [Equipped], the target can [Alchemy /○○] [Ranged Weapons] or [Protectors] (→p48-p63). Also, the target also gains +[100G] to the [Cost] limit of the [Consumables] created with <<Tool Refinement>>.
  2676.  
  2677. ※ Horse of Legend
  2678. Restrict : None
  2679. Mode : Two Hand
  2680. ACC : +1
  2681. PD : +6
  2682. INIT : -2
  2683. Cost : 3500G
  2684. [Range: Charge 4 Sq. / Target: 1#]. *A legendary horse from traditions and folklore that appears in a spiritual form. It mainly appears before summoners.*
  2685. While [Equipped], the user may make [Ranged Attacks] and [Magical Attacks] after a [Combat Move].
  2686.  
  2687. ※ Technical Arts Gun
  2688. Restrict : Magus
  2689. Mode : Switch Hand
  2690. ACC : None
  2691. PD : (6) / (7)
  2692. INIT : +1 / +2
  2693. Cost : 3500G
  2694. [Range: 7 Sq. / Target: 1#]. *A firearm-type regalia that fires shots using various magical reagents instead of regular bullets. Its form varies.*
  2695. While [Equipped], once per round when using a Talent to make an [Attack Action], increase the [Damage] by 5.
  2696.  
  2697. ※Killer's Handgun
  2698. Restrict : Soul Eater
  2699. Mode : Switch Hand
  2700. ACC : None
  2701. PD : (8) / (9)
  2702. INIT : -1 / None
  2703. Cost : 4400G
  2704. [Range: 7 Sq. / Target: 1#]. *An extra-large pistol that converts negative spiritual energy into a bullet.*
  2705. While [Equipped], reduce the [Armor] of the [Target] of the user's [Physical Attack] by 5 (to a minimum of 0).
  2706.  
  2707. ※Verrat
  2708. Restrict : Martial / Utility
  2709. Mode : Two Hand
  2710. ACC : None
  2711. PD : (9)
  2712. INIT : -1
  2713. Cost : 4400G
  2714. [Range: 10 Sq. / Target: 1#]. *A sniper-class artificial regalia based on the PSG-1.*
  2715. While [Equipped], when making a [Physical Attack] on a [Target] that is more than [Range: 5 Sq] away, increase [Physical Damage] by 5.
  2716.  
  2717. ※ Schleien
  2718. Restrict : Martial / Utility
  2719. Mode : Switch Hand
  2720. ACC : None
  2721. PD : (8) / (9)
  2722. INIT : None / -1
  2723. Cost : 6000G
  2724. [Range: 6 Sq. / Target: 1#]. *A machine gun-class artificial regalia based on the MG43.*
  2725. While [Equipped], once per round, increase the [Target] of a [Physical Attack] by 2#.
  2726.  
  2727. ※ Curse Gun
  2728. Restrict : Magus
  2729. Mode : Switch Hand
  2730. ACC : +1
  2731. PD : (8) / (9)
  2732. INIT : -2 / -1
  2733. Cost : 6000G
  2734. [Range: 7 Sq. / Target: 1#]. *A technique-based gun that fires curses themselves instead of bullets. It has many possible forms.*
  2735. While [Equipped], once per round when using a Talent to make an [Attack Action], increase the [Damage] by 5.
  2736.  
  2737. Ring of the Magic Bow
  2738. Restrict : Last Creator
  2739. Mode : Two Hand
  2740. ACC : None
  2741. PD : +3
  2742. INIT : +2
  2743. Cost : 8000G
  2744. [Range: 10 Sq. / Target: 1#]. *A set of six rings, engraved with alchemic spells that summon magic bows. With them, you can attack with your spiritual power.*
  2745. While [Equipped], the target can [Alchemy /○○] [Ranged Weapons] or [Protectors] (→p48-p63). Also, the target also gains +[100G] to the [Cost] limit of the [Consumables] created with <<Tool Refinement>>.
  2746.  
  2747. ※Freischutz
  2748. Restrict : Magus
  2749. Mode : Two Hand
  2750. ACC : None
  2751. PD : (11)
  2752. INIT : None
  2753. Cost : 8000G
  2754. [Range: 10 Sq. / Target: 1#]. *A magical hunting gun blessed by the devil.*
  2755. While [Equipped], when the user succeeds at an [Active Check], they gain +1 at [Damage Calculation], however when the [Active Check] is a failure, they instead lose 10 {HP].
  2756.  
  2757. ※ Master Rifle
  2758. Restrict : Mastery
  2759. Mode : Two Hand
  2760. ACC : None
  2761. PD : (12)
  2762. INIT : -1
  2763. Cost : 8000G
  2764. [Range: 10 Sq. / Target: 1#]. *A sniper rifle-class regalia used during World War II. It is difficult to handle, but its power and accuracy are high.*
  2765. While [Equipped], by spending [Timing: Start], the user gains +1 [Rank] on [Damage Calculation].
  2766.  
  2767. ※ Contracted Phantom Beast
  2768. Restrict : None
  2769. Mode : Two Hand
  2770. ACC : None
  2771. PD : +13
  2772. INIT : None
  2773. Cost : 10000G
  2774. [Range: Charge 4 Sq. / Target: 1#]. *A mythical creature that has been summoned, and has a close bond with the soul. It is an extremely powerful existence.*
  2775. While [Equipped], the user may make [Ranged Attacks] and [Magical Attacks] after a [Combat Move].
  2776.  
  2777. ※Exorcism Gun
  2778. Restrict : Magus
  2779. Mode : Switch Hand
  2780. ACC : +1
  2781. PD : (13) / (14)
  2782. INIT : -2 / -1
  2783. Cost : 10000G
  2784. [Range: 7 Sq. / Target: 1#]. *A special gun that fires brutal spirit energy instead of bullets. It comes in many forms.*
  2785. While [Equipped], once per round when using a Talent to make an [Attack Action], increase the [Damage] by 5.
  2786.  
  2787.  
  2788. Magic Weapons / Form: Magic [XXXO-6]
  2789. ----------------------------------------
  2790. Alchemy / Spirit Jewel
  2791. Restrict : None
  2792. Mode : One Hand
  2793. CNJ : None
  2794. MD : +3
  2795. INIT : -1
  2796. Cost : -
  2797. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *A colorful, jewel-type implement produced by a Last Creator.*
  2798. While [Equipped], once per combat, increase the [Target] of the user's [Magical Attack] by 1#.
  2799.  
  2800. Alchemy / Spirit Book
  2801. Restrict : None
  2802. Mode : Switch Hand
  2803. CNJ : None
  2804. MD : +4 / +5
  2805. INIT : -2 / -1
  2806. Cost : -
  2807. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *A replica of various types of spellbooks, produced by a Last Creator.*
  2808. While [Equipped], once per combat, the [Target] of the user's [Magical Attack] [Halves] their [Barrier].
  2809.  
  2810. Alchemy / Spirit God
  2811. Restrict : None
  2812. Mode : Two Hand
  2813. CNJ : None
  2814. MD : +5
  2815. INIT : None
  2816. Cost : -
  2817. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *A spirit animal-type shikigami or golem produced by a Last Creator.*
  2818. While [Equipped], gain +2 to [Armor] and [Barrier].
  2819.  
  2820. Alchemy / Spirit Staff
  2821. Restrict : None
  2822. Mode : Two Hand
  2823. ACC : None
  2824. MD : +7
  2825. INIT : -1
  2826. Cost : -
  2827. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] *A powerful magic wand or gun produced by a Last Creator.*
  2828. While [Equipped], once per combat while making a [Magical Attack], increase [Magical Rank] by 1.
  2829.  
  2830. Spirit Tree Wand
  2831. Restrict : None
  2832. Mode : Two Hand
  2833. CNJ : None
  2834. MD : +4
  2835. INIT : -3
  2836. Cost : 2000G
  2837. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *A wand-type artificial regalia created from the wood of a tree that held spiritual power.*
  2838. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 1#.
  2839.  
  2840. Unique Grimoire
  2841. Restrict : Mastery
  2842. Mode : Two Hand
  2843. CNJ : None
  2844. MD : +5
  2845. INIT : -4
  2846. Cost : 2000G
  2847. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A spellbook-type artificial regalia that contains the secrets of a magical clan, created over generations.*
  2848. While [Equipped], once per round, grain +3 to [Magical Damage].
  2849.  
  2850. Small Golem
  2851. Restrict : Magus / Arcane
  2852. Mode : Two Hand
  2853. CNJ : -1
  2854. MD : +4
  2855. INIT : -2
  2856. Cost : 3000G
  2857. [Magical Attack / Range: 5 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A human-sized golem tuned for combat. Tougher and more agile than it looks.*
  2858. While [Equipped], gain +2 to [Armor] and [Barrier].
  2859.  
  2860. Book of Shadows
  2861. Restrict : Soul Eater
  2862. Mode : Switch Hand
  2863. CNJ : -1
  2864. MD : +4 / +5
  2865. INIT : None / +1
  2866. Cost : 3000G
  2867. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A replica of a grimoire which describes the secrets of magic wielded by witches and demons*
  2868. While [Equipped], once per combat when performing a [Magical Attack], gain +1 [Magical Rank].
  2869.  
  2870. Ring of Cups
  2871. Restrict : Last Creator
  2872. Mode : Two Hand
  2873. ACC : None
  2874. MD : +1
  2875. INIT : -1
  2876. Cost : 3000G
  2877. [Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *A set of six rings, engraved with alchemic spells and diagrams of sake cups.*
  2878. While [Equipped], the target can [Alchemy /○○] [Magic Weapons] or [Protectors] (→p48-p63). Also, the target also gains +[100G] to the [Cost] limit of the [Consumables] created with <<Tool Refinement>>.
  2879.  
  2880. Anti-Mystery Manipulator
  2881. Restrict : Magus
  2882. Mode : Two Hand
  2883. CNJ : None
  2884. MD : +6
  2885. INIT : -3
  2886. Cost : 4000G
  2887. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A special metal exoskeleton created by magic. It greatly enhances the physical ability of the wearer.*
  2888. While [Equipped], gain +2 to the [Speed] of [Simple Moves].
  2889.  
  2890. Combat Golem
  2891. Restrict : Magus / Arcane
  2892. Mode : Two Hand
  2893. CNJ : None
  2894. MD : +7
  2895. INIT : -1
  2896. Cost : 5000G
  2897. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A combat golem with a total height exceeding 3 meters. It has excellent fighting ability and defense..*
  2898. While [Equipped], gain +3 to [Armor] and [Barrier].
  2899.  
  2900. Spirit Sword
  2901. Restrict : Magus / Arcane
  2902. Mode : Switch Hand
  2903. CNJ : None
  2904. MD : +8 / +9
  2905. INIT : -3 / -2
  2906. Cost : 5000G
  2907. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A sword with powerful enhancements. It exerts tremendous power in the hands of a skilled user..*
  2908. While [Equipped], When making an [Attack Action] against [Class: Undead - Chaos], gain +1 [Rank].
  2909.  
  2910. Ring of the Holy Grail
  2911. Restrict : Last Creator
  2912. Mode : Two Hand
  2913. ACC : None
  2914. MD : +3
  2915. INIT : None
  2916. Cost : 8000G
  2917. [Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *A set of six rings, engraved with alchemic spells and diagrams of the Holy Grail.*
  2918. While [Equipped], the target can [Alchemy /○○] [Magic Weapons] or [Protectors] (→p48-p63). Also, the target also gains +[100G] to the [Cost] limit of the [Consumables] created with <<Tool Refinement>>.
  2919.  
  2920. Rune Tablet
  2921. Restrict : Magus / Arcane
  2922. Mode : Two Hand
  2923. CNJ : None
  2924. MD : +8
  2925. INIT : None
  2926. Cost : 8000G
  2927. [Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A mysterious lithograph with various engraved runes. The traced areas shine with spiritual power.*
  2928. While [Equipped], once per round, the target of a [Magical Attack] gains -2 to the [Result] of their [Reaction Check].
  2929.  
  2930. Brazen Magical Creature
  2931. Restrict : Magus / Arcane
  2932. Mode : Switch Hand
  2933. CNJ : None
  2934. MD : +8 / +9
  2935. INIT : -1 / None
  2936. Cost : 8000G
  2937. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A magical creature with a strong personality. Its power is great, but it is a little rebellious towards its master.*
  2938. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 1#.
  2939.  
  2940. Black Lacquer Wand
  2941. Restrict : Soul Eater
  2942. Mode : Two Hand
  2943. CNJ : None
  2944. MD : +9
  2945. INIT : -1
  2946. Cost : 8000G
  2947. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A special wand made of obsidian.*
  2948. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 1#.
  2949.  
  2950. Anti-Evil God Manipulator
  2951. Restrict : Magus
  2952. Mode : Two Hand
  2953. CNJ : None
  2954. MD : +9
  2955. INIT : +1
  2956. Cost : 10000G
  2957. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: Shock / Rank: 2]. *A manipulator designed for combat against evil gods. Dramatically enhances the use of magic by the wearer.*
  2958. While [Equipped], gain +2 to the [Speed] of [Simple Moves].
  2959.  
  2960. Unique Upanishad
  2961. Restrict : Mastery
  2962. Mode : Two Hand
  2963. CNJ : None
  2964. MD : +10
  2965. INIT : -2
  2966. Cost : 10000G
  2967. [Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A collection of esoteric writing that describes the origins of a unique magic.*
  2968. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 1#.
  2969.  
  2970. Large Golem
  2971. Restrict : Magus / Arcane
  2972. Mode : Two Hand
  2973. CNJ : None
  2974. MD : +12
  2975. INIT : -2
  2976. Cost : 10000G
  2977. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A large golem with a height of around 5 meters which can only be controlled by high-ranking magic users. It's said that a single one can level a small town..*
  2978. While [Equipped], gain +3 to [Armor] and [Barrier].
  2979.  
  2980.  
  2981. Protectors: Suits [XXXP-1]
  2982. ----------------------------------------
  2983. [Protector: Suit] Alchemy / Spirit Armor
  2984. Restrict : None
  2985. EVA : None
  2986. INIT : None
  2987. Armor : +2
  2988. Barrier : +2
  2989. Cost : -
  2990. *Light metal armor produced by a Last Creator. Has more defense than it appears to.
  2991. While equipped, reduce damage received from [Mononoke] by 5.
  2992.  
  2993. [Protector: Suit] Alchemist's Robe
  2994. Restrict : Last Creator
  2995. EVA : None
  2996. INIT : -1
  2997. Armor : +1
  2998. Barrier : +1
  2999. Cost : 500g
  3000. *A special robe created by an alchemist via their own techniques. They come in a variety of shapes, forms, and sizes, but without exception, each one contains formulas that increase the power of magic.*
  3001. While [Equipped], gain +2 to [Magical Damage].
  3002.  
  3003. [Protector: Suit] AA Tetsujin
  3004. Restrict : Cyborg
  3005. EVA : -3
  3006. INIT : -3
  3007. Armor : +5
  3008. Barrier : +5
  3009. Cost : 1500g
  3010. *A Defensive AA produced by a freelance engineer, which coats the extremities in heavy armor to provide high defense. As a result it is so difficult to move in that it has been called an 'Iron Coffin'.*
  3011. While [Equipped], reduce [Damage] received from targets outside of [Range: Engaged] by 3.
  3012.  
  3013. [Protector: Suit] Black Wing Robe
  3014. Restrict : Soul Eater
  3015. EVA : +1
  3016. INIT : -1
  3017. Armor : +2
  3018. Barrier : None
  3019. Cost : 2000g
  3020. *A gorgeous cloak and kimono that soul eaters like to wear when slaying aramitama. By pouring one's jet-black spirit energy into it, it hardens like a metal plate.*
  3021. While [Equipped], increase [Physical Damage] by 2.
  3022.  
  3023. [Protector: Suit] Modified Vest
  3024. Restrict : Mastery
  3025. EVA : None
  3026. INIT : +1
  3027. Armor : +1
  3028. Barrier : +1
  3029. Cost : 2000g
  3030. *A vest or garment-type Artificial Regalia that was woven with a unique formula, or spiritual power. It increases one's physical abilities.*
  3031. While [Equipped], once per combat, gain +2 to an {Evasion} check.
  3032.  
  3033. [Protector: Suit] AA Senki
  3034. Restrict : Cyborg
  3035. EVA : None
  3036. INIT : -1
  3037. Armor : +3
  3038. Barrier : +1
  3039. Cost : 2000g
  3040. *A Far East Heavy Industries-built AA specialized in physical combat. This armored bodysuit acts as a reinforced exoskeleton.*
  3041. While [Equipped], increase [Physical Damage] of [Attack Actions] made using [Melee Weapons] by 3.
  3042.  
  3043. [Protector: Suit] Apprentice Mage Cloth
  3044. Restrict : Magus / Arcane
  3045. EVA : None
  3046. INIT : +1
  3047. Armor : +2
  3048. Barrier : +2
  3049. Cost : 3500G
  3050. *A half-cloak over a blazer-style outfit worn as a uniform by apprentices studying magic within the Mage's Association.*
  3051. While [Equipped], once per combat, [Range: 7 Sq / Target: 1#] may add or subtract 1 from the value of 2 [Spirit Dice] (cannot go above 6 or below 1).
  3052.  
  3053. [Protector: Suit] Modern Magic Armaments
  3054. Restrict : Magus / Arcane
  3055. EVA : +1
  3056. INIT : None
  3057. Armor : +1
  3058. Barrier : +1
  3059. Cost : 3500G
  3060. *Modern equipment with functions that assist the use of magic. It looks similar to a diver's suit and can be worn under clothes.*
  3061. While [Equipped],once per combat by spending [Timing: Start], [Range: 7 Sq / Target: 1#] reduces {Initiative} by 2d6 (To a minimum of 1).
  3062.  
  3063. [Protector: Suit] Assault League
  3064. Restrict : Marebito
  3065. EVA : +1
  3066. INIT : -1
  3067. Armor : +3
  3068. Barrier : None
  3069. Cost : 3500G
  3070. *Light combat armor developed in another world. It can momentarily enhance athletic ability.*
  3071. While [Equipped], once per combat, gain [Shift: Assault].
  3072.  
  3073. [Protector: Suit] Double Kite
  3074. Restrict : Utility / Arcane
  3075. EVA : None
  3076. INIT : None
  3077. Armor : +3
  3078. Barrier : None
  3079. Cost : 3500G
  3080. *A twofold tonbi mantle. Preferred by traditional Japanese magicians who flip the hem while demonstrating their spiritual power.*
  3081. While [Equipped], once per combat by spending [Timing: Start], move up to 2 Sq, ignoring [Engagements].
  3082.  
  3083. [Protector: Suit] Black God's Cloak
  3084. Restrict : Soul Eater
  3085. EVA : +1
  3086. INIT : +2
  3087. Armor : +1
  3088. Barrier : +1
  3089. Cost : 5000G
  3090. *A mysterious cloak woven from the spirit fur of a deity that controls jet-black spiritual power. Just by flipping it, it emits spiritual power that has a high defensive effect..*
  3091. While [Equipped], once per session, gain +2d6 to {Initiative}.
  3092.  
  3093. [Protector: Suit] Orihime's Kimono
  3094. Restrict : None
  3095. EVA : None
  3096. INIT : +2
  3097. Armor : +2
  3098. Barrier : +2
  3099. Cost : 5000G
  3100. *A kimono-type artificial regalia made from cloth woven by the legendary Orihime. It has excellent spiritual power.*
  3101. While [Equipped], once per combat, gain +2 to the [Result] of a [Reactive Check].
  3102.  
  3103. [Protector: Suit] AA Convoy
  3104. Restrict : Cyborg
  3105. EVA : -1
  3106. INIT : -2
  3107. Armor : +5
  3108. Barrier : +5
  3109. Cost : 5000G
  3110. *An AA-series for base defense developed by Far-East Heavy Industries. Heavy Armor covers the entire body, providing extremely high defense..*
  3111. While [Equipped], reduce [Damage] from [Targets] other than [Range: Engaged] by 5.
  3112.  
  3113. [Protector: Suit] Phantom Beast Armor
  3114. Restrict : Marebito
  3115. EVA : None
  3116. INIT : +1
  3117. Armor : +5
  3118. Barrier : None
  3119. Cost : 6000G
  3120. *A type of armor made from the hide and bones of phantom beasts. The left shoulder and arm parts are made from goats, the right from lions, and the chestplate is a dragon.*
  3121. While [Equipped], reduce [Element: Fire - Shock - Toxin] [Damage] by 10.
  3122.  
  3123. [Protector: Suit] Hexagram Armor
  3124. Restrict : Marebito
  3125. EVA : None
  3126. INIT : None
  3127. Armor : +5
  3128. Barrier : +5
  3129. Cost : 8000G
  3130. *Plate armor with a hexagram engraved on the shoulder plate. It has a hidden magic that reduces power.*
  3131. While [Equipped], reduce [Damage] by 5.
  3132.  
  3133. [Protector: Suit] Fallen Angel Cloth
  3134. Restrict : Soul Eater
  3135. EVA : +1
  3136. INIT : None
  3137. Armor : +5
  3138. Barrier : +5
  3139. Cost : 8000G
  3140. *A black leather cloak worn only by high-ranking soul eaters. The material is unknown, but said to be made of fallen angel hide.*
  3141. While [Equipped], increase [Physical Damage] dealt to [Mononoke] by 5.
  3142.  
  3143. [Protector: Suit] White Devil Coat
  3144. Restrict : None
  3145. EVA : None
  3146. INIT : +2
  3147. Armor : +5
  3148. Barrier : +5
  3149. Cost : 8000G
  3150. *Demon Clothes imitating a white coat. It has a high performance regardless of appearance.*
  3151. While [Equipped], increase [Recovery] effects from [Item: Consumables] by 5.
  3152.  
  3153. [Protector: Suit] Taoist Spirit Robe
  3154. Restrict : None
  3155. EVA : +1
  3156. INIT : None
  3157. Armor : +6
  3158. Barrier : +4
  3159. Cost : 8000G
  3160. *An outfit worn by Taoist priests. Many of them have a bright yellow color and a yin-yang symbol on the back. It has a high spiritual defense.*
  3161. While [Equipped], reduce [Physical Damage] received from [Range: Engaged] by 5.
  3162.  
  3163. [Protector: Suit] AA Patriot
  3164. Restrict : Cyborg
  3165. EVA : None
  3166. INIT : None
  3167. Armor : +6
  3168. Barrier : +6
  3169. Cost : 8000G
  3170. *A B.E.G. defensive AA. It has a missile pod mounted on the back, and resembles a heavily armored powered suit.*
  3171. While [Equipped], reduce [Damage] from [Targets] other than [Range: Engaged] by 10.
  3172.  
  3173.  
  3174. Protectors: Shields [XXXP-2]
  3175. ----------------------------------------
  3176.  
  3177. [Protector: Shield] Alchemy / Spirit Shield
  3178. Restrict : Martial
  3179. Mode : One Hand
  3180. EVA : None
  3181. INIT : None
  3182. Armor : +1
  3183. Barrier : +1
  3184. Cost : -
  3185. *A medium-size metal shield produced by a Last Creator. It is highly resistant to spirit energy.*
  3186. While [Equipped], once per combat, reduce [Damage] taken by 5.
  3187.  
  3188. [Protector: Shield] Vampiric Sheath
  3189. Mode: One Hand
  3190. Restrict : Soul Eater
  3191. EVA : None
  3192. INIT : -2
  3193. Armor : +2
  3194. Barrier : +2
  3195. Cost : 500G
  3196. *A scabbard carved from a blood-sucking monster. Because it has negative spiritual energy, it can only be wielded by Soul Eaters.*
  3197. While [Equipped] at the same time as a [Form: Sword] weapon, gain +2 [Physical Damage].
  3198.  
  3199. [Protector: Shield] Divine Shawl
  3200. Restrict : Divine Soul
  3201. EVA : None
  3202. INIT : +2
  3203. Armor : None
  3204. Barrier : +1
  3205. Cost : 1500G
  3206. *A beautiful hagoromo with a divine power. It demonstrates high defensive ability just by fluttering.*
  3207. While [Equipped], reduce [Damage] from [Class: Undead - Chaos] by 2.
  3208.  
  3209. [Protector: Shield] Devil's Cloak
  3210. Mode: One Hand
  3211. Restrict : Darkstalker
  3212. EVA : None
  3213. INIT : +1
  3214. Armor : +1
  3215. Barrier : +1
  3216. Cost : 1500G
  3217. *A jet-black cloak only worn by Darkstalkers. It has the ability to blend in with the darkness of night.*
  3218. While [Equipped], reduce [Damage] from [Class: Humanoid - Chaos] by 2.
  3219.  
  3220. [Protector: Shield] Devil's Shield
  3221. Mode: One Hand
  3222. Restrict : Magus
  3223. EVA : None
  3224. INIT : -1
  3225. Armor : +3
  3226. Barrier : +1
  3227. Cost : 1500G
  3228. *A living shield created from a failed homunculi experiment. It looks like a lump of meat entwined around the arm, and provides defense through flowing spiritual power.*
  3229. While [Equipped], once per combat, reduce [Magical Damage] by 2.
  3230.  
  3231. [Protector: Shield] Dark Chain
  3232. Mode: One Hand
  3233. Restrict : Dark Hunter
  3234. EVA : +1
  3235. INIT : -1
  3236. Armor : +1
  3237. Barrier : +2
  3238. Cost : 3500G
  3239. *A weighted chain with a special hook. It provides a special defense when wrapped around the arm..*
  3240. While [Equipped], once per round, increase the [Range] of a [Physical Attack] by +2 Sq ([Range: Engaged becomes [Range: 2 Sq], and [Ranged: Charge 2 Sq] becomes [Range: Charge 4 Sq], etc.).
  3241.  
  3242. [Protector: Shield] Otherworld Companion
  3243. Mode: One Hand
  3244. Restrict : Marebito
  3245. EVA : None
  3246. INIT : None
  3247. Armor : +1
  3248. Barrier : +3
  3249. Cost : 3500G
  3250. *Summon forth a companion monster that once existed in another world as your own partner.*
  3251. While [Equipped], once per combat, increase the [Result] of a [Reactive Check] by 2.
  3252.  
  3253. [Protector: Shield] Daiyoukai Part
  3254. Restrict : Hanyou
  3255. EVA : None
  3256. INIT : None
  3257. Armor : +2
  3258. Barrier : +2
  3259. Cost : 3500G
  3260. *By wearing a part separated from the body of a daiyoukai on your arm, it functions as a natural shield.*
  3261. While [Equipped], once per combat, increase [Damage] to [Mononoke - Godhunters] by 5.
  3262.  
  3263. [Protector: Shield] Dragon Scale
  3264. Mode: One Hand
  3265. Restrict : Dragon Lord
  3266. EVA : None
  3267. INIT : None
  3268. Armor : +3
  3269. Barrier : +1
  3270. Cost : 4500G
  3271. *By binding the scale of a dragon god to the arm, the whole arm becomes covered in scales and transforms into a shield.*
  3272. While [Equipped], the user may [Equip] a [Form: Two Hand] weapon.
  3273.  
  3274. [Protector: Shield] Dragon Familiar
  3275. Mode: One Hand
  3276. Restrict : Dragon Lord
  3277. EVA : None
  3278. INIT : None
  3279. Armor : +3
  3280. Barrier : +3
  3281. Cost : 5000G
  3282. *By offering Fool's Gold to a small dragon, it acts as a familiar and escort.*
  3283. While [Equipped], once per combat, increase the [Rank] of an [Attack Action] by 1.
  3284.  
  3285. [Protector: Shield] Devil's Gauntlet
  3286. Mode: One Hand
  3287. Restrict : Darkstalker
  3288. EVA : None
  3289. INIT : +1
  3290. Armor : +3
  3291. Barrier : +3
  3292. Cost : 5000G
  3293. *An evil gauntlet with protrusions and claws. It enhances the dark spiritual power of the wearer..*
  3294. While [Equipped], increase the [Physical Damage] dealth to [Range: Engaged] by 2.
  3295.  
  3296. [Protector: Shield] Mercury Spirit System
  3297. Mode: One Hand
  3298. Restrict : Magus / Arcane
  3299. EVA : None
  3300. INIT : None
  3301. Armor : +3
  3302. Barrier : +4
  3303. Cost : 5000G
  3304. *A spirit-controlled system made of mercury that can be controlled through spiritual power. It ordinarily wraps around the arm, but will take a suitable form for defence once activated..*
  3305. While [Equipped], once per round, reduce [Damage] by 3.
  3306.  
  3307. [Protector: Shield] Large-Scale Armor
  3308. Mode: One Hand
  3309. Restrict : Cyborg
  3310. EVA : None
  3311. INIT : -2
  3312. Armor : +4
  3313. Barrier : +4
  3314. Cost : 5000G
  3315. *Large, reinforced external armor that covers the entire right side of the body..*
  3316. While [Equipped], once per combat, reduce [Damage] from [Weapon Attacks] by 10.
  3317.  
  3318. [Protector: Shield] Iron Sheath of the God Sword
  3319. Mode: One Hand
  3320. Restrict : Scion
  3321. EVA : +1
  3322. INIT : +1
  3323. Armor : +3
  3324. Barrier : +3
  3325. Cost : 8000G
  3326. *An iron scabbard that sheaths a sword for killing gods. The scabbard itself has great spiritual power.*
  3327. If [Equipped] at the same time as a [Form: Sword] weapon, gain +3 to [Physical Damage].
  3328.  
  3329. [Protector: Shield] Heavy Vampiric Shield
  3330. Mode: One Hand
  3331. Restrict : Heroic Spirit
  3332. EVA : +1
  3333. INIT : None
  3334. Armor : +5
  3335. Barrier : +5
  3336. Cost : 8000G
  3337. *A heavy metal shield used by the heroes of ancient China. The souls of the defeated empower the owner.*
  3338. While [Equipped], when making an [Attack Action] against [Class: Humanoid - Chaos], gain +1 [Rank].
  3339.  
  3340. [Protector: Shield] Digital Shield
  3341. Mode: One Hand
  3342. Restrict : Digital Sorcerer
  3343. EVA : +1
  3344. INIT : None
  3345. Armor : +5
  3346. Barrier : +5
  3347. Cost : 10000G
  3348. *A shield made exclusively for Digital Sorcerers. In the moment of defense, the program code can be projected and physically manifest.*
  3349. While [Equipped], when making a [Magical Attack] using a [Style: Digital Sorcerer] Talent, gain +2 [Magical Damage].
  3350.  
  3351. [Protector: Shield] Flesh Claws
  3352. Mode: One Hand
  3353. Restrict : Magus
  3354. EVA : None
  3355. INIT : +2
  3356. Armor : +5
  3357. Barrier : +4
  3358. Cost : 10000G
  3359. *A magical shield strengthened with powerful energy. Upon activating, countless eyes open up and fangs and claws deploy in a defensive formation.*
  3360. While [Equipped], reduce [Damage] from [Range: Engaged] by 3.
  3361.  
  3362. [Protector: Shield] Guardian Amulet
  3363. Mode: One Hand
  3364. Restrict : Magus / Arcane
  3365. EVA : None
  3366. INIT : +1
  3367. Armor : +5
  3368. Barrier : +5
  3369. Cost : 10000G
  3370. *A dharmapala with a powerful divine word. When defending, images of shining gods and heroes appear as shields.*
  3371. While [Equipped], once per combat, increase the [Result] of a [Reactive Check] by 2.
  3372.  
  3373. [Protector: Shield] Biomercury
  3374. Mode: One Hand
  3375. Restrict : Magus / Arcane
  3376. EVA : None
  3377. INIT : None
  3378. Armor : +5
  3379. Barrier : +6
  3380. Cost : 10000G
  3381. *Mercury that takes the shape of a gauntlet, or other forms depending on the technique. By manipulating spiritual energy, it takes a form optimal for defense against the opponent's attacks.*
  3382. While [Equipped], once per round, reduce [Damage] by 3.
  3383.  
  3384.  
  3385. Gear [XXXP-3]
  3386. ----------------------------------------
  3387. [Gear] Communications Device
  3388. Use: Other
  3389. Cost: 20G
  3390. *An ultra-small communications device. It has functionality as a mobile phone.*
  3391. One per Scene, you may speak with a single character regardless of whether they have [Appeared], are [Backstage], or [Retreated] (the GM may determine if they can be reached.)
  3392.  
  3393. [Gear] Telepathy Jewel
  3394. Use: Other
  3395. Cost: 20G
  3396. *A divine instrument used for communication, in the form of a gemstone.*
  3397. One per Scene, you may speak with a single character regardless of whether they have [Appeared], are [Backstage], or [Retreated] (the GM may determine if they can be reached.)
  3398.  
  3399. [Gear] Cyber Replica
  3400. Use: Other
  3401. Cost: 100G
  3402. A motorcycle for transportation [Out of Combat], styled after a racing bike. This model is extremely sturdy and powerful, built purpose-made for androids and cyborgs. Awakened are not hurt by common physical objects, so vehicles like this can't become [Weapons].
  3403.  
  3404. [Gear] Maintenance Site
  3405. Use : Rest (Meal)
  3406. Cost : 100G
  3407. A special hideaway equipped with facilities for cyborgs and androids.
  3408. [Class: Mechanical] gain +5 to [Rest Recovery Amount].
  3409.  
  3410. [Gear] Original Workshop
  3411. Use : Rest (Meal)
  3412. Cost : 100G
  3413. A facility used by mages and homunculus to perform ritual magic, elixirs, and regalia.
  3414. [Race: Magus / Homunculus] gain +5 to [Rest Recovery Amount].
  3415.  
  3416. [Gear] Magic Self-Defense Pistol
  3417. Use: Other
  3418. Cost: 100G
  3419. A pistol-type Artificial Regalia that fires specialized magic bullets that neutralize Innocents with a single shot. Innocents subjected to this effect only faint, and do not lose their memories (GM decides the details).
  3420.  
  3421. [Gear] Defense Shikigami
  3422. Use: Other
  3423. Cost: 100G
  3424. A small drone, familiar, or animal-type Shikigami that always escorts it's owner. When [Out of Battle], reduce [Special Damage] taken from [Distortions] by 10.
  3425.  
  3426. [Gear] Remedy Set
  3427. Use: Rest (Prep)
  3428. Cost: 100G
  3429. A metal attache case containing various remedies and parts. [Race: Magus / Homunculus / Cyborg / Android] gain +5 to [Rest Recovery Amount].
  3430.  
  3431. [Gear] Servant Homunculus
  3432. Use : Other
  3433. Cost : 100G
  3434. Lower-Grade Homunculus who follow commands as specified by their creators. They are entirely devoid of emotions, but if instructed, will perform a variety of tasks for you without any hassle (The details will be determined by the GM).
  3435.  
  3436.  
  3437. ================================================================================
  3438. Exodus -- GM Section: Humanoid Mononoke [XXXQ-1]
  3439. ================================================================================
  3440. Apprentice Magician / Class: Humanoid / LV: 1 (1)
  3441. Size : 2
  3442. Wits : Clever
  3443. Senses : Normal
  3444. Speech : Yes
  3445. Reaction : Mercurial
  3446. ID : 15
  3447. Weakness : [Magnet] [Toxin]
  3448. Movement : Walk
  3449. | ACC | EVA | CNJ | RES | CHK
  3450. {Combat Stats} | 03 | 06 | 06 | 03 | 03
  3451. {Fixed Values} | 10 | 13 | 13 | 10 | 10
  3452. {Initiative} : 10 (5)
  3453. {HP} : 35
  3454. Armor : 0
  3455. Barrier : 1
  3456.  
  3457. Attack Methods
  3458.  
  3459. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  3460. - 2d6+9 magical damage.
  3461.  
  3462. <<Empathic Curse>>: Start / 7 Sq. / 1# / No Reactive Check
  3463. - The target loses 2d6 {Initiative} (to a minimum of 11). 1/Session.
  3464.  
  3465. <<Hidden Magic>>: Magical Attack / 9 Sq. / 1# / Halves
  3466. - [Element: Phantom] 3d6+10 magical damage. 1/Round.
  3467.  
  3468. Materials (2d6)
  3469. 2~8: None
  3470. 10+: Manual/MD+2: 1000G (Potency: 2)
  3471.  
  3472. Description:
  3473. An apprentice magician who belons to a supernatural organization such as the Mage's Association or Rozenskull, sometimes called a collaborator. They only have the basic ability to learn a single magic, but are a threat to the general public. If an NPC who is an innocent become a student of a PC, then with the GM's permission, these stats may be used.
  3474.  
  3475. ----------------------------------------
  3476.  
  3477. Operator / Class: Humanoid / LV: 2 (1)
  3478. Size : 2
  3479. Wits : Clever
  3480. Senses : Normal
  3481. Speech : Yes
  3482. Reaction : Mercurial
  3483. ID : 17
  3484. Weakness : [Shock] [Phantom]
  3485. Movement : Walk
  3486. | ACC | EVA | CNJ | RES | CHK
  3487. {Combat Stats} | 06 | 03 | 08 | 03 | 03
  3488. {Fixed Values} | 13 | 10 | 15 | 10 | 10
  3489. {Initiative} : 11 (6)
  3490. {HP} : 46
  3491. Armor : 1
  3492. Barrier : 0
  3493.  
  3494. Attack Methods
  3495.  
  3496. [Weapon Attack]: Magical Attack / 8 Sq. / 2# / Cancels
  3497. - [Element: Wind] 2d6+14 magical damage.
  3498.  
  3499. <<Tactical Barrier>> Start / Combat Zone / Combat Zone
  3500. - When the the target become the target of [Target: 2#+] [Attack Actions] (Including [Range: Area - Combat Zone]) gain +40 [Armor] and [Barrier].
  3501.  
  3502. <<Tactical Assistant>> Constant / User
  3503. - Unless the target has [Shift: Dead], [Class: Humanoid] NPCs other than [Bosses] in the [Combat Zone] gain +5 {Initiative}.
  3504.  
  3505. Materials (2d6)
  3506. 2~7: None
  3507. 10+: SD Memory/Intellect+1: 500G (Potency: 1)
  3508.  
  3509. Description:
  3510. A member or collaborator belonging to a supernatural organization or agency. When a supernatural incident occurs, it is their job to work with the police and government to keep magic a secret. They all have simple magical abilities and techniques.
  3511.  
  3512. ----------------------------------------
  3513.  
  3514. Houriki Monk / Class: Humanoid / LV: 4 (1)
  3515. Size : 2
  3516. Wits : Clever
  3517. Senses : Normal
  3518. Speech : Yes
  3519. Reaction : Mercurial
  3520. ID : 22
  3521. Weakness : [Cold] [Phantom]
  3522. Movement : Walk
  3523. | ACC | EVA | CNJ | RES | CHK
  3524. {Combat Stats} | 08 | 03 | 10 | 03 | 03
  3525. {Fixed Values} | 15 | 10 | 17 | 10 | 10
  3526. {Initiative} : 15 (7)
  3527. {HP} : 58
  3528. Armor : 1
  3529. Barrier : 0
  3530.  
  3531. Attack Methods
  3532.  
  3533. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  3534. - [Element: Wind] 2d6+18 magical damage.
  3535.  
  3536. <<Reinforcing Chant>>: Start / User
  3537. - The target gains +2d6 [Damage] and {Initiative}.
  3538.  
  3539. <<Wisdom King's Flame Curse>>: Magical Attack / 7 Sq. / Area / Cancels
  3540. - [Element: Fire] 2d6+23 magical damage. 1/Round.
  3541.  
  3542. <<Continouous Chant>>: Unique / User
  3543. - Use on Damage Calculation. The target may make one [Weapon Attack]. 2/Round.
  3544.  
  3545. Materials (2d6)
  3546. 2~9: None
  3547. 10+: Shining Vajra/Will+2: 1000G (Potency: 2)
  3548.  
  3549. Description:
  3550. A skilled sacred or spiritual messenger from various religious organizations. By chanting the divine words with great concentration, they are able to release great spiritual power not only compared to Innocents, but to other Awakened as well.
  3551.  
  3552. ----------------------------------------
  3553.  
  3554. Giant / Class: Humanoid / LV: 6 (2)
  3555. Size : 3
  3556. Wits : Clever
  3557. Senses : Heat
  3558. Speech : Yes
  3559. Reaction : Mercurial
  3560. ID : 22
  3561. Weakness : [Shock] [Phantom]
  3562. Movement : Walk
  3563. | ACC | EVA | CNJ | RES | CHK
  3564. {Combat Stats} | 08 | 03 | 10 | 03 | 03
  3565. {Fixed Values} | 15 | 10 | 17 | 10 | 10
  3566. {Initiative} : 15 (7)
  3567. {HP} : 58
  3568. Armor : 1
  3569. Barrier : 0
  3570.  
  3571. Attack Methods
  3572.  
  3573. [Weapon Attack]: Melee Attack / Engaged / 1#
  3574. - [Element: Wind / Form: Hammer] 3d6+23 physical damage.
  3575.  
  3576. <<Giant Jump>>: Start / User
  3577. - [Install] the target up to 7 Sq away from their current square.
  3578.  
  3579. <<God Power - Whirlwind>>: Physical Attack / Charge 5 Sq. / 2#
  3580. - [Element: Magnet / Form: Hammer] 5d6+40 physical damage, and the target [Halves] their [Armor].
  3581.  
  3582. <<God Power - Counter>>: Unique / Charge 5 Sq. / 1#
  3583. - Use on Damage Reduction. The target moved up to 5 Sq ignoring [Engagements] and receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed). Afterwards, the target performs x1 [Timing: Attack]. 2/Round.
  3584.  
  3585. Materials (2d6)
  3586. 2~7: None
  3587. 8+: Giant Heart/HP+6: 1000G (Potency: 2)
  3588.  
  3589. Description:
  3590. Descendants of the giants told of in folklore around the world, standing nearly 4 meters tall. A very powerful being, they have great vitality and have mastered some of the divine powers passed down through their bloodlines.
  3591.  
  3592. ----------------------------------------
  3593.  
  3594. Regalia User / Class: Humanoid / LV: 7 (2)
  3595. Size : 3
  3596. Wits : Clever
  3597. Senses : Heat
  3598. Speech : Yes
  3599. Reaction : Mercurial
  3600. ID : 25
  3601. Weakness : [Magnet] [Phantom]
  3602. Movement : Walk
  3603. | ACC | EVA | CNJ | RES | CHK
  3604. {Combat Stats} | 13 | 03 | 03 | 13 | 05
  3605. {Fixed Values} | 20 | 10 | 10 | 20 | 12
  3606. {Initiative} : 18 (8)
  3607. {HP} : 110
  3608. Armor : 20
  3609. Barrier : 20
  3610.  
  3611. Attack Methods
  3612.  
  3613. [Weapon Attack]: Melee Attack / 3 Sq. / 3#
  3614. - [Element: Fire / Form: Spear] 3d6+33 physical damage.
  3615.  
  3616. <<Divine Spear Lightning>>: Physical Attack / Combat Zone / 1#
  3617. - [Element: Shock / Form: Spear] 5d6+30 physical damage.
  3618.  
  3619. <<Legendary Armor>>: Defense / Combat Zone / 1#
  3620. - Use on Damage Reduction. Reduce the [Damage] received by the target to 10, and treat the {Resist} check as though it had failed.
  3621.  
  3622. <<Legendary Shield>>: Unique / Combat Zone / 1#
  3623. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 2/Round.
  3624.  
  3625. <<Jewel of the Aragami>>: Unique / User
  3626. - Use on Damage Reduction. The target [Recovers] 30 {HP}, then inflicts [Form: Axe] 5d6+40 physical damage onto [Range: Engaged / Target: 1#] who performed [Damage Calculation]. The target may not make a [Reactive Check].
  3627.  
  3628. Materials (2d6)
  3629. 2~9: None
  3630. 10+: Regalia Fragment/Armor+2: 1000G (Potency: 2)
  3631.  
  3632. Description:
  3633. Inheritor of the gods who freely wields a godforged regalia. Even a godhunter will have a difficult time facing them head on.
  3634.  
  3635. ----------------------------------------
  3636.  
  3637. Great Magician / Class: Humanoid / LV: 8 (2)
  3638. Size : 2
  3639. Wits : Cleve
  3640. Senses : Domain
  3641. Speech : Yes
  3642. Reaction : Mercurial
  3643. ID : 26
  3644. Weakness : [Wind] [Light]
  3645. Movement : Walk
  3646. | ACC | EVA | CNJ | RES | CHK
  3647. {Combat Stats} | 05 | 06 | 15 | 10 | 03
  3648. {Fixed Values} | 12 | 13 | 22 | 17 | 10
  3649. {Initiative} : 22 (9)
  3650. {HP} : 101
  3651. Armor : 5
  3652. Barrier : 5
  3653.  
  3654. Attack Methods
  3655.  
  3656. [Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
  3657. - [Element: Cold] 2d6+30 magical damage.
  3658.  
  3659. <<Spirit Curse Bullet>>: Magical Attack / 10 Sq. / 2# / Cancels
  3660. - [Element: Phantom] 4d6+45 magical damage. Targets that fail their [Reactive Check] gain [Shift: Pain].
  3661.  
  3662. <<Great Magic>>: Magical Attack / Combat Zone / Combat Zone / Halves
  3663. - 52 magical damage. 1/Combat.
  3664.  
  3665. <<Magic Reversal>>: Unique / 10 Sq. / 1#
  3666. Use when the target declares a Talent. Cancel the effect of one [Timing: Defense or Unique] Talent, then perform x1 [Timing: Attack]. 1/Round.
  3667.  
  3668. <<Curse Barrier>>: Constant / User
  3669. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from [Weapon Attacks] and [Special Attacks].
  3670.  
  3671. Materials (2d6)
  3672. Automatic: Great Grimoire/MD+2: 1000G (Potency: 2)
  3673.  
  3674. Description:
  3675. A great magician who has mastered poweful magic, and awarded a high rank within the Mage's Association. To say that the secrets of magic they have learned can reproduce great catastrophies is no exaggeration.
  3676.  
  3677. ----------------------------------------
  3678.  
  3679. Divine Beast Tamer / Class: Humanoid / LV: 11 (3)
  3680. Size :
  3681. Wits :
  3682. Senses :
  3683. Speech :
  3684. Reaction :
  3685. ID :
  3686. Weakness : [???]
  3687. Movement :
  3688. | ACC | EVA | CNJ | RES | CHK
  3689. {Combat Stats} | 19 | 19 | 03 | 05 | 03
  3690. {Fixed Values} | 26 | 26 | 10 | 12 | 10
  3691. {Initiative} : 30 (12)
  3692. {HP} : 154
  3693. Armor : 5
  3694. Barrier : 5
  3695.  
  3696. Attack Methods
  3697.  
  3698. [Weapon Attack]: Ranged Attack / 9 Sq. / 3#
  3699. - [Element: Fire / Form: Ranged] 2d6+30 physical damage.
  3700.  
  3701. <<Summoning Gun>>: Physical Attack / 9 Sq. / 2#
  3702. - [Element: Shock / Form: Ranged] 5d6+50 physical damage, and targets may not apply "reduce damage by x#" effects on [Damage Calculation].
  3703.  
  3704. <<Defensive Summon>>: Defense / Combat Zone / 1#
  3705. - Use on Damage Reduction. When the the target become the target of [Target: 2#+] [Attack Actions] (Including [Range: Area - Combat Zone]) gain +40 [Armor] and [Barrier].
  3706.  
  3707. <<Union of Man & Beast>>: Unique / Combat Zone / 1#
  3708. - Use on Damage Calculation. One [Class: Human - Beast] NPC other than the user gains +[1d6x5] [Damage]. 2/Round.
  3709.  
  3710. <<Divine Beast Summon>>: Constant / User
  3711. - Once per combat by spending [Timing: Start], the user [Installs] one [Class: Beast / LV: 11 or less] [Mononoke] into an adjacent square.
  3712.  
  3713. Materials (2d6)
  3714. Automatic: Broken Summoning Gun/Initiative+2: 1000G (Potency: 2).
  3715.  
  3716. Description:
  3717. A summoner who controls a high-level divine beast. They can freely summon and battle alongside mononoke, able to communicate with each other and confronting difficult foes.
  3718.  
  3719. ----------------------------------------
  3720.  
  3721. ================================================================================
  3722. Exodus -- GM Section: Beast Mononoke [XXXQ-2]
  3723. ================================================================================
  3724. Hideous Beast / Class: Beast / LV: 1 (1)
  3725. Size : 3
  3726. Wits : Clever
  3727. Senses : Heat
  3728. Speech : Yes
  3729. Reaction : Hostile
  3730. ID : 12
  3731. Weakness : [Cold] [Shock]
  3732. Movement : Walk
  3733. | ACC | EVA | CNJ | RES | CHK
  3734. {Combat Stats} | 07 | 07 | 01 | 01 | 04
  3735. {Fixed Values} | 14 | 14 | 08 | 08 | 11
  3736. {Initiative} : 15 (7)
  3737. {HP} : 56
  3738. Armor : 4
  3739. Barrier : 4
  3740.  
  3741. Attack Methods
  3742.  
  3743. [Weapon Attack]: Melee Attack / Engaged / 1#
  3744. - [Form: Axe] 3d6+10 physical damage. [Additional Effect]: Change an [Attack Action] to a [Special Attack]. 1/Round.
  3745.  
  3746. <<Instant Jump>>: Prep / User
  3747. - Install the [Target] up to 4 Sq from their current square.
  3748.  
  3749. <<Sticky Tentacle>>: Physical Attack / Engaged / 1#
  3750. - [Form: Spear] 2d6+7 physical damage. Targets that fail their [Reactive Check] gain -2 to an {Evasion} check once during the rest of combat.
  3751.  
  3752. <<Self-Destruct>>: End / Engaged / Area / No Reactive check
  3753. - 28 magical damage. Afterwards, the user gains [Shift: Dead].
  3754.  
  3755. Materials (2d6)
  3756. 2~8: None
  3757. 9+: Self-Destruction Nucleus/HP+3: 500G (Potency: 1)
  3758.  
  3759. Description:
  3760. A magic beast created to guard facilities through alchemy or other evil methods. It has a disturbing appearance, resembling a giant, quadrupedal beast with many tentacles of different sizes, dripping mucus from all over its body.
  3761.  
  3762. ----------------------------------------
  3763.  
  3764. Familiar x1 / Class: Beast / LV: 2 (1)
  3765. Size : 1
  3766. Wits : Clever
  3767. Senses : Magic
  3768. Speech : Yes
  3769. Reaction : Mercurial
  3770. ID : 15
  3771. Weakness : [Wind] [Light]
  3772. Movement : Walk, Fly
  3773. | ACC | EVA | CNJ | RES | CHK
  3774. {Combat Stats} | 05 | 03 | 08 | 04 | 04
  3775. {Fixed Values} | 12 | 10 | 15 | 11 | 11
  3776. {Initiative} : 22 (9)
  3777. {HP} : 43
  3778. Armor : 1
  3779. Barrier : 1
  3780.  
  3781. Attack Methods
  3782.  
  3783. [Weapon Attack]: Physical Attack / Engaged / 1#
  3784. - [Form: Sword] 1d6+7 physical damage. [Additional Effect]: Increase the [Target] of an [Attack Action] by 1#. 1/Round.
  3785.  
  3786. <<Spiritual Adjustment>>: Start / 7 Sq. / 1#
  3787. - Change any one of the target's [Spirit Dice] to 1.
  3788.  
  3789. <<Attack Magic 1>>: Magical Attack / 7 Sq. / 1# / Halves
  3790. - 2d6+15 magical damage. 1/Round.
  3791.  
  3792. <<Servant's Dedication>>: Defense / 4 Sq. / 1#
  3793. - Use on Damage Reduction. Change target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects (Treat as though {Resist} check had failed).
  3794.  
  3795. Materials (2d6)
  3796. 2~9: None
  3797. 10+: Contract Seal/MD+1: 500G (Potency: 1)
  3798.  
  3799. Description:
  3800. A familiar used as a servant by magicians. They vary in appearance, such as wolves, birds, cats and frogs. Although they are not good at fighting, they can use simple magic to support their master.
  3801.  
  3802. ----------------------------------------
  3803.  
  3804. Rampaging Familiar / Class: Beast / LV: 4 (1)
  3805. Size : 3
  3806. Wits : Low
  3807. Senses : Heat
  3808. Speech : No
  3809. Reaction : Hostile
  3810. ID : 18
  3811. Weakness : [Fire] [Shock]
  3812. Movement : Walk, Fly
  3813. | ACC | EVA | CNJ | RES | CHK
  3814. {Combat Stats} | 10 | 10 | 01 | 01 | 04
  3815. {Fixed Values} | 17 | 17 | 08 | 08 | 11
  3816. {Initiative} : 21 (9)
  3817. {HP} : 64
  3818. Armor : 5
  3819. Barrier : 2
  3820.  
  3821. Attack Methods
  3822.  
  3823. [Weapon Attack]: Physical Attack / Engaged / 1#
  3824. - [Form: Sword] 3d6+19 physical damage. [Additional Effect]: The target of an [Attack Action] [Halves] their [Armor] or [Barrier]. 1/Combat.
  3825.  
  3826. <<Violence I>>: Physical Attack / Combat Zone / Area
  3827. - [Form: Axe] 3d6+24 physical damage. 1/Round.
  3828.  
  3829. <<Counterattack>>: Defense / User / no Reactive Check
  3830. Use On {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target: 1#] takes [Form: Sword] 2d6+25 physical damage.
  3831.  
  3832. <<Insane Magic Arts>>: Constant / User
  3833. - During the target's [Turn], gain x1 [Timing: Attack].
  3834.  
  3835. Materials (2d6)
  3836. 2~9: None
  3837. 10+: Enlarged Claw/PD+2: 1000G (Potency: 2)
  3838.  
  3839. Description:
  3840. A familiar that went on a rampage after absorbing dangerous magic. Their whole body has enlarged, greatly boosting their agility and fighting strength. For Godhunters who are not used to combat, it is difficult to handle.
  3841.  
  3842. ----------------------------------------
  3843.  
  3844. Giant Familiar / Class: Beast / LV: 5 (1)
  3845. Size : 3
  3846. Wits : Clever
  3847. Senses : Magic
  3848. Speech : Yes
  3849. Reaction : Mercurial
  3850. ID : 21
  3851. Weakness : [Shock] [Wind]
  3852. Movement : Walk, Fly
  3853. | ACC | EVA | CNJ | RES | CHK
  3854. {Combat Stats} | 10 | 07 | 10 | 01 | 04
  3855. {Fixed Values} | 17 | 14 | 17 | 08 | 11
  3856. {Initiative} : 19 (8)
  3857. {HP} : 91
  3858. Armor : 15
  3859. Barrier : 15
  3860.  
  3861. Attack Methods
  3862.  
  3863. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  3864. - [Element: Cold] 3d6+15 magical damage.
  3865.  
  3866. <<Spirit Conversion>>: Start / 7 Sq. / 1#
  3867. - The target may add or subtract 1 from the value of one of their [Spirit] dice (cannot go above 6 or below 1).
  3868.  
  3869. <<Spirit Bullet>>: Physical Attack / 4 Sq. / 1#
  3870. - [Element: Light / Form: Ranged] 3d6+20 physical damage. Targets that fail their [Reactive Check] gain [Shift: Fallen].
  3871.  
  3872. <<Servant's Pride>>: Unique / Combat Zone / 1#
  3873. - Use on Damage Reduction. Change target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects (Treat as though {Resist} check had failed).
  3874.  
  3875. <<Loyal Until Death>>: Unique / User
  3876. - Use on Damage Reduction. One [Range: Combat Zone / Target: 1#] chosen by the user [Recovers] 4d6+20 {HP}. Afterwards, the user gains [Shift: Dead].
  3877.  
  3878. Materials (2d6)
  3879. 2~9: Contract Seal/MD+1: 500G (Potency: 1)
  3880. 10+: Spirit Crystal/Barrier+2: 1000G (Potency: 2)
  3881.  
  3882. Description:
  3883. A familiar that has had spiritual power poured into it and become enormous. Despite its appearance, it is more better suited to defend and support instead of attacking.
  3884.  
  3885. ----------------------------------------
  3886.  
  3887. Hog / Class: Beast / LV: 6 (2)
  3888. Size : 3
  3889. Wits : Clever
  3890. Senses : Magic
  3891. Speech : Yes
  3892. Reaction : Hostile
  3893. ID : 23
  3894. Weakness : [Wind] [Phantom]
  3895. Movement : Walk, Swim
  3896. | ACC | EVA | CNJ | RES | CHK
  3897. {Combat Stats} | 12 | 05 | 01 | 12 | 04
  3898. {Fixed Values} | 19 | 12 | 08 | 19 | 11
  3899. {Initiative} : 24 (10)
  3900. {HP} : 95
  3901. Armor : 20
  3902. Barrier : 15
  3903.  
  3904. Attack Methods
  3905.  
  3906. [Weapon Attack]: Physical Attack / Engaged / 1#
  3907. - [Form: Spear] 4d6+18 physical damage. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area]. 1/Round.
  3908.  
  3909. <<Muddy Terrain>>: Start / Combat Zone / Combat Zone / No Reactive check
  3910. - For the rest of combat, target gains the [Bad Footing] penalty.
  3911.  
  3912. <<Mud Throw>>: Physical Attack / 4 Sq. / 1#
  3913. - [Element: Magnet / Form: Hammer] 4d6+30 physical damage. Targets that fail their [Reactive Check] gain [Shift: Darkness].
  3914.  
  3915. <<Peng Tail Strike>>: Physical Attack / Engaged / 1#
  3916. - [Form: Hammer] 3d6+42 physical damage. 1/Round.
  3917.  
  3918. <<Mire Menace>>: Constant / User
  3919. - During the target's [Turn], gain x1 [Timing: Attack].
  3920.  
  3921. Materials (2d6)
  3922. 2~9: Crocodile Skin/Armor+1: 500G (Potency: 1)
  3923. 10+: Sharp Double Horn/PD+2: 1000G (Potency: 2)
  3924.  
  3925. Description:
  3926. A hog which has gained a fragment and turned into a mononoke. Its appearance is similar to a huge Peng with doubled horns on its head and hedgehog-like spines running along its back. It prefers to live in swamps that contain a leyline. By nature, it is extremely ferocious.
  3927.  
  3928. ----------------------------------------
  3929.  
  3930. Magical Beast / Class: Beast / LV: 6 (2)
  3931. Size : 3
  3932. Wits : Clever
  3933. Senses : Magic
  3934. Speech : Yes
  3935. Reaction : Hostile
  3936. ID : 23
  3937. Weakness : [Fire] [Cold]
  3938. Movement : Walk
  3939. | ACC | EVA | CNJ | RES | CHK
  3940. {Combat Stats} | 04 | 12 | 13 | 01 | 04
  3941. {Fixed Values} | 11 | 19 | 20 | 08 | 11
  3942. {Initiative} : 22 (9)
  3943. {HP} : 100
  3944. Armor : 10
  3945. Barrier : 10
  3946.  
  3947. Attack Methods
  3948.  
  3949. [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  3950. - 3d6+22 magical damage. [Additional Effect]: Halve the [Armor] or [Barrier] of the target of an [Attack Action]. 1/Combat.
  3951.  
  3952. <<Instant Jump>>: Prep / User
  3953. - Install the [Target] up to 4 Sq from their current square.
  3954.  
  3955. <<Attack Magic II>>: Magical Attack / 10 Sq. / Area / Halves
  3956. - 3d6+26 magical damage. 1/Round.
  3957.  
  3958. <<Neutralize Magic>>: Unique / User
  3959. - Use on Damage Reduction. [Halve] the [Magical Damage] received. 1/Round.
  3960.  
  3961. <<Artificial Beast>>: Constant / User
  3962. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target may perform [Magical Attacks] after a [Combat Move].
  3963.  
  3964. Materials (2d6)
  3965. 2~9: Magical Beast Hide/Initiative+1: 500G (Potency: 1)
  3966. 10+: Shining Translucent Fur/Speed+1: 1000G (Potency: 2)
  3967.  
  3968. Description:
  3969. A terrifying beast created with secret magic. It resembles a huge tiger or wolf with blackened skin and spiritual fur. It will only obey its master, and otherwise does everything within its power to kill and destroy.
  3970.  
  3971. ----------------------------------------
  3972.  
  3973. Snallygaster / Class: Beast / LV: 7 (2)
  3974. Size : 3
  3975. Wits : Clever
  3976. Senses : Domain
  3977. Speech : Yes
  3978. Reaction : Hostile
  3979. ID : 25
  3980. Weakness : [Wind] [Toxin]
  3981. Movement : Walk, Fly
  3982. | ACC | EVA | CNJ | RES | CHK
  3983. {Combat Stats} | 14 | 14 | 01 | 01 | 06
  3984. {Fixed Values} | 21 | 21 | 08 | 08 | 13
  3985. {Initiative} : 26 (11)
  3986. {HP} : 106
  3987. Armor : 7
  3988. Barrier : 15
  3989.  
  3990. Attack Methods
  3991.  
  3992. [Weapon Attack]: Ranged Attack / Charge 5 Sq. / 1#
  3993. - [Element: Phantom / Form: Ranged] 3d6+21 physical damage. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area]. 1/Round.
  3994.  
  3995. <<Penetrating Venom>>: Start / Combat Zone / Combat Zone / No Reactive Check
  3996. - The target loses an additional 10 {HP} when inflicted with [Shift: Poison].
  3997.  
  3998. <<Sharp Eye>>: Prep / User
  3999. - The target gains +2 to [Active Checks].
  4000.  
  4001. <<Three-Fanged>>: Physical Attack / Engaged / 1#
  4002. - Inflict [Form: Sword] 2d6+50 physical damage. 1/Round.
  4003.  
  4004. <<God-Killing Poison>> Constant / User
  4005. - During the target's [Turn], gain x1 [Timing: Attack]. Also, each time the user inflicts at least 1 point of [Damage] to a target, it gains [Shift: Poison].
  4006.  
  4007. Materials (2d6)
  4008. 2~10: Red Eyeball/Strength+1: 500G (Potency: 1)
  4009. 11+: Venom Gland/Bestow Toxin: 1500G (Potency: 3)
  4010.  
  4011. Description:
  4012. A lizard monster which has gained a shard after many years, and become a mononoke. It resembles a western dragon with three heads, each with burning eyes in the center. As well as being extremely agile, it has a powerful god-killing venom.
  4013.  
  4014. ----------------------------------------
  4015.  
  4016. ================================================================================
  4017. Exodus -- GM Section: Insect Mononoke [XXXQ-3]
  4018. ================================================================================
  4019. Head Bug / Class: Insectoid / LV: 2 (1)
  4020. Size : 0
  4021. Wits : Clever
  4022. Senses : Domain
  4023. Speech : No
  4024. Reaction : Hostile
  4025. ID : 16
  4026. Weakness : [Shock] [Magnet]
  4027. Movement : Walk, Fly
  4028. | ACC | EVA | CNJ | RES | CHK
  4029. {Combat Stats} | 01 | 07 | 08 | 03 | 01
  4030. {Fixed Values} | 08 | 14 | 15 | 10 | 08
  4031. {Initiative} : 13 (6)
  4032. {HP} : 42
  4033. Armor : 0
  4034. Barrier : 0
  4035.  
  4036. Attack Methods
  4037.  
  4038. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  4039. - [Element: Toxin] 1d6+10 magial damage. [Additional Effect]: Gain +5 to [Armor] or [Barrier]. 1/Round.
  4040.  
  4041. <<Regimental Behavior>>: Start / Combat Zone / Combat Zone
  4042. - [Class: Insectoid] NPCs gain +10 [Initiative] and become [Wits: Clever].
  4043.  
  4044. <<Fake Death>>: Defense / User
  4045. - Use on Damage Reduction. The target changes [Damage] to 0 and ignores all other effects, then sets their {HP} to 10.
  4046.  
  4047. <<Phantom Domination>>: Constant / User
  4048. - Unless the target has [Shift: Dead], [Class: Insectoid] NPCs in the [Combat Zone] other than [Bosses] cannot be affected by "apply [Shift: Dead] to mononoke with x# in their name" effects.
  4049.  
  4050. Materials (2d6)
  4051. 2~8: None
  4052. 9+: Elegant Tactiles/Intellect+1: 500G (Potency: 1)
  4053.  
  4054. Description:
  4055. A rare species with unique abilities that dominates lesser insects. It resembles a ladybug around 20cm in size, and by releasing its spirit energy it can strengthen weaker insects and manipulate them at its will.
  4056.  
  4057. ----------------------------------------
  4058.  
  4059. Giant Haplodrili / Class: Insectoid / LV: 2 (1)
  4060. Size : 3
  4061. Wits : Low
  4062. Senses : Heat
  4063. Speech : No
  4064. Reaction : Hostile
  4065. ID : 15
  4066. Weakness : [Shock] [Toxin]
  4067. Movement : Walk
  4068. | ACC | EVA | CNJ | RES | CHK
  4069. {Combat Stats} | 09 | 02 | 01 | 07 | 01
  4070. {Fixed Values} | 16 | 09 | 08 | 14 | 08
  4071. {Initiative} : 15 (7)
  4072. {HP} : 62
  4073. Armor : 5
  4074. Barrier : 3
  4075.  
  4076. Attack Methods
  4077.  
  4078. [Weapon Attack]: Physical Attack / Engaged / 1#
  4079. - [Form: Hammer] 3d6+11 physical damage. [Additional Effect]: Increase the [Target] of an [Attack Action] by 1#. 1/Round.
  4080.  
  4081. <<Binding Attack I>>: Physical Attack / 3 Sq. / 1#
  4082. - [Form: Spear] 2d6+9 physical damage. Targets that fail their [Reactive Check] gain -2 to {Initiative} (To a minimum of 0) until [Timing: End]. This effect can stack (Up to a maximum of -6).
  4083.  
  4084. <<Group Attack>>: Unique / User
  4085. - Use on Damage Calculation. The target gains +[number of NPCs [Engaged] to the target]x2 to [Physical Damage]. 1/Round.
  4086.  
  4087. <<Unusual Regeneration>>: End / User
  4088. - The target [Recovers] 10 {HP}.
  4089.  
  4090. Materials (2d6)
  4091. 2~9: None
  4092. 10+: Regenerated Kernel/HP+3: 500G (Potency: 1)
  4093.  
  4094. Description:
  4095. An Annelid-shaped monster with a high regenerative capability. It is mainly created using magician's secrets and evil rituals, and is used instead of guard dogs to protect certain territories. Its stretchable body binds opponents, and it extends into the mouth and ears to drink the victim's blood and spirit.
  4096.  
  4097. ----------------------------------------
  4098.  
  4099. Brainwashing Bug / Class: Insectoid / LV: 4 (1)
  4100. Size : 0
  4101. Wits : Clever
  4102. Senses : Domain
  4103. Speech : Yes
  4104. Reaction : Hostile
  4105. ID : 17
  4106. Weakness : [Wind] [Magnet]
  4107. Movement : Walk
  4108. | ACC | EVA | CNJ | RES | CHK
  4109. {Combat Stats} | 02 | 02 | 09 | 10 | 01
  4110. {Fixed Values} | 09 | 09 | 16 | 17 | 08
  4111. {Initiative} : 18 (8)
  4112. {HP} : 52
  4113. Armor : 0
  4114. Barrier : 0
  4115.  
  4116. Attack Methods
  4117.  
  4118. [Weapon Attack]: Magical Attack / 1 Sq. / 1# / Cancels
  4119. - [Element: Phantom] 1d6+13 magical damage.
  4120.  
  4121. <<Brainwashing Spirit Waves>>: Start / 7 Sq. / 1# / Cancels
  4122. - NPCs other than [Bosses] gain +2 to [Active Checks] and +10 [Damage]. If the target is an Innocent, the user may freely control them and manipulate their memories (the GM decides the details).
  4123.  
  4124. <<Forced Action>>: Unique / 7 Sq. / 1#
  4125. - Use when the target becomes [Not Ready]. [Range: Combat Zone / Target: 1#] specified by the user takes their [Turn] immediately, regardless of {Initiative}.
  4126.  
  4127. <<Hidden Brutality>>: Constant / User
  4128. - As long as there is a [Class: Insectoid] NPC other than [Bosses] in the [Combat Zone], the target [Halves] [Damage].
  4129.  
  4130. Materials (2d6)
  4131. 2~9: Bizzare Eye/Initiative+1: 500G (Potency: 1)
  4132. 10+: Poisonous Antennae/Will+2: 1000G (Potency: 2)
  4133.  
  4134. Description:
  4135. A tiny insect that can manipulate Innocents and Mononoke by emitting special spiritual power. It resembles a hornworm up to 30cm in length, covered in a bright pattern and spirit crest. Its own combat strength is extremely low.
  4136.  
  4137. ----------------------------------------
  4138.  
  4139. Greatshell Bug / Class: Insectoid / LV: 4 (1)
  4140. Size : 3
  4141. Wits : Low
  4142. Senses : Heat
  4143. Speech : No
  4144. Reaction : Hostile
  4145. ID : 17
  4146. Weakness : [Cold] [Toxin]
  4147. Movement : Walk, Fly
  4148. | ACC | EVA | CNJ | RES | CHK
  4149. {Combat Stats} | 09 | 02 | 01 | 11 | 01
  4150. {Fixed Values} | 16 | 09 | 08 | 18 | 08
  4151. {Initiative} : 7 (4)
  4152. {HP} : 69
  4153. Armor : 14
  4154. Barrier : 10
  4155.  
  4156. Attack Methods
  4157.  
  4158. [Weapon Attack]: Melee Attack / 2 Sq. / 1#
  4159. - [Form: Spear] 3d6+15 physical damage. [Additional Effect]: Change an [Attack Action] to [Range: Charge 5 Sq]. 1/Round.
  4160.  
  4161. <<Pressure On>>: Physical Attack / Engaged / Area
  4162. - [Form: Hammer] 2d6+31 physical damage. 1/Round.
  4163.  
  4164. <<Diffusion Defense>>: Unique / 7 Sq. / 1#
  4165. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the damage and other effects. 1/Round.
  4166.  
  4167. <<Boulder-Like>>: Constant / User
  4168. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target gains +10 [Armor] and [Barrier] while [Not Ready].
  4169.  
  4170. Materials (2d6)
  4171. 2~9: Beetle Foot/HP+3: 500G (Potency: 1)
  4172. 10+: Thick Shell/Armor+2: 1000G (Potency: 2)
  4173.  
  4174. Description:
  4175. A type of insect that lacks intelligence, but has a huge body and great vitality. It can resemble many types of insect, grown to huge proportions. It can be tamed using special methods, and in many cases it obeys a youkai master.
  4176.  
  4177. ----------------------------------------
  4178.  
  4179. Ominous Samurai Bug / Class: Insectoid / LV: 5 (1)
  4180. Size : 2
  4181. Wits : Clever
  4182. Senses : Heat
  4183. Speech : No
  4184. Reaction : Mercurial
  4185. ID : 18
  4186. Weakness : [Cold] [Shock]
  4187. Movement : Walk, Fly
  4188. | ACC | EVA | CNJ | RES | CHK
  4189. {Combat Stats} | 10 | 10 | 06 | 02 | 02
  4190. {Fixed Values} | 17 | 17 | 13 | 09 | 09
  4191. {Initiative} : 21 (9)
  4192. {HP} : 72
  4193. Armor : 10
  4194. Barrier : 5
  4195.  
  4196. Attack Methods
  4197.  
  4198. [Weapon Attack]: Physical Attack / Engaged / 1#
  4199. - [Form: Sword] 3d6+15 physical damage. [Additional Effect]: Bestow an [Attack Action] with [Element: Fire].
  4200.  
  4201. <<Shell Mounting>>: Start / User
  4202. - For the rest of combat, the target gains +2 to [Active Checks] and +5 [Armor] and [Barrier].
  4203.  
  4204. <<Unusual Poison>>: Physical Attack / Engaged / 1#
  4205. - [Element: Toxin / Form: Hammer] 3d6+35 physical damage.
  4206.  
  4207. <<Mutant Survivor>>: Constant / User
  4208. - During the target's [Turn], gain x1 [Timing: Attack], and during [Timing: End], recover 10 {HP}. Additionally, as long as the target does not have [Shift: Dead], [Class: Insect] NPCs gain +10 {Initiative}.
  4209.  
  4210. Materials (2d6)
  4211. 2~9: Enhanced Shell/Armor+1: 500G (Potency: 1)
  4212. 10+: Burning Core/Bestow Light: 1000G (Potency: 2)
  4213.  
  4214. Description:
  4215. A high-ranking insect host that has gained incredible spiritual power after many battles. In combat mode, its whole body is covered in a tough carapace, with two pairs of arms formed from the exoskeleton.
  4216.  
  4217. ----------------------------------------
  4218.  
  4219. Assassin Bug / Class: Insectoid / LV: 6 (2)
  4220. Size : 3
  4221. Wits : Clever
  4222. Senses : Magic
  4223. Speech : Yes
  4224. Reaction : Hostile
  4225. ID : 20
  4226. Weakness : [Shock] [Wind]
  4227. Movement : Walk
  4228. | ACC | EVA | CNJ | RES | CHK
  4229. {Combat Stats} | 11 | 10 | 10 | 08 | 02
  4230. {Fixed Values} | 18 | 17 | 17 | 15 | 09
  4231. {Initiative} : 23 (10)
  4232. {HP} : 83
  4233. Armor : 5
  4234. Barrier : 10
  4235.  
  4236. Attack Methods
  4237.  
  4238. [Weapon Attack]: Physical Attack / 2 Sq. / 1#
  4239. - [Form: Spear] 3d6+15 physical damage. [Additional Effect]: The [Target] of an [Attack Action] [Halves] [Armor] or [Barrier]. 1/Combat.
  4240.  
  4241. <<Steel Proboscis>>: Physical Attack / 2 Sq. / 1#
  4242. - [Element: Magnet / Form: Spear] 4d6+21 physical damage. Targets that fail their [Reactive Check] gain [Shift: Pain].
  4243.  
  4244. <<Vitality Drain>>: Unique / User
  4245. - Use on Damage Calculation. Targets that failed their [Reactive Check] loses 10 {HP}, and the user [Recovers] 10 {HP}. 1/Round.
  4246.  
  4247. <<Soul-Sucking Bug>>: Constant / User
  4248. - During the target's [Turn], gain x1 [Timing: Attack].
  4249.  
  4250. Materials (2d6)
  4251. 2~9: Mottled Feather/Initiative+1: 500G (Potency: 1)
  4252. 10+: Sharp Proboscis/PD+2: 1000G (Potency: 2)
  4253.  
  4254. Description:
  4255. A reduviidae insect which received a shard and became a mononoke. It appears as a giant stag beetle whos body is covered with a shining, thorny exoskeleton. By piercing the opponent, it drains not only bodily fluids but spirit energy as well.
  4256.  
  4257. ----------------------------------------
  4258.  
  4259. Insect Technique User/ Class: Insectoid / LV: 7 (2)
  4260. Size : 2
  4261. Wits : Clever
  4262. Senses : Domain
  4263. Speech : Yes
  4264. Reaction : Mercurial
  4265. ID : 22
  4266. Weakness : [Fire] [Shock]
  4267. Movement : Walk, Fly
  4268. | ACC | EVA | CNJ | RES | CHK
  4269. {Combat Stats} | 03 | 10 | 10 | 09 | 02
  4270. {Fixed Values} | 10 | 17 | 17 | 16 | 09
  4271. {Initiative} : 20 (9)
  4272. {HP} : 94
  4273. Armor : 5
  4274. Barrier : 10
  4275.  
  4276. Attack Methods
  4277.  
  4278. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  4279. - 2d6+23 magical damage.
  4280.  
  4281. <<Insect Summon>>: Start / User
  4282. - The user [Installs] one [Class: Insectoid / LV: 6 or less] mononoke in an adjacent square. 1/Combat.
  4283.  
  4284. <<Furious Insect Poison>>: Magical Attack / 7 Sq. / Area / Cancels
  4285. - [Element: Toxin] 5d6+30 magical damage. 1/Round.
  4286.  
  4287. <<Magic Absorption>>: Unique / Combat Zone / 1#
  4288. - Use on Damage Reduction. The target [Halves] [Magical Damage]. 1/Round.
  4289.  
  4290. <<Insect Expert>>: Constant / User
  4291. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, as long as the target does not have [Shift: Dead], [Class: Insectoid] NPCs gain +10 [Armor] and [Barrier], and change to [Wits: Clever].
  4292.  
  4293. Materials (2d6)
  4294. 2~10: Thin Insect Wing/Barrier+2: 1000G (Potency: 2)
  4295. 11+: Grimoire/Intelligence+3: 1500G (Potency: 3)
  4296.  
  4297. Description:
  4298. A great magician who studied the secret of insect arts. Their thoughts revolve around bugs, and they are eager to breed more insectoids and create new species.
  4299.  
  4300. ----------------------------------------
  4301.  
  4302. ================================================================================
  4303. Exodus -- GM Section: Plant Mononoke [XXXQ-4]
  4304. ================================================================================
  4305. Slave Homunculus x1/ Class: Plant / LV: 1 (1)
  4306. Size : 2
  4307. Wits : High
  4308. Senses : Magic
  4309. Speech : Yes
  4310. Reaction : Mercurial
  4311. ID : 13
  4312. Weakness : [Phantom] [Toxin]
  4313. Movement : Walk
  4314. | ACC | EVA | CNJ | RES | CHK
  4315. {Combat Stats} | 06 | 05 | 03 | 03 | 01
  4316. {Fixed Values} | 13 | 12 | 10 | 10 | 08
  4317. {Initiative} : 6 (4)
  4318. {HP} : 43
  4319. Armor : 1
  4320. Barrier : 3
  4321.  
  4322. Attack Methods
  4323.  
  4324. [Weapon Attack]: Physical Attack / Engaged / 1#
  4325. - [Form: Hammer] 2d6+7 physical damage.
  4326.  
  4327. <<Substitute Doll>>: Unique / 7 Sq. / 1#
  4328. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects.
  4329.  
  4330. <<Magical Restoration>>: Unique / User
  4331. - Use on Damage Reduction. [Range: Combat Zone / Target: 1#] specified by the user gains [Remove: Darkness / Poison / Pain / Paralysis] and recovers 20 {HP}. Afterwards, the user gains [Shift: Dead].
  4332.  
  4333. <<Servant Species>>: Unique / Engaged / 1#
  4334. - The target gains +2 to a {Main Stat} check. 1/Round.
  4335.  
  4336. Materials (2d6)
  4337. 2~9: None
  4338. 10+: Pseudo-Life Nucleus/HP+3: 500G (Potency: 1)
  4339.  
  4340. Description:
  4341. A low-grade homunculus created through alchemy. At first glance, they look like albino humans. As a result of prioritizing cost-efficiency, they do not have a magician's bloodline and their combat effectiveness is low. For this reason they are primarily used as servants by the creator, and perform miscellanious domestic tasks on their behalf.
  4342.  
  4343. ----------------------------------------
  4344.  
  4345. Slime / Class: Plant / LV: 2 (1)
  4346. Size : 1
  4347. Wits : Low
  4348. Senses : Domain
  4349. Speech : No
  4350. Reaction : Hostile
  4351. ID : 14
  4352. Weakness : [Fire] [Cold]
  4353. Movement : Walk
  4354. | ACC | EVA | CNJ | RES | CHK
  4355. {Combat Stats} | 07 | 01 | 03 | 08 | 01
  4356. {Fixed Values} | 14 | 08 | 10 | 15 | 08
  4357. {Initiative} : 7 (4)
  4358. {HP} : 44
  4359. Armor : 0
  4360. Barrier : 2
  4361.  
  4362. Attack Methods
  4363.  
  4364. [Weapon Attack]: Physical Attack / Engaged / 1#
  4365. - [Form: Hammer] 1d6+1 physical damage. [Additional Effect]: Change an [Attack Action] to [Special Attack / Range: 4 Sq / Target: 1#]
  4366.  
  4367. <<Life Drain I>>: Physical Attack / Engaged / 1#
  4368. - [Form: Spear] 2d6+10 physical damage. When the target fails their [Reactive Check], the user [Recovers] 10 {HP}.
  4369.  
  4370. <<Mucus Explosion>>: Defense / Engaged / 1# / No Reactive Check
  4371. - Use on Damage Reduction. The target gains -10 to [Physical Damage] until after [Timing: End].
  4372.  
  4373. <<Gelatinous Creature>>: Constant / User
  4374. - The target [Halves] [Rank: 3 or less] [Physical Damage].
  4375.  
  4376. Materials (2d6)
  4377. 2~9: None
  4378. 10+: Dry Membrane/Luck+1: 500G (Potency: 1)
  4379.  
  4380. Description:
  4381. A bacteria that has become a mononoke after gaining a shard. Its body is a translucent, gel-like digestive organ which can devour the spirit of its victims. It is hated by Godhunters and others for being troublesome, despite being an inferior existence.
  4382.  
  4383. ----------------------------------------
  4384.  
  4385. Archangel / Class: Plant / LV: 3 (1)
  4386. Size : 2
  4387. Wits : Clever
  4388. Senses : Magic
  4389. Speech : Yes
  4390. Reaction : Friendly
  4391. ID : 15
  4392. Weakness : [Shock] [Toxin]
  4393. Movement : Walk, Fly
  4394. | ACC | EVA | CNJ | RES | CHK
  4395. {Combat Stats} | 08 | 07 | 03 | 02 | 02
  4396. {Fixed Values} | 15 | 14 | 10 | 09 | 09
  4397. {Initiative} : 15 (7)
  4398. {HP} : 40
  4399. Armor : 1
  4400. Barrier : 1
  4401.  
  4402. Attack Methods
  4403.  
  4404. [Weapon Attack]: Physical Attack / 2 Sq. / 1#
  4405. - [Form: Spear] 2d6+11 physical damage. [Additional Effect]: Bestow an [Attack Action] with [Element: Light], and gain +20 [Damage]. 1/Round.
  4406.  
  4407. <<God's Messenger>>: Start / Combat Zone / Combat Zone
  4408. - The target gains +5 [Armor] and [Barrier]
  4409.  
  4410. <<Heavenly Spear Dance>>: Physical Attack / Engaged / Area
  4411. - [Form: Spear] 3d6+11 physical damage. 1/Round.
  4412.  
  4413. <<Chief Angel>>: Unique / 5 Sq. / 1#
  4414. - Use on Check. The target gains +1 to the [Check]. 1/Round.
  4415.  
  4416. <<8th Order>>: Constant / User
  4417. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, as long as the target does not have [Shift: Dead], [Class: Plant - Mythical] NPCs other than [Bosses] in the [Combat Zone] gain +10 {Initiative}.
  4418.  
  4419. Materials (2d6)
  4420. 2~9: Divine Spear Fragment/PD+1: 500G (Potency: 1)
  4421. 10+: Archangel Wing/Luck+2: 1000G (Potency: 2)
  4422.  
  4423. Description:
  4424. A holy existence made from shards manifesting inside pure spiritual power. As it's role is to act as leader for other angels, it bears the name [Chief of Angels], and acts as an intermediary between angels and humans.
  4425.  
  4426. ----------------------------------------
  4427.  
  4428. Assistant Homunculus / Class: Plant / LV: 3 (1)
  4429. Size : 2
  4430. Wits : Clever
  4431. Senses : Magic
  4432. Speech : Yes
  4433. Reaction : Mercurial
  4434. ID : 17
  4435. Weakness : [Shock] [Toxin]
  4436. Movement : Walk
  4437. | ACC | EVA | CNJ | RES | CHK
  4438. {Combat Stats} | 02 | 05 | 08 | 06 | 01
  4439. {Fixed Values} | 09 | 12 | 15 | 13 | 08
  4440. {Initiative} : 12 (6)
  4441. {HP} : 45
  4442. Armor : 1
  4443. Barrier : 3
  4444.  
  4445. Attack Methods
  4446.  
  4447. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  4448. - [Element: Wind] 2d6+11 magical damage.
  4449.  
  4450. <<Formation Change>>: Start / Combat Zone / Combat Zone
  4451. - [Install] the target up to 2 Sq from their current square. 1/Round.
  4452.  
  4453. <<Behavioral Assistance Technique>>: Unique / 7 Sq. / 1#
  4454. - Use on Check. The target gains +2 to the [Check]. 1/Round.
  4455.  
  4456. <<Deathcurse>>: Unique / User
  4457. - Use on Damage Reduction. [Range: Combat Zone / Target: 1#] specified by the user loes 2d6 {HP}, and gains [Shift: Pain]. Afterwards, the user gains [Shift: Dead].
  4458.  
  4459. <<Specialized Support>>: Constant / User
  4460. - Unless the target has [Shift: Dead], [Class: Plant] NPCs other than [Bosses] in the [Combat Zone] gain +20 {Initiative}.
  4461.  
  4462. Materials (2d6)
  4463. 2~10: Pseudo-Life Nucleus/HP+3: 500G (Potency: 1)
  4464. 11+: Auxillery Magic Tool/Conjure+1: 1000G (Potency: 2)
  4465.  
  4466. Description:
  4467. A homunculus with greater spiritual power than its lesser bretheren, but as a result, is physically vulnerable. Many serve as assistants to magical research or support in combat.
  4468.  
  4469. ----------------------------------------
  4470.  
  4471. Combat Homunculus / Class: Plant / LV: 5 (1)
  4472. Size : 2
  4473. Wits : Clever
  4474. Senses : Magic
  4475. Speech : Yes
  4476. Reaction : Mercurial
  4477. ID : 20
  4478. Weakness : [Shock] [Phantom]
  4479. Movement : Walk
  4480. | ACC | EVA | CNJ | RES | CHK
  4481. {Combat Stats} | 10 | 09 | 03 | 07 | 01
  4482. {Fixed Values} | 17 | 16 | 10 | 14 | 08
  4483. {Initiative} : 21 (9)
  4484. {HP} : 76
  4485. Armor : 5
  4486. Barrier : 5
  4487.  
  4488. Attack Methods
  4489.  
  4490. [Weapon Attack]: Physical Attack / Engaged / 1#
  4491. - [Form: Sword] 2d6+15 physical damage. [Additional Effect]: Change an [Attack Action] to [Range: 6 Sq.]. 1/Round.
  4492.  
  4493. <<Combat Maneuver II>>: Physical Attack / Engaged / 1#
  4494. - The user gains +2 to {Accuracy}, then inflicts [Form: Sword] 2d6+20 physical damage.
  4495.  
  4496. <<Magical Acceleration>>: Unique / 7 Sq. / 1#
  4497. - Use after the target becomes [Not Ready]. [Range: Combat Zone / Target: 1#] specified by the user takes their [Turn] immediately, ignoring {Initiative}. 1/Round.
  4498.  
  4499. <<Artificial Superman>>: Constant / User
  4500. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, once per round, the target may lose 1d6 {HP}, and then gain +1d6 to a [Check].
  4501.  
  4502. Materials (2d6)
  4503. 2~9: Pseudo-Life Nucleus/HP+3: 500G (Potency: 1)
  4504. 10+: Regalia Fragment/PD+2: 1000G (Potency: 2)
  4505.  
  4506. Description:
  4507. A Homunculus that cost a huge amount to create. It has excellent magical power and tremendous combat strength. Many of them are given regalia by their creators and serve as guards or escorts.
  4508.  
  4509. ----------------------------------------
  4510.  
  4511. Tripodero / Class: Plant / LV: 6 (2)
  4512. Size : 3
  4513. Wits : High
  4514. Senses : Heat
  4515. Speech : Yes
  4516. Reaction : Hostile
  4517. ID : 21
  4518. Weakness : [Fire] [Cold]
  4519. Movement : Walk
  4520. | ACC | EVA | CNJ | RES | CHK
  4521. {Combat Stats} | 11 | 10 | 03 | 07 | 01
  4522. {Fixed Values} | 18 | 17 | 10 | 14 | 08
  4523. {Initiative} : 25 (10)
  4524. {HP} : 87
  4525. Armor : 5
  4526. Barrier : 10
  4527.  
  4528. Attack Methods
  4529.  
  4530. [Weapon Attack]: Physical Attack / 4 Sq. / 1#
  4531. - [Form: Spear] 3d6+17 physical damage. [Additional Affect]: Gain +2d6 {Initiative}. 1/Round.
  4532.  
  4533. <<Spirit Mud Shot>>: Physical Attack / 10 Sq. / Area
  4534. - [Element: Magnet / Form: Ranged] 3d6+20 physical damage.
  4535.  
  4536. <<Spirit Enhancement>>: Unique / User
  4537. - Use on Damage Caulcation. The target gains +[Number of squares moved during that turn] to [Damage]. 1/Round.
  4538.  
  4539. <<Expandable>>: Constant / User
  4540. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, by spending [Timing: End], the target can [Install] up to 4 Sq from their current square.
  4541.  
  4542. Materials (2d6)
  4543. 2~9: Strong Rhizome/Strength+1: 500G (Potency: 1)
  4544. 10+: Matake Flower/Luck+2: 1000G (Potency: 2)
  4545.  
  4546. Description:
  4547. A plant such as Bamboo or similar which gained a shard and became a mononoke. At first glance it resembles an ostrich, but its head is more like an annelid, and its legs can expand and contract freely. It sprays spiritually empowered mud over its prey, then swallows them.
  4548.  
  4549. ----------------------------------------
  4550.  
  4551. Spiritual Homunculus / Class: Plant / LV: 7 (2)
  4552. Size : 2
  4553. Wits : Clever
  4554. Senses : Domain
  4555. Speech : Yes
  4556. Reaction : Mercurial
  4557. ID : 25
  4558. Weakness : [Shock] [Light]
  4559. Movement : Walk, Fly
  4560. | ACC | EVA | CNJ | RES | CHK
  4561. {Combat Stats} | 03 | 05 | 12 | 13 | 01
  4562. {Fixed Values} | 10 | 12 | 19 | 20 | 08
  4563. {Initiative} : 18 (8)
  4564. {HP} : 93
  4565. Armor : 5
  4566. Barrier : 10
  4567.  
  4568. Attack Methods
  4569.  
  4570. [Weapon Attack]: Magical Attack / 8 Sq. / 2# / Cancels
  4571. - Magical 2d6+22 magical damage.
  4572.  
  4573. <<Pseudo-Leyline Activation>>: Start / Combat Zone / Combat Zone
  4574. - The target may add or subtract 1 from the value of one of their [Spirit] dice (cannot go above 6 or below 1).
  4575.  
  4576. <<Magical Barrier>>: Defense / 8 Sq. / 1#
  4577. - Use on Damage Reduction. The target gains +5 [Barrier].
  4578.  
  4579. <<Self-Sacrifice>>: Unique / User
  4580. -Use on Damage Reduction. [Range: Combat Zone / Target: 1#] specified by the user gains 2 [Overflow]. Afterwards, the user gains [Shift: Dead].
  4581.  
  4582. <<Moon Child>>: Constant / User
  4583. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], NPCs other than [Bosses] in the [Combat Zone] gain +10 [Armor] and [Barrier].
  4584.  
  4585. Materials (2d6)
  4586. 2~9: Pseudo-Spirit Crest/Will+1: 500G (Potency: 1)
  4587. 10+: Ritual Pendant/Conjure+1: 1000G (Potency: 2)
  4588.  
  4589. Description:
  4590. A special homunculus with an enormous cost to produce, which has had its magical power strengthened to the limit. Used in place of leylines, many will sacrifice their short lives as part of rituals that require great magic.
  4591.  
  4592. ----------------------------------------
  4593.  
  4594. ================================================================================
  4595. Exodus -- GM Section: Mechanical Mononoke [XXXQ-5]
  4596. ================================================================================
  4597. Sentry Gun / Class: Mechanical / LV: 1 (1)
  4598. Size : 2
  4599. Wits : Low
  4600. Senses : Heat
  4601. Speech : No
  4602. Reaction : Mercurial
  4603. ID : 12
  4604. Weakness : [Shock] [Magnet]
  4605. Movement : Walk
  4606. | ACC | EVA | CNJ | RES | CHK
  4607. {Combat Stats} | 07 | 02 | 02 | 06 | 06
  4608. {Fixed Values} | 14 | 09 | 09 | 13 | 13
  4609. {Initiative} : 8 (0)
  4610. {HP} : 41
  4611. Armor : 5
  4612. Barrier : 5
  4613.  
  4614. Attack Methods
  4615.  
  4616. [Weapon Attack]: Ranged Attack / 6 Sq. / 1#
  4617. - [Form: Ranged] 2d6+8 physical damage.
  4618.  
  4619. <<Full Auto Mode>>: Prep / User
  4620. - Change an [Attack Action] to [Target: Area].
  4621.  
  4622. <<Precision Shot>>: Physical Attack / 6 Sq. / 1#
  4623. - The user gains +1 {Accuracy}, then inflicts [Form: Ranged] 2d6+8 physical damage. When the target is [Class: Humanoid], add an additional +2d6 physical damage.
  4624.  
  4625. <<Opportunity Shot>>: Unique / 6 Sq. / 1#
  4626. - Use when the target declares a [Move Action]. Perform a [Weapon Attack] against the target. 1/Round.
  4627.  
  4628. <<Emplaced Automatic Weapon>>: Constant / User
  4629. - The user always treats the [Speed] of [Move Actions] as 0.
  4630.  
  4631. Materials (2d6)
  4632. 2~8: None
  4633. 10+: Spirit Rounds/PD+1: 500G (Potency: 1)
  4634.  
  4635. Description:
  4636. A stationary, unmanned turret that combines a heat sensor, a spirit energy detector, and a high-performance machine gun. It relentlessly fires spiritually-reinforced bullets at targets that enter its area of effect. It is the latest model and easy to manufacture, and so are deployed by Awakened organizations for base defense.
  4637.  
  4638. ----------------------------------------
  4639.  
  4640. Skeleton Soldier x5 / Class: Mechanical / LV: 1 (1)
  4641. Size : 2
  4642. Wits : Low
  4643. Senses : Magic
  4644. Speech : No
  4645. Reaction : Mercurial
  4646. ID : 13
  4647. Weakness : [Wind] [Magnet]
  4648. Movement : Walk
  4649. | ACC | EVA | CNJ | RES | CHK
  4650. {Combat Stats} | 06 | 06 | 02 | 06 | 03
  4651. {Fixed Values} | 13 | 13 | 09 | 13 | 10
  4652. {Initiative} : 9 (5)
  4653. {HP} : 46
  4654. Armor : 5
  4655. Barrier : 3
  4656.  
  4657. Attack Methods
  4658.  
  4659. [Weapon Attack]: Physical Attack / 2 Sq. / 1#
  4660. - [Form: Spear] 2d6+7 physical damage. [Additional Effect]: Change an [Attack Action] to [Range: Charge 5 Sq.]. 1/Combat.
  4661.  
  4662. <<Defense Formation>>: Start / Combat Zone / Combat Zone
  4663. - [Class: Mechanical] NPCs gain +5 [Armor].
  4664.  
  4665. <<Shield Attack>>: Physical Attack / Engaged / 1#
  4666. - [Form: Hammer] 2d6+7 physical damage. The user may [Install] targets that fail their [Reactive Check] up to 1 Sq away from their current square.
  4667.  
  4668. <<Cooperation>>: Constant / User
  4669. - 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.
  4670.  
  4671. Materials (2d6)
  4672. 2~8: None
  4673. 9+: Bone Fragment/Strength+1: 500G (Potency: 1)
  4674.  
  4675. Description:
  4676. A degraded version of the Spartoi that can be created using a cheaper catalyst. It appears as a skeleton warrios equipped with weaponry such as swords, spears, and shields. Since they can easily be summoned using magic, they are often used by intermediate magicians as escorts or guards.
  4677.  
  4678. ----------------------------------------
  4679.  
  4680. Cerebroid / Class: Mechanical / LV: 2 (1)
  4681. Size : 2
  4682. Wits : Normal
  4683. Senses : Heat
  4684. Speech : Yes
  4685. Reaction : Mercurial
  4686. ID : 15
  4687. Weakness : [Cold] [Magnet]
  4688. Movement : Walk
  4689. | ACC | EVA | CNJ | RES | CHK
  4690. {Combat Stats} | 07 | 07 | 02 | 04 | 05
  4691. {Fixed Values} | 14 | 14 | 09 | 11 | 12
  4692. {Initiative} : 15 (7)
  4693. {HP} : 47
  4694. Armor : 4
  4695. Barrier : 3
  4696.  
  4697. Attack Methods
  4698.  
  4699. [Weapon Attack]: Physical Attack / Engaged / 1#
  4700. - [Form: Hammer] 2d6+9 physical damage.
  4701.  
  4702. <<Mimickry>>: Start / User
  4703. - The target transforms into any figure for the rest of the scene (treat as [Maneuver: Disguise / Result: 20]).
  4704.  
  4705. <<Assembly>>: Physical Attack / Engaged / 1#
  4706. - [Form: Hammer] 2d6+12 physical damage. Targets that fail their [Reactive Check] cannot make [Move Actions] until the next [Timing: Start].
  4707.  
  4708. <<Self-Destruct>>: End / Engaged / Area / No Reactive Check
  4709. - 29 magical damage. Afterwards, the target gains [Shift: Dead].
  4710.  
  4711. Materials (2d6)
  4712. 2~7: None
  4713. 10+: Bioskin Armor/Armor+1: 500G (Potency: 1)
  4714.  
  4715. Description:
  4716. In recent years, Far-East Heavy Industries and Alkeny Materials have succeed in manufacturing a simple, general-purpose android that is sold only in the Awakened world. Its appearance is elaborate enough to be indistinguishable from humans, but its combat power is low. However, it still has sufficient performance to kill Innocents, and it has a self-destruct function.
  4717.  
  4718. ----------------------------------------
  4719.  
  4720. Wood Golem / Class: Mechanical / LV: 4 (1)
  4721. Size : 3
  4722. Wits : Normal
  4723. Senses : Magic
  4724. Speech : Yes
  4725. Reaction : Mercurial
  4726. ID : 18
  4727. Weakness : [Fire] [Toxin]
  4728. Movement : Walk
  4729. | ACC | EVA | CNJ | RES | CHK
  4730. {Combat Stats} | 09 | 04 | 02 | 09 | 00
  4731. {Fixed Values} | 16 | 11 | 09 | 10 | 12
  4732. {Initiative} :11 (6)
  4733. {HP} : 69
  4734. Armor : 10
  4735. Barrier : 5
  4736.  
  4737. Attack Methods
  4738.  
  4739. [Weapon Attack]: Physical Attack / Engaged / 1#
  4740. - [Form: Hammer] 3d6+13 physical damage. [Additional Effect]: Change an [Attack Action] to [Target: Area]. 1/Round.
  4741.  
  4742. <<Sweeping Attack>>: Physical Attack / Engaged
  4743. - [Element: Magnet / Form: Spear] 3d6+19 physical damage. Targets that fail their [Reactive Check] gain [Shift: Fallen].
  4744.  
  4745. <<Sacred Tree Light>>: Unique / 7 Sq. / 1#
  4746. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage]. 1/Round.
  4747.  
  4748. <<Tree Giant>>: Constant / User
  4749. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, while the target is [Not Ready], gain +10 [Armor] and [Barrier].
  4750.  
  4751. Materials (2d6)
  4752. 2~9: None
  4753. 10+: Sacred Tree Bark/Armor+2: 1000G (Potency: 2)
  4754.  
  4755. Description:
  4756. A large golem created using the wood of sacred trees. It resembles a tall and slender human made of wood. It may look a little shabby, but the strength of its wood is even greater than steel, so it is far tougher than it looks.
  4757.  
  4758. ----------------------------------------
  4759.  
  4760. Cyber Ghost / Class: Mechanical / LV: 6 (2)
  4761. Size : 2
  4762. Wits : Clever
  4763. Senses : Domain
  4764. Speech : Yes
  4765. Reaction : Hostile
  4766. ID : 18
  4767. Weakness : [Light] [Phantom]
  4768. Movement : Walk, Fly
  4769. | ACC | EVA | CNJ | RES | CHK
  4770. {Combat Stats} | 04 | 10 | 11 | 11 | 01
  4771. {Fixed Values} | 11 | 17 | 18 | 18 | 08
  4772. {Initiative} : 24 (10)
  4773. {HP} : 72
  4774. Armor : 5
  4775. Barrier : 10
  4776.  
  4777. Attack Methods
  4778.  
  4779. [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  4780. - 2d6+20 magical damage.
  4781.  
  4782. <<Sleep Paralysis>>: Start / 4 Sq. / Area / No Reactive Check
  4783. - The target gains [Shift: Pain].
  4784.  
  4785. <<Element Magic III>>: Magical Attack / 7 Sq. / Area / Cancels
  4786. - [Element: Shock] 2d6+30 magical damage. 1/Round.
  4787.  
  4788. <<Electromagnetic Barrier>>: Defense / User
  4789. - Use on Damage Reduction. The target [Halves] [Damage]. 1/Combat.
  4790.  
  4791. <<Folklore>>: Constant / User
  4792. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] the [Damage] of [Weapon Attacks].
  4793.  
  4794. Materials (2d6)
  4795. 2~10: Message Medium/Will+1: 500G (Potency: 1)
  4796. 10+: Rumor Core/Luck+2: 1000G (Potency: 2)
  4797.  
  4798. Description:
  4799. An urban legend on the internet that embodied when it obtained a shard. A dangerous existence that spreads through videos and SNS messages, searches for prey, and then claims their soul.
  4800.  
  4801. ----------------------------------------
  4802.  
  4803. Killing Automata / Class: Mechanical / LV: 6 (2)
  4804. Size : 2
  4805. Wits : Clever
  4806. Senses : Domain
  4807. Speech : Yes
  4808. Reaction : Hostile
  4809. ID : 19
  4810. Weakness : [Cold] [Wind]
  4811. Movement : Walk
  4812. | ACC | EVA | CNJ | RES | CHK
  4813. {Combat Stats} | 11 | 11 | 03 | 11 | 01
  4814. {Fixed Values} | 18 | 18 | 10 | 18 | 08
  4815. {Initiative} : 22 (9)
  4816. {HP} : 87
  4817. Armor : 12
  4818. Barrier : 5
  4819.  
  4820. Attack Methods
  4821.  
  4822. [Weapon Attack]: Physical Attack / Engaged / 1#
  4823. - [Form: Sword] 3d6+20 physical damage. [Additional Effect]: Change an [Attack Action] to [Range: 7 Sq]. 1/Round.
  4824.  
  4825. <<Battle Form Transformation>>: Start / User
  4826. - The target gains +10 [Damage] and {Initiative}.
  4827.  
  4828. <<Shinigami Dance>>: Physical Attack / Engaged / 1#
  4829. - [Element: Wind / Form: Sword] 4d6+25 physical damage, and the target cannot use [Timing: Defense] Talents. 1/Round.
  4830.  
  4831. <<Auto-Counter>>: Unique / 7 Sq. / 1#
  4832. - Use when the target Declares a Talent. The user may perform one [Weapon Attack]. 1/Round.
  4833.  
  4834. <<Killing Doll>>: Constant / User
  4835. - During the target's [Turn], gain x1 [Timing: Attack].
  4836.  
  4837. Materials (2d6)
  4838. 2~10: Bioskin/Armor+1: 500G (Potency: 1)
  4839. 11+: Artificial Regalia Fragment/PD+2: 1000G (Potency: 2)
  4840.  
  4841. Description:
  4842. A fully tuned automaton designed for combat. It is a human-sized doll in gothic dress or furisode, and wields an artificial regalia. It follows its owners commands to the fullest.
  4843.  
  4844. ----------------------------------------
  4845.  
  4846. Iron Golem / Class: Mechanical / LV: 7 (2)
  4847. Size : 3
  4848. Wits : High
  4849. Senses : Domain
  4850. Speech : No
  4851. Reaction : Mercurial
  4852. ID : 16
  4853. Weakness : [Cold] [Magnet]
  4854. Movement : Walk
  4855. | ACC | EVA | CNJ | RES | CHK
  4856. {Combat Stats} | 12 | 05 | 02 | 12 | 08
  4857. {Fixed Values} | 19 | 12 | 09 | 19 | 15
  4858. {Initiative} : 16 (7)
  4859. {HP} : 113
  4860. Armor : 20
  4861. Barrier : 10
  4862.  
  4863. Attack Methods
  4864.  
  4865. [Weapon Attack]: Physical Attack / Engaged / 1#
  4866. - [Form: Hammer] 4d6+22 physical damage. [Additional Effect]: The target cannot be affected by 'forced movement' effects.
  4867.  
  4868. <<Violence I>>: Physical Attack / Engaged / Area
  4869. - [Form: Hammer] 3d6+22 physical damage. 2/round.
  4870.  
  4871. <<Iron Wall Guardian>>: Defense / 5 Sq. / 1#
  4872. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (treat as though {Resist} check had failed).
  4873.  
  4874. <<Ancient Metals>>: Constant / User
  4875. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, when the target becomes the [Target] of [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]), gain +20 [Armor] and [Barrier].
  4876.  
  4877. Materials (2d6)
  4878. 2~11: Command Stone/Intellect+2: 1000G (Potency: 2)
  4879. 12+: Rare Ore/Armor+4: 2000G (Potency: 4)
  4880.  
  4881. Description:
  4882. A powerful golem created by using rare metals such as Adamantine or Hihi'irokane. It has extremely strong defenses, and serves not only as an escort for its creator, but can break through enemy vanguards as a spearhead.
  4883.  
  4884. ----------------------------------------
  4885.  
  4886. ================================================================================
  4887. Exodus -- GM Section: Undead Mononoke [XXXQ-6]
  4888. ================================================================================
  4889. Wandering Spirit x1 / Class: Undead / LV: 1 (1)
  4890. Size : 2
  4891. Wits : Clever
  4892. Senses : Magic
  4893. Speech : Yes
  4894. Reaction : Mercurial
  4895. ID : 13
  4896. Weakness : [Fire] [Light]
  4897. Movement : Walk, Fly, Swim
  4898. | ACC | EVA | CNJ | RES | CHK
  4899. {Combat Stats} | 07 | 02 | 05 | 07 | 04
  4900. {Fixed Values} | 14 | 09 | 12 | 14 | 11
  4901. {Initiative} : 14 (7)
  4902. {HP} : 41
  4903. Armor : 2
  4904. Barrier : 0
  4905.  
  4906. Attack Methods
  4907.  
  4908. [Weapon Attack]: Physical Attack / Engaged / 1#
  4909. - [Element: Cold / Form: Hammer] 2d6+12 physical damage.
  4910.  
  4911. <<Gloomy Atmosphere>>: Start / Combat Zone / Combat Zone / No Reactive Check
  4912. - The target gains a -[1d6+2] modifier to {Initiative} (To a minimum of 1).
  4913.  
  4914. <<Maisma Source>>: Constant / User
  4915. - Unless the target has [Shift: Dead], [Class: Undead] NPCs other than [Bosses] in the [Combat Zone] gain +5 {Initiative} and +1dy [Damage]. This effect may stack (up to a maximum of +10 / +2d6).
  4916.  
  4917. Materials (2d6)
  4918. 2~7: None
  4919. 10+: Spiritual Remnants/Will+1: 500G (Potency: 1)
  4920.  
  4921. Description:
  4922. A ghost that wanders the earth, unaware of its death. It varies from appearing as though at the peak of their life, or the unfortunate state in which they died. Despite its weak spiritual power, they have a strong influence and ability to cause trouble, and have a strong effect on surrounding mononoke. Occasionally, the spirit of a living person in suspended animation can manifest this way.
  4923.  
  4924. ----------------------------------------
  4925.  
  4926. Animal Spirit / Class: Undead / LV: 2 (1)
  4927. Size : 1
  4928. Wits : Clever
  4929. Senses : Magic
  4930. Speech : Yes
  4931. Reaction : Mercurial
  4932. ID : 15
  4933. Weakness : [Shock] [Wind]
  4934. Movement : Walk, Fly, Swim
  4935. | ACC | EVA | CNJ | RES | CHK
  4936. {Combat Stats} | 04 | 07 | 08 | 04 | 04
  4937. {Fixed Values} | 11 | 14 | 15 | 11 | 11
  4938. {Initiative} : 14 (7)
  4939. {HP} : 42
  4940. Armor : 1
  4941. Barrier : 0
  4942.  
  4943. Attack Methods
  4944.  
  4945. [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  4946. - [Element: Phantom] 1d6+12 magical damage.
  4947.  
  4948. <<Possessed Guardian>>: Start / Combat Zone / Combat Zone
  4949. - Targets that are the target of [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]) gain +40 [Armor] and [Barrier].
  4950.  
  4951. <<Beast Possession>>: Magical Attack / Combat Zone / 1# / No Reactive Check
  4952. - The user changes any one NPC into a [Class: Beast / LV: 2 or less] mononoke. This effect ends when the user gains [Shift: Dead], and the NPC returns to their original state (Note that any restrictions on {HP} and <<Talents>> will remain the same as before the change).
  4953.  
  4954. Materials (2d6)
  4955. 2~7: None
  4956. 8+: White Spirit Fur/Barrier+1: 500G (Potency: 1)
  4957.  
  4958. Description:
  4959. An animal spirit which gained a shard and became a mononoke. There are various types such as dogs, foxes, and cats. They like to possses humans and create a wide range of trouble for their opponents.
  4960.  
  4961. ----------------------------------------
  4962.  
  4963. Muhaudel / Class: Undead / LV: 3 (1)
  4964. Size : 2
  4965. Wits : Clever
  4966. Senses : Magic
  4967. Speech : Yes
  4968. Reaction : Hostile
  4969. ID : 15
  4970. Weakness : [Magnet] [Phantom]
  4971. Movement : Walk, Fly
  4972. | ACC | EVA | CNJ | RES | CHK
  4973. {Combat Stats} | 09 | 05 | 05 | 05 | 05
  4974. {Fixed Values} | 16 | 12 | 12 | 12 | 12
  4975. {Initiative} : 15 (7)
  4976. {HP} : 63
  4977. Armor : 2
  4978. Barrier : 3
  4979.  
  4980. Attack Methods
  4981.  
  4982. [Weapon Attack]: Physical Attack / 2 Sq. / 1#
  4983. - [Form: Spear] 2d6+17 physical damage.
  4984.  
  4985. <<Gaze: Darkness>>: Start / 4 Sq. / Area / No Reactive Check
  4986. - The target gains [Shift: Darkness].
  4987.  
  4988. <<Spirit Penetrator>>: Physical Attack / Charge 2 Sq. / 1#
  4989. - [Element: Cold / Form: Spear] 3d6+17 physical damage. When the target fails their [Reactive Check], the user [Recovers] 10 {HP}.
  4990.  
  4991. <<Veteran Soldier>>: Constant / User
  4992. - During the target's [Turn], gain x1 [Timing: Attack].
  4993.  
  4994. Materials (2d6)
  4995. 2~7: Army Spear/Strength+1: 500G (Potency: 1)
  4996. 10+: Wagon Wheel/Agility+2: 1000G (Potency: 2)
  4997.  
  4998. Description:
  4999. Military ghosts spoken of in western folklore that became a mononoke when a shard entered an ancient battlefield. It comes in many appearances, such as infantry of cavalry ranks. A terrifying evil spirit that has the power to rob both sight and spirit.
  5000.  
  5001. ----------------------------------------
  5002.  
  5003. Spirit Eater / Class: Undead / LV: 4 (1)
  5004. Size : 3
  5005. Wits : Clever
  5006. Senses : Domain
  5007. Speech : Yes
  5008. Reaction : Hostile
  5009. ID : 16
  5010. Weakness : [Fire] [Light]
  5011. Movement : Walk, Fly
  5012. | ACC | EVA | CNJ | RES | CHK
  5013. {Combat Stats} | 09 | 10 | 04 | 04 | 04
  5014. {Fixed Values} | 16 | 17 | 11 | 11 | 11
  5015. {Initiative} : 18 (8)
  5016. {HP} : 69
  5017. Armor : 5
  5018. Barrier : 1
  5019.  
  5020. Attack Methods
  5021.  
  5022. [Weapon Attack]: Physical Attack / Charge 4 Sq. / 1#
  5023. - [Form: Axe] 3d6+17 physical damage.
  5024.  
  5025. <<Unusual Strength>>: Physical Attack / Engaged / 1#
  5026. - [Element: Wind / Form: Hammer] 3d6+25 physical damage. Targets that perform [Damage Reduction] gain -20 [Armor].
  5027.  
  5028. <<Eat Soul>>: End / Engaged / 1# / No Reactive check
  5029. - The user rolls 1d6, and on a result other than [1] or [2], the target [Mononoke] gains [Shift: Dead]. 1/Combat.
  5030.  
  5031. <<Avatar of Agony>>: Constant / User
  5032. During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from [Weapon Attacks].
  5033.  
  5034. Materials (2d6)
  5035. 2~7: None
  5036. 8+: Albino Skin/Barrier+2: 1000G (Potency: 2)
  5037.  
  5038. Description:
  5039. After a ghost has drained enough souls, it evolves into an even worse existence. It appears as a giant with a huge mouth. Its power is beyond human understanding, and it tortues Innocents and mononoke with its bare hands before eating its soul.
  5040.  
  5041. ----------------------------------------
  5042.  
  5043. Wandering Brain / Class: Undead / LV: 6 (2)
  5044. Size : 1
  5045. Wits : Clever
  5046. Senses : Domain
  5047. Speech : Yes
  5048. Reaction : Hostile
  5049. ID : 19
  5050. Weakness : [Fire] [Wind]
  5051. Movement : Walk, Fly, Swim
  5052. | ACC | EVA | CNJ | RES | CHK
  5053. {Combat Stats} | 02 | 11 | 11 | 11 | 04
  5054. {Fixed Values} | 09 | 18 | 18 | 18 | 11
  5055. {Initiative} : 10 (5)
  5056. {HP} : 81
  5057. Armor : 10
  5058. Barrier : 10
  5059.  
  5060. Attack Methods
  5061.  
  5062. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  5063. - [Element: Light] 1d6+30 magical damage.
  5064.  
  5065. <<Spiritual Deployment>>: Start / Combat Zone / 2#
  5066. - The target [Installs] up to 5 Sq from their current square.
  5067.  
  5068. <<Rising Miasma>>: Unique / Combat Zone / 1#
  5069. - Use at Any Time. [Class: Undead] NPC who is [Ready] takes their [Turn] immediately, ignoring {Initiative}. 1/Round.
  5070.  
  5071. <<Spiritual Teaching>>: Unique / Combat Zone / 1#
  5072. - Use on Damage Calculation. [Class: Undead] NPC other than the user gains +[1d6x5] [Damage]. 2/Round.
  5073.  
  5074. <<Solitary Eye of the Evil God>>: Constant / User
  5075. - Unless the target has [Shift: Dead], [Class: Undead] NPCs other than [Bosses] in the [Combat Zone] cannot be the target of [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]).
  5076.  
  5077. Materials (2d6)
  5078. 2~7: None
  5079. 8+: Glowing Eyeball/MD+2: 1000G (Potency: 2)
  5080.  
  5081. Description:
  5082. The brain of an Inousha filled the energy of an evil god. Utilizing an evil eye embedded in the frontal lobe, it has very poweful support abilities.
  5083.  
  5084. ----------------------------------------
  5085.  
  5086. Unknown Hero / Class: Undead / LV: 7 (2)
  5087. Size : 2
  5088. Wits : Clever
  5089. Senses : Domain
  5090. Speech : Yes
  5091. Reaction : Mercurial
  5092. ID : 21
  5093. Weakness : [Wind] [Phantom]
  5094. Movement : Walk
  5095. | ACC | EVA | CNJ | RES | CHK
  5096. {Combat Stats} | 14 | 14 | 02 | 09 | 02
  5097. {Fixed Values} | 21 | 21 | 09 | 16 | 09
  5098. {Initiative} : 25 (10)
  5099. {HP} : 92
  5100. Armor : 5
  5101. Barrier : 5
  5102.  
  5103. Attack Methods
  5104.  
  5105. [Weapon Attack]: Physical Attack / Charge 4 Sq. / 1#
  5106. - [Element: Phantom / Form: Sword] 2d6+20 physical damage.
  5107.  
  5108. <<Hidden Spirit>>: Start / User
  5109. - The target [Installs] up to 5 Sq away, then gains [Shift: Hidden / Result: 20].
  5110.  
  5111. <<Erasing Strike>>: Physical Attack / Charge 2 Sq. / 1#
  5112. - [Element: Toxin / Form: Sword] 5d6+25 physical damage. When the target performing [Damage Reduction] is a mononoke, the user rolls 1d6, and on a result other than [1] or [2], the mononoke gains [Shift: Dead].
  5113.  
  5114. <<Unusual Body Techniques>>: Defense / User
  5115. - Use on Reactive Check. The target loses 5 {HP}, then gains +1d6 to the [Check].
  5116.  
  5117. <<Piercing Gaze>>: unique / 10 Sq. / 1#
  5118. - Use when the target declares a Talent. Cancel the effect of one [Timing: Unique] Talent used by the target. 1/Round.
  5119.  
  5120. Materials (2d6)
  5121. Automatic: Extravagant Dagger/PD+2: 1000G (Potency: 2)
  5122.  
  5123. Description:
  5124. A hero unknown to the public, summoned by the voice of the world for their actions that changed the course of history.
  5125.  
  5126. ----------------------------------------
  5127.  
  5128. Nyuni / Class: Undead / LV: 8 (2)
  5129. Size : 2
  5130. Wits : Clever
  5131. Senses : Magic
  5132. Speech : Yes
  5133. Reaction : Hostile
  5134. ID : 22
  5135. Weakness : [Magnet] [Toxin]
  5136. Movement : Walk, Fly
  5137. | ACC | EVA | CNJ | RES | CHK
  5138. {Combat Stats} | 04 | 06 | 16 | 12 | 01
  5139. {Fixed Values} | 11 | 13 | 23 | 19 | 08
  5140. {Initiative} : 27 (11)
  5141. {HP} : 92
  5142. Armor : 5
  5143. Barrier : 5
  5144.  
  5145. Attack Methods
  5146.  
  5147. [Weapon Attack]: Magical Attack / 10 Sq. / 1# / Cancels
  5148. - [Element: Phantom] 2d6+22 magical damage.
  5149.  
  5150. <<Soul Forfeiture>>: Start / 7 Sq. / Area / no Reactive Check
  5151. - The target gains the effect of either 1, 2 or 3.
  5152. 1. [Shift: Pain].
  5153. 2. Lose 1 [Spirit Dice].
  5154. 3. Lose 3d6 {HP}.
  5155.  
  5156. <<Phantom Curse>>: Magical Attack / 7 Sq. / 3# / Cancels
  5157. - [Element: Phantom] 4d6+35 magical damage.
  5158.  
  5159. <<Manipulative Possession>>: Magical Attack / 10 Sq. / 1# / No Reactive Check
  5160. - The user changes any one NPC into a [Class: Humanoid / LV: 7 or less] mononoke. This effect ends when the user gains [Shift: Dead], and the NPC returns to their original state (Note that any restrictions on {HP} and <<Talents>> will remain the same as before the change).
  5161.  
  5162. <<Evil Spirit>>: Constant . User
  5163. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Rank: 2 or Less] [Damage].
  5164.  
  5165. Materials (2d6)
  5166. Automatic: Ominous Spirit Wing/Will+2: 1000G (Potency: 2)
  5167.  
  5168. Description:
  5169. A spirit of death that appears in African Folklore. By slowly depriving both children and adults of their spirit energy, the victims lose their freedom of movement as well.
  5170.  
  5171. ----------------------------------------
  5172.  
  5173. ================================================================================
  5174. Exodus -- GM Section: Mythic Mononoke [XXXQ-7]
  5175. ================================================================================
  5176. Phantom Soldier x3 / Class: Mythical / LV: 1 (1)
  5177. Size : 2
  5178. Wits : High
  5179. Senses : Magic
  5180. Speech : Yes
  5181. Reaction : Mercurial
  5182. ID : 14
  5183. Weakness : [Magnet] [Toxin]
  5184. Movement : Walk
  5185. | ACC | EVA | CNJ | RES | CHK
  5186. {Combat Stats} | 07 | 07 | 05 | 03 | 04
  5187. {Fixed Values} | 14 | 14 | 12 | 10 | 11
  5188. {Initiative} : 18 (8)
  5189. {HP} : 51
  5190. Armor : 3
  5191. Barrier : 1
  5192.  
  5193. Attack Methods
  5194.  
  5195. [Weapon Attack]: Physical Attack / 2 Sq. / 1#
  5196. - [Form: Spear] 2d6+8 physical damage. [Additional Effect]: Gain +5 [Armor]. 1/Round.
  5197.  
  5198. <<Form Change>>: Prep / User
  5199. - The target may change their [Form] to [Sword - Spear - Axe - Hammer].
  5200.  
  5201. <<Phantom Attack>>: Physical Attack / Engaged / 1#
  5202. - [Element: Phantom / Form: Sword] 2d6+15 physical damage.
  5203.  
  5204. <<Coordination>>: Constant / User
  5205. - - 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.
  5206.  
  5207. Materials (2d6)
  5208. 2~9: None
  5209. 10+: Broken Weapon/PD+1: 500G (Potency: 1)
  5210.  
  5211. Description:
  5212. Phantom soldiers sometimes created by leylines for self-defense. They vary in appearance but often take the form of medieval warriors and knights, with a noble personality and high combat strength.
  5213.  
  5214. ----------------------------------------
  5215.  
  5216. Xirang / Class: Mythical / LV: 2 (1)
  5217. Size : 3
  5218. Wits : Low
  5219. Senses : Domain
  5220. Speech : No
  5221. Reaction : Friendly
  5222. ID : 16
  5223. Weakness : [Cold] [Shock]
  5224. Movement :
  5225. | ACC | EVA | CNJ | RES | CHK
  5226. {Combat Stats} | 08 | 03 | 05 | 08 | 04
  5227. {Fixed Values} | 15 | 10 | 12 | 15 | 11
  5228. {Initiative} : 11 (6)
  5229. {HP} : 67
  5230. Armor : 10
  5231. Barrier : 5
  5232.  
  5233. Attack Methods
  5234.  
  5235. [Weapon Attack]: Physical Attack / 5 Sq. / 1#
  5236. - [Element: Magnet / Form: Spear] 3d6+10 physical damage.
  5237.  
  5238. <<Xirang Miracle>>: Magical Attack / 7 Sq. / 1# / Cancels
  5239. - The target [Recovers] 2d6+13 magical damage.
  5240.  
  5241. <<Soil Uplift>>: Unique / Combat Zone / 1#
  5242. - Use on Reactive Check. The target [Installs] one [Obstacle] equal to a [Large Boulder] in an unoccuped adjacent square. 2/Round.
  5243.  
  5244. <<Avatar of Fertility>>: Constant / User
  5245. - Unless the target has [Shift: Dead], [Class: Mythical] NPCs other than [Bosses] in the [Combat Zone] [Halve] [Damage] from [Target: 2#+] [Attack Actions (Including [Area - Combat Zone]).
  5246.  
  5247. Materials (2d6)
  5248. 2~8: None
  5249. 9+: Sacred Soil/Luck+1: 500G (Potency: 1)
  5250.  
  5251. Description:
  5252. A patch of fertile ground with a shard which became a deified entity. Appearing as a huge mound of soil which is capable of self-proliferating through spirit energy. It uses its abilities to protect its allies, and heal wounds with its spiritual power.
  5253.  
  5254. ----------------------------------------
  5255.  
  5256. Rumptifusel / Class: Mythical / LV: 3 (1)
  5257. Size : 2
  5258. Wits : High
  5259. Senses : Domain
  5260. Speech : Yes
  5261. Reaction : Mercurial
  5262. ID : 15
  5263. Weakness : [Fire] [Shock]
  5264. Movement : Walk, Fly
  5265. | ACC | EVA | CNJ | RES | CHK
  5266. {Combat Stats} | 08 | 08 | 05 | 05 | 04
  5267. {Fixed Values} | 15 | 15 | 12 | 12 | 11
  5268. {Initiative} : 12 (6)
  5269. {HP} : 73
  5270. Armor : 5
  5271. Barrier : 10
  5272.  
  5273. Attack Methods
  5274.  
  5275. [Weapon Attack]: Physical Attack / Engaged / 1#
  5276. - [Form: Hammer] 3d6+10 physical damage.
  5277.  
  5278. <<Strangehold>>: Physical Attack / Engaged / 1#
  5279. - [Form: Hammer] 2d6+20 physical damage. Targets that fail their [Reactive Check] cannot make [Move Actions] until the next [Timing: Start].
  5280.  
  5281. <<Envelop>>: Defense / 5 Sq. / 1#
  5282. - Use on Damage Reduction. The user receives the [Damage] in place of the target (treat as though {Resist} check had failed).
  5283.  
  5284. <<Hunting Plant>>: Unique / Engaged / 1#
  5285. - Use at Any Time. The user may perform a [Weapon Attack]. 1/Round.
  5286.  
  5287. Materials (2d6)
  5288. 2~9: None
  5289. 10+: Glowing Fur/Barrier+2: 1000G (Potency: 2)
  5290.  
  5291. Description:
  5292. A bed of moss which absorbed a shard, becoming a mononoke. It wraps around a sacred tree or leyline to absorb spirit energy. It looks like a skin of fur wrapped around a tree, and when disturbed it will suddenly awaken and envelop the target, draining the soul.
  5293.  
  5294. ----------------------------------------
  5295.  
  5296. Naga / Class: Mythical / LV: 4 (1)
  5297. Size : 3
  5298. Wits : Clever
  5299. Senses : Heat
  5300. Speech : Yes
  5301. Reaction : Mercurial
  5302. ID : 15
  5303. Weakness : [Shock] [Light]
  5304. Movement : Walk, Swim
  5305. | ACC | EVA | CNJ | RES | CHK
  5306. {Combat Stats} | 05 | 03 | 09 | 09 | 06
  5307. {Fixed Values} | 12 | 10 | 16 | 16 | 13
  5308. {Initiative} : 16 (7)
  5309. {HP} : 74
  5310. Armor : 5
  5311. Barrier : 10
  5312.  
  5313. Attack Methods
  5314.  
  5315. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  5316. - [Element: Phantom] 3d6+16 magical damage. [Additional Effect]: Change an [Attack Action] to a [Special Attack]. 1/Round.
  5317.  
  5318. <<Element Magic II>>: Magical Attack / 4 Sq. / 3# / Cancels
  5319. - [Element: Toxin] 2d6+21 magical damage. 1/Round.
  5320.  
  5321. <<Blessing of the Spirit Snake>>: Defense / 6 Sq. / 1#
  5322. - Use on Damage Reduction. The target [Halves] [Element: Toxin] damage, and gains [Remove: Poison].
  5323.  
  5324. <<Bestow Poison>>: Unique / 6 Sq. / 1#
  5325. - Use on Active check. As long as the target's [Attack Action] deals at least 1 point of [Damage], it also also inflicts [Shift: Poison]. 1/Round.
  5326.  
  5327. <<Regeneration Power>>: End / 6 Sq. / 1#
  5328. - The target [Recovers] 10 {HP}.
  5329.  
  5330. Materials (2d6)
  5331. 2~10: Scale of the Spirit Snake/Barrier+1: 500G (Potency: 1)
  5332. 10+: Fang of the Spirite Snake/Bestow Toxin: 1500G (Potency: 3)
  5333.  
  5334. Description:
  5335. A cobra or viper which gained a shard, and was eventually deified. It controls the cycle of life and has been worshipped since ancient times in India. They follow a master known as Naga Raja.
  5336.  
  5337. ----------------------------------------
  5338.  
  5339. Thought Form / Class: Mythical / LV: 5 (1)
  5340. Size : 2
  5341. Wits : Clever
  5342. Senses : Magic
  5343. Speech : Yes
  5344. Reaction : Mercurial
  5345. ID : 16
  5346. Weakness : [Wind] [Magnet]
  5347. Movement : Walk, Fly
  5348. | ACC | EVA | CNJ | RES | CHK
  5349. {Combat Stats} | 05 | 05 | 12 | 12 | 04
  5350. {Fixed Values} | 12 | 12 | 19 | 19 | 11
  5351. {Initiative} : 25 (10)
  5352. {HP} : 92
  5353. Armor : 10
  5354. Barrier : 5
  5355.  
  5356. Attack Methods
  5357.  
  5358. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  5359. - 2d6+17 magical damage.
  5360.  
  5361. <<Change Formation>>: Start / Combat Zone / Combat Zone
  5362. - [Install] the target up to 2 Sq from their current square.
  5363.  
  5364. <<Starlight Convergence>>: Magical Attack / Combat Zone / Area / Halves
  5365. - [Element: Light] 3d6+45 magical damage. 1/Round.
  5366.  
  5367. <<Transferrance Technique>>: Unique / Combat Zone / 1#
  5368. - Use when the target takes their [Turn]. The target may move up to 3 Sq, ignoring [Engagements]. 1/Round.
  5369.  
  5370. <<Sanctum Hermit>>: Constant / User
  5371. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Mythical] NPCs other than [Bosses] in the [Combat Zone] gain +10 {Initiative}.
  5372.  
  5373. Materials (2d6)
  5374. 2~8: Hermit's Robe/Intellect+1: 500G (Potency: 1)
  5375. 10+: Book of Trials/Will+2: 1000G (Potency: 2)
  5376.  
  5377. Description:
  5378. A high-ranking supernatural entity that turned itself into an existence of pure thought after death. Most of them remain secluded within their sanctuaries and give advice to visitors, but some may also offer trials.
  5379.  
  5380. ----------------------------------------
  5381.  
  5382. Apis / Class: Mythical / LV: 6 (2)
  5383. Size : 3
  5384. Wits : Clever
  5385. Senses : Domain
  5386. Speech : Yes
  5387. Reaction : Friendly
  5388. ID : 18
  5389. Weakness : [Fire] [Toxin]
  5390. Movement : Walk
  5391. | ACC | EVA | CNJ | RES | CHK
  5392. {Combat Stats} | 05 | 07 | 12 | 12 | 04
  5393. {Fixed Values} | 12 | 14 | 19 | 19 | 11
  5394. {Initiative} : 21 (9)
  5395. {HP} : 108
  5396. Armor : 15
  5397. Barrier : 10
  5398.  
  5399. Attack Methods
  5400.  
  5401. [Weapon Attack]: Magical Attack / 6 Sq. / 2# / Cancels
  5402. - [Element: Wind] 3d6+21 magical damage. [Additional Effect]: After [Damage Calcuation], perform x1 [Weapon Attack]. 1/Round.
  5403.  
  5404. <<Cry of the Divine Beast>>: Magical Attack / Combat Zone / Area / Halves
  5405. - [Element: Light] 4d6+30 magical damage. 1/Round.
  5406.  
  5407. <<Sacred Bull>>: Unique / Combat Zone / 1#
  5408. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  5409.  
  5410. <<<Resurrect>>: Defense / User
  5411. - Use on Damage Reduction. The target changes all [Damage] to 0 and ignores other effects. Afterwards, they change their {HP} to 10. 1/Combat.
  5412.  
  5413. Materials (2d6)
  5414. 2~9: Bifurcated Tail/Strength+1: 500G (Potency: 1)
  5415. 10+: Sun Disk/MD+3: 1500G (Potency: 3)
  5416.  
  5417. Description:
  5418. A cow or bull which received a shard, and was deified over many years. It appears as a huge bull with two tails, the wings of an eagle, and a sharp point on its tongue. It is a sacred beast worshipped in ancient egypt, and has great divine power.
  5419.  
  5420. ----------------------------------------
  5421.  
  5422. Virtue / Class: Mythical / LV: 9 (2)
  5423. Size : 2
  5424. Wits : Clever
  5425. Senses : Domain
  5426. Speech : Yes
  5427. Reaction : Mercurial
  5428. ID : 18
  5429. Weakness : [Shock] [Toxin]
  5430. Movement : Walk, Fly
  5431. | ACC | EVA | CNJ | RES | CHK
  5432. {Combat Stats} | 15 | 14 | 05 | 08 | 04
  5433. {Fixed Values} | 22 | 21 | 12 | 15 | 11
  5434. {Initiative} : 28 (11)
  5435. {HP} : 116
  5436. Armor : 10
  5437. Barrier : 15
  5438.  
  5439. Attack Methods
  5440.  
  5441. [Weapon Attack]: Physical Attack / 2 Sq. / 2#
  5442. - [Form: Spear] 3d6+24 physical damage.
  5443.  
  5444. <<Leader of Heroes>>: Start / Combat Zone / 1#
  5445. - The target gains +2 to [Active Checks] and +10 [Damage].
  5446.  
  5447. <<Divine Spear Throw>>: Physical Attack / Combat Zone / Area
  5448. - [Form: Ranged] 4d6+29 physical damage. 1/Round.
  5449.  
  5450. <<Protector of Virtue>>: Defense / 5 Sq. / 1#
  5451. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (treat as though {Resist} check had failed).
  5452.  
  5453. <<God's Virtue>>: Constant / User
  5454. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, when the target deals at least 1 point of [Damage] to a [Mononoke] that have x# in their name, they may apply [Shift: Dead].
  5455.  
  5456. Materials (2d6)
  5457. Automatic: Hero's Proof/Will+4: 2000G (Potency: 4)
  5458.  
  5459. Description:
  5460. An angel who governs the concept of stars, virtues, and integrity. They appear both strong and beautiful, with a gleaning shield and long spear. They guide heroes and heroines, and protect the order of the world.
  5461.  
  5462. ----------------------------------------
  5463.  
  5464. ================================================================================
  5465. Exodus -- GM Section: Chaos Mononoke [XXXQ-8]
  5466. ================================================================================
  5467. Udekumo / Class: Chaos / LV: 1 (1)
  5468. Size : 1
  5469. Wits : Clever
  5470. Senses : Heat
  5471. Speech : No
  5472. Reaction : Hostile
  5473. ID : 13
  5474. Weakness : [Fire] [Shock]
  5475. Movement : Walk
  5476. | ACC | EVA | CNJ | RES | CHK
  5477. {Combat Stats} | 07 | 07 | 02 | 07 | 02
  5478. {Fixed Values} | 14 | 14 | 09 | 14 | 09
  5479. {Initiative} : 16 (7)
  5480. {HP} : 41
  5481. Armor : 0
  5482. Barrier : 0
  5483.  
  5484. Attack Methods
  5485.  
  5486. [Weapon Attack]: Physical Attack / Charge 2 Sq. / 1#
  5487. - [Form: Spear] 1d6+9 physical damage.
  5488.  
  5489. <<Mimic Skill>>: Start / User
  5490. - The target gains +2d6 {Initiative}, and [Shift: Hidden / Result: 20].
  5491.  
  5492. <<Blind Spot Attack>>: Physical Attack / Charge 2 Sq. / 1#
  5493. - [Form: Spear] 3d6+14 physical damage.
  5494.  
  5495. Materials (2d6)
  5496. 2~7: None
  5497. 8+: Pale Arm/Armor+1: 500G (Potency: 1)
  5498.  
  5499. Description:
  5500. A man-made chaotic being created by evil magicians or others using Miasma. It grows uncountable pale human arms from its flesh and has a single eye in its center. It also has incredible mimicky, and follows the orders of its creator to turn into ornaments and furniative. Using its arms, it has the speed of an arthropod and attacks opponents in their blind spots.
  5501.  
  5502. ----------------------------------------
  5503.  
  5504. Larva Assassin x3 / Class: Chaos / LV: 2 (1)
  5505. Size : 2
  5506. Wits : Clever
  5507. Senses : Heat
  5508. Speech : Yes
  5509. Reaction : Hostile
  5510. ID : 14
  5511. Weakness : [Shock] [Phantom]
  5512. Movement : Walk
  5513. | ACC | EVA | CNJ | RES | CHK
  5514. {Combat Stats} | 08 | 08 | 01 | 04 | 06
  5515. {Fixed Values} | 15 | 15 | 08 | 22 | 13
  5516. {Initiative} : 19 (8)
  5517. {HP} : 47
  5518. Armor : 1
  5519. Barrier : 2
  5520.  
  5521. Attack Methods
  5522.  
  5523. [Weapon Attack]: Physical Attack / Engaged / 1#
  5524. - [Element: Toxin / Form: Spear] 2d6+11 physical damage.
  5525.  
  5526. <<Assassination Technique>>: Unique / User
  5527. - Use on Damage Calculation or Damage Reduction. The target performs x1 [Weapon Attack]. 1/Round.
  5528.  
  5529. <<Spirit Transfer>>: Unique / 10 Sq. / 1#
  5530. - Use when the target declares a Talent. [Install] the user up to 5 Sq from their current square. 1/Round.
  5531.  
  5532. Materials (2d6)
  5533. 2~9: None
  5534. 10+: Blue-Purple Exoskeleton/Initiative+2: 1000G (Potency: 2)
  5535.  
  5536. Description:
  5537. A larva variant with incredibly athletic ability. It appears similar to conventional larva, but is shorter, with unusually long and slender arms. With its quick movements it is able to make powerful continuous attacks against godhunters.
  5538.  
  5539. ----------------------------------------
  5540.  
  5541. Larva Strain / Class: Chaos / LV: 3 (1)
  5542. Size : 2
  5543. Wits : Clever
  5544. Senses : Magic
  5545. Speech : Yes
  5546. Reaction : Hostile
  5547. ID : 15
  5548. Weakness : [Fire] [Shock]
  5549. Movement : Walk, Fly
  5550. | ACC | EVA | CNJ | RES | CHK
  5551. {Combat Stats} | 04 | 03 | 12 | 05 | 05
  5552. {Fixed Values} | 11 | 10 | 19 | 12 | 12
  5553. {Initiative} : 5 (4)
  5554. {HP} : 45
  5555. Armor : 1
  5556. Barrier : 1
  5557.  
  5558. Attack Methods
  5559.  
  5560. [Weapon Attack]: Magical Attack / 5 Sq. / 2# / Cancels
  5561. - [Element: Phantom] 1d6+15 magical damage.
  5562.  
  5563. <<Miasma Wall>>: Start / Combat Zone / Combat Zone
  5564. - The target [Halves] [Damage] from [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]).
  5565.  
  5566. <<Freeze Magic>>: Magical Attack / 7 Sq. / 1# / Halves
  5567. - [Element: Cold] 3d6+15 magical damage. 1/Round.
  5568.  
  5569. <<Acceleration Crest>>: Constant / User
  5570. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], [Class: Chaos] NPCs other than [Bosses] in the [Combat Zone] gain +10 {Initiative}.
  5571.  
  5572. Materials (2d6)
  5573. 2~9: Crested Exoskeleton/Barrier+1: 500G (Potency: 1)
  5574. 10+: Sandalwood Exoskeleton/Barrier+2: 1000G (Potency: 2)
  5575.  
  5576. Description:
  5577. A rare species of larva that appears after distortions caused by the Counter Force. It has a sandalwood-colored exoskeleton covered with protrusions, and an ability to create a barrier of miasma. Additionally, its spirit crest can grant the power of acceleration.
  5578.  
  5579. ----------------------------------------
  5580.  
  5581. Kaijin / Class: Chaos / LV: 4 (1)
  5582. Size : 2
  5583. Wits : Clever
  5584. Senses : Heat
  5585. Speech : Yes
  5586. Reaction : Hostile
  5587. ID : 15
  5588. Weakness : [Fire] [Cold]
  5589. Movement : Walk
  5590. | ACC | EVA | CNJ | RES | CHK
  5591. {Combat Stats} | 02 | 08 | 09 | 08 | 04
  5592. {Fixed Values} | 09 | 15 | 16 | 15 | 11
  5593. {Initiative} : 20 (9)
  5594. {HP} : 54
  5595. Armor : 5
  5596. Barrier : 2
  5597.  
  5598. Attack Methods
  5599.  
  5600. [Weapon Attack]: Magical Attack / 5 Sq. / 3#
  5601. - [Element: Phantom] 2d6+15 magical damage.
  5602.  
  5603. <<Illusion of Fear>>: Magical Attack / Engaged / 1# / Halves
  5604. - [Element: Phantom] 4d6+20 magical damage. 1/Round.
  5605.  
  5606. <<Mysterious Power>>: Unique / Engaged / 1#
  5607. - Use when the target declares a Talent. Cancel the effect of one [Timing: Unique] Talent used by the target, then the user perfoms x1 [Weapon Attack]. 1/Round.
  5608.  
  5609. <<Haze Body>>: Constant / User
  5610. - The target gains +20 [Armor] and [Barrier] when they become the target of a [Target: 2#+] [Attack Action] (Including [Area - Combat Zone]). Additionally, the target may make [Magical Attacks] after a [Combat Move].
  5611.  
  5612. Materials (2d6)
  5613. 2~9: None
  5614. 10+: Historical Item/MD+2: 1000G (Potency: 2)
  5615.  
  5616. Description:
  5617. A mysterious entity created when people's anxiety and fears merged with a shard. Many take the form of monsters or serial killers from urban legends. A difficult enemy that has first-class spiritual power.
  5618.  
  5619. ----------------------------------------
  5620.  
  5621. Void Entity / Class: Chaos / LV: 5 (1)
  5622. Size : 3
  5623. Wits : Clever
  5624. Senses : Domain
  5625. Speech : Yes
  5626. Reaction : Hostile
  5627. ID : 17
  5628. Weakness : [Shock] [Wind]
  5629. Movement : Walk, Fly
  5630. | ACC | EVA | CNJ | RES | CHK
  5631. {Combat Stats} | 11 | 06 | 12 | 04 | 04
  5632. {Fixed Values} | 18 | 13 | 19 | 11 | 11
  5633. {Initiative} : 24 (10)
  5634. {HP} : 76
  5635. Armor : 10
  5636. Barrier : 5
  5637.  
  5638. Attack Methods
  5639.  
  5640. [Weapon Attack]: Ranged Attack / 7 Sq. / 2#
  5641. - [Element: Light / Form: Ranged] 3d6+23 physical damage.
  5642.  
  5643. <<Undulating Tentacles>>: Unique / 7 Sq. / 1#
  5644. - Use when the target declares a Talent. Cancel the effect of one [Timing: Unique or Defense] Talent. 1/Round.
  5645.  
  5646. <<Rainbow-Colored Body>>: Constant / User
  5647. - The target gain +20 [Armor] and [Barrier] when they become the target of a [Target: 2#+] [Attack Action (including [Area - Combat Zone]). Additionally, the target can perform [Ranged Attacks - Magical Attacks] after a [Combat Move].
  5648.  
  5649. Materials (2d6)
  5650. 2~9: None
  5651. 10+: Rainbow Flesh/MD+2: 1000G (Potency: 2)
  5652.  
  5653. Description:
  5654. A chaotic being from another dimension. It appears as an amorphous, swelling, rainbow-colored flesh that seeps through cracks in space. They are a part of a god from another world, and Innocents that get caught by its tentacles are instantly carbonized.
  5655.  
  5656. ----------------------------------------
  5657.  
  5658. Otherworld Magician / Class: Chaos / LV: 6 (2)
  5659. Size : 2
  5660. Wits : Clever
  5661. Senses : Domain
  5662. Speech : Yes
  5663. Reaction : Hostile
  5664. ID : 19
  5665. Weakness : [Light] [Magnet]
  5666. Movement : Walk, Fly
  5667. | ACC | EVA | CNJ | RES | CHK
  5668. {Combat Stats} | 03 | 05 | 14 | 13 | 04
  5669. {Fixed Values} | 10 | 12 | 21 | 20 | 11
  5670. {Initiative} : 26 (11)
  5671. {HP} : 87
  5672. Armor : 5
  5673. Barrier : 5
  5674.  
  5675. Attack Methods
  5676.  
  5677. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  5678. - [Element: Magnet] 3d6+25 magical damage.
  5679.  
  5680. <<Torture Barrier>>: Start / Combat Zone / Combat Zone
  5681. - The target gains +20 [Armor] and [Barrier] when they become the target of a [Target: 2#] [Attack Action] (Including [Area - Combat Zone]).
  5682.  
  5683. <<Tortue Magic>>: Magical Attack / 10 Sq. / Area / Cancels
  5684. - [Element: Magnet] 5d6+30 magical damage, and the target [Halves] their [Barrier].
  5685.  
  5686. <<Spirit Chains>>: Unique / 10 Sq. / 1#
  5687. - Use when the target declares a Talent. The target loses 2d6 {HP}. 2/Round.
  5688.  
  5689. <<Eldritch Sorcerer>>: Constant / User
  5690. - During the target's [Turn], gain x1 [Timing: Attack].
  5691.  
  5692. Materials (2d6)
  5693. 2~9: None
  5694. 10+: Otherworld Chest/MD+3: 1500G (Potency: 3)
  5695.  
  5696. Description:
  5697. An evil magician that has themselves become a higher-dimensional being. They manifest in response to summons, anf grant the summoner enormous spiritual power in exchange for sacrificial blood and souls. however, if the summoner cannot pay the price, their own life will be taken instead.
  5698.  
  5699. ----------------------------------------
  5700.  
  5701. Boogeyman / Class: Chaos / LV: 9 (2)
  5702. Size : 2
  5703. Wits : Clever
  5704. Senses : Domain
  5705. Speech : Yes
  5706. Reaction : Hostile
  5707. ID : 22
  5708. Weakness : [Magnet] [Light]
  5709. Movement : Walk
  5710. | ACC | EVA | CNJ | RES | CHK
  5711. {Combat Stats} | 16 | 09 | 09 | 05 | 06
  5712. {Fixed Values} | 23 | 16 | 16 | 12 | 13
  5713. {Initiative} : 25 (10)
  5714. {HP} : 115
  5715. Armor : 7
  5716. Barrier : 6
  5717.  
  5718. Attack Methods
  5719.  
  5720. [Weapon Attack]: Physical Attack / Engaged / 1#
  5721. - [Form: Axe] 2d6+25 physical damage.
  5722.  
  5723. <<Clever Surprise>>: Start / Combat Zone / 1# / No Reactive Check
  5724. - The target swaps {Initiative} with the user. 1/Combat.
  5725.  
  5726. <<Invisible Blade>>: Physical attack / Engaged / 1#
  5727. - [Element: Phantom / Form: Sword] 3d6+40 physical damage, and targets that perform [Damage Reduction] gain -20 [Armor].
  5728.  
  5729. <<Brutal Technique>>: Unique / Engaged / 1#
  5730. - Use on Damage Calculation. The target cannot apply [Halves]. 1/Round.
  5731.  
  5732. <<Manifestation of Fear>>: Constant / User
  5733. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from distances other than [Range: Engaged].
  5734.  
  5735. Materials (2d6)
  5736. 2~9: Bloodstained Blade/PD+2: 1000G (Potency: 2)
  5737. 10+: Child's Keepsake/Agility+3: 1500G (Potency: 3)
  5738.  
  5739. Description:
  5740. A supernatural being that manifests when a shard enters the fears of children. Although it does not have a specific appearance, it can take the form of anything embodying the fear of children, or the fear it had as a child. It always carries a large leather bag full of spiritual power.
  5741.  
  5742. ----------------------------------------
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