HomebrewAnon

(Expansion 9) Kamigakari :: Exodus

Dec 28th, 2020 (edited)
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  1. New (7/13/2024): Lore Section Updated
  2. New (6/2/2021): The item Section has been completely finished out and added to the pastebin
  3. New (4/21/2021: Shape of Crests added for exodus styles.
  4. New (4/7/2021): Covers have been finished and added to the document
  5. New (3/19/2021): All Mononoke have been translated
  6. New (1/9/2021): Items partially finished to allow Last creator to function properly. Please read the associated rules for more information
  7. New (1/4/2021): Common Talents added
  8. New (1/1/2021): Soul Eater and Mastery added.
  9. Expansion name subject to change.
  10.  
  11. TOC
  12. - World of Kamigakari [XXXA]
  13. * Setting: Android [XXXA-1]
  14. * Setting: Homunculus [XXXA-2]
  15. * "souls between machines and divinity" [XXXA-3]
  16. * The ranks of each organization [XXXA-4]
  17. - Additional rules/About Last Creator [XXXB]
  18. - Shape of Crest [XXXC]
  19. - Biographies [XXXD] (Unfinished)
  20. - Rollable name table [XXXE] (Unfinished)
  21. - Common Talents [XXXF]
  22. - Android (Race) [XXXG]
  23. - Homunculi (Race) [XXXH]
  24. - Android Extended Talents [XXXI]
  25. - Homunculi Extended Talents [XXXJ]
  26. - Soul Eater / Extended (Style) [XXXK]
  27. - Mastery / Extended (Style) [XXXL]
  28. - Last Creator / Extended (Style) [XXXM]
  29. - Covers [XXXN]
  30. - Items: Weapons [XXXO]
  31. * Form: Sword [XXXO-1]
  32. * Form: Spear [XXXO-2]
  33. * Form: Axe [XXXO-3]
  34. * Form: Hammer [XXXO-4]
  35. * Form: Ranged [XXXO-5]
  36. * Form: Magic [XXXO-6]
  37. - Items: Protectors, Shields, and Gear [XXXP]
  38. * Suits [XXXP-1]
  39. * Shields [XXXP-2]
  40. * Gear [XXXP-3]
  41. * GM Section: Mononoke
  42. - Humanoid [XXXQ-1]
  43. - Beast [XXXQ-2]
  44. - Insectoid [XXXQ-3]
  45. - Plant [XXXQ-4]
  46. - Mechanical [XXXQ-5]
  47. - Undead [XXXQ-6]
  48. - Mythic [XXXQ-7]
  49. - Chaos [XXXQ-8]
  50.  
  51. ================================================================================
  52. World of Kamigakari [XXXA]
  53. ================================================================================
  54.  
  55. The Age of Chaos
  56. Beginning in 2017, the chaos within the world has greatly increased. Young people whose souls are devoured through the internet. The appearance and machinations of evil cults whose leaders are Awakened. The technology powering weapons of mass destruction achieves new breakthroughs at an unprecedented rate. All around the world, tensions between nations over territorial disputes have exploded into political discourse, disrupting the lives of the innocents previously living in peace. It was as though people of the world had changed, becoming more violent and exclusionist.
  57.  
  58. Issues of discrimination in particular became rife, spread across people from all walks of life, creating even greater strife over race, genders, social class, further driving people into an insular and violent culture. There is no doubt that there are supernatural forces behind these disturbing social phenomena.
  59.  
  60. Evil supernatural beings are influencing the social and political landscape, creating this mass chaos in the current era.
  61. In particular, it is rumored there are great supernatural battles growing ever more intense across Eastern Europe and Southeast Asia, in various parts of North Africa, and all across the United States and countries of South America.
  62.  
  63. However, none of these are as severe as they are in Japan. Supernatural battles in Japan continue to intensify even now, and perhaps as a result, there is even a rise in natural disasters and calamities across the country. Of course, the many awakened factions are not standing idly by. In particular, two major organizations, the Knights-Templar and Mage's Association, are doing everything in their power to investigate the root cause and subjugate the supernatural forces that are behind these chaotic events.
  64. However, as the fighting continues without end, rumors are spreading that the awakened within these factions, especially Godhunters, are slowly dwindling in number.
  65.  
  66. Both the Knights-Templar and Mages' Association deny these rumors publicly. However, both of them are now heavily involved with the awakened powers of the <B.E.G.> and <Far-East Heavy Industries>, and working in cooperation, have begun working on a certain plan.
  67. This plan is to manufacture a powerful artificial Awakened, one that will become the 'guardian of mankind'.
  68. In other words, research into the creation and mass-production of man-made superhumans - Android and Homunculus.
  69.  
  70. The Evolution of A.I.
  71. Various forms of artificial intelligence, or A.I., are being developed at research institutes around the world, and research and experimentation performed every day in order to replicate the human mind as closely as possible.
  72. What few people know however is that most of the modern breakthroughs in A.I. technology has been made possible through cooperative efforts made in the Awakened world.
  73.  
  74. Much of the money that flows into research and development comes from the coffers of government-affiliated Awakened organizations and supernatural companies, and amongst those involved in the research are many awakened with super-genius intellect.
  75. This is evident in the rapid success of A.I. development in the past few years, which coincides with the ever-growing intensity of supernatural fighting around the world.
  76.  
  77. As mentioned above, there is little doubt that the Knights-Templar and Mage's Association have also been involved in the background, helping along research into the practical uses of androids.
  78.  
  79. Currently, the public-facing achievements of the breakthroughs in A.I. barely scratch the surface, and are little more than a distraction to cover the true advancements in technology.
  80.  
  81. In other words, A.I. research has already succeeded in establishing an Ego, leading to the creation of a new machine lifeform that replicates the emotions and thoughts of a human.
  82.  
  83. Android [XXXA-1]
  84. ----------------------------------------
  85. Humanoid robots powered by artificial intelligence - that is the race known as Android. In the awakened world, the production of androids is common and has been practiced since ancient times. For example, the magical automaton Golem and the bronze giant Talos which were created through numerology. The fairytale of Pinnochio, and various automata created by ancient alchemists. Special katakuri dolls created by Japanese puppeteers. All representatives of androids created since ancient times.
  86.  
  87. The origin of androids is said to be around the 8th century B.C.
  88. The first androids created were created by a great divine soul in ancient Greece known as "Hephaestus". The android he created, he named the Kourai Khryseai, or Golden Maidens, and they were described by the Iliad as having a pretty face, golden clothes, superior intellect and mental strength, and incredible spiritual power.
  89.  
  90. However, much of the knowledge for creating androids was lost during the middle-ages. Most of the knowledge in Japan was destroyed during chaotic periods of war, though among the old writings of the Association, it is said the destruction was ordered by the Inquisition of the Knights-Templar. However, thanks to the evolution of A.I, the technology to build androids is being rediscovered. It is the birth of a new android with a deeper sense of self and breadth of emotion than those in the past.
  91.  
  92. There is a reason why many Awakened organizations want to develop A.I. with a rich emotional range and advanced ego. This is because a strong emotional bond is necessary for the manifestation of a <Spirit Crest>, which is the proof of existence for an Awakened and a necessary to use the special power unique to Godhunters - <Crest Burn>. Because of this, A.I. with advanced self-awareness are rare, and traded as high-value items in the awakened world.
  93.  
  94. These A.I. born into the world as androids are given special bodies usually reserved for Cyborgs, allowing them to become a unique existence that can interact with the world. These bodies use the same technology and power sources as a cyborg- a thumb-sized black jem that emits red light known as a Spirit Terminal.
  95.  
  96. Additionally, androids are built with a white artificial blood that contains nano machinery for self-repair, and can freely control their own limiters, allowing them to dramatically improve their physical performance. As a result, androids have much better physical defense capabilities than a cyborg, as well as strength and agility beyond normal human comprehension.
  97.  
  98. Due to the fact that androids use the same base technology as a cyborg's prosthetics, they are also capable of using the exclusive Armored Arsenal, equipment commonly called AA, as well as artificial regalia designed for use by cyborgs. With these abilities an android is capable of withstanding a hit from a cannon, blow away innumerable mononoke with hidden weapons built directly into their limbs, and run at the speed of racing cars even over rough terrain.
  99.  
  100. As they are man-made, androids have a perfectly-balanced and beautiful appearance, and are indistinguishable from a regular person while they maintain their human form. However, no matter how good the performance, it is by no means perfect. Due to their enormous power, androids also inherit various issues.
  101.  
  102. Android Maintenance
  103. No matter how strong an android might be, they are still precision machinery. Therefore, they require regular maintenance similar to cyborgs. However, because they are completely mechanical, they are easier to maintain than a cyborg- though of course, they are still incredibly complex. Therefore, an android does not require a dedicated mechanic, and if they have a [Facility] or [Maintenance Site], they can treat themselves as maintained.
  104.  
  105. Instead, androids require 'mental' maintenance, unlike cyborgs. As a high-performance A.I., an android experiences deep mental anguish and conflict from the irrational behavior of humans and Aramitama. As a result, androids often confide their worries and doubts to innocents and fellow awakened, asking questions and trying to find answers to absurdity in the world. Androids who do not perform this maintenance see a significant drop in performance, and in the worst case, may even warp into an Aramitama. For this reason, awakened organizations that manage androids operate 'spiritual' maintenance by assigning counselors, philosophers, and religious leaders in addition to regular maintenance facilities.
  106.  
  107.  
  108. Homunculus [XXXA-2]
  109. ----------------------------------------
  110. An imperfect life that can only be created by those who have mastered alchemy. Created through the synthesis of hundreds of rare materials and elixirs, a completely artificial human and magician. That is the race called 'Homunculus'.
  111.  
  112. In the awakened world, a homunculus is a person whose body and soul were created rather than born, and many appear in myth and legend.
  113. For example, the primordial homunculus - "Adam". Created from mud, by the breath of God, he was given a body and soul. Enkidu, from the epic of Gilgamesh, and Frankenstein's monster, and other famous homunculi such as the non-human created by Saigyo Hoshi and flask human created by Wagner, a disciple of Faust.
  114.  
  115. The origin of Homunculi is said to go back to the beginnings of the world, but the method for manufacturing homunculi was established by the legendary magician known as 'Paracelsus' - [Last Creator] Theophrastus Hohenheim. Using his knowledge and experience from his [Cover] as a doctor, he turned his attention to the creation of artificial humans through alchemical magic.
  116.  
  117. After his death, Hohenheim's manufacturing methodology was handed down through the Mage's association, refined and improved upon for generations. Eventually, it evolved into the formula for the ultimate magic - not the creation of an artificial human, but the ritual of the <Promise of Ascension>. Manufacturing a Homunculus requires advanced magic, a huge investment in costs for materials, and access to a spiritual leyline is essential.
  118.  
  119. For this reason there are less than 100 alchemists in the world capable of creating a homunculus. All Homunculi, without exception, are born with the highest aptitude for magicand an enormous amount of spiritual power. They possess the intellect and spirit to easily reproduce the depths of magecraft that ordinary Magi spent generations developing, and can destroy a building with a single bullet of spirit energy. They can even accumulate enough spirit energy within their body to rival a leyline.
  120.  
  121. However, they were created by mankind and not by god, so though they are ideal magicians, they are imperfect creatures. Homunculi created by mankind are destined to be short-lived due to the severely distorted formation of the soul. These short-lived homunculi are usually deemed failures and are typically used as guardians and mediums for their creators until they expire. On the other hand, rare individuals with only small amounts of distortions to the soul are capable of living relatively long lives, and are treated with great respect and used as a recording medium for memorizing and reproducing the magic of their creator. They can also be utilized as a pseudo-leyline.
  122.  
  123. In either case, creating the perfect soul in a homunculus is impossible for a normal human. Therefore, many alchemists aim to fulfill the Promise of Ascension in order to become a being that surpasses humanity, and create the perfect homunculus.
  124.  
  125. Magical Organization (Sorcery Organ)
  126. Homunculi are created from rare elixirs and materials, and whether or not they are alive, they are thoroughly utilized. The most notorious of their uses is in the transplant of 'magic organs'. Magic organs are high-level supernatural surgical methods that transplant a body part removed from a homunculus into a 'living prosthetic' or substitute organ.
  127.  
  128. Many celebrities and other famous people who have access to great wealth pay for access to magic organs, and in some extreme cases will even pay greedy and unethical alchemists to grow their own homunculi. Then, in the case of an accident or illness, the body of the homunculus can be used to transplant spare organs into the client. As a homunculus body is made of spiritual materials, the transplant is safe and will not cause a bodily rejection.
  129.  
  130. Of course, these surgical transplants require medical expertise and expenses that aren't accessible to the ordinary person, and most awakened organizations and factions in each country prohibit these transplants. However, there are reliable methods to gain access to these surgeries relatively easily if the right steps are taken. Additionally, there are rumors that somewhere in the world there is a facility where many homunculi are held specifically to manufacture magical organs.
  131.  
  132. Life of Androids and Homunculi
  133. Many androids and homunculi belong to awakened organizations and life using a faked family register. They usually live an ordinary life as a servant or secretary, or pretending to be a family member or pet. Some have a [Cover] as an ordinary person and will live a solemn daily life. All homunculi have great knowledge and skills imprinted in their memories from the moment of birth, so they can play their roles excellently.
  134.  
  135. However, when engaged in battle during supernatural cases, their true potential comes to the fore, and they will act to their fullest when following orders or protecting their creator. There are however a very small number of freelance androids and homunculi. These are people who either escaped from or were abandoned by an organization, and are frequently being hunted. They rely heavily on other Godhunter allies for maintenance, counseling, and support with everyday life.
  136.  
  137.  
  138. Souls Between Machine and Divine [XXXA-3]
  139. ----------------------------------------
  140. Awakening of AI
  141. As mentioned, androids and homunculi have great power and skill without exception. However, perhaps because they are created from regalia, they rarely have the same soul as a human. Therefore, many androids and homunculi do not have complex emotions, cannot understand the nuances of conversation, and only react mechanically. Many mages work tirelessly to develop androids and homunculi capable of complex emotions.
  142.  
  143. However, no matter how much awakened technology is applied to them or how heavily they are armed, the power of androids and homunculi are limited to the same level as a mononoke. For awakened combat, it's the mind and emotions of the fighter which decide the outcome.
  144. For this reason, androids and homunculi were considered unable to surpass godhunters, as they lack the necessary soul - this was the common sense of the awakened world.
  145.  
  146. However, one day that situation turned on its head. A learning AI, "God's Cradle", installed on the internet for an experiment by a large company named Alkeny Materials suddenly awakened to its own identity, and gained a complex range of emotion. From that moment the AI awakened to its own self, it linked to a learning VR program for androids and homunculi, and began to upgrade them with a sense of self. It's unknown why this phenomenon occurred. However, there are rumors a certain alchemist was involved in the incident. The former head of the Sugawara clan, known masters of alchemy magic since ancient times - Sugawara Mitsumaki.
  147.  
  148. The Sugawara Family and Sugawara Mitsumaki
  149. The Sugawara family is known as a master of Japanese art. It is said that many famous painters, swordsmiths, and doll-makers are all related to the family in some way. Therefore, the Sugawara family has a strong influence on the world of art, and most of the blood relatives of the family are in high positions where they can supervise and control, earning huge profits. And behind that face, the hidden side of the Sugawara clan is a manufacturer of Japanese artificial regalia that are sold to many awakened organizations.
  150.  
  151. It is said that many of the high-priced artificial regalia found in Japan today, with prices of more than 5000G, were manufactured in the workshops of the Sugawara family. The Sugawara family once belonged to the predecessor organization of the DHS, but around the time the Tokugawa shogunate was founded, they split away for a number of reasons. After relocating to Takagamine within Kyoto, they began to immerse themselves in the research and study of alchemy, and the art of elixirs and materials. As they continued to refine their craft and sell the results, they gradually amassed an enormous fortune.
  152.  
  153. The Sugawara family specializes in the production of dolls, prosthetic limbs, and potent elixirs.Their Katakuri dolls in particular are so elaborate that they are indistinguishable from ordinary humans, and said to bring good look and wealth to their owners. In addition, the prosthetic limbs produced by the family are said to be indistinguishable from the flesh. The previous family head, Sugawara Mitsumasa, was known as the "Legendary Alchemist" and responsible for the family's unbending authority in the world of alchemy and arts.
  154.  
  155. Sugawara Mitsumaki was the 20th head of the family and one of the most talented members, succeeding in creating a homunculus at the age of eight. He has demonstrated talents in a wide range of fields, including painting, clothing, swordsmithing, doll production, prosthetic limb manufacturing, and creating homunculi. However, when Mitsumaki reached the age of 50, disaster struck. During purgatory night, he lost his two children, one of whom was only ten years old, and his beloved wife. Mitsumaki, who had lost all his loved ones, sealed himself away inside his manor for the next year. One day, he suddenly turned over his position as family head to his younger brother Mitsuyoshi, took on a talented young man as an apprentice, and after teaching that man his secrets, Mitsumaki vanished.
  156. Rumor has it that Mitsumaki was desperately researching a secret method to make a doll that contains a real soul- so much so he committed a great taboo, hunting down and killing a tochigami said to know the secret.
  157.  
  158. Seven years after his disappearance, a person who appears to be Mitsumaki has been seen, alongside two young men who look exactly like his grown children. And, just a few days later, Mitsumaki's body was found in a local city called Hisashiro. Just one day later, the awakening of the AI "God's Cradle" began. Since then, no trace has been found of the two young men seen with Mitsumaki, and the truth of the matter is hidden in the dark…
  159.  
  160. Ranks of Each Organization [XXXA-4]
  161. ----------------------------------------
  162. About Ranks
  163. Regardless of whether they are awakened or not, members of supernatural factions are given a "rank" that represents their position in the organization. There are nine ranks, with the ninth rank being the lowest and first rank being the highest.
  164.  
  165. In terms of rank, it is normal for those with more power as an awakened - their 'level' - to be given a higher position. However, some people are recognized for their other skills such as great intellect, tactical thinking, or simply political power, and although they are merely collaborators, they are given a high rank. These ranks are absolute, and members with a lower rank cannot go against a higher ranking member. Attempting to do so will result in being severely punished by the organization.
  166.  
  167. In corporate or government factions, combatants are referred to by their military rank and others by their official title.
  168.  
  169. Ninth Rank
  170. Members of this rank have some basic knowledge of the supernatural and may even be able to manipulate rudimentary magic and regalia. This rank includes rookie collaborators and trainees who have newly entered the world of Awakened. Many of them have mastered their own techniques under the tutelage of the sixth rank, however, these techniques are at the level of an ordinary person. Attempting to fight even a mononoke, let alone an Aramitama, would be a loss 99 out of 100 times.
  171.  
  172. As such, they are usually only dispatched to the scene in order to clean up after a case has been resolved.
  173.  
  174. Demon Hunter's Society: Practitioner
  175. Knights-Templar: Monk
  176. Mage's Association: Neophyte
  177. Corporate/Government: Member
  178. Apostles of Wisdom: Trainee
  179. Heilong: Fangshi
  180. Eastern False God Cults: Same as Demon Hunter's Society
  181. Western False God Cults: Same as Knights Templar
  182. Rozenskull: Same as Mage's Association
  183.  
  184. Eighth Rank
  185. Members of this rank possess a basic knowledge of the supernatural and are able to use magic to some extent as well as carry lethal artificial regalia. Innocents with innate talent or accumulated skills and experience fall into this rank, as well as those who support members of the seventh rank. Their role is to gather information about supernatural cases.
  186.  
  187. Demon Hunter's Society: Junior Third Rank
  188. Knights-Templar: Esquire
  189. Mage's Association: Zelator / Theoricus
  190. Corporate/Government: Chief / Second Lieutenant / Third Lieutenant
  191. Apostles of Wisdom: Intern
  192. Heilong: Daoshi
  193. Eastern False God Cults: Same as Demon Hunter's Society
  194. Western False God Cults: Same as Knights Templar
  195. Rozenskull: Same as Mage's Association
  196.  
  197. Seventh Rank
  198. Those who are skilled in manipulating supernatural abilities or magic and are proficient in using regalia are placed into this rank.
  199. These members are those who, amongst Innocents, have outstanding combat ability are placed in charge of cooperation and support for the sixth and fifth ranks. After a supernatural case they deploy and work in groups to tackle mononoke that the upper ranks may have overlooked and secure an area after an incident has occurred.
  200.  
  201. From this rank onwards, members have a strength equal to mononoke, and it is difficult for an ordinary person to challenge them.
  202. Additionally, within each organization, full-fledged membership begins at this rank. Therefore, those who have refined their abilities and reached this rank in their teens are expected to go far within the organization.
  203.  
  204. Demon Hunter's Society: Senior Third Rank
  205. Knights-Templar: Knight
  206. Mage's Association: Practicus
  207. Corporate/Government: Section Chief / Lieutenant / Second Lieutenant
  208. Apostles of Wisdom: Sub-Leader
  209. Heilong: Shijie
  210. Eastern False God Cults: Same as Demon Hunter's Society
  211. Western False God Cults: Same as Knights Templar
  212. Rozenskull: Same as Mage's Association
  213.  
  214.  
  215. Sixth Rank
  216. Collaborators with mononoke-like abilities and those who have become Godhunters with [WL: 1] are granted this rank. Knights-Templar are given the name of a patron saint. Members at this rank have the power to get involved in, investigate, and resolve supernatural cases.
  217.  
  218. Demon Hunter's Society: Order of the Second Class
  219. Knights-Templar: Temple Knight
  220. Mage's Association: Philosophus
  221. Corporate/Government: Deputy Director / Captain / First Lieutenant
  222. Apostles of Wisdom: Leader
  223. Heilong: Xian
  224. Eastern False God Cults: Same as Demon Hunter's Society
  225. Western False God Cults: Same as Knights Templar
  226. Rozenskull: Same as Mage's Association
  227.  
  228. Fifth Rank
  229. This rank is given to those who are experienced in fighting Aramitama and possess great spiritual power and skill.
  230.  
  231. Demon Hunter's Society: Junior Second Rank
  232. Knights-Templar: Exorcist Knight
  233. Mage's Association: Adeptus Minor
  234. Corporate/Government: Director / Major
  235. Apostles of Wisdom: Team Leader
  236. Heilong: Zhenren
  237. Eastern False God Cults: Same as Demon Hunter's Society
  238. Western False God Cults: Same as Knights Templar
  239. Rozenskull: Same as Mage's Association
  240.  
  241. Fourth Rank
  242. High ranking Godhunters who have the authority to command and lead the fifth and lower ranks during emergencies. They sometimes fight on the front lines but many of them hold positions as leaders and trainers.
  243.  
  244. Demon Hunter's Society: Senior Second Rank
  245. Knights-Templar: Knight Chief
  246. Mage's Association: Adeptus Major
  247. Corporate/Government: Controller / Lieutenant Colonel / Second Colonel
  248. Apostles of Wisdom: Manager
  249. Heilong: Di Xian
  250. Eastern False God Cults: Same as Demon Hunter's Society
  251. Western False God Cults: Same as Knights Templar
  252. Rozenskull: Same as Mage's Association
  253.  
  254. Third Rank
  255. A special rank given to overseers of the 4th ranks and below. These members are amongst the strongest within their nations and have influence around the world. Few are bestowed with this rank.
  256.  
  257. Demon Hunter's Society: Order of the First Class
  258. Knights-Templar: Primacy
  259. Mage's Association: Adeptus Exemptus
  260. Corporate/Government: Managing Director / Colonel / Lieutenant Colonel
  261. Apostles of Wisdom: Chief Manager
  262. Heilong: Shen Xian
  263. Eastern False God Cults: Same as Demon Hunter's Society
  264. Western False God Cults: Same as Knights Templar
  265. Rozenskull: Same as Mage's Association
  266.  
  267. Second Rank
  268. A high rank that commands the third and lower ranks in investigating and solving supernatural cases.
  269.  
  270. Demon Hunter's Society: Junior First Rank
  271. Knights-Templar: Vice-Chief (Adjutant)
  272. Mage's Association: Temple Lord (Magister Templar)
  273. Corporate/Government: Managing Director / Brigadier General
  274. Apostles of Wisdom: Member
  275. Heilong: Yu Ren
  276. Eastern False God Cults: Same as Demon Hunter's Society
  277. Western False God Cults: Same as Knights Templar
  278. Rozenskull: Same as Mage's Association
  279.  
  280. First Rank
  281. The highest rank in an organization that leads the second rank. Their abilities are world-class, and are a powerful existence that everyone recognizes by name.
  282.  
  283. Demon Hunter's Society: Senior First Rank
  284. Knights-Templar: President / General
  285. Mage's Association: Magus
  286. Corporate/Government: Branch Manager / Chairman / Major General / General
  287. Apostles of Wisdom: Executive
  288. Heilong: Tianxian
  289. Eastern False God Cults: Same as Demon Hunter's Society
  290. Western False God Cults: Same as Knights Templar
  291. Rozenskull: Same as Mage's Association
  292.  
  293. ================================================================================
  294. Exodus -- Additional Rules [XXXB]
  295. ================================================================================
  296.  
  297. About [Last Creator]
  298. 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.
  299.  
  300. About Similar Weapons
  301. When equipped with a [Limited Weapon], only weapons of the same type (see 1~3) which have [Alchemy/○○] in the name may be equipped.
  302.  
  303. 1. Equipped with a Melee-type [Limited Weapon]
  304. Only [Form: Sword - Spear - Axe - Hammer] and [Form: Shield] with [Alchemy/○○] in the name may be equipped.
  305.  
  306. 2. Equipped with a Ranged-type [Limited Weapon]
  307. Only [Form: Ranged] and [Form: Shield] with [Alchemy/○○] in the name may be equipped.
  308.  
  309. 3. Equipping a Magic-type [Limited Weapon]
  310. Only [Form: Magic] and [Form: Shield] with [Alchemy/○○] in the name may be equipped.
  311.  
  312. Usage
  313. 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:
  314.  
  315. A: 1 [Limited Weapon] + 1 [Form: One Hand] [Weapon]
  316. B: 1 [Limited Weapon] + 1 [Form: One Hand] [Weapon] + 1 [Shield]
  317. C: 1 [Limited Weapon] + 1 [Switch Hand] [Weapon]
  318. D: 1 [Limited Weapon] + 1 [Switch Hand] [Weapon] as [Form: One Hand] + 1 [Shield]
  319. E: 1 [Limited Weapon] + 1 [Form: Two Hand] [Weapon]
  320. F: 1 [Limited Weapon] + 2 [Form: One Hand] [Weapon] only when <<Ambidextrous>> is acquired.
  321.  
  322. Different Form / Range / Target / Damage, Etc
  323. When equipping a [Limited Weapon] with an [Alchemy/○○] weapon, differing attributes are handled as follows:
  324.  
  325. Element and Form
  326. When equipping weapons with different [Forms] and [Elements], then one form and element each is selected by the user to apply per [Damage Calculation].
  327. Range and Target
  328. When equipping weapons with different [Range] and [Target], the shortest [Range] and lowest [Target] will apply.
  329.  
  330. Damage
  331. 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.
  332.  
  333. ================================================================================
  334. Exodus -- Shape Of Crest [XXXC]
  335. ================================================================================
  336.  
  337. Crest Form
  338. Soul Eater (1d6)
  339.  
  340. 1. Moon
  341. 2. Pupil
  342. 3. Claws
  343. 4. Magic Circle
  344. 5. Wings
  345. 6. Magic Words
  346.  
  347. Mastery (1d6)
  348.  
  349. 1. Bracelet
  350. 2. Pupil
  351. 3. Evil Eye
  352. 4. Lion
  353. 5. Flag
  354. 6. Belt
  355.  
  356. Last Creator (1d6)
  357.  
  358. 1. Clock
  359. 2. Majin
  360. 3. Magic Words
  361. 4. Iron Hammer
  362. 5. Ring
  363. 6. Magic Circle
  364.  
  365.  
  366. ================================================================================
  367. Exodus -- Common Style Talents [XXXF]
  368. ================================================================================
  369.  
  370. [Common Style] <<Throw Down>>
  371. Timing : Unique
  372. Range : Engaged
  373. Target : 1#
  374. Cost : None
  375. *Immediately after an attack, use a combination of martial arts and footwork to throw your opponent.*
  376. Use on Damage Reduction. The target loses 1d6 {HP}, then becomes [Shift: Fallen]. This Talent may be used once per round.
  377.  
  378. [Common Style] <<Acrobat>>
  379. Timing : Unique
  380. Range : User
  381. Target : User
  382. Cost : None
  383. *Cartwheel and backflip after repositioning in order to move a certain distance instantly.*
  384. 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.
  385.  
  386. [Common Style] <<Opportunity Attack>>
  387. Timing : Unique
  388. Range : Engaged
  389. Target : 1#
  390. Cost : [Steps]
  391. *You immediately make an attack against someone who's entered your proximity.*
  392. Unique Effect. Use at any time. Perform one [Weapon Attack] against the target. This Talent may be used once per round (or scene).
  393.  
  394. [Common Style] ● <<Heavy Weapon Mastery>>
  395. Timing : Constant
  396. Range : User
  397. Target : User
  398. Cost : None
  399. *You possess high fighting ability due to your skill with two-handed weapons.*
  400. 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].
  401.  
  402. [Common Style] ● <<Melee Master>>
  403. Timing : Constant
  404. Range : User
  405. Target : User
  406. Cost : None
  407. *You have enhanced your performance with two-handed weapons by mastering their handling.*
  408. 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]).
  409.  
  410. [Common Style] ● <<Shoot Master>>
  411. Timing : Constant
  412. Range : User
  413. Target : User
  414. Cost : None
  415. *You have mastered the usage of two-handed firearms and vehicles, further enhancing their performance.*
  416. 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]).
  417.  
  418. [Common Style] ● <<Magic Master>>
  419. Timing : Constant
  420. Range : User
  421. Target : User
  422. Cost : None
  423. *You are capable of imbuing your spells with a higher level of power due to your mastery of two-handed spellbooks and implements.*
  424. 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]).
  425.  
  426. ================================================================================
  427. Exodus -- Android (Race) [XXXG]
  428. ================================================================================
  429. ●◎※
  430.  
  431. Introduction
  432. ----------------------------------------
  433. A high performance drone created for anti-supernatural combat that has been successfully developed by secret organizations and major companies - these are Androids.
  434. 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.
  435. 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].
  436.  
  437. Racial Bonus
  438. ----------------------------------------
  439. [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].
  440.  
  441.  
  442. Stat Types S A I W L
  443. +---------+---+---+---+---+---+
  444. | Martial | 5 | 5 | 1 | 3 | 1 |
  445. | Utility | 4 | 3 | 4 | 3 | 1 |
  446. | Arcane | 2 | 2 | 5 | 5 | 1 |
  447. +---------+---+---+---+---+---+
  448.  
  449. [Android] <<Internal Firearm>>
  450. Timing : Attack
  451. Range : Item
  452. Target : 1#
  453. Cost : [E]
  454. *Deploy anti-supernatural firearms and weapons built into your body, and unleash concentrated fire*
  455. Use While Active. Make an [Attack Action] against the target, and gain an effect according to the following:
  456. [Physical Attack]: The user gains +1 [Rank].
  457. [Magical Attack]: Inflict [Rank: 2] [Magical Damage] on the target (Resist [Halves]).
  458.  
  459. [Android] <<Special Alloy Body>>
  460. Timing : Defense
  461. Range : User
  462. Target : User
  463. Cost : [Doubles]
  464. *By upgrading the whole body with a secret alloy that is rich in malleability and elasticity, it can withstand powerful physical attacks.*
  465. Use on Damage Reduction. The target [Halves] [Physical Damage] received. This Talent may be used once per round (or scene).
  466.  
  467. [Android] <<Ball-Jointed>>
  468. Timing : Unique
  469. Range : User
  470. Target : User
  471. Cost : [E]
  472. *By upgrading the joints of the body with a doll-like sphere, you are able to launch special attacks at unexpected times and angles.*
  473. Use on Active Check. The target gains +1 to the [Check]. This Talent may be used once per round (or scene).
  474.  
  475. [Android] <<Steel Rim>>
  476. Timing : Unique
  477. Range : User
  478. Target : User
  479. Cost : [O]
  480. *By upgrading to high-performance artificial limbs, you can perform feats of high precision, mobility, or power beyond human capability.*
  481. 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.
  482.  
  483.  
  484. [Android] <<High-Speed Arithmetic>>
  485. Timing : Unique
  486. Range : User
  487. Target : User
  488. Cost : [O]
  489. *By using a high-performance arithmetic unit linked with an artificial intelligence, information can be analyzed accurately to determine the most optimal solution.*
  490. 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.
  491.  
  492. [Android] <<Accelerated Reflex>>
  493. Timing : Unique
  494. Range : 4 Sq.
  495. Target : 1#
  496. Cost : None
  497. *By continuously running an installed program, you can react instantly in response to the opponent's magic and techniques.*
  498. 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).
  499.  
  500. [Android] <<Accelerated Pursuit>>
  501. Timing : Unique
  502. Range : User
  503. Target : User
  504. Cost : None
  505. *Move at high speed and engage in the perfect pursuit at the moment an opponent is attacked.*
  506. Use on Damage Calculation. <<Accelerated Reflex>> Required. The target makes one [Weapon Attack]. This Talent may be used once per combat (or scene).
  507.  
  508. [Android] <<Accelerated Motion>>
  509. Timing : Constant
  510. Range : User
  511. Target : User
  512. Cost : None
  513. *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.*
  514. 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].
  515.  
  516. [Android] ● <<Anti-Spirit Mechanism>>
  517. Timing : Defense
  518. Range : User
  519. Target : User
  520. Cost : Doubles
  521. *By installing anti-spiritual barrier deployment mechanisms throughout the body, you can exert high magical defense in an emergency.*
  522. Use on Damage Reduction. The target [Halves] [Magical Damage] received. This Talent may be used once per round (or scene).
  523.  
  524. [Android] ● <<Self-Repair Mechanism>>
  525. Timing : Unique
  526. Range : User
  527. Target : User
  528. Cost : None
  529. *Instantly concentrating circulating spirit energy onto faulty parts begins a repair process, restoring physical function.*
  530. 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).
  531.  
  532. [Android] ● <<Ultra High Speed Maneuver>>
  533. Timing : Unique
  534. Range : User
  535. Target : User
  536. Cost : [E]
  537. *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.*
  538. 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).
  539.  
  540. [Android] ● <<Three-Dimensional Maneuver>>
  541. Timing : Constant
  542. Range : User
  543. Target : User
  544. Cost : None
  545. *Tuning the installed mobility modules to their utmost, you gain maneuverability beyond your limits when they activate.*
  546. 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].
  547.  
  548. [Android] ● <<Anti-Impact Mechanism>>
  549. Timing : Constant
  550. Range : User
  551. Target : User
  552. Cost : None
  553. *Use a propulsion device to mitigate impacts.*
  554. 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.
  555.  
  556. [Android] ● <<Artificial Regalia>>
  557. Timing : Constant
  558. Range : User
  559. Target : User
  560. Cost : None
  561. *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.*
  562. Passive Effect. The target gains a +15 modifier to {HP}.
  563.  
  564.  
  565. ================================================================================
  566. Exodus -- Homunculus (Race) [XXXH]
  567. ================================================================================
  568. ●◎※
  569.  
  570. Introduction
  571. ----------------------------------------
  572. 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.
  573. When using [Racial Talent: Homunculus], their spirit crest spreads throughout their entire body and glows. Homunculus must select a [Cover] from [Cover Table 7].
  574.  
  575.  
  576. Racial Bonus
  577. ----------------------------------------
  578. [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].
  579.  
  580.  
  581. Stat Types S A I W L
  582. +---------+---+---+---+---+---+
  583. | Martial | 5 | 4 | 3 | 2 | 1 |
  584. | Utility | 3 | 3 | 4 | 2 | 3 |
  585. | Arcane | 1 | 3 | 5 | 4 | 2 |
  586. +---------+---+---+---+---+---+
  587.  
  588. [Homunculus] <<Life Conversion>>
  589. Timing : Prep
  590. Range : User
  591. Target : User
  592. Cost : None
  593. *Using the special powers of a Homunculus, transform your life force into spiritual energy.*
  594. Unique Effect. The target loses 10 {HP}, then gains 1 [Overflow]. This Talent may be used once per round (or scene).
  595.  
  596. [Homunculus] <<Magical Wave>>
  597. Timing : Attack
  598. Range : 7 Sq.
  599. Target : 1#
  600. Cost : [O]
  601. *Transform the enormous psychic power unique to homunculi into a wave of magical power, then release it towards your opponent.*
  602. Magical Attack. The target takes [Rank: 3] [Magical Damage] (Resist [Cancels]). This Talent may be used once per round (or scene).
  603.  
  604. [Homunculus] <<Magical Gaze>>
  605. Timing : Attack
  606. Range : Other
  607. Target : Other
  608. Cost : [E]
  609. *By releasing magical power through your eyes, you can easily push innocents into a hypnotic state and manipulate their consciousness and memory with ease.*
  610. 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).
  611.  
  612. [Homunculus] <<Magical Manipulation>>
  613. Timing : Attack
  614. Range : 7 Sq.
  615. Target : 2#
  616. Cost : [O]
  617. *By releasing your own enormous spiritual energy, you can overwhelm and alter another person's.*
  618. Magical Attack. The target adds or subtracts 1 to any one of their [Spirit] dice (cannot raise above 6 or lower below 1).
  619.  
  620. [Homunculus] <<Magical Floating>>
  621. Timing : Unique
  622. Range : User
  623. Target : User
  624. Cost : None
  625. *You can move long distances by spatial transfer, or flight, via your own magical power.*
  626. 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.
  627.  
  628. [Homunculus] <<Silent Chant>>
  629. Timing : Unique
  630. Range : User
  631. Target : User
  632. Cost : [E, O]
  633. *By circulating magical power throughout your entire body, you can use certain spells without chanting.*
  634. 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.
  635.  
  636. [Homunculus] <<Innate Intelligence>>
  637. Timing : Unique
  638. Range : User
  639. Target : User
  640. Cost : [O]
  641. *Using the advanced knowledge you were imbued with when you were born as a Homunculus, you perform a perfect analysis.*
  642. 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.
  643.  
  644. [Homunculus] <<Sorcerous Existence>>
  645. Timing : Constant
  646. Range : User
  647. Target : User
  648. Cost : None
  649. *An ability derived from the use of magic in one's growth process.*
  650. Passive Effect. The target gains a +1 modifier to the result of {Conjure} checks, and a +2 modifier to [Barrier].
  651.  
  652. [Homunculus] ● <<Magic Filtration>>
  653. Timing : Start
  654. Range : User
  655. Target : User
  656. Cost : None
  657. *Using the characteristics of a Homunculus, filter certain types of spirit energy into pure magical power.*
  658. Unique Effect. <<Sorcerous Existence>> Required. The target changes up to 2 [Spirit Dice] with values of [4], [5], or [6] to [Overflow].
  659.  
  660. [Homunculus] ● <<Afterimage Transition>>
  661. Timing : Unique
  662. Range : User
  663. Target : User
  664. Cost : [Doubles]
  665. At the precise moment of a physical attack, you create an afterimage with your magical power and instantly swap places with it.*
  666. 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).
  667.  
  668. [Homunculus] ● <<Torrent of Magic>>
  669. Timing : Constant
  670. Range : User
  671. Target : User
  672. Cost : None
  673. *Concentrate the enormous power unique to homunculi into your palm, condensing it into a torrent of magical power, and release it all at once.*
  674. 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]."
  675.  
  676. [Homunculus] ● <<Interference Enhancement>>
  677. Timing : Constant
  678. Range : User
  679. Target : User
  680. Cost : None
  681. *By synchronizing one's own spiritual power with another's, you add an incidental effect to your spells.*
  682. Passive Effect. <<Magical Manipulation>> required. Each time the target uses a [Timing: Attack] Talent that deals no [Damage], add one of the following effects:
  683. ①: The target may add or subtract 1 from any one [Spirit] die (cannot go below 1, or above 6).
  684. ②: The target [Recovers] 10 {HP}.
  685.  
  686. [Homunculus] ● <<Defensive Evil Eye>>
  687. Timing : Constant
  688. Range : User
  689. Target : User
  690. Cost : None
  691. *By charging your gaze with magical power, and converting your eyes into pseudo-demon eyes, you can reduce the power of weapon attacks.*
  692. Passive Effect. <<Magical Gaze>> required. The user reduces damage received from [Weapon Attacks] by 10.
  693.  
  694. [Homunculus] ● <<Small Scale Creation>>
  695. Timing : Constant
  696. Range : User
  697. Target : User
  698. Cost : None
  699. *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.*
  700. 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].
  701.  
  702. ================================================================================
  703. Exodus -- Android Extra Racial Talents [XXXI]
  704. ================================================================================
  705. Additional Racial Talents for Android. Racial bonus [Breakthrough Achieved] is required to obtain these Talents.
  706.  
  707. [Android] <<Spirit Conversion Mechanism>>
  708. Timing : Unique
  709. Range : User
  710. Target : User
  711. Cost : None
  712. *Using special functions built into your body, you convert spirit energy into overflow.*
  713. Unique Effect. The target converts one [Spirit Dice] into [Overflow]. This Talent may be used once per round (or scene).
  714.  
  715. [Android] <<Spirit Barrier Expansion>>
  716. Timing : Unique
  717. Range : 7 Sq.
  718. Target : 1#
  719. Cost : [Doubles]
  720. *Deploy a spirit barrier at maximum power to dispel widespread attacks from enemies.*
  721. 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).
  722.  
  723. [Android] <<Ether Analyze>>
  724. Timing : Constant
  725. Range : User
  726. Target : User
  727. Cost : None
  728. *You specialize in locating Distortions by installing a high-performance camera and radar for their detection.*
  729. Passive Effect. The target gains a +3 modifier to [Maneuver: Sense] checks (→Core p156).
  730.  
  731. [Android] ● <<Ether Jamming>>
  732. Timing : Start
  733. Range : Combat Zone
  734. Target : Combat Zone
  735. Cost : [E]
  736. *Release waves of disrupting energy that eliminates any beneficial effects of spirit energy.*
  737. Unique Effect. <<Ether Analyze>> Required. The target removes all positive [Shifts] with sustained effects. The target may not make a [Reactive Check].
  738.  
  739. [Android] ● <<Navigation>>
  740. Timing : Unique
  741. Range : Combat Zone
  742. Target : 1#
  743. Cost : None
  744. *By accurately assessing the spiritual power of others, you use an equipped mechanism to convert it into overflow.*
  745. 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).
  746.  
  747. [Android] ● <<Automatic Support Fire>>
  748. Timing : Unique
  749. Range : Combat Zone
  750. Target : 1#
  751. Cost : [E]
  752. *When an ally attacks, you automatically activate a built-in firearm equipped with a support mechanism that enhances its power.*
  753. 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).
  754.  
  755. [Android] ● <<Additional Anti-Ballistic Armor>>
  756. Timing : Constant
  757. Range : User
  758. Target : User
  759. Cost : None
  760. *By disabling the limits of nanomachines inside your artificial blood, they provide tremendous defense against long-range attacks.*
  761. Passive Effect. <<Artificial Regalia>> Required. The target gains a +10 modifier to {HP}. Additionally, the target [Halves] [Damage] from [Ranged Weapon Attacks].
  762.  
  763. ================================================================================
  764. Exodus -- Homunculus Extra Racial Talents [XXXJ]
  765. ================================================================================
  766. Additional Racial Talents for Homunculus. Racial bonus [Magical Life-Form] is required to obtain these Talents.
  767.  
  768. [Homunculus] <<Magical Strike>>
  769. Timing : Attack
  770. Range : Item
  771. Target : 1#
  772. Cost : [O]
  773. *You perform a powerful attack by utilizing the magic contained in your limbs and Regalia.*
  774. 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).
  775.  
  776. [Homunculus] <<Technique Extension>>
  777. Timing : Unique
  778. Range : User
  779. Target : User
  780. Cost : None
  781. Extend the effective range of your abilities by pouring the enormous spiritual power Homonculi are known for into it.
  782. 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.
  783.  
  784. [Homunculus] <<Superior Spirit>>
  785. Timing : Unique
  786. Range : User
  787. Target : User
  788. Cost : [O]
  789. *By drawing on a homonculi's inner spirit, you can give a perfect response. *
  790. 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.
  791.  
  792.  
  793. [Homunculus] ● <<Mental Chant>>
  794. Timing : Unique
  795. Range : User
  796. Target : User
  797. Cost : [E]
  798. *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.*
  799. 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).
  800.  
  801. [Homunculus] ● <<Barrier Break>>
  802. Timing : Unique
  803. Range : 7 Sq.
  804. Target : 1#
  805. Cost : [O]
  806. *Forcibly break through an opponent's defenses by pinpointing a weak point and pouring a massive amount of spirit energy into it.*
  807. Use on Damage Reduction. The target [Halves] their [Armor] or [Barrier]. This Talent may be used once per round (or scene).
  808.  
  809. [Homunculus] ● <<Spirit Incineration>>
  810. Timing : Unique
  811. Range : User
  812. Target : User
  813. Cost : [O]
  814. *By concentrating your spiritual power into one point, you can incinerate the souls of your enemies.*
  815. 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.
  816.  
  817. [Homunculus] ● <<Magical Ray>>
  818. Timing : Unique
  819. Range : User
  820. Target : User
  821. Cost : [E]
  822. *Using your unique spirit energy, you focus a wide-ranging into a single ray and pierce the soul of an enemy itself.*
  823. 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.
  824.  
  825. ================================================================================
  826. Exodus -- Soul Eater (Group: Martial) (Style) [XXXK]
  827. ================================================================================
  828. Characters with this Style as their Main are able to [Equip] [Items] with [Restrict: Martial] and [Restrict: Soul Eater].
  829.  
  830. ACC EVA CNJ RES INS PD MD INI HP
  831. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  832. | 1 | 0 | 1 | 0 | 0 | 2 | 2 | 8 | 35 |
  833. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  834. Combat Modifiers (When Main)
  835.  
  836. 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'.
  837.  
  838.  
  839. --------------------------------------------------------------------------------
  840. TYPE A
  841. This type is good at attacking. There are no limits on using [Soul Eater: Type A] Talents.
  842. --------------------------------------------------------------------------------
  843.  
  844. [Soul Eater A] ※ <<Garyou Sen>>
  845. Timing : Attack
  846. Range : Item
  847. Target : 1#
  848. Cost : [2, 2]
  849. *Unleash a powerful blow with negative energy and turn your opponent’s health into your own power.*
  850. 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.
  851.  
  852. [Soul Eater A] <<Garyou Attack>>
  853. Timing : Attack
  854. Range : Item
  855. Target : 1#
  856. Cost : [Steps]
  857. *Unleash a powerful blow with negative energy and blow your opponent away.*
  858. Physical Attack. The user gains +1 [Rank] on [Damage Calculation. Targets that perform [Damage Reduction] gain [Shift: Fallen].
  859.  
  860. [Soul Eater A] <<Garyou Destruction>>
  861. Timing : Attack
  862. Range : Item
  863. Target : 1#
  864. Cost : [2, 2]
  865. *Build up negative energy within your regalia to its limits, exploding it at the point of impact to break through defenses.*
  866. Physical Attack. The user gains +1 [Rank] on [Damage Calculation], and the target cannot apply [Halve] effects during [Damage Reduction].
  867.  
  868. [Soul Eater A] <<Garyou Dance>>
  869. Timing : Defense
  870. Range : User
  871. Target : User
  872. Cost : [E]
  873. *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.*
  874. 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).
  875.  
  876. [Soul Eater A] <<Garyou Afterimage>>
  877. Timing : Unique
  878. Range : User
  879. Target : User
  880. Cost : [2]
  881. *Manipulate negative energy to create an alter-ego and have the opponent attack it, then immediately counter.*
  882. 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).
  883.  
  884. [Soul Eater A] <<Garyou Thorns>>
  885. Timing : Unique
  886. Range : Engaged
  887. Target : 1#
  888. Cost : None
  889. *In the moment an opponent is hindered, entwine them with thorns formed by negative energy, which robs them of their power.*
  890. 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).
  891.  
  892. [Soul Eater A] <<Spirit Eater>>
  893. Timing : Unique
  894. Range : User
  895. Target : User
  896. Cost : [O]
  897. *When either struck by or landing an attack, you absorb the opponents spirit energy to heal injuries.*
  898. 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).
  899.  
  900. [Soul Eater A] <<Garyou Shadow>>
  901. Timing : Constant
  902. Range : User
  903. Target : User
  904. Cost : None
  905. *After dodging, you transform negative energy into an alter-ego, turning it into an opportunity to absorb spirit energy from the opponent.*
  906. 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).
  907.  
  908. [Soul Eater A] ● <<Garyou Seal>>
  909. Timing : Unique
  910. Range : Combat Zone
  911. Target : 1#
  912. Cost : [2]
  913. *At the moment of impact, you imprint negative energy onto the opponent's soul and hinder any recovery for a short period of time.*
  914. 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).
  915.  
  916. [Soul Eater A] ● <<Garyou Sever>>
  917. Timing : Unique
  918. Range : User
  919. Target : User
  920. Cost : [2]
  921. *At the moment you attack, you pour negative energy in to temporarily cut off the flow of spirit energy within the opponents body.*
  922. 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).
  923.  
  924. [Soul Eater A] ● <<Garyou Study>>
  925. Timing : Constant
  926. Range : User
  927. Target : User
  928. Cost : None
  929. *Double the power of negative energy talents by sharpening and developing them.*
  930. Passive Effect. <<Garyou Shadow>> Required. When the target uses a [Cost: Steps or 2, 2] Style Talent, gain +2 [Rank].
  931.  
  932. [Soul Eater A] ● <<Garyou Explosion>>
  933. Timing : Constant
  934. Range : User
  935. Target : User
  936. Cost : None
  937. *At the moment an attack lands, it explodes with negative energy and penetrates the opponents spirit.*
  938. 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].
  939.  
  940. [Soul Eater A] ◎ <<Garyou Freedom>>
  941. Timing : Constant
  942. Range : User
  943. Target : User
  944. Cost : None
  945. *By mastering the skill of manipulating negative energy at will, you become an expert in various techniques.*
  946. 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.
  947.  
  948. [Soul Eater A] ◎ <<Garyou Torrent>>
  949. Timing : Constant
  950. Range : User
  951. Target : User
  952. Cost : None
  953. *Apply negative energy in a variety of techniques to dramatically increase their power.*
  954. 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].
  955.  
  956. [Soul Eater A] <<Garyou Mutation>>
  957. Timing : Constant
  958. Range : User
  959. Target : User
  960. Cost : None
  961. *Improve your strength or disguise yourself by cloaking your body in negative energy.*
  962. 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]).
  963.  
  964. [Soul Eater A] ● <<Garyou Bisection>>
  965. Timing : Unique
  966. Range : Engaged
  967. Target : 1#
  968. Cost : [2]
  969. *Focusing the jet-black energy on your regalia, when you make an attack you also cut through the concept of the enemy themselves.*
  970. 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.
  971.  
  972. [Soul Eater A] ● <<Garyou Rampage>>
  973. Timing : Unique
  974. Range : Engaged
  975. Target : Area
  976. Cost : [2]
  977. *Temporarily stoke the negative energy that circulates through your body into a rampage, robbing your surroundings of vitality.*
  978. 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).
  979.  
  980. [Soul Eater A] ● <<Garyou Magic>>
  981. Timing : Constant
  982. Range : User
  983. Target : User
  984. Cost : None
  985. *By repeatedly studying, you have created a special magic system using your negative energy.*
  986. 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.
  987.  
  988. [Soul Eater A] ● <<Garyou Prison>>
  989. Timing : Constant
  990. Range : User
  991. Target : User
  992. Cost : None
  993. *By mastering the secrets of Soul Eater, you have dramatically improved your ability to siphon spirit energy from your opponents.*
  994. 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.
  995.  
  996. [Soul Eater A] ◎ <<Garyou Extinguish>>
  997. Timing : Unique
  998. Range : User
  999. Target : User
  1000. Cost : [2]
  1001. *By capturing the soul of the target and injecting it with your negative energy, the soul itself is extinguished.*
  1002. 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).
  1003.  
  1004. [Soul Eater A] ◎ <<Garyou Master>>
  1005. Timing : Constant
  1006. Range : User
  1007. Target : User
  1008. Cost : None
  1009. *By mastering the operation of your negative energy, you can reduce its cost when activating various techniques.*
  1010. 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.
  1011.  
  1012. --------------------------------------------------------------------------------
  1013. TYPE B
  1014. This type is good at defensive actions. There are no limits on using [Soul Eater: Type B] Talents.
  1015. --------------------------------------------------------------------------------
  1016.  
  1017. [Soul Eater B] ※ <<Garyou Reversal>>
  1018. Timing : Unique
  1019. Range : User
  1020. Target : User
  1021. Cost : [2, 2]
  1022. *While simultaneously resisting magic, you develop negative energy around you and rob the opponents power to launch a counter-attack.*
  1023. 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).
  1024.  
  1025. [Soul Eater B] <<Garyou Roar>>
  1026. Timing : Attack
  1027. Range : Charge 5 Sq
  1028. Target : 1#
  1029. Cost : [Steps]
  1030. *After surrounding your body in negative energy, you immediately make a full charge at your opponent.*
  1031. Physical Attack. The user gains +1 [Rank] on [Damage Calculation].
  1032.  
  1033. [Soul Eater B] <<Garyou Inversion>>
  1034. Timing : Unique
  1035. Range : User
  1036. Target : User
  1037. Cost : [2]
  1038. *While evading, you circulate negative energy to heal and then counterattack.*
  1039. 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).
  1040. Check Failure: The target [Recovers] 5 {HP}.
  1041. Check Success: The target makes x1 [Weapon Attack].
  1042.  
  1043. [Soul Eater B] <<Garyou Sphere>>
  1044. Timing : Unique
  1045. Range : User
  1046. Target : User
  1047. Cost : None
  1048. *By deploying negative energy around you, you can instantly respond to the spirit energy of others.*
  1049. 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).
  1050.  
  1051. [Soul Eater B] <<Soul Divider>>
  1052. Timing : Unique
  1053. Range : User
  1054. Target : User
  1055. Cost : None
  1056. *By wrapping your whole body in negative energy and reading the trajectory of an attack made with wild abandon, you absorb its spirit power.*
  1057. 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).
  1058.  
  1059. [Soul Eater B] <<Garyou Flight>>
  1060. Timing : Unique
  1061. Range : User
  1062. Target : User
  1063. Cost : None
  1064. *Fly a long distance at once by manipulating negative energy into huge wings from your back.*
  1065. 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.
  1066.  
  1067. [Soul Eater B] <<Garyou Illusion>>
  1068. Timing : Unique
  1069. Range : Engaged
  1070. Target : 1#
  1071. Cost : [E]
  1072. *When an ally is attacked, the negative energy released creates an illusion and guides the attack away.*
  1073. 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).
  1074.  
  1075. [Soul Eater B] <<Garyou Performance>>
  1076. Timing : Constant
  1077. Range : User
  1078. Target : User
  1079. Cost : None
  1080. *While dodging, you deploy negative energy around your body, and while moving through the air, the opponent's spirit is siphoned.*
  1081. Passive Effect. Each time the target uses <<Garyou Reversal>>, treat it as though one portion of the [Cost] has already been paid.
  1082.  
  1083. [Soul Eater B] ● <<Garyou Shield>>
  1084. Timing : Defense
  1085. Range : User
  1086. Target : User
  1087. Cost : [Steps]
  1088. *Create an armor of negative energy to diminish the power of an attack.*
  1089. Use on Damage Reduction. The target gains + [One equipped weapon's [PD] or [MD]] to [Barrier].
  1090.  
  1091. [Soul Eater B] ● <<Garyou Tornado>>
  1092. Timing : Unique
  1093. Range : Engaged
  1094. Target : Area
  1095. Cost : [2]
  1096. *Instantly deploy a tornado of negative energy around you to blow your opponents away.*
  1097. Unique Effect. Use at Any Time. [Install] the target up to 3 Sq away. This Talent may be used once per round (or scene).
  1098.  
  1099. [Soul Eater B] ● <<Garyou Sharpening>>
  1100. Timing : Constant
  1101. Range : Use
  1102. Target : User
  1103. Cost : None
  1104. *Further refine the Garyou Reversal into a more powerful technique.*
  1105. Passive Effect. The target gains +2 [Rank] on [Damage Calculation] of <<Garyou Reversal>>.
  1106.  
  1107. [Soul Eater B] ● <<Garyou Fortress>>
  1108. Timing : Constant
  1109. Range : User
  1110. Target : User
  1111. Cost : None
  1112. *Negative energy is diluted around you constantly, keeping you in a ready state.*
  1113. Passive Effect. The target may use <<Garyou Reversal>>, <<Garyou Sphere>>, and <<Garyou Illusion>> one additional time per round.
  1114.  
  1115. [Soul Eater B] ◎ <<Garyou Counter>>
  1116. Timing : Constant
  1117. Range : User
  1118. Target : User
  1119. Cost : None
  1120. *By focusing your negative energy into the counter attack you always land a strong blow.*
  1121. Passive Effect. While [Ready], the target gains a +10 modifier to [Damage Calculation] of [Attack Actions]. This Talent does not apply to [Weapon Attacks].
  1122.  
  1123. [Soul Eater B] ◎ <<Garyou Condensation>>
  1124. Timing : Constant
  1125. Range : User
  1126. Target : User
  1127. Cost : None
  1128. *Condensing the negative energy within your body and drawing from its supply, you reduce the cost of techniques.*
  1129. 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.
  1130.  
  1131. [Soul Eater B] <<Roaring Skill>>
  1132. Timing : Constant
  1133. Range : User
  1134. Target : User
  1135. Cost : None
  1136. *You are especially proficient in using Garyou Roar.*
  1137. Passive Effect. Each time the target uses <<Garyou Roar>>, they treat it as though one portion of the cost is already paid.
  1138.  
  1139. [Soul Eater B] ● <<Garyou Binding Chain>>
  1140. Timing : Unique
  1141. Range : Combat Zone
  1142. Target : 1#
  1143. Cost : None
  1144. *Bind an opponent with a long chain made of negative energy to reduce the power of the target's attack.*
  1145. 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).
  1146.  
  1147. [Soul Eater B] ● <<Garyou Diffusion>>
  1148. Timing : Unique
  1149. Range : Engaged
  1150. Target : Area
  1151. Cost : None
  1152. *Develop a special barrier formed of negative energy around you, and exchange spirit energy with the allies under its cover.*
  1153. 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.
  1154.  
  1155. [Soul Eater B] ● <<Soul Offense and Defense>>
  1156. Timing : Unique
  1157. Range : Engaged
  1158. Target : 1#
  1159. Cost : [2]
  1160. *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.*
  1161. 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.
  1162.  
  1163. [Soul Eater B] ● <<Garyou Replenishment>>
  1164. Timing : Unique
  1165. Range : User
  1166. Target : User
  1167. Cost : None
  1168. *By replenishing negative energy throughout your body, the cost of spirit energy is diminished.*
  1169. 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).
  1170.  
  1171. [Soul Eater B] ◎ <<Garyou Ranbu>>
  1172. Timing : Unique
  1173. Range : User
  1174. Target : User
  1175. Cost : [2]
  1176. *By manipulating negative energy to create countless illusions, you can avoid even the inevitable strikes of god.*
  1177. Use on Reactive Check. The target may use any {Main Stat} value for the [Reactive Check]. This Talent may be used once per session.
  1178.  
  1179. [Soul Eater B] ◎ <<Extreme Counter>>
  1180. Timing : Unique
  1181. Range : User
  1182. Target : User
  1183. Cost : [2]
  1184. *By mastering negative energy, you freely control its emission.*
  1185. 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).
  1186.  
  1187.  
  1188. ================================================================================
  1189. Exodus -- Mastery (Group: Utility) (Style) [XXXL]
  1190. ================================================================================
  1191. Characters with this Style as their Main are able to [Equip] [Items] with [Restrict: Utility] and [Restrict: Mastery].
  1192.  
  1193. ACC EVA CNJ RES INS PD MD INI HP
  1194. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1195. | 0 | 0 | 0 | 0 | 0 | 3 | 3 | 6 | 41 |
  1196. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1197. Combat Modifiers (When Main)
  1198.  
  1199. 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.
  1200.  
  1201. --------------------------------------------------------------------------------
  1202. TYPE A
  1203. Type is good at attacking and strengthening attacks. There are no limits on using [Mastery: Type A] Talents.
  1204. --------------------------------------------------------------------------------
  1205.  
  1206. [Mastery A] ※ <<Silk Splitting Technique>>
  1207. Timing : Attack
  1208. Range : Item
  1209. Target : 1#
  1210. Cost : [E, 5, 5]
  1211. *You strike an opponent with a combination of technique, magic, and spiritual power.*
  1212. 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).
  1213. [Physical Attack]: The user gains +3 [Physical Rank].
  1214. [Magical Attack]: Inflict [Rank: 4] [Magical Damage] to the target (Resist [Halves]).
  1215.  
  1216. [Mastery A] <<Instantaneous Move>>
  1217. Timing : Start
  1218. Range : User
  1219. Target : User
  1220. Cost : [O]
  1221. By rapidly moving around buildings or obstacles that exist in your proximity, you can control your position in battle.
  1222. Unique Effect. The user makes an [Appearance Check / TN: 20], gaining one of the following effects depending on the result:
  1223. Check Failure, or Pomander used: The target gains +1d6 to [Initiative].
  1224. Check Success: The target gains +2d6 to [Initiative].
  1225.  
  1226. [Mastery A] <<Beyond Truth>>
  1227. Timing : Start
  1228. Range : User
  1229. Target : User
  1230. Cost : [5]
  1231. By interweaving feints with illusion magic, you can shift the trajectory of your attacks to trick your opponents.
  1232. 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:
  1233. Check Failure: The target gains a +5 modifier at [Damage Calculation].
  1234. Check Success: The target gains a +10 modifier at [Damage Calculation].
  1235.  
  1236. [Mastery A] <<Elude Death>>
  1237. Timing : Prep
  1238. Range : User
  1239. Target : User
  1240. Cost : [O]
  1241. Moving without fear of death, you forcibly circulate your own spirit energy.
  1242. 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):
  1243. Check Failure, or Pomander used: The target adds or subtracts 1 to any one of their [Spirit] dice.
  1244. Check Success: The target adds or subtracts 1 to any two of their [Spirit] dice.
  1245.  
  1246. [Mastery A] <<Ability Upgrade>>
  1247. Timing : Constant
  1248. Range : User
  1249. Target : User
  1250. Cost : None
  1251. You dramatically increase the power of a technique you've acquired via pedigree or inheritance via by adding your own unique improvements to it.
  1252. 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.
  1253.  
  1254. [Mastery A] <<Range Upgrade>>
  1255. Timing : Constant
  1256. Range : User
  1257. Target : User
  1258. Cost : None
  1259. You dramatically expand the range of a technique by adding your own unique improvements to it.
  1260. 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).
  1261.  
  1262. [Mastery A] <<Mystery Upgrade>>
  1263. Timing : Constant
  1264. Range : User
  1265. Target : User
  1266. Cost : None
  1267. You simplify the type of spirit energy required to perform a specific technique by adding your own unique improvements to it.
  1268. 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]).
  1269.  
  1270. [Mastery A] <<Simplified Spiritual Power>>
  1271. Timing : Constant
  1272. Range : User
  1273. Target : User
  1274. Cost : None
  1275. You reduce the amount of spirit energy consumed by a familiar technique by simplifying it's activation.
  1276. 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]).
  1277.  
  1278. [Mastery A] ● <<Physical Training>>
  1279. Timing : Constant
  1280. Range : User
  1281. Target : User
  1282. Cost : None
  1283. By forging your own body like steel, you gain a tremendous vitality.
  1284. Passive Effect. The target gains a +10 modifier to {HP}.
  1285.  
  1286. [Mastery A] ● <<With Lightning Speed>>
  1287. Timing : Constant
  1288. Range : User
  1289. Target : User
  1290. Cost : None
  1291. By adding further improvements to the <<Instantaneous Move>> Talent, you can achieve tremendous speed and agility.
  1292. Passive Effect. The user changes the effect of <<Instantaneous Move>> to the following:
  1293. Check Failure, or Pomander used: The target gains +2d6 to [Initiative].
  1294. Check Success: The target gains +4d6 to [Initiative].
  1295.  
  1296. [Mastery A] ● <<Fearless>>
  1297. Timing : Constant
  1298. Range : User
  1299. Target : User
  1300. Cost : None
  1301. By adding further improvements to the <<Beyond Truth>> Talent, you can feint into deadly blows from outside of your opponent's field of view.
  1302. Passive Effect. The target changes the effect of <<Beyond Truth>> to the following:
  1303. Check Failure: The target gains a +10 modifier at [Damage Calculation].
  1304. Check Success: The target gains a +20 modifier at [Damage Calculation].
  1305.  
  1306. [Mastery A] ● <<Strengthened Secret>>
  1307. Timing : Constant
  1308. Range : User
  1309. Target : User
  1310. Cost : None
  1311. *You make great improvements to your techniques by learning the secrets of your skills and spirit energy.*
  1312. 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].
  1313.  
  1314. [Mastery A] ◎ <<Unusual Ability Mastery>>
  1315. Timing : Constant
  1316. Range : User
  1317. Target : User
  1318. Cost : None
  1319. By mastering your unique abilities, you've gained the ability to manipulate them like your limbs themselves, drastically increasing their power.
  1320. 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].
  1321.  
  1322. [Mastery A] ◎ <<Perfected Self Control>>
  1323. Timing : Constant
  1324. Range : User
  1325. Target : User
  1326. Cost : None
  1327. Through intense training, you have acquired a strong body and precise spirit manipulation methods.
  1328. 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.
  1329.  
  1330. [Mastery A] <<Body Remodeling>>
  1331. Timing : Constant
  1332. Range : User
  1333. Target : User
  1334. Cost : None
  1335. *Rebuild your body through intense martial arts training and weightlifting.*
  1336. Passive effect. The target gains a modifier equal to +1 to {Strength} and {Intellect} checks, and +5 modifier to {HP}.
  1337.  
  1338. [Mastery A] ● <<Hachimenroppi>>
  1339. Timing : Attack
  1340. Range : 3 Sq.
  1341. Target : Area
  1342. Cost : [5, 5]
  1343. *After launching yourself into an enemy, attack with an artificial regalia at such a speed that it creates afterimages.*
  1344. Physical Attack. <<Elude Death>> required. The user gains +3 [Physical Rank] at [Damage Calculation]. This Talent may be used once per round.
  1345.  
  1346. [Mastery A] ● <<Accuracy Upgrade>>
  1347. Timing : Constant
  1348. Range : User
  1349. Target : User
  1350. Cost : None
  1351. *You increase a technique's accuracy by making unique improvements to it.*
  1352. 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.
  1353.  
  1354. [Mastery A] ● <<Secret Sublimation>>
  1355. Timing : Constant
  1356. Range : User
  1357. Target : User
  1358. Cost : None
  1359. *Sublimate a basic technique into a far more powerful one.*
  1360. 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.
  1361.  
  1362. [Mastery A] ● <<Experienced>>
  1363. Timing : Constant
  1364. Range : User
  1365. Target : User
  1366. Cost : None
  1367. *You have gained a strong body and extensive knowledge via years of experience.*
  1368. 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}.
  1369.  
  1370. [Mastery A] ◎ <<Spirit Energy Upgrade>>
  1371. Timing : Constant
  1372. Range : User
  1373. Target : User
  1374. Cost : None
  1375. *By improving the quality of the spirit energy that you release, you can penetrate an opponent's armor when you unleash an attack.*
  1376. 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].
  1377.  
  1378. [Mastery A] ◎ <<Secret Upgrade>>
  1379. Timing : Constant
  1380. Range : User
  1381. Target : User
  1382. Cost : None
  1383. *Dramatically increase your combat ability by making powerful improvements to the secret techniques you rely on.*
  1384. Passive Effect. <<Accuracy Upgrade>> Required. When using a ※-marked [Timing: Attack] Style Talent, the target gains +2 [Rank] at [Damage Calculation].
  1385.  
  1386. --------------------------------------------------------------------------------
  1387. TYPE B
  1388. Type Type is good at defensive actions and strengthening defense. There are no limits on using [Mastery: Type B] Talents.
  1389. --------------------------------------------------------------------------------
  1390.  
  1391. [Mastery B] ※ <<Technical Defense>>
  1392. Timing : Unique
  1393. Range : User
  1394. Target : User
  1395. Cost : [5]
  1396. *By utilizing your physical abilities, knowledge, and intuition, you can instantly and effectively defend against an opponent's attacks.*
  1397. 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):
  1398. Check Failure: The target [Halves] [Physical Damage] they take.
  1399. Check Success: The target [Halves] all [Damage] they take.
  1400.  
  1401. [Mastery B] <<Quick Attack>>
  1402. Timing : Attack
  1403. Range : Charge 5 Sq.
  1404. Target : 1#
  1405. Cost : [Steps]
  1406. By making full use of a unique gait, you instantly cross the distance to an opponent and deliver a sharp blow.
  1407. Use When Active. The user makes an [Attack Action], and gains gains an effect according to the following.
  1408. [Physical Attack]: The user gains +1 [Physical Rank].
  1409. [Magical Attack]: Inflict [Rank: 2] [Magical Damage] to the target (Resist [Halves]).
  1410.  
  1411. [Mastery B] <<Predictive Defense>>
  1412. Timing : Defense
  1413. Range : Charge 4 Sq.
  1414. Target : 1#
  1415. Cost : [5]
  1416. *By predicting an opponent's attack, you can instantly interpose yourself in front of the targeted ally and intercept it.*
  1417. 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].
  1418.  
  1419. [Mastery B] <<Counterattack>>
  1420. Timing : Unique
  1421. Range : User
  1422. Target : User
  1423. Cost : [O]
  1424. *With a unique technique, you can counterattack immediately after receiving an attack.*
  1425. 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).
  1426.  
  1427. [Mastery B] <<Master's Art>>
  1428. Timing : Unique
  1429. Range : User
  1430. Target : User
  1431. Cost : [5]
  1432. *By demonstrating extraordinary concentration, you succeed in a maneuver, exercise, calculation, or search.*
  1433. 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.
  1434.  
  1435. [Mastery B] <<Predictive Blockade>>
  1436. Timing : Unique
  1437. Range : 7 Sq.
  1438. Target : 1#
  1439. Cost : [Steps]
  1440. *Using your own body and walls of spirit energy, you prevent the spread of wide-area attacks.*
  1441. 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.
  1442.  
  1443. [Mastery B] <<Receiving Technique>>
  1444. Timing : Constant
  1445. Range : User
  1446. Target : User
  1447. Cost : None
  1448. *Withstand an opponent's attack by hardening your entire body like steel, or empowering your defenses with spirit energy.*
  1449. Passive Effect. The target gains a +5 modifier to {HP}. Additionally, whenever the target uses <<Predictive Defense>>, they gain +5 [Armor] and [Barrier].
  1450.  
  1451. [Mastery B] <<Essence of Defense>>
  1452. Timing : Constant
  1453. Range : User
  1454. Target : User
  1455. Cost : None
  1456. *You simplify the type of spirit energy required to perform a specific technique by adding your own unique improvements to it.*
  1457. 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].
  1458.  
  1459. [Mastery B] ● <<Objective Defense>>
  1460. Timing : Unique
  1461. Range : User
  1462. Target : User
  1463. Cost : [Doubles]
  1464. *Protect yourself from physical attacks made by opponents with powerful, self-created defenses.*
  1465. 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).
  1466. Check Failure: The target reduces [Physical Damage] received by 10.
  1467. Check Success: The target [Halves] all [Physical Damage] received.
  1468.  
  1469. [Mastery B] ● <<Anti-Magic Defense>>
  1470. Timing : Unique
  1471. Range : User
  1472. Target : User
  1473. Cost : [Doubles]
  1474. *Protect yourself from magical attacks made by opponents with powerful, self-created defenses.*
  1475. 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).
  1476. Check Failure: The target reduces [Magical Damage] received by 10.
  1477. Check Success: The target [Halves] all [Magical Damage] received.
  1478.  
  1479. [Mastery B] ● <<Predictive Counterattack>>
  1480. Timing : Unique
  1481. Range : User
  1482. Target : User
  1483. Cost : [O, 5]
  1484. *Use knowledge and experience you've cultivated so far to predict an opponent's attack, then launch an effective counterattack.*
  1485. 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).
  1486.  
  1487.  
  1488. [Mastery B] ● <<Constant Focus>>
  1489. Timing : Constant
  1490. Range : User
  1491. Target : User
  1492. Cost : None
  1493. *You have mastered a special skill that allows you to exert incredible concentration.*
  1494. 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].
  1495.  
  1496.  
  1497. [Mastery B] ◎ <<Total Self-Defense>>
  1498. Timing : Constant
  1499. Range : User
  1500. Target : User
  1501. Cost : None
  1502. *By improving the technique behind Technical Defense, you've gained a powerful defensive ability.*
  1503. Passive Effect. The target gains a +10 modifier to {HP}. Also, the target may use <<Technical Defense>> one additional time per round.
  1504.  
  1505. [Mastery B] ◎ <<Total Improvement>>
  1506. Timing : Constant
  1507. Range : User
  1508. Target : User
  1509. Cost : None
  1510. *By making unique improvements to the techniques of Mastery itself, you've dramatically reduced the amount of spirit energy they consume.*
  1511. 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.
  1512.  
  1513. [Mastery B] <<Finesse>>
  1514. Timing : Constant
  1515. Range : User
  1516. Target : User
  1517. Cost : None
  1518. *Make use of all of the skills and knowledge you've acquired for the purpose of searching and maneuvering.*
  1519. Passive Effect. The target gains a +1 modifier to the result of {Agility}, {Will}, {Luck}, and {Evasion} checks.
  1520.  
  1521. [Mastery B] ● <<Impermanence>>
  1522. Timing : Unique
  1523. Range : User
  1524. Target : User
  1525. Cost : None
  1526. *Divert power from an attack that you just received in order to instantly move to a targeted location.*
  1527. 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).
  1528. Check Failure, or Pomander used: The target [Installs] in any space within 5 Sq.
  1529. Check Success: The target [Installs] in any space within 8 Sq.
  1530.  
  1531. [Mastery B] ● <<Proximity Guard>>
  1532. Timing : Unique
  1533. Range : User
  1534. Target : User
  1535. Cost : [Doubles]
  1536. *Utilize a unique technique to exert a powerful defense against attacks from outside of your proximity.*
  1537. Use on Damage Reduction. The target [Halves] damage taken from outside of [Range: Engaged]. This Talent may be used once per round (or scene).
  1538.  
  1539. [Mastery B] ● <<Reflexive Pursuit>>
  1540. Timing : Unique
  1541. Range : Engaged
  1542. Target : 1#
  1543. Cost : [5]
  1544. *Using the sum of your knowledge and experience, you can unconsciously attack an opponent the instant they move.*
  1545. 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.
  1546.  
  1547. [Mastery B] ● <<Body Control>>
  1548. Timing : Constant
  1549. Range : User
  1550. Target : User
  1551. Cost : None
  1552. *After intensive training, you have gained complete control over your physical, mental, and spiritual powers.*
  1553. 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.
  1554.  
  1555.  
  1556. [Mastery B] ◎ <<Spirit Diversion>>
  1557. Timing : Defense
  1558. Range : User
  1559. Target : User
  1560. Cost : None
  1561. *Utilize spirit energy derived from an opponent that just attacked you to alter the flow of your own.*
  1562. Use On Damage Reduction. The target may change up to 4 [Spirit Dice] into [Overflow]. This Talent may be used once per session.
  1563.  
  1564. [Mastery B] ◎ <<Spirit Reflection>>
  1565. Timing : Unique
  1566. Range : User
  1567. Target : User
  1568. Cost : [O, 5, 5]
  1569. *Use a special technique to reflect spirit energy directly back at the one who created it.*
  1570. Use on Damage Calculation. <<Finesse>> Required. The target receives [Damage] calculated by themselves (No Reactive Check). This Talent may be used once per session.
  1571.  
  1572. ================================================================================
  1573. Exodus -- Last Creator / Extended (Group: Martial) (Style) [XXXM]
  1574. ================================================================================
  1575. 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.
  1576.  
  1577.  
  1578. ACC EVA CNJ RES INS PD MD INI HP
  1579. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1580. | 2 | 0 | 2 | 0 | 0 | 2 | 2 | 4 | 41 |
  1581. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1582. Combat Modifiers (When Main)
  1583.  
  1584. 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.
  1585.  
  1586. --------------------------------------------------------------------------------
  1587. TYPE A
  1588. 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.
  1589. --------------------------------------------------------------------------------
  1590.  
  1591. [Last Creator A] ※ <<Spirit Refinement>>
  1592. Timing : Unique
  1593. Range : User
  1594. Target : User
  1595. Cost : [3]
  1596. *From your compressed spiritual power, instantly create a simple artificial regalia and store it within your own spirit barrier.*
  1597. 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].
  1598.  
  1599. [Last Creator A] <<Materialize Regalia>>
  1600. Timing : Prep
  1601. Range : User
  1602. Target : User
  1603. Cost : [E]
  1604. *Withdraw a stored regalia and equip it while moving.*
  1605. Unique Effect. [Install] the target up to 3 Sq away. Afterwards, the target may [Equip] one [Stored] [Alchemy/ ○○] [Weapon].
  1606.  
  1607. [Last Creator A] <<Reconstruction>>
  1608. Timing : Prep
  1609. Range : User
  1610. Target : User
  1611. Cost : [3]
  1612. *By applying alchemy magic, you reshape the created artificial regalia, dividing it into several copies.*
  1613. 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].
  1614.  
  1615. [Last Creator A] <<Regalia Fusilade>>
  1616. Timing : Attack
  1617. Range : 8 Sq.
  1618. Target : 1#
  1619. Cost : [E, 3]
  1620. *Dividing the artificial regalia you created into several pieces, you project them all at once, creating a spiritual explosion.*
  1621. 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.
  1622.  
  1623. [Last Creator A] <Regalia Unleash>>
  1624. Timing : Attack
  1625. Range : 8 Sq.
  1626. Target : 1#
  1627. Cost : [O, 3]
  1628. *Creating countless replicas of your spellbooks and charms, you launch them simultaneously in an all-out attack.*
  1629. 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.
  1630.  
  1631. [Last Creator A] <<Armor Refinement>>
  1632. Timing : Defense
  1633. Range : User
  1634. Target : User
  1635. Cost : None
  1636. *Instantly protect yourself with your created artificial regalia to boost your defense.*
  1637. 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.
  1638.  
  1639. [Last Creator A] <<Regalia Bomb>>
  1640. Timing : Unique
  1641. Range : User
  1642. Target : User
  1643. Cost : [3]
  1644. *Turn your created artificial regalia into a mass of spirit energy, making it explode as you strike.*
  1645. 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).
  1646.  
  1647. [Last Creator A] <<Spirit Reactor>>
  1648. Timing : Unique
  1649. Range : User
  1650. Target : User
  1651. Cost : None
  1652. *When activating another technique, you use your created artificial regalia as fuel and convert them into spirit energy to dramatically increase your destructive power.*
  1653. 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).
  1654.  
  1655. [Last Creator A] ● <<Regalia Barrier>>
  1656. Timing : Constant
  1657. Range : User
  1658. Target : User
  1659. Cost : None
  1660. *Immediately before taking an attack, a created artificial regalia is automatically ejected from your barrier to intercept.*
  1661. Passive Effect. The target gains a modifier to [Armor] and [Barrier] equal to [Number of [Stored] [Alchemy/○○] [Weapons] and [Protectors]] x2 (Maximum +10).
  1662.  
  1663. [Last Creator A] ● <<Refinement Proficiency>>
  1664. Timing : Constant
  1665. Range : User
  1666. Target : User
  1667. Cost : None
  1668. *Further improving your skills, you master the delicate spirit energy manipulation unique to alchemists.*
  1669. Passive Effect. The target gains a +5 modifier to {Initiative}. Additionally, the target may use <<Spirit Refinement>> one additional time per round.
  1670.  
  1671. [Last Creator A] ● <<Alchemic Luminary>>
  1672. Timing : Constant
  1673. Range : User
  1674. Target : User
  1675. Cost : None
  1676. *You have become a well-known alchemist in the secret world, and can freely create artificial regalia.*
  1677. 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.
  1678.  
  1679. [Last Creator A] ● <<Deep Alchemy>>
  1680. Timing : Constant
  1681. Range : User
  1682. Target : User
  1683. Cost : None
  1684. *By mastering alchemy magic, you reduce the cost of manipulating and creating artificial regalia.*
  1685. 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.
  1686.  
  1687. [Last Creator A] ◎ <<Infinite Refinement>>
  1688. Timing : Start
  1689. Range : User
  1690. Target : User
  1691. Cost : [3, 3, 3, 3]
  1692. *Using all the spirit energy you have, you reconfigure the spirit barrier and temporarily transform it into your own workshop.*
  1693. 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.
  1694.  
  1695. [Last Creator A] ◎ <<Refinement Mastery>>
  1696. Timing : Constant
  1697. Range : User
  1698. Target : User
  1699. Cost : None
  1700. *Further improving your skills, you master the alchemic magic of creating artificial regalia.*
  1701. 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.
  1702.  
  1703. [Last Creator A] <<Gold Refinement>>
  1704. Timing : Unique
  1705. Range : User
  1706. Target : User
  1707. Cost : [3]
  1708. *By applying the alchemic techniques you have learned, you can instantly generate Fool's Gold from your compressed spirit energy.*
  1709. Unique Effect. Use at any time. The target immediately receives [250g]. This Talent may be used once per session.
  1710.  
  1711. [Last Creator A] ● <<Regalia Ray>>
  1712. Timing : Attack
  1713. Range : 10 Sq
  1714. Target : 1#
  1715. Cost : [E, 3, 3]
  1716. *Convert your created artificial regalia into an enormous amount of spirit energy, releasing it as a ray.*
  1717. 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.
  1718. [Physical Attack]: The user gains +3 [Rank].
  1719. [Magical Attack]: Inflict [Rank: 4] [Magical Damage] on the target (Resist [Halves]).
  1720.  
  1721.  
  1722. [Last Creator A] ● <<Weapon Enhancement>>
  1723. Timing : Constant
  1724. Range : User
  1725. Target : User
  1726. Cost : None
  1727. *You apply your alchemy magic to reinforce your melee and ranged weapons.*
  1728. 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>>).
  1729.  
  1730. [Last Creator A] ● <<Charm Enhancement>>
  1731. Timing : Constant
  1732. Range : User
  1733. Target : User
  1734. Cost : None
  1735. *You apply your alchemy magic to reinforce your spell books and charms.*
  1736. 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>>).
  1737.  
  1738. [Last Creator A] ● <<Armor Enhancement>>
  1739. Timing : Constant
  1740. Range : User
  1741. Target : User
  1742. Cost : None
  1743. *You apply your own alchemy magic to reinforce your armor and shields.*
  1744. 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>>).
  1745.  
  1746. [Last Creator A] ◎ <<Gold Counter>>
  1747. Timing : Defense
  1748. Range : User
  1749. Target : User
  1750. Cost : None
  1751. *Neutralize the effect of incoming attacks by deploying your created artificial regalia to intercept.*
  1752. 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.
  1753.  
  1754. [Last Creator A] ◎ <<Regalia Refinement>>
  1755. Timing : Unique
  1756. Range : User
  1757. Target : User
  1758. Cost : [3, 3]
  1759. *By achieving the apex of alchemic magic, you can create complex and powerful artificial regalia from compressed spirit energy.*
  1760. 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].
  1761.  
  1762. --------------------------------------------------------------------------------
  1763. TYPE B
  1764. An excellent type for assisting others. There are no limits on using [Last Creator: Type B] Talents.
  1765. --------------------------------------------------------------------------------
  1766.  
  1767. [Last Creator B] ※ <<Tool Refinement>>
  1768. Timing : Start
  1769. Range : User
  1770. Target : User
  1771. Cost : [Steps]
  1772. *With the aid of unique alchemical magic, you can instantly create spiritual tools and spells from compressed spirit energy.*
  1773. 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.
  1774.  
  1775. [Last Creator B] <<Tool Throw>>
  1776. Timing : Prep
  1777. Range : 7 Sq.
  1778. Target : 1#
  1779. Cost : [3]
  1780. *By throwing spiritual tools or spells that were filled with spirit energy in advance, you apply their effects to an opponent.*
  1781. Unique Effect. The user uses one [Consumable] of [Range: Engaged / Target: 1#], applying the effect to the target.
  1782.  
  1783. [Last Creator B] <<Healing Elixir>>
  1784. Timing : Attack
  1785. Range : 17 Sq.
  1786. Target : 1#
  1787. Cost : [E]
  1788. *You instantly create a healing elixir and throw it to a partner, dramatically restoring their vitality.
  1789. 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.
  1790.  
  1791. [Last Creator B] <<Toxin Refinement>>
  1792. Timing : Attack
  1793. Range : 17 Sq.
  1794. Target : 1#
  1795. Cost : [E, 3]
  1796. *Rob your opponent of their vitality by throwing a virulent toxin you've created at them.*
  1797. 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].
  1798.  
  1799. [Last Creator B] <<Duplicate Consumption>>
  1800. Timing : Unique
  1801. Range : User
  1802. Target : User
  1803. Cost : [E]
  1804. *Combine your spells in a unique way to double their spiritual power.*
  1805. 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.
  1806.  
  1807. [Last Creator B] <<Golden Compound>>
  1808. Timing : Unique
  1809. Range : User
  1810. Target : User
  1811. Cost : [E]
  1812. *Dramatically enhance the efficacy of your remedies with a unique formula.*
  1813. 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).
  1814.  
  1815. [Last Creator B] <<Illegal Compound>>
  1816. Timing : Unique
  1817. Range : User
  1818. Target : User
  1819. Cost : [E]
  1820. *Dramatically enhance the efficacy of your remedies with formulas forbidden by the Mages Association.*
  1821. 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.
  1822.  
  1823. [Last Creator B] <<Golden Alchemy>>
  1824. Timing : Unique
  1825. Range : User
  1826. Target : User
  1827. Cost : [3]
  1828. *Instantly create fool's gold by empowering your alchemy with spirit energy.*
  1829. Unique Effect. Use at any time. The target immediately receives [250G]. This Talent may be used once per session.
  1830.  
  1831. [Last Creator B] ● <<Miraculous Spray>>
  1832. Timing : Unique
  1833. Range : User
  1834. Target : User
  1835. Cost : [E]
  1836. *Convert medicines into spirit energy and disperse its effect over a wider area.*
  1837. 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).
  1838.  
  1839. [Last Creator B] ● <<Tool Collector>>
  1840. Timing : Constant
  1841. Range : User
  1842. Target : User
  1843. Cost : None
  1844. *You are a collector of powerful spells and items, with a large inventory.*
  1845. 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.
  1846.  
  1847. [Last Creator B] ● <<Alchemic Improvement>>
  1848. Timing : Constant
  1849. Range : User
  1850. Target : User
  1851. Cost : None
  1852. *You have improved your alchemic magic to the point that you can quickly create spiritual tools or remedies from condensed spirit energy.*
  1853. Passive Effect. The target gains a +5 modifier to {Initiative}. Also, the target can create one additional [Consumable] when using <<Tool Refinement>>.
  1854.  
  1855. [Last Creator B] ● <<Special Compound>>
  1856. Timing : Constant
  1857. Range : User
  1858. Target : User
  1859. Cost : None
  1860. *Immediately before using a spiritual remedy, you recombine the components in order to dramatically increase the amount of recovery it provides.*
  1861. 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.
  1862.  
  1863. [Last Creator B] ◎ <<Charm Specialist>>
  1864. Timing : Constant
  1865. Range : User
  1866. Target : User
  1867. Cost : None
  1868. *Immediately before using a spiritual remedy, you recombine the components in order to dramatically increase the amount of recovery it provides.*
  1869. Passive Effect. The target gains a +10 modifier to {HP}. Also, the target can use <<Tool Refinement>> as though it were [Cost: E].
  1870.  
  1871. [Last Creator B] ◎ <<War God Medicine>>
  1872. Timing : Unique
  1873. Range : Combat Zone
  1874. Target : 1#
  1875. Cost : [E, 3]
  1876. *Explosively power up an attack by simultaneously adding an alchemic solution to it.*
  1877. 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.
  1878.  
  1879. [Last Creator B] <<Alchemic Gift>>
  1880. Timing : Unique
  1881. Range : User
  1882. Target : User
  1883. Cost : None
  1884. *At the same moment you are attacked, you throw your spiritual medicines and tools to an ally.*
  1885. 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).
  1886.  
  1887. [Last Creator B] ● <<Enhanced Tools>>
  1888. Timing : Constant
  1889. Range : User
  1890. Target : User
  1891. Cost : None
  1892. *By taking a special medicine kept in reserve, you can consistently maintain a high level of spiritual power.*
  1893. 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].
  1894.  
  1895. [Last Creator B] ● <<Elixir Capsule>>
  1896. Timing : Unique
  1897. Range : User
  1898. Target : User
  1899. Cost : None
  1900. *By ingesting a special capsule as you begin a preparatory action, you draw a huge amount of spirit energy from your body.*
  1901. 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).
  1902.  
  1903. [Last Creator B] ● <<Alchemy User>>
  1904. Timing : Unique
  1905. Range : User
  1906. Target : User
  1907. Cost : [3]
  1908. *Skillfully use alchemical components or charms according to the situation on hand.*
  1909. 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).
  1910.  
  1911. [Last Creator B] ● <<Elixir Expert>>
  1912. Timing : Constant
  1913. Range : User
  1914. Target : User
  1915. Cost : None
  1916. *You have a high level of knowledge in the manufacture of alchemical components, and are able to freely manipulate tools and remedies from them.*
  1917. 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>>.
  1918.  
  1919.  
  1920. [Last Creator B] ◎ <<Consecutive Tools>>
  1921. Timing : Attack
  1922. Range : User
  1923. Target : User
  1924. Cost : [3, 3]
  1925. *You have a special skill that instantly distributes or disperses spiritual medicines and tools.*
  1926. Unique Effect. The target performs [Action 7: Use Item] ((→Core p165) twice. This Talent may be used once per round (Or scene).
  1927.  
  1928. [Last Creator B] ◎ <<Solution of Immortality>>
  1929. Timing : Unique
  1930. Range : Combat Zone
  1931. Target : 1#
  1932. Cost : [E, 3]
  1933. *Survive a fatal injury like an immortal by using a divine medicine in time with an opponent's attack.*
  1934. 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.
  1935.  
  1936. ================================================================================
  1937. Exodus -- Covers [XXXN]
  1938. ================================================================================
  1939.  
  1940. Cover 6
  1941. ----------------------------------------
  1942. Combat Model □
  1943. An android specializing in combat against supernatural entities. Combat Models acquire the [Combat Modifications] [Trait] and gain the following [Items].
  1944.  
  1945. [Combat Modifications]: Gain +1 [Damage] during [Damage Calculation].
  1946.  
  1947. [Item]
  1948. Communications Device (Can also speak with [Backstage] or [Retreated] PC)
  1949. Maintenance Site (+5 Rest Recovery Amount to [Class: Mechanical])
  1950. Magic Self-Defense Pistol (Cause Innocents to faint)
  1951.  
  1952. Defense Model □
  1953. *An android bodyguard specializing in protecting the creator. Defense Models acquire the [Defensive Function] [Trait] and gain the following [Items].
  1954.  
  1955. [Defensive Function]: Gain +1 [Armor] and [Barrier].
  1956.  
  1957. [Item]
  1958. Communications Device (Can also speak with [Backstage] or [Retreated] PC)
  1959. Maintenance Site (+5 Rest Recovery Amount to [Class: Mechanical])
  1960. Defense Shikigami ( -10 [Special Damage] from [Distortions])
  1961.  
  1962. Recon Model □
  1963. A reconnaissance-type android specializing in investigating supernatural cases. Recon Models acquire the [Recon Function] [Trait] and gain the following [Items].
  1964.  
  1965. [Recon Function]: +2 to the result of {Luck} checks.
  1966.  
  1967. [Item]
  1968. Communications Device (Can also speak with [Backstage] or [Retreated] PC)
  1969. Maintenance Site (+5 Rest Recovery Amount to [Class: Mechanical])
  1970. Cyber Replica (Move at the speed of an Automobile)
  1971.  
  1972. Assistant Model □
  1973. 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].
  1974.  
  1975. [Multitasking]: +1 to the result of {Main Stat} checks.
  1976.  
  1977. [Item]
  1978. Communications Device (Can also speak with [Backstage] or [Retreated] PC)
  1979. Maintenance Site (+5 Rest Recovery Amount to [Class: Mechanical])
  1980. Remedy Set (+5 Rest Recovery Amount to [Race: Magus / Homunculus / Cyborg / Android)
  1981.  
  1982. Mimic Model
  1983. 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.
  1984.  
  1985. [Trait]: Gain the Trait of the chosen cover.
  1986.  
  1987. [Item]
  1988. Gain the Items of the chosen Cover.
  1989.  
  1990. Original △
  1991. An original [Cover] created by the player themselves. To determine what [Traits] and [Items] this [Cover] has,
  1992. examine the other [Covers], and select a set of [Items] and a [Trait] that feels appropriate for the [Cover] to
  1993. have.
  1994.  
  1995. Player Pick
  1996.  
  1997. Player Pick
  1998.  
  1999.  
  2000. Cover 7
  2001. ----------------------------------------
  2002. Escort Species □
  2003. *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].
  2004.  
  2005. [Combat Skill]: +1 to [Active Checks].
  2006.  
  2007. [Item]
  2008. Telepathy Jewel (Can also speak with [Backstage] or [Retreated] PC)
  2009. Original Workshop ([Race: Magus / Homunculus] gain +5 Rest Recovery Amount)
  2010. Magic Self-Defense Pistol (Causes Innocents to faint)
  2011.  
  2012. Leyline Species □
  2013. *A homunculus specialized to subtitute as a source of spirit energy. Leyline Species Acquire the [Leyline Function] [Trait] and gain the following [Items].
  2014.  
  2015. [Leyline Function]: +4 to {Maximum HP}.
  2016.  
  2017. [Item]
  2018. Telepathy Jewel (Can also speak with [Backstage] or [Retreated] PC)
  2019. Original Workshop ([Race: Magus / Homunculus] gain +5 Rest Recovery Amount)
  2020. Defense Shikigami ( -10 [Special Damage] from [Distortions])
  2021.  
  2022. Servant Species □
  2023. *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].
  2024.  
  2025. [How To Serve]: +1 to {Main Stat} [Checks].
  2026.  
  2027. [Item]
  2028. Telepathy Jewel (Can also speak with [Backstage] or [Retreated] PC)
  2029. Original Workshop ([Race: Magus / Homunculus] gain +5 Rest Recovery Amount)
  2030. Servant Homunculus (Perform a variety of tasks)
  2031.  
  2032. Medium Species □
  2033. *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].
  2034.  
  2035. [Medium]: +2 [Magical Damage].
  2036.  
  2037. [Item]
  2038. Telepathy Jewel (Can also speak with [Backstage] or [Retreated] PC)
  2039. Original Workshop ([Race: Magus / Homunculus] gain +5 Rest Recovery Amount)
  2040. Remedy Set ([Race: Magus / Cyborg / Android / Homunculus] gain +5 Rest Recovery Amount)
  2041.  
  2042. Mimic Species
  2043. 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.
  2044.  
  2045. [Trait]: Gain the Trait of the chosen cover.
  2046.  
  2047. [Item]
  2048. Gain the Items of the chosen Cover.
  2049.  
  2050. Original △
  2051. An original [Cover] created by the player themselves. To determine what [Traits] and [Items] this [Cover] has,
  2052. examine the other [Covers], and select a set of [Items] and a [Trait] that feels appropriate for the [Cover] to
  2053. have.
  2054.  
  2055. Player Pick
  2056.  
  2057. Player Pick
  2058.  
  2059. ================================================================================
  2060. Exodus -- Items: Weapons [XXXO]
  2061. ================================================================================
  2062.  
  2063. Melee Weapons / Form: Swords [XXXO-1]
  2064. ----------------------------------------
  2065. Alchemy / Spirit Blade
  2066. Restrict : None
  2067. Mode : One Hand
  2068. ACC : None
  2069. PD : +4
  2070. INIT : None
  2071. Cost : -
  2072. [Form: Sword / Range: Engaged / Target: 1#]. *A sharp sword produced by a Last Creator.*
  2073. While [Equipped], once per round, gain +1 to an {Evasion} check.
  2074.  
  2075. Alchemy / Spirit Sword
  2076. Restrict : None
  2077. Mode : Two Hands
  2078. ACC : None
  2079. PD : +9
  2080. INIT : None
  2081. Cost : -
  2082. [Form: Sword / Range: Engaged / Target: 1#]. *A huge, western-style sword produced by a Last Creator.*
  2083. While [Equipped], once per combat, [Halve] the [Armor] of the [Target] of a [Physical Attack].
  2084.  
  2085. High-Frequency Knife
  2086. Restrict : Cyborg
  2087. Mode : One Hand
  2088. ACC : None
  2089. PD : +4
  2090. INIT : -1
  2091. Cost : 800G
  2092. [Form: Axe / Range: Engaged / Target: 1#]. *A knife-like high-frequency blade modified for high performance.*
  2093. While [Equipped], once per round, [Targets] of the user's [Physical Attacks] reduce their [Armor] by 2 (to a minimum of 0).
  2094.  
  2095. Black Wing Blade
  2096. Restrict : Soul Eater
  2097. Mode : Switch Hand
  2098. ACC : None
  2099. PD : +5 / +6
  2100. INIT : -2 / -1
  2101. Cost : 2000G
  2102. [Form: Sword / Range: Engaged / Target: 1#]. *An unidentified Japanese sword with a jet-black blade.*
  2103. While [Equipped], once per combat, make a [Weapon Attack] after [Damage Calculation].
  2104.  
  2105. Lionheart
  2106. Restrict : Marebito
  2107. Mode : One Hand
  2108. ACC : None
  2109. PD : +7
  2110. INIT : -1
  2111. Cost : 2000G
  2112. [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.*
  2113. While [Equipped], once per combat, gain +1 to an {Accuracy} check.
  2114.  
  2115. Haladie
  2116. Restrict : Dark Hunter
  2117. Mode : One Hand
  2118. ACC : None
  2119. PD : +4
  2120. INIT : +1
  2121. Cost : 2250G
  2122. [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.*
  2123. While [Equipped], once per combat, make a [Weapon Attack] after [Damage Calculation].
  2124.  
  2125. Artisan's Blade
  2126. Restrict : Mastery
  2127. Mode : Switch Hand
  2128. ACC : None
  2129. PD : +5 / +6
  2130. INIT : None / +1
  2131. Cost : 2300G
  2132. [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.*
  2133. While [Equipped], once per round, gain +1 to an {Accuracy} or {Evasion} check.
  2134.  
  2135. Ring of Swords
  2136. Restrict : Last Creator
  2137. Mode : Two Hand
  2138. ACC : None
  2139. PD : +2
  2140. INIT : None
  2141. Cost : 3000G
  2142. [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.*
  2143. 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>>.
  2144.  
  2145. Sword Shield
  2146. Restrict : Martial / Utility
  2147. Mode : Two Hand
  2148. ACC : None
  2149. PD : +5 / +6
  2150. INIT : -2 / -1
  2151. Cost : 3400G
  2152. [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.*
  2153. While [Equipped], gain +3 to [Armor] and [Barrier].
  2154.  
  2155. Urumi
  2156. Restrict : God Hand
  2157. Mode : Two Hand
  2158. ACC : None
  2159. PD : +8
  2160. INIT : None
  2161. Cost : 5000G
  2162. [Form: Sword / Range: Engaged / Target: 1#]. *A sword used in a martial art called Kalaripayattu. It requires high skill to operate.*
  2163. 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.])
  2164.  
  2165. Black Flower's Thorn
  2166. Restrict : Soul Eater
  2167. Mode : Switch Hand
  2168. ACC : None
  2169. PD : +8 / +9
  2170. INIT : None / +1
  2171. Cost : 5000G
  2172. [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.*
  2173. While [Equipped], once per combat, make a [Weapon Attack] after [Damage Calculation].
  2174.  
  2175. Sword Whip
  2176. Restrict : Martial / Utility
  2177. Mode : Two Hand
  2178. ACC : +1
  2179. PD : +10
  2180. INIT : None
  2181. Cost : 5000G
  2182. [Form: Sword / Range: Engaged / Target: 1#]. *A slender sword forged by a mysterious alchemist. By swinging it at high speed, it becomes a whip.*
  2183. While [Equipped], twice per turn, change the [Range] of [Physical Attacks] to [6 Sq].
  2184.  
  2185. High-Frequency Sword
  2186. Restrict : Cyborg
  2187. Mode : Switch Hand
  2188. ACC : None
  2189. PD : +10 / +11
  2190. INIT : -3 / -2
  2191. Cost : 5000G
  2192. [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.*
  2193. While [Equipped], [Targets] reduce their [Armor] by 5 (to a minimum of 0).
  2194.  
  2195. Ring of the Holy Sword
  2196. Restrict : Last Creator
  2197. Mode : Two Hand
  2198. ACC : None
  2199. PD : +4
  2200. INIT : None
  2201. Cost : 8000G
  2202. [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.*
  2203. 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>>.
  2204.  
  2205. Fallen Heavenly Sword
  2206. Restrict : Soul Eater
  2207. Mode : Two Hand
  2208. ACC : None
  2209. PD : +14
  2210. INIT : None
  2211. Cost : 8000G
  2212. [Form: Sword / Range: Engaged / Target: 1#]. *A long japanese sword with a jet-black blade. It emits jet-black spiritual energy.*
  2213. While [Equipped], once per combat, make a [Weapon Attack] after [Damage Calculation].
  2214.  
  2215. Ancestral Seven-Branched Sword
  2216. Restrict : Arc Slayer
  2217. Mode : Switch Hand
  2218. ACC : None
  2219. PD : +12 / +13
  2220. INIT : None
  2221. Cost : 10000G
  2222. [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.*
  2223. While [Equipped], increase [Physical Damage] to non-[Boss] [Mononoke] by +10.
  2224.  
  2225. Avatar Urumi
  2226. Restrict : God Hand
  2227. Mode : One Hand
  2228. ACC : None
  2229. PD : +11
  2230. INIT : +3
  2231. Cost : 12000G
  2232. [Form: Sword / Range: Engaged / Target: 1#]. *An Urumi with three blades. Attacks made with it are deadly, and resemble a kamaitachi.*
  2233. 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.])
  2234.  
  2235. Divine Soul's Seven-Branched Sword
  2236. Restrict : Divine Soul
  2237. Mode : Switch Hand
  2238. ACC : None
  2239. PD : +15 / +16
  2240. INIT : None / +1
  2241. Cost : 15000G
  2242. [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.*
  2243. While [Equipped], increase [Physical Damage] to non-[Boss] [Mononoke] by +10.
  2244.  
  2245. Goujian Sword
  2246. Restrict : Martial
  2247. Mode : Two Hand
  2248. ACC : None
  2249. PD : +17
  2250. INIT : +1
  2251. Cost : 15000G
  2252. [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.*
  2253. While [Equipped], reduce [Damage] received from [Mononoke - Godhunters] by 5.
  2254.  
  2255.  
  2256. Melee Weapons / Form: Spears [XXXO-2]
  2257. ----------------------------------------
  2258. Alchemy / Spirit Javelin
  2259. Restrict : None
  2260. Mode : Switch Hand
  2261. ACC : None
  2262. PD : +4 / +5
  2263. INIT : None / +1
  2264. Cost : -
  2265. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A sharp longspear produced by a Last Creator.*
  2266. Can be thrown as a [Ranged Attack]. When doing so, change [Physical Attack / Range / Target] to [Ranged Attack / {Agility}+3 Sq. / 1#].
  2267.  
  2268. Alchemy / Spirit Spear
  2269. Restrict : None
  2270. Mode : Two Hand
  2271. ACC : None
  2272. PD : +8
  2273. INIT : None
  2274. Cost : -
  2275. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A longspear produced by a Last Creator.*
  2276. 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]).
  2277.  
  2278. Exorcist Vajra
  2279. Restrict : None
  2280. Mode : One Hand
  2281. ACC : None
  2282. PD : +3
  2283. INIT : None
  2284. Cost : 1750G
  2285. [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.
  2286. Can be thrown as a [Ranged Weapon]. When that happens, change [Physical Attack / Range / Target] to [Ranged Attack / {Agility} + 3 Sq. / 1#].
  2287.  
  2288. Triple Dagger
  2289. Restrict : None
  2290. Mode : One Hand
  2291. ACC : +1
  2292. PD : +3
  2293. INIT : -1
  2294. Cost : 1750G
  2295. [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.*
  2296. While [Equipped], reduce [Damage] received from [Form: Sword / Axe] by 5.
  2297.  
  2298. Ring of Spears
  2299. Restrict : Last Creator
  2300. Mode : Two Hand
  2301. ACC : None
  2302. PD : +1
  2303. INIT : None
  2304. Cost : 2800G
  2305. [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.*
  2306. 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>>.
  2307.  
  2308. Kettu Kari
  2309. Restrict : God Hand
  2310. Mode : Two Hand
  2311. ACC : None
  2312. PD : +4
  2313. INIT : None
  2314. Cost : 2800G
  2315. [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.*
  2316. While [Equipped], treat as though [Equipped] with [Unarmed]. Also, once per combat, make a [Weapon Attack] after [Damage Calculation].
  2317.  
  2318. Magic Spear
  2319. Restrict : Magus
  2320. Mode : Two Hand
  2321. ACC : None
  2322. PD : +6
  2323. INIT : None
  2324. Cost : 2800G
  2325. [Form: Spear / Engaged / Target: 1#]. *An enchanted spear that enhances it's own power by absorbing magical power from its user.*
  2326. While [Equipped], by spending 1x [Start] and 3 {HP}, for the rest of combat the user gains +3 [Physical Damage].
  2327.  
  2328. Wheel Vajra
  2329. Restrict : None
  2330. Mode : One Hand
  2331. ACC : +1
  2332. PD : +5
  2333. INIT : None
  2334. Cost : 3100G
  2335. [Form: Spear / Range: Engaged / Target: 1#]. *A wheel-shaped version of the Vajra. It has high power when thrown.*
  2336. Can be thrown as a [Ranged Weapon]. When that happens, change [Physical Attack / Range / Target] to [Ranged Attack / {Agility} + 3 Sq. / 1#].
  2337.  
  2338. Beast Slayer
  2339. Restrict : Marebito
  2340. Mode : Two Hand
  2341. ACC : +1
  2342. PD : +11
  2343. INIT : -4
  2344. Cost : 3100G
  2345. [Form: Spear / Range: 2 Sq. / Target: 1#]. *This polearm runs the length of a shortsword and has a rainbow-colored tip.*
  2346. While [Equipped], when making [Physical Attacks] against [Class: Beast - Mythical], gain +2 [Physical Rank].
  2347.  
  2348.  
  2349. High-Frequency Spear
  2350. Restrict : Cyborg
  2351. Mode : Switch Hand
  2352. ACC : None
  2353. PD : +7 / +8
  2354. INIT : None / +1
  2355. Cost : 3100G
  2356. [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.*
  2357. While [Equipped], reduce the [Target] of the user's [Physical Attack]'s [Armor] by 5 (to a minimum of 0).
  2358.  
  2359. Tri-Breaker
  2360. Restrict : Martial, Utility
  2361. Mode : One Hand
  2362. ACC : +1
  2363. PD : +7
  2364. INIT : None
  2365. Cost : 4000G
  2366. [Form: Spear / Range: Engaged / Target: 1#]. *An enhanced triple dagger. It boasts high power and excellent defense.*
  2367. While [Equipped], reduce [Damage] received from [Form: Sword / Axe] by 5.
  2368.  
  2369. Ancient Spear
  2370. Restrict : Mastery
  2371. Mode : Two Hand
  2372. ACC : +1
  2373. PD : +8
  2374. INIT : -3
  2375. Cost : 4000G
  2376. [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.*
  2377. While [Equipped], increase the [Target] of the user's [Physical Attack] by 1#.
  2378.  
  2379. Black Fang Spear
  2380. Restrict : Soul Eater
  2381. Mode : Two Hand
  2382. ACC : None
  2383. PD : +10
  2384. INIT : -3
  2385. Cost : 4000G
  2386. [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.*
  2387. 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.]).
  2388.  
  2389. Ring of the Magic Spear
  2390. Restrict : Last Creator
  2391. Mode : Two Hand
  2392. ACC : None
  2393. PD : +3
  2394. INIT : None
  2395. Cost : 6000G
  2396. [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.*
  2397. 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>>.
  2398.  
  2399. Seven Vajra
  2400. Restrict : Martial, Utility
  2401. Mode : One Hand
  2402. ACC : None
  2403. PD : +9
  2404. INIT : +1
  2405. Cost : 6000G
  2406. [Form: Spear / Range: Engaged / Target: 1#]. *A Vajra with six extra blades and tips. It contains a tremendous power.*
  2407. Can be thrown as a [Ranged Weapon]. When that happens, change [Physical Attack / Range / Target] to [Ranged Attack / {Agility} + 3 Sq. / 1#].
  2408.  
  2409. Rune Spear
  2410. Restrict : Martial
  2411. Mode : Two Hand
  2412. ACC : None
  2413. PD : +10
  2414. INIT : +1
  2415. Cost : 6000G
  2416. [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.*
  2417. While [Equipped], when making [Physical Attacks] against [Class: Humanoid - Beast - Mythical], gain +1 [Physical Rank].
  2418.  
  2419. Nine Vajra
  2420. Restrict : Martial, Utility
  2421. Mode : One Hand
  2422. ACC : None
  2423. PD : +9
  2424. INIT : None
  2425. Cost : 8500G
  2426. [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.*
  2427. Can be thrown as a [Ranged Weapon]. When that happens, change [Physical Attack / Range / Target] to [Ranged Attack / {Agility} + 3 Sq. / 1#].
  2428.  
  2429. Demon Vajra
  2430. Restrict : Martial
  2431. Mode : One Hand
  2432. ACC : +1
  2433. PD : +10
  2434. INIT : +3
  2435. Cost : 10000G
  2436. [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.*
  2437. Can be thrown as a [Ranged Weapon]. When that happens, change [Physical Attack / Range / Target] to [Ranged Attack / {Agility} + 3 Sq. / 1#].
  2438.  
  2439. Magus Halberd
  2440. Restrict : Magus
  2441. Mode : Two Hand
  2442. ACC : +1
  2443. PD : +14
  2444. INIT : None
  2445. Cost : 12000G
  2446. [Form: Spear / Range: 2 Sq. / Target: 1#]. *A powerful spear-type artificial regalia created by a high-ranking alchemist.*
  2447. 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.]).
  2448.  
  2449.  
  2450. Melee Weapons / Form: Axes [XXXO-3]
  2451. ----------------------------------------
  2452. Alchemy / Spirit Sickle
  2453. Restrict : None
  2454. Mode : Switch Hand
  2455. ACC : None
  2456. PD : +4 / +5
  2457. INIT : -1
  2458. Cost : -
  2459. [Form: Axe / Range: Engaged / Target: 1#]. *A sharp combat sickle produced by a Last Creator.*
  2460. While [Equipped], gain +2 to [Barrier].
  2461.  
  2462. Alchemy / Spirit Battleaxe
  2463. Restrict : None
  2464. Mode : Two Hand
  2465. ACC : -1
  2466. PD : +10
  2467. INIT : None
  2468. Cost : -
  2469. [Form: Axe / Range: Engaged / Target: 1#]. *A double-headed axe made for combat, produced by a Last Creator.*
  2470. While [Equipped], once per combat, increase [Physical Rank] by 1.
  2471.  
  2472. Defender Axe
  2473. Restrict : Martial
  2474. Mode : One Hand
  2475. ACC : +1
  2476. PD : +5
  2477. INIT : -3
  2478. Cost : 1800G
  2479. [Form: Axe / Range: Engaged / Target: 1#]. *A tomahawk made for hand-to-hand combat, created with modern technology. It features excellent defensive ability.*
  2480. While [Equipped], gain +2 to [Armor] and [Barrier].
  2481.  
  2482. Ring of Axes
  2483. Restrict : Last Creator
  2484. Mode : Two Hand
  2485. ACC : -1
  2486. PD : +3
  2487. INIT : None
  2488. Cost : 3800G
  2489. [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.*
  2490. 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>>.
  2491.  
  2492. Magic Battleaxe
  2493. Restrict : Magus
  2494. Mode : Two Hand
  2495. ACC : None
  2496. PD : +6
  2497. INIT : -1
  2498. Cost : 3800G
  2499. [Form: Axe / Range: Engaged / Target: 1#]. *A battleaxe forged with metal that is easily conductive to spiritual power. It is favored by magical warriors.*
  2500. While [Equipped], when making a [Magical Attack], gain +3 to [Magical Damage].
  2501.  
  2502. Axe Shield
  2503. Restrict : Martial / Utility
  2504. Mode : Switch Hand
  2505. ACC : -1
  2506. PD : +6 / +7
  2507. INIT : -3 / -2
  2508. Cost : 3800G
  2509. [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.*
  2510. While [Equipped], gain +3 to [Armor] and [Barrier].
  2511.  
  2512. Granite Axe
  2513. Restrict : Marebito
  2514. Mode : Two Hand
  2515. ACC : None
  2516. PD : +8
  2517. INIT : -2
  2518. Cost : 3800G
  2519. [Form: Axe / Range: Engaged / Target: 1#]. *A mysterious granite battleaxe that holds a special magical power that lets it manipulate magnetic force.*
  2520. While [Equipped], when making [Physical Attacks] against [Class: Mechanical], gain +1 [Physical Rank].
  2521.  
  2522. Double Axe
  2523. Restrict : God Hand
  2524. Mode : Switch Hand
  2525. ACC : +1
  2526. PD : +6 / +7
  2527. INIT : +3 / +4
  2528. Cost : 5500G
  2529. [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..*
  2530. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, once per combat, perform x1 [Weapon Attack] after [Damage Calculation].
  2531.  
  2532. Ring of the God Axe
  2533. Restrict : Last Creator
  2534. Mode : Two Hand
  2535. ACC : -1
  2536. PD : +5
  2537. INIT : None
  2538. Cost : 7500G
  2539. [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.*
  2540. 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>>.
  2541.  
  2542. Magic Scythe
  2543. Restrict : Magus
  2544. Mode : Two Hand
  2545. ACC : +1
  2546. PD : +8
  2547. INIT : +3
  2548. Cost : 7500G
  2549. [Form: Axe / Range: Engaged / Target: 1#]. *A powerful warscythe-type artificial regalia favored by magical warriors.*
  2550. While [Equipped], once per round, reduce [Physical Damage] received from a [Range: Engaged] target by 10.
  2551.  
  2552. Blade Spinner
  2553. Restrict : Dark Hunter
  2554. Mode : Switch Hand
  2555. ACC : None
  2556. PD : +8 / +9
  2557. INIT : +3 / +4
  2558. Cost : 7500G
  2559. [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.*
  2560. While [Equipped], once per round, reduce [Physical Damage] received from a target outside of [Range: Engaged] by 10.
  2561.  
  2562. Black Ronin
  2563. Restrict : Legion
  2564. Mode : One Hand
  2565. ACC : None
  2566. PD : +9
  2567. INIT : +3
  2568. Cost : 7500G
  2569. [Form: Axe / Range: Engaged / Target: 1#]. *A tomahawk-style artificial regalia made for close-quarters-combat typically used by special forces.*
  2570. While [Equipped], reduce [Physical Damage] received from a [Range: Engaged] target by 5.
  2571.  
  2572. Funeral
  2573. Restrict : Marebito
  2574. Mode : Two Hand
  2575. ACC : +1
  2576. PD : +10
  2577. INIT : None
  2578. Cost : 7500G
  2579. [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.*
  2580. While [Equipped], when making [Physical Attacks] against [Class: Humanoid], gain +1 [Physical Rank].
  2581.  
  2582. Heat Claw
  2583. Restrict : Cyborg
  2584. Mode : Two Hand
  2585. ACC : None
  2586. PD : +11
  2587. INIT : None
  2588. Cost : 7500G
  2589. [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.*
  2590. While [Equipped], treat as though [Equipped] with [Unarmed].
  2591.  
  2592. Artisan Chainsaw
  2593. Restrict : Mastery
  2594. Mode : Two Hand
  2595. ACC : +1
  2596. PD : +11
  2597. INIT : None
  2598. Cost : 7500G
  2599. [Form: Axe / Range: Engaged / Target: 1#]. *A modified, chainsaw-type artificial regalia empowered with the concept to cut plant-based mononoke.*
  2600. While [Equipped], when making [Physical Attacks] against [Class: Plant], gain +2 [Physical Rank].
  2601.  
  2602. Black Godscythe
  2603. Restrict : Soul Eater
  2604. Mode : Two Hand
  2605. ACC : +1
  2606. PD : +11
  2607. INIT : +1
  2608. Cost : 10000G
  2609. [Form: Axe / Range: Engaged / Target: 1#]. *This warscythe constantly releases dark spirit energy from it's jet-black blade.*
  2610. While [Equipped], when making [Physical Attacks] against [Class: Humanoid / Plant], gain +2 [Physical Rank].
  2611.  
  2612. Genocide Pendulum
  2613. Restrict : Martial
  2614. Mode : Two Hand
  2615. ACC : None
  2616. PD : +11
  2617. INIT : +3
  2618. Cost : 10000G
  2619. [Form: Axe / Range: 3 Sq. / Target: 1#]. *A reinforced leather pendulum. The jet-black blade has terrifying power..*
  2620. While [Equipped], once per round, change an [Attack Action] to [Range: 5 Sq].
  2621.  
  2622. Crusade
  2623. Restrict : Martial
  2624. Mode : Switch Hand
  2625. ACC : None / +1
  2626. PD : +11 / +12
  2627. INIT : None / +1
  2628. Cost : 10000G
  2629. [Form: Axe / Range: Engaged / Target: 1#]. *A further improved variant of the Axe Shield. The name comes from it's huge, distinctive cross shape.*
  2630. While [Equipped], gain +4 to [Armor] and [Barrier].
  2631.  
  2632. Blade Monsoon
  2633. Restrict : Dark Hunter
  2634. Mode : Switch Hand
  2635. ACC : +1
  2636. PD : +14 / +15
  2637. INIT : +1 / +2
  2638. Cost : 12000G
  2639. [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.*
  2640. While [Equipped], once per round, reduce [Physical Damage] received from a target outside of [Range: Engaged] by 10.
  2641.  
  2642.  
  2643.  
  2644. Melee Weapons / Form: Hammers [XXXO-4]
  2645. ----------------------------------------
  2646. Alchemy / Spirit Sledge
  2647. Restrict : None
  2648. Mode : Switch Hand
  2649. ACC : None
  2650. PD : +3 / +4
  2651. INIT : -1 / None
  2652. Cost : -
  2653. [Form: Hammer / Range: Engaged / Target: 1#]. *A rugged sledgehammer produced by a Last Creator.*
  2654. While [Equipped], gain +2 to [Armor].
  2655.  
  2656. Alchemy / Spirit Guards
  2657. Restrict : None
  2658. Mode : Two Hand
  2659. ACC : None
  2660. PD : +7
  2661. INIT : None
  2662. Cost : -
  2663. [Form: Hammer / Range: Charge 1 Sq. / Target: 1#]. *Powerful leg and hand protection, produced by a Last Creator.*
  2664. While [Equipped], treat as though [Equipped] with [Unarmed].
  2665.  
  2666. Jitte
  2667. Restrict : Martial
  2668. Mode : One Hand
  2669. ACC : None
  2670. PD : +4
  2671. INIT : -3
  2672. Cost : 1300G
  2673. [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..*
  2674. While [Equipped], once per round, reduce [Form: Sword - Axe] [Physical Damage] by 5.
  2675.  
  2676. Remodeled Tekkou
  2677. Restrict : Mastery
  2678. Mode : Two Hand
  2679. ACC : None
  2680. PD : +4
  2681. INIT : -1
  2682. Cost : 2000G
  2683. [Form: Hammer / Range: Engaged / Target: 1#]. *The back of the hand and leg are uniquely modified with artificial regalia.*
  2684. While [Equipped], treat as though [Equipped] with [Unarmed].
  2685.  
  2686. Battering Ram
  2687. Restrict : Martial
  2688. Mode : Two Hand
  2689. ACC : None
  2690. PD : +11
  2691. INIT : -8
  2692. Cost : 2300G
  2693. [Form: Hammer / Range: Engaged / Target: 1#]. *A heavy iron club used to destroy castle gates, originally used by mounting it on a cart..*
  2694. While [Equipped], when making a [Physical Attack], reduce the [Targets] [Armor] by 5 (To a minimum of 0).
  2695.  
  2696. Spirit Nunchaku
  2697. Restrict : God Hand
  2698. Mode : Switch Hand
  2699. ACC : None
  2700. PD : +4 / +5
  2701. INIT : None / +1
  2702. Cost : 3400G
  2703. [Form: Hammer / Range: Engaged / Target: 1#]. *A nunchaku that has been improved with spiritual power that permeates the entire weapon. It is beautifully decorated.*
  2704. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, once per combat, the user may perform x1 [Weapon Attack] after [Damage Calculation].
  2705.  
  2706. Block Shield
  2707. Restrict : Martial / Utility
  2708. Mode : Two Hand
  2709. ACC : None
  2710. PD : +5
  2711. INIT : None
  2712. Cost : 3400G
  2713. [Form: Hammer / Range: Engaged / Target: 1#]. *A modified shield-type artificial regalia specialized in defense, but modified to be used offensively.*
  2714. While [Equipped], gain +4 [Armor] and [Barrier].
  2715.  
  2716. Ring of Hammers
  2717. Restrict : Last Creator
  2718. Mode : Two Hand
  2719. ACC : None
  2720. PD : +2
  2721. INIT : None
  2722. Cost : 4100G
  2723. [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.*
  2724. 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>>.
  2725.  
  2726. Chain-Weight Jitte
  2727. Restrict : Martial
  2728. Mode : One Hand
  2729. ACC : +1
  2730. PD : +8
  2731. INIT : +1
  2732. Cost : 4100G
  2733. [Form: Hammer / Range: 3 Sq. / Target: 1#]. *A jitte with weighted chains attacked. Using them, it's possible to make long-range attacks.*
  2734. While [Equipped], once per round, reduce [Form: Sword - Axe] [Physical Damage] by 5.
  2735.  
  2736. Five-Pointed Star Gloves
  2737. Restrict : Magus
  2738. Mode : Two Hand
  2739. ACC : None
  2740. PD : +9
  2741. INIT : +2
  2742. Cost : 4100G
  2743. [Form: Hammer / Range: Engaged / Target: 1#]. *White gloves with a pentagram symbol on the back of the hand.*
  2744. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, gain +5 [Magical Damage].
  2745.  
  2746. Demon Tekkou
  2747. Restrict : Soul Eater
  2748. Mode : Two Hand
  2749. ACC : None
  2750. PD : +10
  2751. INIT : +1
  2752. Cost : 4100G
  2753. [Form: Hammer / Range: Engaged / Target: 1#]. *Open-finger gloves with a terrifying visage on the back of the hand.*
  2754. While [Equipped], treat as though [Equipped] with [Unarmed].
  2755.  
  2756. Ring of Smashing Hammers
  2757. Restrict : Last Creator
  2758. Mode : Two Hand
  2759. ACC : None
  2760. PD : +4
  2761. INIT : None
  2762. Cost : 6800G
  2763. [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.*
  2764. 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>>.
  2765.  
  2766. Historic Tekkou
  2767. Restrict : Mastery
  2768. Mode : Two Hand
  2769. ACC : +1
  2770. PD : +9
  2771. INIT : +2
  2772. Cost : 6800G
  2773. [Form: Hammer / Range: Engaged / Target: 1#]. *A tekkou that has been strengthened after many years of battle. It takes great skill to wield.*
  2774. While [Equipped], treat as though [Equipped] with [Unarmed].
  2775.  
  2776. Silver Sledgehammer
  2777. Restrict : Martial
  2778. Mode : Two Hand
  2779. ACC : +1
  2780. PD : +10
  2781. INIT : +1
  2782. Cost : 6800G
  2783. [Form: Hammer / Range: Engaged / Target: 1#]. *A large sledgehammer coated in silver. It takes strength to wield, but its power is tremendous.*
  2784. While [Equipped], the [Target] of the user's [Attack Actions] reduce [Armor] by 6 (to a minimum of 0).
  2785.  
  2786. Combat Power Arm
  2787. Restrict : Cyborg
  2788. Mode : Two Hand
  2789. ACC : +1
  2790. PD : +11
  2791. INIT : -2
  2792. Cost : 6800G
  2793. [Form: Hammer / Range: Engaged / Target: 1#]. *A humanoid heavy weapons platform operated by mechanized soldiers on board.*
  2794. While [Equipped], treat as though [Equipped] with [Unarmed]. Additionally, increase [Armor] and [Barrier] by 2.
  2795.  
  2796. Monk Guard
  2797. Restrict : Marebito
  2798. Mode : Two Hand
  2799. ACC : +2
  2800. PD : +8
  2801. INIT : +5
  2802. Cost : 8000G
  2803. [Form: Hammer / Range: Engaged / Target: 1#]. *An arm and leg covering that has the blessing of the earth. It is both sturdy and light..*
  2804. While [Equipped], treat as though [Equipped] with [Unarmed].
  2805.  
  2806. Invincible Shield
  2807. Restrict : Martial
  2808. Mode : Two Hand
  2809. ACC : None
  2810. PD : +13
  2811. INIT : -4
  2812. Cost : 8000G
  2813. [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.*
  2814. While [Equipped], increase [Armor] and [Barrier] by 5.
  2815.  
  2816. Undead Masher
  2817. Restrict : Martial
  2818. Mode : Two Hand
  2819. ACC : +1
  2820. PD : +15
  2821. INIT : +2
  2822. Cost : 10000G
  2823. [Form: Hammer / Range: Engaged / Target: 1#]. *A further refined silver sledgehammer. It has engravings on the head which are especially effective against undead enemies.*
  2824. While [Equipped], when performing an [Attack Action] on [Class: Undead], increase [Rank] by 2.
  2825.  
  2826. Warlord Battering Ram
  2827. Restrict : Martial
  2828. Mode : Two Hand
  2829. ACC : None
  2830. PD : +17
  2831. INIT : None
  2832. Cost : 14000G
  2833. [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.*
  2834. While [Equipped], once per session when making a [Physical Attack], reduce the [Armor] of the [Target] by 20 (to a minimum of 0).
  2835.  
  2836.  
  2837.  
  2838. Ranged Weapons / Form: Ranged [XXXO-5]
  2839. ----------------------------------------
  2840. ※ Alchemy / Spirit Pistol
  2841. Restrict : None
  2842. Mode : One Hand
  2843. ACC : None
  2844. PD : (4)
  2845. INIT : -1
  2846. Cost : -
  2847. [Range: 8 Sq. / Target: 1#]. *An automatic pistol of various shape or size produced by a Last Creator.*
  2848. While [Equipped], once per combat, gain +1 to an {Accuracy} check.
  2849.  
  2850. ※ Alchemy / Spirit Gun
  2851. Restrict : None
  2852. Mode : Switch Hand
  2853. ACC : None
  2854. PD : (5)/(6)
  2855. INIT : None / +1
  2856. Cost : -
  2857. [Range: 7 Sq. / Target: 1#]. *A powerful large pistol or rifle produced by a Last Creator.*
  2858. While [Equipped], increase [Physical Damage] to [Mononoke] by 5.
  2859.  
  2860. ※ Alchemy / Spirit Artillery
  2861. Restrict : None
  2862. Mode : Two Hand
  2863. ACC : None
  2864. PD : (7)
  2865. INIT : None
  2866. Cost : -
  2867. [Range: 6 Sq. / Target: 1#]. *Heavy weapons-type Artificial Regalia produced by a Last Creator.*
  2868. While [Equipped], once per combat while making a [Physical Attack], increase [Physical Rank] by 1.
  2869.  
  2870. Alchemy / Spirit Bow
  2871. Restrict : None
  2872. Mode : Two Hand
  2873. ACC : None
  2874. PD : +6
  2875. INIT : None
  2876. Cost : -
  2877. [Range: 10 Sq. / Target: 1#]. *A strong bow created by a Last Creator.*
  2878. While [Equipped], once per round by spending [Timing: Prep], increase [Physical Damage] dealt to [Aramitama] by 5.
  2879.  
  2880. ※ Armeekorps
  2881. Restrict : None
  2882. Mode : One Hand
  2883. ACC : None
  2884. PD : (4)
  2885. INIT : -1
  2886. Cost : 2000G
  2887. [Range: 7 Sq. / Target: 1#]. *An automatic pistol-type Artificial Regalia produced by a Last Creator, based on the Sig Sauer.*
  2888. While [Equipped], once per combat, the [Range] of the user's [Physical Attacks] gets +2 Sq.
  2889.  
  2890. ※ Armor-Piercing Gun
  2891. Restrict : Cyborg
  2892. Mode : Switch Hand
  2893. ACC : -1
  2894. PD : (5) / (6)
  2895. INIT : None / +1
  2896. Cost : 2000G
  2897. [Range: 8 Sq. / Target: 1#]. *An AI-equipped assault rifle designed for mechanized soldiers.*
  2898. While [Equipped], once per round, increase the [Target] of a [Physical Attack] by 1#.
  2899.  
  2900. ※Cervena
  2901. Restrict : Martial / Utility
  2902. Mode : Switch Hand
  2903. ACC : None
  2904. PD : (5) / (6)
  2905. INIT : -2 / -1
  2906. Cost : 2500G
  2907. [Range: 6 Sq. / Target: 1#]. *A Vz61 submachine gun based off the 'Scorpion' converted to an artificial regalia.*
  2908. While [Equipped], once per round, increase the [Target] of a [Ranged Attack] by 2#.
  2909.  
  2910. Ring of Arrows
  2911. Restrict : Last Creator
  2912. Mode : Two Hand
  2913. ACC : None
  2914. PD : +2
  2915. INIT : +1
  2916. Cost : 3500G
  2917. [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.*
  2918. 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>>.
  2919.  
  2920. ※ Horse of Legend
  2921. Restrict : None
  2922. Mode : Two Hand
  2923. ACC : +1
  2924. PD : +6
  2925. INIT : -2
  2926. Cost : 3500G
  2927. [Range: Charge 4 Sq. / Target: 1#]. *A legendary horse from traditions and folklore that appears in a spiritual form. It mainly appears before summoners.*
  2928. While [Equipped], the user may make [Ranged Attacks] and [Magical Attacks] after a [Combat Move].
  2929.  
  2930. ※ Technical Arts Gun
  2931. Restrict : Magus
  2932. Mode : Switch Hand
  2933. ACC : None
  2934. PD : (6) / (7)
  2935. INIT : +1 / +2
  2936. Cost : 3500G
  2937. [Range: 7 Sq. / Target: 1#]. *A firearm-type regalia that fires shots using various magical reagents instead of regular bullets. Its form varies.*
  2938. While [Equipped], once per round when using a Talent to make an [Attack Action], increase the [Damage] by 5.
  2939.  
  2940. ※Killer's Handgun
  2941. Restrict : Soul Eater
  2942. Mode : Switch Hand
  2943. ACC : None
  2944. PD : (8) / (9)
  2945. INIT : -1 / None
  2946. Cost : 4400G
  2947. [Range: 7 Sq. / Target: 1#]. *An extra-large pistol that converts negative spiritual energy into a bullet.*
  2948. While [Equipped], reduce the [Armor] of the [Target] of the user's [Physical Attack] by 5 (to a minimum of 0).
  2949.  
  2950. ※Verrat
  2951. Restrict : Martial / Utility
  2952. Mode : Two Hand
  2953. ACC : None
  2954. PD : (9)
  2955. INIT : -1
  2956. Cost : 4400G
  2957. [Range: 10 Sq. / Target: 1#]. *A sniper-class artificial regalia based on the PSG-1.*
  2958. While [Equipped], when making a [Physical Attack] on a [Target] that is more than [Range: 5 Sq] away, increase [Physical Damage] by 5.
  2959.  
  2960. ※ Schleien
  2961. Restrict : Martial / Utility
  2962. Mode : Switch Hand
  2963. ACC : None
  2964. PD : (8) / (9)
  2965. INIT : None / -1
  2966. Cost : 6000G
  2967. [Range: 6 Sq. / Target: 1#]. *A machine gun-class artificial regalia based on the MG43.*
  2968. While [Equipped], once per round, increase the [Target] of a [Physical Attack] by 2#.
  2969.  
  2970. ※ Curse Gun
  2971. Restrict : Magus
  2972. Mode : Switch Hand
  2973. ACC : +1
  2974. PD : (8) / (9)
  2975. INIT : -2 / -1
  2976. Cost : 6000G
  2977. [Range: 7 Sq. / Target: 1#]. *A technique-based gun that fires curses themselves instead of bullets. It has many possible forms.*
  2978. While [Equipped], once per round when using a Talent to make an [Attack Action], increase the [Damage] by 5.
  2979.  
  2980. Ring of the Magic Bow
  2981. Restrict : Last Creator
  2982. Mode : Two Hand
  2983. ACC : None
  2984. PD : +3
  2985. INIT : +2
  2986. Cost : 8000G
  2987. [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.*
  2988. 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>>.
  2989.  
  2990. ※Freischutz
  2991. Restrict : Magus
  2992. Mode : Two Hand
  2993. ACC : None
  2994. PD : (11)
  2995. INIT : None
  2996. Cost : 8000G
  2997. [Range: 10 Sq. / Target: 1#]. *A magical hunting gun blessed by the devil.*
  2998. 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].
  2999.  
  3000. ※ Master Rifle
  3001. Restrict : Mastery
  3002. Mode : Two Hand
  3003. ACC : None
  3004. PD : (12)
  3005. INIT : -1
  3006. Cost : 8000G
  3007. [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.*
  3008. While [Equipped], by spending [Timing: Start], the user gains +1 [Rank] on [Damage Calculation].
  3009.  
  3010. ※ Contracted Phantom Beast
  3011. Restrict : None
  3012. Mode : Two Hand
  3013. ACC : None
  3014. PD : +13
  3015. INIT : None
  3016. Cost : 10000G
  3017. [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.*
  3018. While [Equipped], the user may make [Ranged Attacks] and [Magical Attacks] after a [Combat Move].
  3019.  
  3020. ※Exorcism Gun
  3021. Restrict : Magus
  3022. Mode : Switch Hand
  3023. ACC : +1
  3024. PD : (13) / (14)
  3025. INIT : -2 / -1
  3026. Cost : 10000G
  3027. [Range: 7 Sq. / Target: 1#]. *A special gun that fires brutal spirit energy instead of bullets. It comes in many forms.*
  3028. While [Equipped], once per round when using a Talent to make an [Attack Action], increase the [Damage] by 5.
  3029.  
  3030.  
  3031. Magic Weapons / Form: Magic [XXXO-6]
  3032. ----------------------------------------
  3033. Alchemy / Spirit Jewel
  3034. Restrict : None
  3035. Mode : One Hand
  3036. CNJ : None
  3037. MD : +3
  3038. INIT : -1
  3039. Cost : -
  3040. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. *A colorful, jewel-type implement produced by a Last Creator.*
  3041. While [Equipped], once per combat, increase the [Target] of the user's [Magical Attack] by 1#.
  3042.  
  3043. Alchemy / Spirit Book
  3044. Restrict : None
  3045. Mode : Switch Hand
  3046. CNJ : None
  3047. MD : +4 / +5
  3048. INIT : -2 / -1
  3049. Cost : -
  3050. [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.*
  3051. While [Equipped], once per combat, the [Target] of the user's [Magical Attack] [Halves] their [Barrier].
  3052.  
  3053. Alchemy / Spirit God
  3054. Restrict : None
  3055. Mode : Two Hand
  3056. CNJ : None
  3057. MD : +5
  3058. INIT : None
  3059. Cost : -
  3060. [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.*
  3061. While [Equipped], gain +2 to [Armor] and [Barrier].
  3062.  
  3063. Alchemy / Spirit Staff
  3064. Restrict : None
  3065. Mode : Two Hand
  3066. ACC : None
  3067. MD : +7
  3068. INIT : -1
  3069. Cost : -
  3070. [Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] *A powerful magic wand or gun produced by a Last Creator.*
  3071. While [Equipped], once per combat while making a [Magical Attack], increase [Magical Rank] by 1.
  3072.  
  3073. Spirit Tree Wand
  3074. Restrict : None
  3075. Mode : Two Hand
  3076. CNJ : None
  3077. MD : +4
  3078. INIT : -3
  3079. Cost : 2000G
  3080. [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.*
  3081. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 1#.
  3082.  
  3083. Unique Grimoire
  3084. Restrict : Mastery
  3085. Mode : Two Hand
  3086. CNJ : None
  3087. MD : +5
  3088. INIT : -4
  3089. Cost : 2000G
  3090. [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.*
  3091. While [Equipped], once per round, grain +3 to [Magical Damage].
  3092.  
  3093. Small Golem
  3094. Restrict : Magus / Arcane
  3095. Mode : Two Hand
  3096. CNJ : -1
  3097. MD : +4
  3098. INIT : -2
  3099. Cost : 3000G
  3100. [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.*
  3101. While [Equipped], gain +2 to [Armor] and [Barrier].
  3102.  
  3103. Book of Shadows
  3104. Restrict : Soul Eater
  3105. Mode : Switch Hand
  3106. CNJ : -1
  3107. MD : +4 / +5
  3108. INIT : None / +1
  3109. Cost : 3000G
  3110. [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*
  3111. While [Equipped], once per combat when performing a [Magical Attack], gain +1 [Magical Rank].
  3112.  
  3113. Ring of Cups
  3114. Restrict : Last Creator
  3115. Mode : Two Hand
  3116. ACC : None
  3117. MD : +1
  3118. INIT : -1
  3119. Cost : 3000G
  3120. [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.*
  3121. 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>>.
  3122.  
  3123. Anti-Mystery Manipulator
  3124. Restrict : Magus
  3125. Mode : Two Hand
  3126. CNJ : None
  3127. MD : +6
  3128. INIT : -3
  3129. Cost : 4000G
  3130. [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.*
  3131. While [Equipped], gain +2 to the [Speed] of [Simple Moves].
  3132.  
  3133. Combat Golem
  3134. Restrict : Magus / Arcane
  3135. Mode : Two Hand
  3136. CNJ : None
  3137. MD : +7
  3138. INIT : -1
  3139. Cost : 5000G
  3140. [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..*
  3141. While [Equipped], gain +3 to [Armor] and [Barrier].
  3142.  
  3143. Spirit Sword
  3144. Restrict : Magus / Arcane
  3145. Mode : Switch Hand
  3146. CNJ : None
  3147. MD : +8 / +9
  3148. INIT : -3 / -2
  3149. Cost : 5000G
  3150. [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..*
  3151. While [Equipped], When making an [Attack Action] against [Class: Undead - Chaos], gain +1 [Rank].
  3152.  
  3153. Ring of the Holy Grail
  3154. Restrict : Last Creator
  3155. Mode : Two Hand
  3156. ACC : None
  3157. MD : +3
  3158. INIT : None
  3159. Cost : 8000G
  3160. [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.*
  3161. 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>>.
  3162.  
  3163. Rune Tablet
  3164. Restrict : Magus / Arcane
  3165. Mode : Two Hand
  3166. CNJ : None
  3167. MD : +8
  3168. INIT : None
  3169. Cost : 8000G
  3170. [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.*
  3171. While [Equipped], once per round, the target of a [Magical Attack] gains -2 to the [Result] of their [Reaction Check].
  3172.  
  3173. Brazen Magical Creature
  3174. Restrict : Magus / Arcane
  3175. Mode : Switch Hand
  3176. CNJ : None
  3177. MD : +8 / +9
  3178. INIT : -1 / None
  3179. Cost : 8000G
  3180. [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.*
  3181. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 1#.
  3182.  
  3183. Black Lacquer Wand
  3184. Restrict : Soul Eater
  3185. Mode : Two Hand
  3186. CNJ : None
  3187. MD : +9
  3188. INIT : -1
  3189. Cost : 8000G
  3190. [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancels / Element: None / Rank: 2]. *A special wand made of obsidian.*
  3191. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 1#.
  3192.  
  3193. Anti-Evil God Manipulator
  3194. Restrict : Magus
  3195. Mode : Two Hand
  3196. CNJ : None
  3197. MD : +9
  3198. INIT : +1
  3199. Cost : 10000G
  3200. [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.*
  3201. While [Equipped], gain +2 to the [Speed] of [Simple Moves].
  3202.  
  3203. Unique Upanishad
  3204. Restrict : Mastery
  3205. Mode : Two Hand
  3206. CNJ : None
  3207. MD : +10
  3208. INIT : -2
  3209. Cost : 10000G
  3210. [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.*
  3211. While [Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 1#.
  3212.  
  3213. Large Golem
  3214. Restrict : Magus / Arcane
  3215. Mode : Two Hand
  3216. CNJ : None
  3217. MD : +12
  3218. INIT : -2
  3219. Cost : 10000G
  3220. [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..*
  3221. While [Equipped], gain +3 to [Armor] and [Barrier].
  3222.  
  3223.  
  3224. Protectors: Suits [XXXP-1]
  3225. ----------------------------------------
  3226. [Protector: Suit] Alchemy / Spirit Armor
  3227. Restrict : None
  3228. EVA : None
  3229. INIT : None
  3230. Armor : +2
  3231. Barrier : +2
  3232. Cost : -
  3233. *Light metal armor produced by a Last Creator. Has more defense than it appears to.
  3234. While equipped, reduce damage received from [Mononoke] by 5.
  3235.  
  3236. [Protector: Suit] Alchemist's Robe
  3237. Restrict : Last Creator
  3238. EVA : None
  3239. INIT : -1
  3240. Armor : +1
  3241. Barrier : +1
  3242. Cost : 500g
  3243. *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.*
  3244. While [Equipped], gain +2 to [Magical Damage].
  3245.  
  3246. [Protector: Suit] AA Tetsujin
  3247. Restrict : Cyborg
  3248. EVA : -3
  3249. INIT : -3
  3250. Armor : +5
  3251. Barrier : +5
  3252. Cost : 1500g
  3253. *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'.*
  3254. While [Equipped], reduce [Damage] received from targets outside of [Range: Engaged] by 3.
  3255.  
  3256. [Protector: Suit] Black Wing Robe
  3257. Restrict : Soul Eater
  3258. EVA : +1
  3259. INIT : -1
  3260. Armor : +2
  3261. Barrier : None
  3262. Cost : 2000g
  3263. *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.*
  3264. While [Equipped], increase [Physical Damage] by 2.
  3265.  
  3266. [Protector: Suit] Modified Vest
  3267. Restrict : Mastery
  3268. EVA : None
  3269. INIT : +1
  3270. Armor : +1
  3271. Barrier : +1
  3272. Cost : 2000g
  3273. *A vest or garment-type Artificial Regalia that was woven with a unique formula, or spiritual power. It increases one's physical abilities.*
  3274. While [Equipped], once per combat, gain +2 to an {Evasion} check.
  3275.  
  3276. [Protector: Suit] AA Senki
  3277. Restrict : Cyborg
  3278. EVA : None
  3279. INIT : -1
  3280. Armor : +3
  3281. Barrier : +1
  3282. Cost : 2000g
  3283. *A Far East Heavy Industries-built AA specialized in physical combat. This armored bodysuit acts as a reinforced exoskeleton.*
  3284. While [Equipped], increase [Physical Damage] of [Attack Actions] made using [Melee Weapons] by 3.
  3285.  
  3286. [Protector: Suit] Apprentice Mage Cloth
  3287. Restrict : Magus / Arcane
  3288. EVA : None
  3289. INIT : +1
  3290. Armor : +2
  3291. Barrier : +2
  3292. Cost : 3500G
  3293. *A half-cloak over a blazer-style outfit worn as a uniform by apprentices studying magic within the Mage's Association.*
  3294. 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).
  3295.  
  3296. [Protector: Suit] Modern Magic Armaments
  3297. Restrict : Magus / Arcane
  3298. EVA : +1
  3299. INIT : None
  3300. Armor : +1
  3301. Barrier : +1
  3302. Cost : 3500G
  3303. *Modern equipment with functions that assist the use of magic. It looks similar to a diver's suit and can be worn under clothes.*
  3304. While [Equipped],once per combat by spending [Timing: Start], [Range: 7 Sq / Target: 1#] reduces {Initiative} by 2d6 (To a minimum of 1).
  3305.  
  3306. [Protector: Suit] Assault League
  3307. Restrict : Marebito
  3308. EVA : +1
  3309. INIT : -1
  3310. Armor : +3
  3311. Barrier : None
  3312. Cost : 3500G
  3313. *Light combat armor developed in another world. It can momentarily enhance athletic ability.*
  3314. While [Equipped], once per combat, gain [Shift: Assault].
  3315.  
  3316. [Protector: Suit] Double Kite
  3317. Restrict : Utility / Arcane
  3318. EVA : None
  3319. INIT : None
  3320. Armor : +3
  3321. Barrier : None
  3322. Cost : 3500G
  3323. *A twofold tonbi mantle. Preferred by traditional Japanese magicians who flip the hem while demonstrating their spiritual power.*
  3324. While [Equipped], once per combat by spending [Timing: Start], move up to 2 Sq, ignoring [Engagements].
  3325.  
  3326. [Protector: Suit] Black God's Cloak
  3327. Restrict : Soul Eater
  3328. EVA : +1
  3329. INIT : +2
  3330. Armor : +1
  3331. Barrier : +1
  3332. Cost : 5000G
  3333. *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..*
  3334. While [Equipped], once per session, gain +2d6 to {Initiative}.
  3335.  
  3336. [Protector: Suit] Orihime's Kimono
  3337. Restrict : None
  3338. EVA : None
  3339. INIT : +2
  3340. Armor : +2
  3341. Barrier : +2
  3342. Cost : 5000G
  3343. *A kimono-type artificial regalia made from cloth woven by the legendary Orihime. It has excellent spiritual power.*
  3344. While [Equipped], once per combat, gain +2 to the [Result] of a [Reactive Check].
  3345.  
  3346. [Protector: Suit] AA Convoy
  3347. Restrict : Cyborg
  3348. EVA : -1
  3349. INIT : -2
  3350. Armor : +5
  3351. Barrier : +5
  3352. Cost : 5000G
  3353. *An AA-series for base defense developed by Far-East Heavy Industries. Heavy Armor covers the entire body, providing extremely high defense..*
  3354. While [Equipped], reduce [Damage] from [Targets] other than [Range: Engaged] by 5.
  3355.  
  3356. [Protector: Suit] Phantom Beast Armor
  3357. Restrict : Marebito
  3358. EVA : None
  3359. INIT : +1
  3360. Armor : +5
  3361. Barrier : None
  3362. Cost : 6000G
  3363. *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.*
  3364. While [Equipped], reduce [Element: Fire - Shock - Toxin] [Damage] by 10.
  3365.  
  3366. [Protector: Suit] Hexagram Armor
  3367. Restrict : Marebito
  3368. EVA : None
  3369. INIT : None
  3370. Armor : +5
  3371. Barrier : +5
  3372. Cost : 8000G
  3373. *Plate armor with a hexagram engraved on the shoulder plate. It has a hidden magic that reduces power.*
  3374. While [Equipped], reduce [Damage] by 5.
  3375.  
  3376. [Protector: Suit] Fallen Angel Cloth
  3377. Restrict : Soul Eater
  3378. EVA : +1
  3379. INIT : None
  3380. Armor : +5
  3381. Barrier : +5
  3382. Cost : 8000G
  3383. *A black leather cloak worn only by high-ranking soul eaters. The material is unknown, but said to be made of fallen angel hide.*
  3384. While [Equipped], increase [Physical Damage] dealt to [Mononoke] by 5.
  3385.  
  3386. [Protector: Suit] White Devil Coat
  3387. Restrict : None
  3388. EVA : None
  3389. INIT : +2
  3390. Armor : +5
  3391. Barrier : +5
  3392. Cost : 8000G
  3393. *Demon Clothes imitating a white coat. It has a high performance regardless of appearance.*
  3394. While [Equipped], increase [Recovery] effects from [Item: Consumables] by 5.
  3395.  
  3396. [Protector: Suit] Taoist Spirit Robe
  3397. Restrict : None
  3398. EVA : +1
  3399. INIT : None
  3400. Armor : +6
  3401. Barrier : +4
  3402. Cost : 8000G
  3403. *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.*
  3404. While [Equipped], reduce [Physical Damage] received from [Range: Engaged] by 5.
  3405.  
  3406. [Protector: Suit] AA Patriot
  3407. Restrict : Cyborg
  3408. EVA : None
  3409. INIT : None
  3410. Armor : +6
  3411. Barrier : +6
  3412. Cost : 8000G
  3413. *A B.E.G. defensive AA. It has a missile pod mounted on the back, and resembles a heavily armored powered suit.*
  3414. While [Equipped], reduce [Damage] from [Targets] other than [Range: Engaged] by 10.
  3415.  
  3416.  
  3417. Protectors: Shields [XXXP-2]
  3418. ----------------------------------------
  3419.  
  3420. [Protector: Shield] Alchemy / Spirit Shield
  3421. Restrict : Martial
  3422. Mode : One Hand
  3423. EVA : None
  3424. INIT : None
  3425. Armor : +1
  3426. Barrier : +1
  3427. Cost : -
  3428. *A medium-size metal shield produced by a Last Creator. It is highly resistant to spirit energy.*
  3429. While [Equipped], once per combat, reduce [Damage] taken by 5.
  3430.  
  3431. [Protector: Shield] Vampiric Sheath
  3432. Mode: One Hand
  3433. Restrict : Soul Eater
  3434. EVA : None
  3435. INIT : -2
  3436. Armor : +2
  3437. Barrier : +2
  3438. Cost : 500G
  3439. *A scabbard carved from a blood-sucking monster. Because it has negative spiritual energy, it can only be wielded by Soul Eaters.*
  3440. While [Equipped] at the same time as a [Form: Sword] weapon, gain +2 [Physical Damage].
  3441.  
  3442. [Protector: Shield] Divine Shawl
  3443. Restrict : Divine Soul
  3444. EVA : None
  3445. INIT : +2
  3446. Armor : None
  3447. Barrier : +1
  3448. Cost : 1500G
  3449. *A beautiful hagoromo with a divine power. It demonstrates high defensive ability just by fluttering.*
  3450. While [Equipped], reduce [Damage] from [Class: Undead - Chaos] by 2.
  3451.  
  3452. [Protector: Shield] Devil's Cloak
  3453. Mode: One Hand
  3454. Restrict : Darkstalker
  3455. EVA : None
  3456. INIT : +1
  3457. Armor : +1
  3458. Barrier : +1
  3459. Cost : 1500G
  3460. *A jet-black cloak only worn by Darkstalkers. It has the ability to blend in with the darkness of night.*
  3461. While [Equipped], reduce [Damage] from [Class: Humanoid - Chaos] by 2.
  3462.  
  3463. [Protector: Shield] Devil's Shield
  3464. Mode: One Hand
  3465. Restrict : Magus
  3466. EVA : None
  3467. INIT : -1
  3468. Armor : +3
  3469. Barrier : +1
  3470. Cost : 1500G
  3471. *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.*
  3472. While [Equipped], once per combat, reduce [Magical Damage] by 2.
  3473.  
  3474. [Protector: Shield] Dark Chain
  3475. Mode: One Hand
  3476. Restrict : Dark Hunter
  3477. EVA : +1
  3478. INIT : -1
  3479. Armor : +1
  3480. Barrier : +2
  3481. Cost : 3500G
  3482. *A weighted chain with a special hook. It provides a special defense when wrapped around the arm..*
  3483. 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.).
  3484.  
  3485. [Protector: Shield] Otherworld Companion
  3486. Mode: One Hand
  3487. Restrict : Marebito
  3488. EVA : None
  3489. INIT : None
  3490. Armor : +1
  3491. Barrier : +3
  3492. Cost : 3500G
  3493. *Summon forth a companion monster that once existed in another world as your own partner.*
  3494. While [Equipped], once per combat, increase the [Result] of a [Reactive Check] by 2.
  3495.  
  3496. [Protector: Shield] Daiyoukai Part
  3497. Restrict : Hanyou
  3498. EVA : None
  3499. INIT : None
  3500. Armor : +2
  3501. Barrier : +2
  3502. Cost : 3500G
  3503. *By wearing a part separated from the body of a daiyoukai on your arm, it functions as a natural shield.*
  3504. While [Equipped], once per combat, increase [Damage] to [Mononoke - Godhunters] by 5.
  3505.  
  3506. [Protector: Shield] Dragon Scale
  3507. Mode: One Hand
  3508. Restrict : Dragon Lord
  3509. EVA : None
  3510. INIT : None
  3511. Armor : +3
  3512. Barrier : +1
  3513. Cost : 4500G
  3514. *By binding the scale of a dragon god to the arm, the whole arm becomes covered in scales and transforms into a shield.*
  3515. While [Equipped], the user may [Equip] a [Form: Two Hand] weapon.
  3516.  
  3517. [Protector: Shield] Dragon Familiar
  3518. Mode: One Hand
  3519. Restrict : Dragon Lord
  3520. EVA : None
  3521. INIT : None
  3522. Armor : +3
  3523. Barrier : +3
  3524. Cost : 5000G
  3525. *By offering Fool's Gold to a small dragon, it acts as a familiar and escort.*
  3526. While [Equipped], once per combat, increase the [Rank] of an [Attack Action] by 1.
  3527.  
  3528. [Protector: Shield] Devil's Gauntlet
  3529. Mode: One Hand
  3530. Restrict : Darkstalker
  3531. EVA : None
  3532. INIT : +1
  3533. Armor : +3
  3534. Barrier : +3
  3535. Cost : 5000G
  3536. *An evil gauntlet with protrusions and claws. It enhances the dark spiritual power of the wearer..*
  3537. While [Equipped], increase the [Physical Damage] dealth to [Range: Engaged] by 2.
  3538.  
  3539. [Protector: Shield] Mercury Spirit System
  3540. Mode: One Hand
  3541. Restrict : Magus / Arcane
  3542. EVA : None
  3543. INIT : None
  3544. Armor : +3
  3545. Barrier : +4
  3546. Cost : 5000G
  3547. *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..*
  3548. While [Equipped], once per round, reduce [Damage] by 3.
  3549.  
  3550. [Protector: Shield] Large-Scale Armor
  3551. Mode: One Hand
  3552. Restrict : Cyborg
  3553. EVA : None
  3554. INIT : -2
  3555. Armor : +4
  3556. Barrier : +4
  3557. Cost : 5000G
  3558. *Large, reinforced external armor that covers the entire right side of the body..*
  3559. While [Equipped], once per combat, reduce [Damage] from [Weapon Attacks] by 10.
  3560.  
  3561. [Protector: Shield] Iron Sheath of the God Sword
  3562. Mode: One Hand
  3563. Restrict : Scion
  3564. EVA : +1
  3565. INIT : +1
  3566. Armor : +3
  3567. Barrier : +3
  3568. Cost : 8000G
  3569. *An iron scabbard that sheaths a sword for killing gods. The scabbard itself has great spiritual power.*
  3570. If [Equipped] at the same time as a [Form: Sword] weapon, gain +3 to [Physical Damage].
  3571.  
  3572. [Protector: Shield] Heavy Vampiric Shield
  3573. Mode: One Hand
  3574. Restrict : Heroic Spirit
  3575. EVA : +1
  3576. INIT : None
  3577. Armor : +5
  3578. Barrier : +5
  3579. Cost : 8000G
  3580. *A heavy metal shield used by the heroes of ancient China. The souls of the defeated empower the owner.*
  3581. While [Equipped], when making an [Attack Action] against [Class: Humanoid - Chaos], gain +1 [Rank].
  3582.  
  3583. [Protector: Shield] Digital Shield
  3584. Mode: One Hand
  3585. Restrict : Digital Sorcerer
  3586. EVA : +1
  3587. INIT : None
  3588. Armor : +5
  3589. Barrier : +5
  3590. Cost : 10000G
  3591. *A shield made exclusively for Digital Sorcerers. In the moment of defense, the program code can be projected and physically manifest.*
  3592. While [Equipped], when making a [Magical Attack] using a [Style: Digital Sorcerer] Talent, gain +2 [Magical Damage].
  3593.  
  3594. [Protector: Shield] Flesh Claws
  3595. Mode: One Hand
  3596. Restrict : Magus
  3597. EVA : None
  3598. INIT : +2
  3599. Armor : +5
  3600. Barrier : +4
  3601. Cost : 10000G
  3602. *A magical shield strengthened with powerful energy. Upon activating, countless eyes open up and fangs and claws deploy in a defensive formation.*
  3603. While [Equipped], reduce [Damage] from [Range: Engaged] by 3.
  3604.  
  3605. [Protector: Shield] Guardian Amulet
  3606. Mode: One Hand
  3607. Restrict : Magus / Arcane
  3608. EVA : None
  3609. INIT : +1
  3610. Armor : +5
  3611. Barrier : +5
  3612. Cost : 10000G
  3613. *A dharmapala with a powerful divine word. When defending, images of shining gods and heroes appear as shields.*
  3614. While [Equipped], once per combat, increase the [Result] of a [Reactive Check] by 2.
  3615.  
  3616. [Protector: Shield] Biomercury
  3617. Mode: One Hand
  3618. Restrict : Magus / Arcane
  3619. EVA : None
  3620. INIT : None
  3621. Armor : +5
  3622. Barrier : +6
  3623. Cost : 10000G
  3624. *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.*
  3625. While [Equipped], once per round, reduce [Damage] by 3.
  3626.  
  3627.  
  3628. Gear [XXXP-3]
  3629. ----------------------------------------
  3630. [Gear] Communications Device
  3631. Use: Other
  3632. Cost: 20G
  3633. *An ultra-small communications device. It has functionality as a mobile phone.*
  3634. 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.)
  3635.  
  3636. [Gear] Telepathy Jewel
  3637. Use: Other
  3638. Cost: 20G
  3639. *A divine instrument used for communication, in the form of a gemstone.*
  3640. 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.)
  3641.  
  3642. [Gear] Cyber Replica
  3643. Use: Other
  3644. Cost: 100G
  3645. 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].
  3646.  
  3647. [Gear] Maintenance Site
  3648. Use : Rest (Meal)
  3649. Cost : 100G
  3650. A special hideaway equipped with facilities for cyborgs and androids.
  3651. [Class: Mechanical] gain +5 to [Rest Recovery Amount].
  3652.  
  3653. [Gear] Original Workshop
  3654. Use : Rest (Meal)
  3655. Cost : 100G
  3656. A facility used by mages and homunculus to perform ritual magic, elixirs, and regalia.
  3657. [Race: Magus / Homunculus] gain +5 to [Rest Recovery Amount].
  3658.  
  3659. [Gear] Magic Self-Defense Pistol
  3660. Use: Other
  3661. Cost: 100G
  3662. 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).
  3663.  
  3664. [Gear] Defense Shikigami
  3665. Use: Other
  3666. Cost: 100G
  3667. 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.
  3668.  
  3669. [Gear] Remedy Set
  3670. Use: Rest (Prep)
  3671. Cost: 100G
  3672. A metal attache case containing various remedies and parts. [Race: Magus / Homunculus / Cyborg / Android] gain +5 to [Rest Recovery Amount].
  3673.  
  3674. [Gear] Servant Homunculus
  3675. Use : Other
  3676. Cost : 100G
  3677. 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).
  3678.  
  3679.  
  3680. ================================================================================
  3681. Exodus -- GM Section: Humanoid Mononoke [XXXQ-1]
  3682. ================================================================================
  3683. Apprentice Magician / Class: Humanoid / LV: 1 (1)
  3684. Size : 2
  3685. Wits : Clever
  3686. Senses : Normal
  3687. Speech : Yes
  3688. Reaction : Mercurial
  3689. ID : 15
  3690. Weakness : [Magnet] [Toxin]
  3691. Movement : Walk
  3692. | ACC | EVA | CNJ | RES | CHK
  3693. {Combat Stats} | 03 | 06 | 06 | 03 | 03
  3694. {Fixed Values} | 10 | 13 | 13 | 10 | 10
  3695. {Initiative} : 10 (5)
  3696. {HP} : 35
  3697. Armor : 0
  3698. Barrier : 1
  3699.  
  3700. Attack Methods
  3701.  
  3702. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  3703. - 2d6+9 magical damage.
  3704.  
  3705. <<Empathic Curse>>: Start / 7 Sq. / 1# / No Reactive Check
  3706. - The target loses 2d6 {Initiative} (to a minimum of 11). 1/Session.
  3707.  
  3708. <<Hidden Magic>>: Magical Attack / 9 Sq. / 1# / Halves
  3709. - [Element: Phantom] 3d6+10 magical damage. 1/Round.
  3710.  
  3711. Materials (2d6)
  3712. 2~8: None
  3713. 10+: Manual/MD+2: 1000G (Potency: 2)
  3714.  
  3715. Description:
  3716. 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.
  3717.  
  3718. ----------------------------------------
  3719.  
  3720. Operator / Class: Humanoid / LV: 2 (1)
  3721. Size : 2
  3722. Wits : Clever
  3723. Senses : Normal
  3724. Speech : Yes
  3725. Reaction : Mercurial
  3726. ID : 17
  3727. Weakness : [Shock] [Phantom]
  3728. Movement : Walk
  3729. | ACC | EVA | CNJ | RES | CHK
  3730. {Combat Stats} | 06 | 03 | 08 | 03 | 03
  3731. {Fixed Values} | 13 | 10 | 15 | 10 | 10
  3732. {Initiative} : 11 (6)
  3733. {HP} : 46
  3734. Armor : 1
  3735. Barrier : 0
  3736.  
  3737. Attack Methods
  3738.  
  3739. [Weapon Attack]: Magical Attack / 8 Sq. / 2# / Cancels
  3740. - [Element: Wind] 2d6+14 magical damage.
  3741.  
  3742. <<Tactical Barrier>> Start / Combat Zone / Combat Zone
  3743. - When the the target become the target of [Target: 2#+] [Attack Actions] (Including [Range: Area - Combat Zone]) gain +40 [Armor] and [Barrier].
  3744.  
  3745. <<Tactical Assistant>> Constant / User
  3746. - Unless the target has [Shift: Dead], [Class: Humanoid] NPCs other than [Bosses] in the [Combat Zone] gain +5 {Initiative}.
  3747.  
  3748. Materials (2d6)
  3749. 2~7: None
  3750. 10+: SD Memory/Intellect+1: 500G (Potency: 1)
  3751.  
  3752. Description:
  3753. 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.
  3754.  
  3755. ----------------------------------------
  3756.  
  3757. Houriki Monk / Class: Humanoid / LV: 4 (1)
  3758. Size : 2
  3759. Wits : Clever
  3760. Senses : Normal
  3761. Speech : Yes
  3762. Reaction : Mercurial
  3763. ID : 22
  3764. Weakness : [Cold] [Phantom]
  3765. Movement : Walk
  3766. | ACC | EVA | CNJ | RES | CHK
  3767. {Combat Stats} | 08 | 03 | 10 | 03 | 03
  3768. {Fixed Values} | 15 | 10 | 17 | 10 | 10
  3769. {Initiative} : 15 (7)
  3770. {HP} : 58
  3771. Armor : 1
  3772. Barrier : 0
  3773.  
  3774. Attack Methods
  3775.  
  3776. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  3777. - [Element: Wind] 2d6+18 magical damage.
  3778.  
  3779. <<Reinforcing Chant>>: Start / User
  3780. - The target gains +2d6 [Damage] and {Initiative}.
  3781.  
  3782. <<Wisdom King's Flame Curse>>: Magical Attack / 7 Sq. / Area / Cancels
  3783. - [Element: Fire] 2d6+23 magical damage. 1/Round.
  3784.  
  3785. <<Continouous Chant>>: Unique / User
  3786. - Use on Damage Calculation. The target may make one [Weapon Attack]. 2/Round.
  3787.  
  3788. Materials (2d6)
  3789. 2~9: None
  3790. 10+: Shining Vajra/Will+2: 1000G (Potency: 2)
  3791.  
  3792. Description:
  3793. 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.
  3794.  
  3795. ----------------------------------------
  3796.  
  3797. Giant / Class: Humanoid / LV: 6 (2)
  3798. Size : 3
  3799. Wits : Clever
  3800. Senses : Heat
  3801. Speech : Yes
  3802. Reaction : Mercurial
  3803. ID : 22
  3804. Weakness : [Shock] [Phantom]
  3805. Movement : Walk
  3806. | ACC | EVA | CNJ | RES | CHK
  3807. {Combat Stats} | 08 | 03 | 10 | 03 | 03
  3808. {Fixed Values} | 15 | 10 | 17 | 10 | 10
  3809. {Initiative} : 15 (7)
  3810. {HP} : 58
  3811. Armor : 1
  3812. Barrier : 0
  3813.  
  3814. Attack Methods
  3815.  
  3816. [Weapon Attack]: Melee Attack / Engaged / 1#
  3817. - [Element: Wind / Form: Hammer] 3d6+23 physical damage.
  3818.  
  3819. <<Giant Jump>>: Start / User
  3820. - [Install] the target up to 7 Sq away from their current square.
  3821.  
  3822. <<God Power - Whirlwind>>: Physical Attack / Charge 5 Sq. / 2#
  3823. - [Element: Magnet / Form: Hammer] 5d6+40 physical damage, and the target [Halves] their [Armor].
  3824.  
  3825. <<God Power - Counter>>: Unique / Charge 5 Sq. / 1#
  3826. - 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.
  3827.  
  3828. Materials (2d6)
  3829. 2~7: None
  3830. 8+: Giant Heart/HP+6: 1000G (Potency: 2)
  3831.  
  3832. Description:
  3833. 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.
  3834.  
  3835. ----------------------------------------
  3836.  
  3837. Regalia User / Class: Humanoid / LV: 7 (2)
  3838. Size : 3
  3839. Wits : Clever
  3840. Senses : Heat
  3841. Speech : Yes
  3842. Reaction : Mercurial
  3843. ID : 25
  3844. Weakness : [Magnet] [Phantom]
  3845. Movement : Walk
  3846. | ACC | EVA | CNJ | RES | CHK
  3847. {Combat Stats} | 13 | 03 | 03 | 13 | 05
  3848. {Fixed Values} | 20 | 10 | 10 | 20 | 12
  3849. {Initiative} : 18 (8)
  3850. {HP} : 110
  3851. Armor : 20
  3852. Barrier : 20
  3853.  
  3854. Attack Methods
  3855.  
  3856. [Weapon Attack]: Melee Attack / 3 Sq. / 3#
  3857. - [Element: Fire / Form: Spear] 3d6+33 physical damage.
  3858.  
  3859. <<Divine Spear Lightning>>: Physical Attack / Combat Zone / 1#
  3860. - [Element: Shock / Form: Spear] 5d6+30 physical damage.
  3861.  
  3862. <<Legendary Armor>>: Defense / Combat Zone / 1#
  3863. - Use on Damage Reduction. Reduce the [Damage] received by the target to 10, and treat the {Resist} check as though it had failed.
  3864.  
  3865. <<Legendary Shield>>: Unique / Combat Zone / 1#
  3866. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 2/Round.
  3867.  
  3868. <<Jewel of the Aragami>>: Unique / User
  3869. - 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].
  3870.  
  3871. Materials (2d6)
  3872. 2~9: None
  3873. 10+: Regalia Fragment/Armor+2: 1000G (Potency: 2)
  3874.  
  3875. Description:
  3876. Inheritor of the gods who freely wields a godforged regalia. Even a godhunter will have a difficult time facing them head on.
  3877.  
  3878. ----------------------------------------
  3879.  
  3880. Great Magician / Class: Humanoid / LV: 8 (2)
  3881. Size : 2
  3882. Wits : Cleve
  3883. Senses : Domain
  3884. Speech : Yes
  3885. Reaction : Mercurial
  3886. ID : 26
  3887. Weakness : [Wind] [Light]
  3888. Movement : Walk
  3889. | ACC | EVA | CNJ | RES | CHK
  3890. {Combat Stats} | 05 | 06 | 15 | 10 | 03
  3891. {Fixed Values} | 12 | 13 | 22 | 17 | 10
  3892. {Initiative} : 22 (9)
  3893. {HP} : 101
  3894. Armor : 5
  3895. Barrier : 5
  3896.  
  3897. Attack Methods
  3898.  
  3899. [Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
  3900. - [Element: Cold] 2d6+30 magical damage.
  3901.  
  3902. <<Spirit Curse Bullet>>: Magical Attack / 10 Sq. / 2# / Cancels
  3903. - [Element: Phantom] 4d6+45 magical damage. Targets that fail their [Reactive Check] gain [Shift: Pain].
  3904.  
  3905. <<Great Magic>>: Magical Attack / Combat Zone / Combat Zone / Halves
  3906. - 52 magical damage. 1/Combat.
  3907.  
  3908. <<Magic Reversal>>: Unique / 10 Sq. / 1#
  3909. Use when the target declares a Talent. Cancel the effect of one [Timing: Defense or Unique] Talent, then perform x1 [Timing: Attack]. 1/Round.
  3910.  
  3911. <<Curse Barrier>>: Constant / User
  3912. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from [Weapon Attacks] and [Special Attacks].
  3913.  
  3914. Materials (2d6)
  3915. Automatic: Great Grimoire/MD+2: 1000G (Potency: 2)
  3916.  
  3917. Description:
  3918. 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.
  3919.  
  3920. ----------------------------------------
  3921.  
  3922. Divine Beast Tamer / Class: Humanoid / LV: 11 (3)
  3923. Size :
  3924. Wits :
  3925. Senses :
  3926. Speech :
  3927. Reaction :
  3928. ID :
  3929. Weakness : [???]
  3930. Movement :
  3931. | ACC | EVA | CNJ | RES | CHK
  3932. {Combat Stats} | 19 | 19 | 03 | 05 | 03
  3933. {Fixed Values} | 26 | 26 | 10 | 12 | 10
  3934. {Initiative} : 30 (12)
  3935. {HP} : 154
  3936. Armor : 5
  3937. Barrier : 5
  3938.  
  3939. Attack Methods
  3940.  
  3941. [Weapon Attack]: Ranged Attack / 9 Sq. / 3#
  3942. - [Element: Fire / Form: Ranged] 2d6+30 physical damage.
  3943.  
  3944. <<Summoning Gun>>: Physical Attack / 9 Sq. / 2#
  3945. - [Element: Shock / Form: Ranged] 5d6+50 physical damage, and targets may not apply "reduce damage by x#" effects on [Damage Calculation].
  3946.  
  3947. <<Defensive Summon>>: Defense / Combat Zone / 1#
  3948. - 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].
  3949.  
  3950. <<Union of Man & Beast>>: Unique / Combat Zone / 1#
  3951. - Use on Damage Calculation. One [Class: Human - Beast] NPC other than the user gains +[1d6x5] [Damage]. 2/Round.
  3952.  
  3953. <<Divine Beast Summon>>: Constant / User
  3954. - Once per combat by spending [Timing: Start], the user [Installs] one [Class: Beast / LV: 11 or less] [Mononoke] into an adjacent square.
  3955.  
  3956. Materials (2d6)
  3957. Automatic: Broken Summoning Gun/Initiative+2: 1000G (Potency: 2).
  3958.  
  3959. Description:
  3960. 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.
  3961.  
  3962. ----------------------------------------
  3963.  
  3964. ================================================================================
  3965. Exodus -- GM Section: Beast Mononoke [XXXQ-2]
  3966. ================================================================================
  3967. Hideous Beast / Class: Beast / LV: 1 (1)
  3968. Size : 3
  3969. Wits : Clever
  3970. Senses : Heat
  3971. Speech : Yes
  3972. Reaction : Hostile
  3973. ID : 12
  3974. Weakness : [Cold] [Shock]
  3975. Movement : Walk
  3976. | ACC | EVA | CNJ | RES | CHK
  3977. {Combat Stats} | 07 | 07 | 01 | 01 | 04
  3978. {Fixed Values} | 14 | 14 | 08 | 08 | 11
  3979. {Initiative} : 15 (7)
  3980. {HP} : 56
  3981. Armor : 4
  3982. Barrier : 4
  3983.  
  3984. Attack Methods
  3985.  
  3986. [Weapon Attack]: Melee Attack / Engaged / 1#
  3987. - [Form: Axe] 3d6+10 physical damage. [Additional Effect]: Change an [Attack Action] to a [Special Attack]. 1/Round.
  3988.  
  3989. <<Instant Jump>>: Prep / User
  3990. - Install the [Target] up to 4 Sq from their current square.
  3991.  
  3992. <<Sticky Tentacle>>: Physical Attack / Engaged / 1#
  3993. - [Form: Spear] 2d6+7 physical damage. Targets that fail their [Reactive Check] gain -2 to an {Evasion} check once during the rest of combat.
  3994.  
  3995. <<Self-Destruct>>: End / Engaged / Area / No Reactive check
  3996. - 28 magical damage. Afterwards, the user gains [Shift: Dead].
  3997.  
  3998. Materials (2d6)
  3999. 2~8: None
  4000. 9+: Self-Destruction Nucleus/HP+3: 500G (Potency: 1)
  4001.  
  4002. Description:
  4003. 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.
  4004.  
  4005. ----------------------------------------
  4006.  
  4007. Familiar x1 / Class: Beast / LV: 2 (1)
  4008. Size : 1
  4009. Wits : Clever
  4010. Senses : Magic
  4011. Speech : Yes
  4012. Reaction : Mercurial
  4013. ID : 15
  4014. Weakness : [Wind] [Light]
  4015. Movement : Walk, Fly
  4016. | ACC | EVA | CNJ | RES | CHK
  4017. {Combat Stats} | 05 | 03 | 08 | 04 | 04
  4018. {Fixed Values} | 12 | 10 | 15 | 11 | 11
  4019. {Initiative} : 22 (9)
  4020. {HP} : 43
  4021. Armor : 1
  4022. Barrier : 1
  4023.  
  4024. Attack Methods
  4025.  
  4026. [Weapon Attack]: Physical Attack / Engaged / 1#
  4027. - [Form: Sword] 1d6+7 physical damage. [Additional Effect]: Increase the [Target] of an [Attack Action] by 1#. 1/Round.
  4028.  
  4029. <<Spiritual Adjustment>>: Start / 7 Sq. / 1#
  4030. - Change any one of the target's [Spirit Dice] to 1.
  4031.  
  4032. <<Attack Magic 1>>: Magical Attack / 7 Sq. / 1# / Halves
  4033. - 2d6+15 magical damage. 1/Round.
  4034.  
  4035. <<Servant's Dedication>>: Defense / 4 Sq. / 1#
  4036. - 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).
  4037.  
  4038. Materials (2d6)
  4039. 2~9: None
  4040. 10+: Contract Seal/MD+1: 500G (Potency: 1)
  4041.  
  4042. Description:
  4043. 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.
  4044.  
  4045. ----------------------------------------
  4046.  
  4047. Rampaging Familiar / Class: Beast / LV: 4 (1)
  4048. Size : 3
  4049. Wits : Low
  4050. Senses : Heat
  4051. Speech : No
  4052. Reaction : Hostile
  4053. ID : 18
  4054. Weakness : [Fire] [Shock]
  4055. Movement : Walk, Fly
  4056. | ACC | EVA | CNJ | RES | CHK
  4057. {Combat Stats} | 10 | 10 | 01 | 01 | 04
  4058. {Fixed Values} | 17 | 17 | 08 | 08 | 11
  4059. {Initiative} : 21 (9)
  4060. {HP} : 64
  4061. Armor : 5
  4062. Barrier : 2
  4063.  
  4064. Attack Methods
  4065.  
  4066. [Weapon Attack]: Physical Attack / Engaged / 1#
  4067. - [Form: Sword] 3d6+19 physical damage. [Additional Effect]: The target of an [Attack Action] [Halves] their [Armor] or [Barrier]. 1/Combat.
  4068.  
  4069. <<Violence I>>: Physical Attack / Combat Zone / Area
  4070. - [Form: Axe] 3d6+24 physical damage. 1/Round.
  4071.  
  4072. <<Counterattack>>: Defense / User / no Reactive Check
  4073. Use On {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target: 1#] takes [Form: Sword] 2d6+25 physical damage.
  4074.  
  4075. <<Insane Magic Arts>>: Constant / User
  4076. - During the target's [Turn], gain x1 [Timing: Attack].
  4077.  
  4078. Materials (2d6)
  4079. 2~9: None
  4080. 10+: Enlarged Claw/PD+2: 1000G (Potency: 2)
  4081.  
  4082. Description:
  4083. 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.
  4084.  
  4085. ----------------------------------------
  4086.  
  4087. Giant Familiar / Class: Beast / LV: 5 (1)
  4088. Size : 3
  4089. Wits : Clever
  4090. Senses : Magic
  4091. Speech : Yes
  4092. Reaction : Mercurial
  4093. ID : 21
  4094. Weakness : [Shock] [Wind]
  4095. Movement : Walk, Fly
  4096. | ACC | EVA | CNJ | RES | CHK
  4097. {Combat Stats} | 10 | 07 | 10 | 01 | 04
  4098. {Fixed Values} | 17 | 14 | 17 | 08 | 11
  4099. {Initiative} : 19 (8)
  4100. {HP} : 91
  4101. Armor : 15
  4102. Barrier : 15
  4103.  
  4104. Attack Methods
  4105.  
  4106. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  4107. - [Element: Cold] 3d6+15 magical damage.
  4108.  
  4109. <<Spirit Conversion>>: Start / 7 Sq. / 1#
  4110. - The target may add or subtract 1 from the value of one of their [Spirit] dice (cannot go above 6 or below 1).
  4111.  
  4112. <<Spirit Bullet>>: Physical Attack / 4 Sq. / 1#
  4113. - [Element: Light / Form: Ranged] 3d6+20 physical damage. Targets that fail their [Reactive Check] gain [Shift: Fallen].
  4114.  
  4115. <<Servant's Pride>>: Unique / Combat Zone / 1#
  4116. - 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).
  4117.  
  4118. <<Loyal Until Death>>: Unique / User
  4119. - Use on Damage Reduction. One [Range: Combat Zone / Target: 1#] chosen by the user [Recovers] 4d6+20 {HP}. Afterwards, the user gains [Shift: Dead].
  4120.  
  4121. Materials (2d6)
  4122. 2~9: Contract Seal/MD+1: 500G (Potency: 1)
  4123. 10+: Spirit Crystal/Barrier+2: 1000G (Potency: 2)
  4124.  
  4125. Description:
  4126. 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.
  4127.  
  4128. ----------------------------------------
  4129.  
  4130. Hog / Class: Beast / LV: 6 (2)
  4131. Size : 3
  4132. Wits : Clever
  4133. Senses : Magic
  4134. Speech : Yes
  4135. Reaction : Hostile
  4136. ID : 23
  4137. Weakness : [Wind] [Phantom]
  4138. Movement : Walk, Swim
  4139. | ACC | EVA | CNJ | RES | CHK
  4140. {Combat Stats} | 12 | 05 | 01 | 12 | 04
  4141. {Fixed Values} | 19 | 12 | 08 | 19 | 11
  4142. {Initiative} : 24 (10)
  4143. {HP} : 95
  4144. Armor : 20
  4145. Barrier : 15
  4146.  
  4147. Attack Methods
  4148.  
  4149. [Weapon Attack]: Physical Attack / Engaged / 1#
  4150. - [Form: Spear] 4d6+18 physical damage. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area]. 1/Round.
  4151.  
  4152. <<Muddy Terrain>>: Start / Combat Zone / Combat Zone / No Reactive check
  4153. - For the rest of combat, target gains the [Bad Footing] penalty.
  4154.  
  4155. <<Mud Throw>>: Physical Attack / 4 Sq. / 1#
  4156. - [Element: Magnet / Form: Hammer] 4d6+30 physical damage. Targets that fail their [Reactive Check] gain [Shift: Darkness].
  4157.  
  4158. <<Peng Tail Strike>>: Physical Attack / Engaged / 1#
  4159. - [Form: Hammer] 3d6+42 physical damage. 1/Round.
  4160.  
  4161. <<Mire Menace>>: Constant / User
  4162. - During the target's [Turn], gain x1 [Timing: Attack].
  4163.  
  4164. Materials (2d6)
  4165. 2~9: Crocodile Skin/Armor+1: 500G (Potency: 1)
  4166. 10+: Sharp Double Horn/PD+2: 1000G (Potency: 2)
  4167.  
  4168. Description:
  4169. 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.
  4170.  
  4171. ----------------------------------------
  4172.  
  4173. Magical Beast / Class: Beast / LV: 6 (2)
  4174. Size : 3
  4175. Wits : Clever
  4176. Senses : Magic
  4177. Speech : Yes
  4178. Reaction : Hostile
  4179. ID : 23
  4180. Weakness : [Fire] [Cold]
  4181. Movement : Walk
  4182. | ACC | EVA | CNJ | RES | CHK
  4183. {Combat Stats} | 04 | 12 | 13 | 01 | 04
  4184. {Fixed Values} | 11 | 19 | 20 | 08 | 11
  4185. {Initiative} : 22 (9)
  4186. {HP} : 100
  4187. Armor : 10
  4188. Barrier : 10
  4189.  
  4190. Attack Methods
  4191.  
  4192. [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  4193. - 3d6+22 magical damage. [Additional Effect]: Halve the [Armor] or [Barrier] of the target of an [Attack Action]. 1/Combat.
  4194.  
  4195. <<Instant Jump>>: Prep / User
  4196. - Install the [Target] up to 4 Sq from their current square.
  4197.  
  4198. <<Attack Magic II>>: Magical Attack / 10 Sq. / Area / Halves
  4199. - 3d6+26 magical damage. 1/Round.
  4200.  
  4201. <<Neutralize Magic>>: Unique / User
  4202. - Use on Damage Reduction. [Halve] the [Magical Damage] received. 1/Round.
  4203.  
  4204. <<Artificial Beast>>: Constant / User
  4205. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target may perform [Magical Attacks] after a [Combat Move].
  4206.  
  4207. Materials (2d6)
  4208. 2~9: Magical Beast Hide/Initiative+1: 500G (Potency: 1)
  4209. 10+: Shining Translucent Fur/Speed+1: 1000G (Potency: 2)
  4210.  
  4211. Description:
  4212. 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.
  4213.  
  4214. ----------------------------------------
  4215.  
  4216. Snallygaster / Class: Beast / LV: 7 (2)
  4217. Size : 3
  4218. Wits : Clever
  4219. Senses : Domain
  4220. Speech : Yes
  4221. Reaction : Hostile
  4222. ID : 25
  4223. Weakness : [Wind] [Toxin]
  4224. Movement : Walk, Fly
  4225. | ACC | EVA | CNJ | RES | CHK
  4226. {Combat Stats} | 14 | 14 | 01 | 01 | 06
  4227. {Fixed Values} | 21 | 21 | 08 | 08 | 13
  4228. {Initiative} : 26 (11)
  4229. {HP} : 106
  4230. Armor : 7
  4231. Barrier : 15
  4232.  
  4233. Attack Methods
  4234.  
  4235. [Weapon Attack]: Ranged Attack / Charge 5 Sq. / 1#
  4236. - [Element: Phantom / Form: Ranged] 3d6+21 physical damage. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area]. 1/Round.
  4237.  
  4238. <<Penetrating Venom>>: Start / Combat Zone / Combat Zone / No Reactive Check
  4239. - The target loses an additional 10 {HP} when inflicted with [Shift: Poison].
  4240.  
  4241. <<Sharp Eye>>: Prep / User
  4242. - The target gains +2 to [Active Checks].
  4243.  
  4244. <<Three-Fanged>>: Physical Attack / Engaged / 1#
  4245. - Inflict [Form: Sword] 2d6+50 physical damage. 1/Round.
  4246.  
  4247. <<God-Killing Poison>> Constant / User
  4248. - 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].
  4249.  
  4250. Materials (2d6)
  4251. 2~10: Red Eyeball/Strength+1: 500G (Potency: 1)
  4252. 11+: Venom Gland/Bestow Toxin: 1500G (Potency: 3)
  4253.  
  4254. Description:
  4255. 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.
  4256.  
  4257. ----------------------------------------
  4258.  
  4259. ================================================================================
  4260. Exodus -- GM Section: Insect Mononoke [XXXQ-3]
  4261. ================================================================================
  4262. Head Bug / Class: Insectoid / LV: 2 (1)
  4263. Size : 0
  4264. Wits : Clever
  4265. Senses : Domain
  4266. Speech : No
  4267. Reaction : Hostile
  4268. ID : 16
  4269. Weakness : [Shock] [Magnet]
  4270. Movement : Walk, Fly
  4271. | ACC | EVA | CNJ | RES | CHK
  4272. {Combat Stats} | 01 | 07 | 08 | 03 | 01
  4273. {Fixed Values} | 08 | 14 | 15 | 10 | 08
  4274. {Initiative} : 13 (6)
  4275. {HP} : 42
  4276. Armor : 0
  4277. Barrier : 0
  4278.  
  4279. Attack Methods
  4280.  
  4281. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  4282. - [Element: Toxin] 1d6+10 magial damage. [Additional Effect]: Gain +5 to [Armor] or [Barrier]. 1/Round.
  4283.  
  4284. <<Regimental Behavior>>: Start / Combat Zone / Combat Zone
  4285. - [Class: Insectoid] NPCs gain +10 [Initiative] and become [Wits: Clever].
  4286.  
  4287. <<Fake Death>>: Defense / User
  4288. - Use on Damage Reduction. The target changes [Damage] to 0 and ignores all other effects, then sets their {HP} to 10.
  4289.  
  4290. <<Phantom Domination>>: Constant / User
  4291. - 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.
  4292.  
  4293. Materials (2d6)
  4294. 2~8: None
  4295. 9+: Elegant Tactiles/Intellect+1: 500G (Potency: 1)
  4296.  
  4297. Description:
  4298. 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.
  4299.  
  4300. ----------------------------------------
  4301.  
  4302. Giant Haplodrili / Class: Insectoid / LV: 2 (1)
  4303. Size : 3
  4304. Wits : Low
  4305. Senses : Heat
  4306. Speech : No
  4307. Reaction : Hostile
  4308. ID : 15
  4309. Weakness : [Shock] [Toxin]
  4310. Movement : Walk
  4311. | ACC | EVA | CNJ | RES | CHK
  4312. {Combat Stats} | 09 | 02 | 01 | 07 | 01
  4313. {Fixed Values} | 16 | 09 | 08 | 14 | 08
  4314. {Initiative} : 15 (7)
  4315. {HP} : 62
  4316. Armor : 5
  4317. Barrier : 3
  4318.  
  4319. Attack Methods
  4320.  
  4321. [Weapon Attack]: Physical Attack / Engaged / 1#
  4322. - [Form: Hammer] 3d6+11 physical damage. [Additional Effect]: Increase the [Target] of an [Attack Action] by 1#. 1/Round.
  4323.  
  4324. <<Binding Attack I>>: Physical Attack / 3 Sq. / 1#
  4325. - [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).
  4326.  
  4327. <<Group Attack>>: Unique / User
  4328. - Use on Damage Calculation. The target gains +[number of NPCs [Engaged] to the target]x2 to [Physical Damage]. 1/Round.
  4329.  
  4330. <<Unusual Regeneration>>: End / User
  4331. - The target [Recovers] 10 {HP}.
  4332.  
  4333. Materials (2d6)
  4334. 2~9: None
  4335. 10+: Regenerated Kernel/HP+3: 500G (Potency: 1)
  4336.  
  4337. Description:
  4338. 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.
  4339.  
  4340. ----------------------------------------
  4341.  
  4342. Brainwashing Bug / Class: Insectoid / LV: 4 (1)
  4343. Size : 0
  4344. Wits : Clever
  4345. Senses : Domain
  4346. Speech : Yes
  4347. Reaction : Hostile
  4348. ID : 17
  4349. Weakness : [Wind] [Magnet]
  4350. Movement : Walk
  4351. | ACC | EVA | CNJ | RES | CHK
  4352. {Combat Stats} | 02 | 02 | 09 | 10 | 01
  4353. {Fixed Values} | 09 | 09 | 16 | 17 | 08
  4354. {Initiative} : 18 (8)
  4355. {HP} : 52
  4356. Armor : 0
  4357. Barrier : 0
  4358.  
  4359. Attack Methods
  4360.  
  4361. [Weapon Attack]: Magical Attack / 1 Sq. / 1# / Cancels
  4362. - [Element: Phantom] 1d6+13 magical damage.
  4363.  
  4364. <<Brainwashing Spirit Waves>>: Start / 7 Sq. / 1# / Cancels
  4365. - 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).
  4366.  
  4367. <<Forced Action>>: Unique / 7 Sq. / 1#
  4368. - Use when the target becomes [Not Ready]. [Range: Combat Zone / Target: 1#] specified by the user takes their [Turn] immediately, regardless of {Initiative}.
  4369.  
  4370. <<Hidden Brutality>>: Constant / User
  4371. - As long as there is a [Class: Insectoid] NPC other than [Bosses] in the [Combat Zone], the target [Halves] [Damage].
  4372.  
  4373. Materials (2d6)
  4374. 2~9: Bizzare Eye/Initiative+1: 500G (Potency: 1)
  4375. 10+: Poisonous Antennae/Will+2: 1000G (Potency: 2)
  4376.  
  4377. Description:
  4378. 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.
  4379.  
  4380. ----------------------------------------
  4381.  
  4382. Greatshell Bug / Class: Insectoid / LV: 4 (1)
  4383. Size : 3
  4384. Wits : Low
  4385. Senses : Heat
  4386. Speech : No
  4387. Reaction : Hostile
  4388. ID : 17
  4389. Weakness : [Cold] [Toxin]
  4390. Movement : Walk, Fly
  4391. | ACC | EVA | CNJ | RES | CHK
  4392. {Combat Stats} | 09 | 02 | 01 | 11 | 01
  4393. {Fixed Values} | 16 | 09 | 08 | 18 | 08
  4394. {Initiative} : 7 (4)
  4395. {HP} : 69
  4396. Armor : 14
  4397. Barrier : 10
  4398.  
  4399. Attack Methods
  4400.  
  4401. [Weapon Attack]: Melee Attack / 2 Sq. / 1#
  4402. - [Form: Spear] 3d6+15 physical damage. [Additional Effect]: Change an [Attack Action] to [Range: Charge 5 Sq]. 1/Round.
  4403.  
  4404. <<Pressure On>>: Physical Attack / Engaged / Area
  4405. - [Form: Hammer] 2d6+31 physical damage. 1/Round.
  4406.  
  4407. <<Diffusion Defense>>: Unique / 7 Sq. / 1#
  4408. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the damage and other effects. 1/Round.
  4409.  
  4410. <<Boulder-Like>>: Constant / User
  4411. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target gains +10 [Armor] and [Barrier] while [Not Ready].
  4412.  
  4413. Materials (2d6)
  4414. 2~9: Beetle Foot/HP+3: 500G (Potency: 1)
  4415. 10+: Thick Shell/Armor+2: 1000G (Potency: 2)
  4416.  
  4417. Description:
  4418. 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.
  4419.  
  4420. ----------------------------------------
  4421.  
  4422. Ominous Samurai Bug / Class: Insectoid / LV: 5 (1)
  4423. Size : 2
  4424. Wits : Clever
  4425. Senses : Heat
  4426. Speech : No
  4427. Reaction : Mercurial
  4428. ID : 18
  4429. Weakness : [Cold] [Shock]
  4430. Movement : Walk, Fly
  4431. | ACC | EVA | CNJ | RES | CHK
  4432. {Combat Stats} | 10 | 10 | 06 | 02 | 02
  4433. {Fixed Values} | 17 | 17 | 13 | 09 | 09
  4434. {Initiative} : 21 (9)
  4435. {HP} : 72
  4436. Armor : 10
  4437. Barrier : 5
  4438.  
  4439. Attack Methods
  4440.  
  4441. [Weapon Attack]: Physical Attack / Engaged / 1#
  4442. - [Form: Sword] 3d6+15 physical damage. [Additional Effect]: Bestow an [Attack Action] with [Element: Fire].
  4443.  
  4444. <<Shell Mounting>>: Start / User
  4445. - For the rest of combat, the target gains +2 to [Active Checks] and +5 [Armor] and [Barrier].
  4446.  
  4447. <<Unusual Poison>>: Physical Attack / Engaged / 1#
  4448. - [Element: Toxin / Form: Hammer] 3d6+35 physical damage.
  4449.  
  4450. <<Mutant Survivor>>: Constant / User
  4451. - 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}.
  4452.  
  4453. Materials (2d6)
  4454. 2~9: Enhanced Shell/Armor+1: 500G (Potency: 1)
  4455. 10+: Burning Core/Bestow Light: 1000G (Potency: 2)
  4456.  
  4457. Description:
  4458. 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.
  4459.  
  4460. ----------------------------------------
  4461.  
  4462. Assassin Bug / Class: Insectoid / LV: 6 (2)
  4463. Size : 3
  4464. Wits : Clever
  4465. Senses : Magic
  4466. Speech : Yes
  4467. Reaction : Hostile
  4468. ID : 20
  4469. Weakness : [Shock] [Wind]
  4470. Movement : Walk
  4471. | ACC | EVA | CNJ | RES | CHK
  4472. {Combat Stats} | 11 | 10 | 10 | 08 | 02
  4473. {Fixed Values} | 18 | 17 | 17 | 15 | 09
  4474. {Initiative} : 23 (10)
  4475. {HP} : 83
  4476. Armor : 5
  4477. Barrier : 10
  4478.  
  4479. Attack Methods
  4480.  
  4481. [Weapon Attack]: Physical Attack / 2 Sq. / 1#
  4482. - [Form: Spear] 3d6+15 physical damage. [Additional Effect]: The [Target] of an [Attack Action] [Halves] [Armor] or [Barrier]. 1/Combat.
  4483.  
  4484. <<Steel Proboscis>>: Physical Attack / 2 Sq. / 1#
  4485. - [Element: Magnet / Form: Spear] 4d6+21 physical damage. Targets that fail their [Reactive Check] gain [Shift: Pain].
  4486.  
  4487. <<Vitality Drain>>: Unique / User
  4488. - Use on Damage Calculation. Targets that failed their [Reactive Check] loses 10 {HP}, and the user [Recovers] 10 {HP}. 1/Round.
  4489.  
  4490. <<Soul-Sucking Bug>>: Constant / User
  4491. - During the target's [Turn], gain x1 [Timing: Attack].
  4492.  
  4493. Materials (2d6)
  4494. 2~9: Mottled Feather/Initiative+1: 500G (Potency: 1)
  4495. 10+: Sharp Proboscis/PD+2: 1000G (Potency: 2)
  4496.  
  4497. Description:
  4498. 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.
  4499.  
  4500. ----------------------------------------
  4501.  
  4502. Insect Technique User/ Class: Insectoid / LV: 7 (2)
  4503. Size : 2
  4504. Wits : Clever
  4505. Senses : Domain
  4506. Speech : Yes
  4507. Reaction : Mercurial
  4508. ID : 22
  4509. Weakness : [Fire] [Shock]
  4510. Movement : Walk, Fly
  4511. | ACC | EVA | CNJ | RES | CHK
  4512. {Combat Stats} | 03 | 10 | 10 | 09 | 02
  4513. {Fixed Values} | 10 | 17 | 17 | 16 | 09
  4514. {Initiative} : 20 (9)
  4515. {HP} : 94
  4516. Armor : 5
  4517. Barrier : 10
  4518.  
  4519. Attack Methods
  4520.  
  4521. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  4522. - 2d6+23 magical damage.
  4523.  
  4524. <<Insect Summon>>: Start / User
  4525. - The user [Installs] one [Class: Insectoid / LV: 6 or less] mononoke in an adjacent square. 1/Combat.
  4526.  
  4527. <<Furious Insect Poison>>: Magical Attack / 7 Sq. / Area / Cancels
  4528. - [Element: Toxin] 5d6+30 magical damage. 1/Round.
  4529.  
  4530. <<Magic Absorption>>: Unique / Combat Zone / 1#
  4531. - Use on Damage Reduction. The target [Halves] [Magical Damage]. 1/Round.
  4532.  
  4533. <<Insect Expert>>: Constant / User
  4534. - 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].
  4535.  
  4536. Materials (2d6)
  4537. 2~10: Thin Insect Wing/Barrier+2: 1000G (Potency: 2)
  4538. 11+: Grimoire/Intelligence+3: 1500G (Potency: 3)
  4539.  
  4540. Description:
  4541. 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.
  4542.  
  4543. ----------------------------------------
  4544.  
  4545. ================================================================================
  4546. Exodus -- GM Section: Plant Mononoke [XXXQ-4]
  4547. ================================================================================
  4548. Slave Homunculus x1/ Class: Plant / LV: 1 (1)
  4549. Size : 2
  4550. Wits : High
  4551. Senses : Magic
  4552. Speech : Yes
  4553. Reaction : Mercurial
  4554. ID : 13
  4555. Weakness : [Phantom] [Toxin]
  4556. Movement : Walk
  4557. | ACC | EVA | CNJ | RES | CHK
  4558. {Combat Stats} | 06 | 05 | 03 | 03 | 01
  4559. {Fixed Values} | 13 | 12 | 10 | 10 | 08
  4560. {Initiative} : 6 (4)
  4561. {HP} : 43
  4562. Armor : 1
  4563. Barrier : 3
  4564.  
  4565. Attack Methods
  4566.  
  4567. [Weapon Attack]: Physical Attack / Engaged / 1#
  4568. - [Form: Hammer] 2d6+7 physical damage.
  4569.  
  4570. <<Substitute Doll>>: Unique / 7 Sq. / 1#
  4571. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects.
  4572.  
  4573. <<Magical Restoration>>: Unique / User
  4574. - 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].
  4575.  
  4576. <<Servant Species>>: Unique / Engaged / 1#
  4577. - The target gains +2 to a {Main Stat} check. 1/Round.
  4578.  
  4579. Materials (2d6)
  4580. 2~9: None
  4581. 10+: Pseudo-Life Nucleus/HP+3: 500G (Potency: 1)
  4582.  
  4583. Description:
  4584. 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.
  4585.  
  4586. ----------------------------------------
  4587.  
  4588. Slime / Class: Plant / LV: 2 (1)
  4589. Size : 1
  4590. Wits : Low
  4591. Senses : Domain
  4592. Speech : No
  4593. Reaction : Hostile
  4594. ID : 14
  4595. Weakness : [Fire] [Cold]
  4596. Movement : Walk
  4597. | ACC | EVA | CNJ | RES | CHK
  4598. {Combat Stats} | 07 | 01 | 03 | 08 | 01
  4599. {Fixed Values} | 14 | 08 | 10 | 15 | 08
  4600. {Initiative} : 7 (4)
  4601. {HP} : 44
  4602. Armor : 0
  4603. Barrier : 2
  4604.  
  4605. Attack Methods
  4606.  
  4607. [Weapon Attack]: Physical Attack / Engaged / 1#
  4608. - [Form: Hammer] 1d6+1 physical damage. [Additional Effect]: Change an [Attack Action] to [Special Attack / Range: 4 Sq / Target: 1#]
  4609.  
  4610. <<Life Drain I>>: Physical Attack / Engaged / 1#
  4611. - [Form: Spear] 2d6+10 physical damage. When the target fails their [Reactive Check], the user [Recovers] 10 {HP}.
  4612.  
  4613. <<Mucus Explosion>>: Defense / Engaged / 1# / No Reactive Check
  4614. - Use on Damage Reduction. The target gains -10 to [Physical Damage] until after [Timing: End].
  4615.  
  4616. <<Gelatinous Creature>>: Constant / User
  4617. - The target [Halves] [Rank: 3 or less] [Physical Damage].
  4618.  
  4619. Materials (2d6)
  4620. 2~9: None
  4621. 10+: Dry Membrane/Luck+1: 500G (Potency: 1)
  4622.  
  4623. Description:
  4624. 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.
  4625.  
  4626. ----------------------------------------
  4627.  
  4628. Archangel / Class: Plant / LV: 3 (1)
  4629. Size : 2
  4630. Wits : Clever
  4631. Senses : Magic
  4632. Speech : Yes
  4633. Reaction : Friendly
  4634. ID : 15
  4635. Weakness : [Shock] [Toxin]
  4636. Movement : Walk, Fly
  4637. | ACC | EVA | CNJ | RES | CHK
  4638. {Combat Stats} | 08 | 07 | 03 | 02 | 02
  4639. {Fixed Values} | 15 | 14 | 10 | 09 | 09
  4640. {Initiative} : 15 (7)
  4641. {HP} : 40
  4642. Armor : 1
  4643. Barrier : 1
  4644.  
  4645. Attack Methods
  4646.  
  4647. [Weapon Attack]: Physical Attack / 2 Sq. / 1#
  4648. - [Form: Spear] 2d6+11 physical damage. [Additional Effect]: Bestow an [Attack Action] with [Element: Light], and gain +20 [Damage]. 1/Round.
  4649.  
  4650. <<God's Messenger>>: Start / Combat Zone / Combat Zone
  4651. - The target gains +5 [Armor] and [Barrier]
  4652.  
  4653. <<Heavenly Spear Dance>>: Physical Attack / Engaged / Area
  4654. - [Form: Spear] 3d6+11 physical damage. 1/Round.
  4655.  
  4656. <<Chief Angel>>: Unique / 5 Sq. / 1#
  4657. - Use on Check. The target gains +1 to the [Check]. 1/Round.
  4658.  
  4659. <<8th Order>>: Constant / User
  4660. - 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}.
  4661.  
  4662. Materials (2d6)
  4663. 2~9: Divine Spear Fragment/PD+1: 500G (Potency: 1)
  4664. 10+: Archangel Wing/Luck+2: 1000G (Potency: 2)
  4665.  
  4666. Description:
  4667. 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.
  4668.  
  4669. ----------------------------------------
  4670.  
  4671. Assistant Homunculus / Class: Plant / LV: 3 (1)
  4672. Size : 2
  4673. Wits : Clever
  4674. Senses : Magic
  4675. Speech : Yes
  4676. Reaction : Mercurial
  4677. ID : 17
  4678. Weakness : [Shock] [Toxin]
  4679. Movement : Walk
  4680. | ACC | EVA | CNJ | RES | CHK
  4681. {Combat Stats} | 02 | 05 | 08 | 06 | 01
  4682. {Fixed Values} | 09 | 12 | 15 | 13 | 08
  4683. {Initiative} : 12 (6)
  4684. {HP} : 45
  4685. Armor : 1
  4686. Barrier : 3
  4687.  
  4688. Attack Methods
  4689.  
  4690. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  4691. - [Element: Wind] 2d6+11 magical damage.
  4692.  
  4693. <<Formation Change>>: Start / Combat Zone / Combat Zone
  4694. - [Install] the target up to 2 Sq from their current square. 1/Round.
  4695.  
  4696. <<Behavioral Assistance Technique>>: Unique / 7 Sq. / 1#
  4697. - Use on Check. The target gains +2 to the [Check]. 1/Round.
  4698.  
  4699. <<Deathcurse>>: Unique / User
  4700. - 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].
  4701.  
  4702. <<Specialized Support>>: Constant / User
  4703. - Unless the target has [Shift: Dead], [Class: Plant] NPCs other than [Bosses] in the [Combat Zone] gain +20 {Initiative}.
  4704.  
  4705. Materials (2d6)
  4706. 2~10: Pseudo-Life Nucleus/HP+3: 500G (Potency: 1)
  4707. 11+: Auxillery Magic Tool/Conjure+1: 1000G (Potency: 2)
  4708.  
  4709. Description:
  4710. 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.
  4711.  
  4712. ----------------------------------------
  4713.  
  4714. Combat Homunculus / Class: Plant / LV: 5 (1)
  4715. Size : 2
  4716. Wits : Clever
  4717. Senses : Magic
  4718. Speech : Yes
  4719. Reaction : Mercurial
  4720. ID : 20
  4721. Weakness : [Shock] [Phantom]
  4722. Movement : Walk
  4723. | ACC | EVA | CNJ | RES | CHK
  4724. {Combat Stats} | 10 | 09 | 03 | 07 | 01
  4725. {Fixed Values} | 17 | 16 | 10 | 14 | 08
  4726. {Initiative} : 21 (9)
  4727. {HP} : 76
  4728. Armor : 5
  4729. Barrier : 5
  4730.  
  4731. Attack Methods
  4732.  
  4733. [Weapon Attack]: Physical Attack / Engaged / 1#
  4734. - [Form: Sword] 2d6+15 physical damage. [Additional Effect]: Change an [Attack Action] to [Range: 6 Sq.]. 1/Round.
  4735.  
  4736. <<Combat Maneuver II>>: Physical Attack / Engaged / 1#
  4737. - The user gains +2 to {Accuracy}, then inflicts [Form: Sword] 2d6+20 physical damage.
  4738.  
  4739. <<Magical Acceleration>>: Unique / 7 Sq. / 1#
  4740. - Use after the target becomes [Not Ready]. [Range: Combat Zone / Target: 1#] specified by the user takes their [Turn] immediately, ignoring {Initiative}. 1/Round.
  4741.  
  4742. <<Artificial Superman>>: Constant / User
  4743. - 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].
  4744.  
  4745. Materials (2d6)
  4746. 2~9: Pseudo-Life Nucleus/HP+3: 500G (Potency: 1)
  4747. 10+: Regalia Fragment/PD+2: 1000G (Potency: 2)
  4748.  
  4749. Description:
  4750. 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.
  4751.  
  4752. ----------------------------------------
  4753.  
  4754. Tripodero / Class: Plant / LV: 6 (2)
  4755. Size : 3
  4756. Wits : High
  4757. Senses : Heat
  4758. Speech : Yes
  4759. Reaction : Hostile
  4760. ID : 21
  4761. Weakness : [Fire] [Cold]
  4762. Movement : Walk
  4763. | ACC | EVA | CNJ | RES | CHK
  4764. {Combat Stats} | 11 | 10 | 03 | 07 | 01
  4765. {Fixed Values} | 18 | 17 | 10 | 14 | 08
  4766. {Initiative} : 25 (10)
  4767. {HP} : 87
  4768. Armor : 5
  4769. Barrier : 10
  4770.  
  4771. Attack Methods
  4772.  
  4773. [Weapon Attack]: Physical Attack / 4 Sq. / 1#
  4774. - [Form: Spear] 3d6+17 physical damage. [Additional Affect]: Gain +2d6 {Initiative}. 1/Round.
  4775.  
  4776. <<Spirit Mud Shot>>: Physical Attack / 10 Sq. / Area
  4777. - [Element: Magnet / Form: Ranged] 3d6+20 physical damage.
  4778.  
  4779. <<Spirit Enhancement>>: Unique / User
  4780. - Use on Damage Caulcation. The target gains +[Number of squares moved during that turn] to [Damage]. 1/Round.
  4781.  
  4782. <<Expandable>>: Constant / User
  4783. - 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.
  4784.  
  4785. Materials (2d6)
  4786. 2~9: Strong Rhizome/Strength+1: 500G (Potency: 1)
  4787. 10+: Matake Flower/Luck+2: 1000G (Potency: 2)
  4788.  
  4789. Description:
  4790. 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.
  4791.  
  4792. ----------------------------------------
  4793.  
  4794. Spiritual Homunculus / Class: Plant / LV: 7 (2)
  4795. Size : 2
  4796. Wits : Clever
  4797. Senses : Domain
  4798. Speech : Yes
  4799. Reaction : Mercurial
  4800. ID : 25
  4801. Weakness : [Shock] [Light]
  4802. Movement : Walk, Fly
  4803. | ACC | EVA | CNJ | RES | CHK
  4804. {Combat Stats} | 03 | 05 | 12 | 13 | 01
  4805. {Fixed Values} | 10 | 12 | 19 | 20 | 08
  4806. {Initiative} : 18 (8)
  4807. {HP} : 93
  4808. Armor : 5
  4809. Barrier : 10
  4810.  
  4811. Attack Methods
  4812.  
  4813. [Weapon Attack]: Magical Attack / 8 Sq. / 2# / Cancels
  4814. - Magical 2d6+22 magical damage.
  4815.  
  4816. <<Pseudo-Leyline Activation>>: Start / Combat Zone / Combat Zone
  4817. - The target may add or subtract 1 from the value of one of their [Spirit] dice (cannot go above 6 or below 1).
  4818.  
  4819. <<Magical Barrier>>: Defense / 8 Sq. / 1#
  4820. - Use on Damage Reduction. The target gains +5 [Barrier].
  4821.  
  4822. <<Self-Sacrifice>>: Unique / User
  4823. -Use on Damage Reduction. [Range: Combat Zone / Target: 1#] specified by the user gains 2 [Overflow]. Afterwards, the user gains [Shift: Dead].
  4824.  
  4825. <<Moon Child>>: Constant / User
  4826. - 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].
  4827.  
  4828. Materials (2d6)
  4829. 2~9: Pseudo-Spirit Crest/Will+1: 500G (Potency: 1)
  4830. 10+: Ritual Pendant/Conjure+1: 1000G (Potency: 2)
  4831.  
  4832. Description:
  4833. 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.
  4834.  
  4835. ----------------------------------------
  4836.  
  4837. ================================================================================
  4838. Exodus -- GM Section: Mechanical Mononoke [XXXQ-5]
  4839. ================================================================================
  4840. Sentry Gun / Class: Mechanical / LV: 1 (1)
  4841. Size : 2
  4842. Wits : Low
  4843. Senses : Heat
  4844. Speech : No
  4845. Reaction : Mercurial
  4846. ID : 12
  4847. Weakness : [Shock] [Magnet]
  4848. Movement : Walk
  4849. | ACC | EVA | CNJ | RES | CHK
  4850. {Combat Stats} | 07 | 02 | 02 | 06 | 06
  4851. {Fixed Values} | 14 | 09 | 09 | 13 | 13
  4852. {Initiative} : 8 (0)
  4853. {HP} : 41
  4854. Armor : 5
  4855. Barrier : 5
  4856.  
  4857. Attack Methods
  4858.  
  4859. [Weapon Attack]: Ranged Attack / 6 Sq. / 1#
  4860. - [Form: Ranged] 2d6+8 physical damage.
  4861.  
  4862. <<Full Auto Mode>>: Prep / User
  4863. - Change an [Attack Action] to [Target: Area].
  4864.  
  4865. <<Precision Shot>>: Physical Attack / 6 Sq. / 1#
  4866. - 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.
  4867.  
  4868. <<Opportunity Shot>>: Unique / 6 Sq. / 1#
  4869. - Use when the target declares a [Move Action]. Perform a [Weapon Attack] against the target. 1/Round.
  4870.  
  4871. <<Emplaced Automatic Weapon>>: Constant / User
  4872. - The user always treats the [Speed] of [Move Actions] as 0.
  4873.  
  4874. Materials (2d6)
  4875. 2~8: None
  4876. 10+: Spirit Rounds/PD+1: 500G (Potency: 1)
  4877.  
  4878. Description:
  4879. 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.
  4880.  
  4881. ----------------------------------------
  4882.  
  4883. Skeleton Soldier x5 / Class: Mechanical / LV: 1 (1)
  4884. Size : 2
  4885. Wits : Low
  4886. Senses : Magic
  4887. Speech : No
  4888. Reaction : Mercurial
  4889. ID : 13
  4890. Weakness : [Wind] [Magnet]
  4891. Movement : Walk
  4892. | ACC | EVA | CNJ | RES | CHK
  4893. {Combat Stats} | 06 | 06 | 02 | 06 | 03
  4894. {Fixed Values} | 13 | 13 | 09 | 13 | 10
  4895. {Initiative} : 9 (5)
  4896. {HP} : 46
  4897. Armor : 5
  4898. Barrier : 3
  4899.  
  4900. Attack Methods
  4901.  
  4902. [Weapon Attack]: Physical Attack / 2 Sq. / 1#
  4903. - [Form: Spear] 2d6+7 physical damage. [Additional Effect]: Change an [Attack Action] to [Range: Charge 5 Sq.]. 1/Combat.
  4904.  
  4905. <<Defense Formation>>: Start / Combat Zone / Combat Zone
  4906. - [Class: Mechanical] NPCs gain +5 [Armor].
  4907.  
  4908. <<Shield Attack>>: Physical Attack / Engaged / 1#
  4909. - [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.
  4910.  
  4911. <<Cooperation>>: Constant / User
  4912. - 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.
  4913.  
  4914. Materials (2d6)
  4915. 2~8: None
  4916. 9+: Bone Fragment/Strength+1: 500G (Potency: 1)
  4917.  
  4918. Description:
  4919. 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.
  4920.  
  4921. ----------------------------------------
  4922.  
  4923. Cerebroid / Class: Mechanical / LV: 2 (1)
  4924. Size : 2
  4925. Wits : Normal
  4926. Senses : Heat
  4927. Speech : Yes
  4928. Reaction : Mercurial
  4929. ID : 15
  4930. Weakness : [Cold] [Magnet]
  4931. Movement : Walk
  4932. | ACC | EVA | CNJ | RES | CHK
  4933. {Combat Stats} | 07 | 07 | 02 | 04 | 05
  4934. {Fixed Values} | 14 | 14 | 09 | 11 | 12
  4935. {Initiative} : 15 (7)
  4936. {HP} : 47
  4937. Armor : 4
  4938. Barrier : 3
  4939.  
  4940. Attack Methods
  4941.  
  4942. [Weapon Attack]: Physical Attack / Engaged / 1#
  4943. - [Form: Hammer] 2d6+9 physical damage.
  4944.  
  4945. <<Mimickry>>: Start / User
  4946. - The target transforms into any figure for the rest of the scene (treat as [Maneuver: Disguise / Result: 20]).
  4947.  
  4948. <<Assembly>>: Physical Attack / Engaged / 1#
  4949. - [Form: Hammer] 2d6+12 physical damage. Targets that fail their [Reactive Check] cannot make [Move Actions] until the next [Timing: Start].
  4950.  
  4951. <<Self-Destruct>>: End / Engaged / Area / No Reactive Check
  4952. - 29 magical damage. Afterwards, the target gains [Shift: Dead].
  4953.  
  4954. Materials (2d6)
  4955. 2~7: None
  4956. 10+: Bioskin Armor/Armor+1: 500G (Potency: 1)
  4957.  
  4958. Description:
  4959. 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.
  4960.  
  4961. ----------------------------------------
  4962.  
  4963. Wood Golem / Class: Mechanical / LV: 4 (1)
  4964. Size : 3
  4965. Wits : Normal
  4966. Senses : Magic
  4967. Speech : Yes
  4968. Reaction : Mercurial
  4969. ID : 18
  4970. Weakness : [Fire] [Toxin]
  4971. Movement : Walk
  4972. | ACC | EVA | CNJ | RES | CHK
  4973. {Combat Stats} | 09 | 04 | 02 | 09 | 00
  4974. {Fixed Values} | 16 | 11 | 09 | 10 | 12
  4975. {Initiative} :11 (6)
  4976. {HP} : 69
  4977. Armor : 10
  4978. Barrier : 5
  4979.  
  4980. Attack Methods
  4981.  
  4982. [Weapon Attack]: Physical Attack / Engaged / 1#
  4983. - [Form: Hammer] 3d6+13 physical damage. [Additional Effect]: Change an [Attack Action] to [Target: Area]. 1/Round.
  4984.  
  4985. <<Sweeping Attack>>: Physical Attack / Engaged
  4986. - [Element: Magnet / Form: Spear] 3d6+19 physical damage. Targets that fail their [Reactive Check] gain [Shift: Fallen].
  4987.  
  4988. <<Sacred Tree Light>>: Unique / 7 Sq. / 1#
  4989. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage]. 1/Round.
  4990.  
  4991. <<Tree Giant>>: Constant / User
  4992. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, while the target is [Not Ready], gain +10 [Armor] and [Barrier].
  4993.  
  4994. Materials (2d6)
  4995. 2~9: None
  4996. 10+: Sacred Tree Bark/Armor+2: 1000G (Potency: 2)
  4997.  
  4998. Description:
  4999. 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.
  5000.  
  5001. ----------------------------------------
  5002.  
  5003. Cyber Ghost / Class: Mechanical / LV: 6 (2)
  5004. Size : 2
  5005. Wits : Clever
  5006. Senses : Domain
  5007. Speech : Yes
  5008. Reaction : Hostile
  5009. ID : 18
  5010. Weakness : [Light] [Phantom]
  5011. Movement : Walk, Fly
  5012. | ACC | EVA | CNJ | RES | CHK
  5013. {Combat Stats} | 04 | 10 | 11 | 11 | 01
  5014. {Fixed Values} | 11 | 17 | 18 | 18 | 08
  5015. {Initiative} : 24 (10)
  5016. {HP} : 72
  5017. Armor : 5
  5018. Barrier : 10
  5019.  
  5020. Attack Methods
  5021.  
  5022. [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  5023. - 2d6+20 magical damage.
  5024.  
  5025. <<Sleep Paralysis>>: Start / 4 Sq. / Area / No Reactive Check
  5026. - The target gains [Shift: Pain].
  5027.  
  5028. <<Element Magic III>>: Magical Attack / 7 Sq. / Area / Cancels
  5029. - [Element: Shock] 2d6+30 magical damage. 1/Round.
  5030.  
  5031. <<Electromagnetic Barrier>>: Defense / User
  5032. - Use on Damage Reduction. The target [Halves] [Damage]. 1/Combat.
  5033.  
  5034. <<Folklore>>: Constant / User
  5035. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] the [Damage] of [Weapon Attacks].
  5036.  
  5037. Materials (2d6)
  5038. 2~10: Message Medium/Will+1: 500G (Potency: 1)
  5039. 10+: Rumor Core/Luck+2: 1000G (Potency: 2)
  5040.  
  5041. Description:
  5042. 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.
  5043.  
  5044. ----------------------------------------
  5045.  
  5046. Killing Automata / Class: Mechanical / LV: 6 (2)
  5047. Size : 2
  5048. Wits : Clever
  5049. Senses : Domain
  5050. Speech : Yes
  5051. Reaction : Hostile
  5052. ID : 19
  5053. Weakness : [Cold] [Wind]
  5054. Movement : Walk
  5055. | ACC | EVA | CNJ | RES | CHK
  5056. {Combat Stats} | 11 | 11 | 03 | 11 | 01
  5057. {Fixed Values} | 18 | 18 | 10 | 18 | 08
  5058. {Initiative} : 22 (9)
  5059. {HP} : 87
  5060. Armor : 12
  5061. Barrier : 5
  5062.  
  5063. Attack Methods
  5064.  
  5065. [Weapon Attack]: Physical Attack / Engaged / 1#
  5066. - [Form: Sword] 3d6+20 physical damage. [Additional Effect]: Change an [Attack Action] to [Range: 7 Sq]. 1/Round.
  5067.  
  5068. <<Battle Form Transformation>>: Start / User
  5069. - The target gains +10 [Damage] and {Initiative}.
  5070.  
  5071. <<Shinigami Dance>>: Physical Attack / Engaged / 1#
  5072. - [Element: Wind / Form: Sword] 4d6+25 physical damage, and the target cannot use [Timing: Defense] Talents. 1/Round.
  5073.  
  5074. <<Auto-Counter>>: Unique / 7 Sq. / 1#
  5075. - Use when the target Declares a Talent. The user may perform one [Weapon Attack]. 1/Round.
  5076.  
  5077. <<Killing Doll>>: Constant / User
  5078. - During the target's [Turn], gain x1 [Timing: Attack].
  5079.  
  5080. Materials (2d6)
  5081. 2~10: Bioskin/Armor+1: 500G (Potency: 1)
  5082. 11+: Artificial Regalia Fragment/PD+2: 1000G (Potency: 2)
  5083.  
  5084. Description:
  5085. 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.
  5086.  
  5087. ----------------------------------------
  5088.  
  5089. Iron Golem / Class: Mechanical / LV: 7 (2)
  5090. Size : 3
  5091. Wits : High
  5092. Senses : Domain
  5093. Speech : No
  5094. Reaction : Mercurial
  5095. ID : 16
  5096. Weakness : [Cold] [Magnet]
  5097. Movement : Walk
  5098. | ACC | EVA | CNJ | RES | CHK
  5099. {Combat Stats} | 12 | 05 | 02 | 12 | 08
  5100. {Fixed Values} | 19 | 12 | 09 | 19 | 15
  5101. {Initiative} : 16 (7)
  5102. {HP} : 113
  5103. Armor : 20
  5104. Barrier : 10
  5105.  
  5106. Attack Methods
  5107.  
  5108. [Weapon Attack]: Physical Attack / Engaged / 1#
  5109. - [Form: Hammer] 4d6+22 physical damage. [Additional Effect]: The target cannot be affected by 'forced movement' effects.
  5110.  
  5111. <<Violence I>>: Physical Attack / Engaged / Area
  5112. - [Form: Hammer] 3d6+22 physical damage. 2/round.
  5113.  
  5114. <<Iron Wall Guardian>>: Defense / 5 Sq. / 1#
  5115. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (treat as though {Resist} check had failed).
  5116.  
  5117. <<Ancient Metals>>: Constant / User
  5118. - 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].
  5119.  
  5120. Materials (2d6)
  5121. 2~11: Command Stone/Intellect+2: 1000G (Potency: 2)
  5122. 12+: Rare Ore/Armor+4: 2000G (Potency: 4)
  5123.  
  5124. Description:
  5125. 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.
  5126.  
  5127. ----------------------------------------
  5128.  
  5129. ================================================================================
  5130. Exodus -- GM Section: Undead Mononoke [XXXQ-6]
  5131. ================================================================================
  5132. Wandering Spirit x1 / Class: Undead / LV: 1 (1)
  5133. Size : 2
  5134. Wits : Clever
  5135. Senses : Magic
  5136. Speech : Yes
  5137. Reaction : Mercurial
  5138. ID : 13
  5139. Weakness : [Fire] [Light]
  5140. Movement : Walk, Fly, Swim
  5141. | ACC | EVA | CNJ | RES | CHK
  5142. {Combat Stats} | 07 | 02 | 05 | 07 | 04
  5143. {Fixed Values} | 14 | 09 | 12 | 14 | 11
  5144. {Initiative} : 14 (7)
  5145. {HP} : 41
  5146. Armor : 2
  5147. Barrier : 0
  5148.  
  5149. Attack Methods
  5150.  
  5151. [Weapon Attack]: Physical Attack / Engaged / 1#
  5152. - [Element: Cold / Form: Hammer] 2d6+12 physical damage.
  5153.  
  5154. <<Gloomy Atmosphere>>: Start / Combat Zone / Combat Zone / No Reactive Check
  5155. - The target gains a -[1d6+2] modifier to {Initiative} (To a minimum of 1).
  5156.  
  5157. <<Maisma Source>>: Constant / User
  5158. - 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).
  5159.  
  5160. Materials (2d6)
  5161. 2~7: None
  5162. 10+: Spiritual Remnants/Will+1: 500G (Potency: 1)
  5163.  
  5164. Description:
  5165. 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.
  5166.  
  5167. ----------------------------------------
  5168.  
  5169. Animal Spirit / Class: Undead / LV: 2 (1)
  5170. Size : 1
  5171. Wits : Clever
  5172. Senses : Magic
  5173. Speech : Yes
  5174. Reaction : Mercurial
  5175. ID : 15
  5176. Weakness : [Shock] [Wind]
  5177. Movement : Walk, Fly, Swim
  5178. | ACC | EVA | CNJ | RES | CHK
  5179. {Combat Stats} | 04 | 07 | 08 | 04 | 04
  5180. {Fixed Values} | 11 | 14 | 15 | 11 | 11
  5181. {Initiative} : 14 (7)
  5182. {HP} : 42
  5183. Armor : 1
  5184. Barrier : 0
  5185.  
  5186. Attack Methods
  5187.  
  5188. [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  5189. - [Element: Phantom] 1d6+12 magical damage.
  5190.  
  5191. <<Possessed Guardian>>: Start / Combat Zone / Combat Zone
  5192. - Targets that are the target of [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]) gain +40 [Armor] and [Barrier].
  5193.  
  5194. <<Beast Possession>>: Magical Attack / Combat Zone / 1# / No Reactive Check
  5195. - 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).
  5196.  
  5197. Materials (2d6)
  5198. 2~7: None
  5199. 8+: White Spirit Fur/Barrier+1: 500G (Potency: 1)
  5200.  
  5201. Description:
  5202. 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.
  5203.  
  5204. ----------------------------------------
  5205.  
  5206. Muhaudel / Class: Undead / LV: 3 (1)
  5207. Size : 2
  5208. Wits : Clever
  5209. Senses : Magic
  5210. Speech : Yes
  5211. Reaction : Hostile
  5212. ID : 15
  5213. Weakness : [Magnet] [Phantom]
  5214. Movement : Walk, Fly
  5215. | ACC | EVA | CNJ | RES | CHK
  5216. {Combat Stats} | 09 | 05 | 05 | 05 | 05
  5217. {Fixed Values} | 16 | 12 | 12 | 12 | 12
  5218. {Initiative} : 15 (7)
  5219. {HP} : 63
  5220. Armor : 2
  5221. Barrier : 3
  5222.  
  5223. Attack Methods
  5224.  
  5225. [Weapon Attack]: Physical Attack / 2 Sq. / 1#
  5226. - [Form: Spear] 2d6+17 physical damage.
  5227.  
  5228. <<Gaze: Darkness>>: Start / 4 Sq. / Area / No Reactive Check
  5229. - The target gains [Shift: Darkness].
  5230.  
  5231. <<Spirit Penetrator>>: Physical Attack / Charge 2 Sq. / 1#
  5232. - [Element: Cold / Form: Spear] 3d6+17 physical damage. When the target fails their [Reactive Check], the user [Recovers] 10 {HP}.
  5233.  
  5234. <<Veteran Soldier>>: Constant / User
  5235. - During the target's [Turn], gain x1 [Timing: Attack].
  5236.  
  5237. Materials (2d6)
  5238. 2~7: Army Spear/Strength+1: 500G (Potency: 1)
  5239. 10+: Wagon Wheel/Agility+2: 1000G (Potency: 2)
  5240.  
  5241. Description:
  5242. 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.
  5243.  
  5244. ----------------------------------------
  5245.  
  5246. Spirit Eater / Class: Undead / LV: 4 (1)
  5247. Size : 3
  5248. Wits : Clever
  5249. Senses : Domain
  5250. Speech : Yes
  5251. Reaction : Hostile
  5252. ID : 16
  5253. Weakness : [Fire] [Light]
  5254. Movement : Walk, Fly
  5255. | ACC | EVA | CNJ | RES | CHK
  5256. {Combat Stats} | 09 | 10 | 04 | 04 | 04
  5257. {Fixed Values} | 16 | 17 | 11 | 11 | 11
  5258. {Initiative} : 18 (8)
  5259. {HP} : 69
  5260. Armor : 5
  5261. Barrier : 1
  5262.  
  5263. Attack Methods
  5264.  
  5265. [Weapon Attack]: Physical Attack / Charge 4 Sq. / 1#
  5266. - [Form: Axe] 3d6+17 physical damage.
  5267.  
  5268. <<Unusual Strength>>: Physical Attack / Engaged / 1#
  5269. - [Element: Wind / Form: Hammer] 3d6+25 physical damage. Targets that perform [Damage Reduction] gain -20 [Armor].
  5270.  
  5271. <<Eat Soul>>: End / Engaged / 1# / No Reactive check
  5272. - The user rolls 1d6, and on a result other than [1] or [2], the target [Mononoke] gains [Shift: Dead]. 1/Combat.
  5273.  
  5274. <<Avatar of Agony>>: Constant / User
  5275. During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from [Weapon Attacks].
  5276.  
  5277. Materials (2d6)
  5278. 2~7: None
  5279. 8+: Albino Skin/Barrier+2: 1000G (Potency: 2)
  5280.  
  5281. Description:
  5282. 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.
  5283.  
  5284. ----------------------------------------
  5285.  
  5286. Wandering Brain / Class: Undead / LV: 6 (2)
  5287. Size : 1
  5288. Wits : Clever
  5289. Senses : Domain
  5290. Speech : Yes
  5291. Reaction : Hostile
  5292. ID : 19
  5293. Weakness : [Fire] [Wind]
  5294. Movement : Walk, Fly, Swim
  5295. | ACC | EVA | CNJ | RES | CHK
  5296. {Combat Stats} | 02 | 11 | 11 | 11 | 04
  5297. {Fixed Values} | 09 | 18 | 18 | 18 | 11
  5298. {Initiative} : 10 (5)
  5299. {HP} : 81
  5300. Armor : 10
  5301. Barrier : 10
  5302.  
  5303. Attack Methods
  5304.  
  5305. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  5306. - [Element: Light] 1d6+30 magical damage.
  5307.  
  5308. <<Spiritual Deployment>>: Start / Combat Zone / 2#
  5309. - The target [Installs] up to 5 Sq from their current square.
  5310.  
  5311. <<Rising Miasma>>: Unique / Combat Zone / 1#
  5312. - Use at Any Time. [Class: Undead] NPC who is [Ready] takes their [Turn] immediately, ignoring {Initiative}. 1/Round.
  5313.  
  5314. <<Spiritual Teaching>>: Unique / Combat Zone / 1#
  5315. - Use on Damage Calculation. [Class: Undead] NPC other than the user gains +[1d6x5] [Damage]. 2/Round.
  5316.  
  5317. <<Solitary Eye of the Evil God>>: Constant / User
  5318. - 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]).
  5319.  
  5320. Materials (2d6)
  5321. 2~7: None
  5322. 8+: Glowing Eyeball/MD+2: 1000G (Potency: 2)
  5323.  
  5324. Description:
  5325. 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.
  5326.  
  5327. ----------------------------------------
  5328.  
  5329. Unknown Hero / Class: Undead / LV: 7 (2)
  5330. Size : 2
  5331. Wits : Clever
  5332. Senses : Domain
  5333. Speech : Yes
  5334. Reaction : Mercurial
  5335. ID : 21
  5336. Weakness : [Wind] [Phantom]
  5337. Movement : Walk
  5338. | ACC | EVA | CNJ | RES | CHK
  5339. {Combat Stats} | 14 | 14 | 02 | 09 | 02
  5340. {Fixed Values} | 21 | 21 | 09 | 16 | 09
  5341. {Initiative} : 25 (10)
  5342. {HP} : 92
  5343. Armor : 5
  5344. Barrier : 5
  5345.  
  5346. Attack Methods
  5347.  
  5348. [Weapon Attack]: Physical Attack / Charge 4 Sq. / 1#
  5349. - [Element: Phantom / Form: Sword] 2d6+20 physical damage.
  5350.  
  5351. <<Hidden Spirit>>: Start / User
  5352. - The target [Installs] up to 5 Sq away, then gains [Shift: Hidden / Result: 20].
  5353.  
  5354. <<Erasing Strike>>: Physical Attack / Charge 2 Sq. / 1#
  5355. - [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].
  5356.  
  5357. <<Unusual Body Techniques>>: Defense / User
  5358. - Use on Reactive Check. The target loses 5 {HP}, then gains +1d6 to the [Check].
  5359.  
  5360. <<Piercing Gaze>>: unique / 10 Sq. / 1#
  5361. - Use when the target declares a Talent. Cancel the effect of one [Timing: Unique] Talent used by the target. 1/Round.
  5362.  
  5363. Materials (2d6)
  5364. Automatic: Extravagant Dagger/PD+2: 1000G (Potency: 2)
  5365.  
  5366. Description:
  5367. A hero unknown to the public, summoned by the voice of the world for their actions that changed the course of history.
  5368.  
  5369. ----------------------------------------
  5370.  
  5371. Nyuni / Class: Undead / LV: 8 (2)
  5372. Size : 2
  5373. Wits : Clever
  5374. Senses : Magic
  5375. Speech : Yes
  5376. Reaction : Hostile
  5377. ID : 22
  5378. Weakness : [Magnet] [Toxin]
  5379. Movement : Walk, Fly
  5380. | ACC | EVA | CNJ | RES | CHK
  5381. {Combat Stats} | 04 | 06 | 16 | 12 | 01
  5382. {Fixed Values} | 11 | 13 | 23 | 19 | 08
  5383. {Initiative} : 27 (11)
  5384. {HP} : 92
  5385. Armor : 5
  5386. Barrier : 5
  5387.  
  5388. Attack Methods
  5389.  
  5390. [Weapon Attack]: Magical Attack / 10 Sq. / 1# / Cancels
  5391. - [Element: Phantom] 2d6+22 magical damage.
  5392.  
  5393. <<Soul Forfeiture>>: Start / 7 Sq. / Area / no Reactive Check
  5394. - The target gains the effect of either 1, 2 or 3.
  5395. 1. [Shift: Pain].
  5396. 2. Lose 1 [Spirit Dice].
  5397. 3. Lose 3d6 {HP}.
  5398.  
  5399. <<Phantom Curse>>: Magical Attack / 7 Sq. / 3# / Cancels
  5400. - [Element: Phantom] 4d6+35 magical damage.
  5401.  
  5402. <<Manipulative Possession>>: Magical Attack / 10 Sq. / 1# / No Reactive Check
  5403. - 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).
  5404.  
  5405. <<Evil Spirit>>: Constant . User
  5406. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Rank: 2 or Less] [Damage].
  5407.  
  5408. Materials (2d6)
  5409. Automatic: Ominous Spirit Wing/Will+2: 1000G (Potency: 2)
  5410.  
  5411. Description:
  5412. 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.
  5413.  
  5414. ----------------------------------------
  5415.  
  5416. ================================================================================
  5417. Exodus -- GM Section: Mythic Mononoke [XXXQ-7]
  5418. ================================================================================
  5419. Phantom Soldier x3 / Class: Mythical / LV: 1 (1)
  5420. Size : 2
  5421. Wits : High
  5422. Senses : Magic
  5423. Speech : Yes
  5424. Reaction : Mercurial
  5425. ID : 14
  5426. Weakness : [Magnet] [Toxin]
  5427. Movement : Walk
  5428. | ACC | EVA | CNJ | RES | CHK
  5429. {Combat Stats} | 07 | 07 | 05 | 03 | 04
  5430. {Fixed Values} | 14 | 14 | 12 | 10 | 11
  5431. {Initiative} : 18 (8)
  5432. {HP} : 51
  5433. Armor : 3
  5434. Barrier : 1
  5435.  
  5436. Attack Methods
  5437.  
  5438. [Weapon Attack]: Physical Attack / 2 Sq. / 1#
  5439. - [Form: Spear] 2d6+8 physical damage. [Additional Effect]: Gain +5 [Armor]. 1/Round.
  5440.  
  5441. <<Form Change>>: Prep / User
  5442. - The target may change their [Form] to [Sword - Spear - Axe - Hammer].
  5443.  
  5444. <<Phantom Attack>>: Physical Attack / Engaged / 1#
  5445. - [Element: Phantom / Form: Sword] 2d6+15 physical damage.
  5446.  
  5447. <<Coordination>>: Constant / User
  5448. - - 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.
  5449.  
  5450. Materials (2d6)
  5451. 2~9: None
  5452. 10+: Broken Weapon/PD+1: 500G (Potency: 1)
  5453.  
  5454. Description:
  5455. 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.
  5456.  
  5457. ----------------------------------------
  5458.  
  5459. Xirang / Class: Mythical / LV: 2 (1)
  5460. Size : 3
  5461. Wits : Low
  5462. Senses : Domain
  5463. Speech : No
  5464. Reaction : Friendly
  5465. ID : 16
  5466. Weakness : [Cold] [Shock]
  5467. Movement :
  5468. | ACC | EVA | CNJ | RES | CHK
  5469. {Combat Stats} | 08 | 03 | 05 | 08 | 04
  5470. {Fixed Values} | 15 | 10 | 12 | 15 | 11
  5471. {Initiative} : 11 (6)
  5472. {HP} : 67
  5473. Armor : 10
  5474. Barrier : 5
  5475.  
  5476. Attack Methods
  5477.  
  5478. [Weapon Attack]: Physical Attack / 5 Sq. / 1#
  5479. - [Element: Magnet / Form: Spear] 3d6+10 physical damage.
  5480.  
  5481. <<Xirang Miracle>>: Magical Attack / 7 Sq. / 1# / Cancels
  5482. - The target [Recovers] 2d6+13 magical damage.
  5483.  
  5484. <<Soil Uplift>>: Unique / Combat Zone / 1#
  5485. - Use on Reactive Check. The target [Installs] one [Obstacle] equal to a [Large Boulder] in an unoccuped adjacent square. 2/Round.
  5486.  
  5487. <<Avatar of Fertility>>: Constant / User
  5488. - 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]).
  5489.  
  5490. Materials (2d6)
  5491. 2~8: None
  5492. 9+: Sacred Soil/Luck+1: 500G (Potency: 1)
  5493.  
  5494. Description:
  5495. 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.
  5496.  
  5497. ----------------------------------------
  5498.  
  5499. Rumptifusel / Class: Mythical / LV: 3 (1)
  5500. Size : 2
  5501. Wits : High
  5502. Senses : Domain
  5503. Speech : Yes
  5504. Reaction : Mercurial
  5505. ID : 15
  5506. Weakness : [Fire] [Shock]
  5507. Movement : Walk, Fly
  5508. | ACC | EVA | CNJ | RES | CHK
  5509. {Combat Stats} | 08 | 08 | 05 | 05 | 04
  5510. {Fixed Values} | 15 | 15 | 12 | 12 | 11
  5511. {Initiative} : 12 (6)
  5512. {HP} : 73
  5513. Armor : 5
  5514. Barrier : 10
  5515.  
  5516. Attack Methods
  5517.  
  5518. [Weapon Attack]: Physical Attack / Engaged / 1#
  5519. - [Form: Hammer] 3d6+10 physical damage.
  5520.  
  5521. <<Strangehold>>: Physical Attack / Engaged / 1#
  5522. - [Form: Hammer] 2d6+20 physical damage. Targets that fail their [Reactive Check] cannot make [Move Actions] until the next [Timing: Start].
  5523.  
  5524. <<Envelop>>: Defense / 5 Sq. / 1#
  5525. - Use on Damage Reduction. The user receives the [Damage] in place of the target (treat as though {Resist} check had failed).
  5526.  
  5527. <<Hunting Plant>>: Unique / Engaged / 1#
  5528. - Use at Any Time. The user may perform a [Weapon Attack]. 1/Round.
  5529.  
  5530. Materials (2d6)
  5531. 2~9: None
  5532. 10+: Glowing Fur/Barrier+2: 1000G (Potency: 2)
  5533.  
  5534. Description:
  5535. 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.
  5536.  
  5537. ----------------------------------------
  5538.  
  5539. Naga / Class: Mythical / LV: 4 (1)
  5540. Size : 3
  5541. Wits : Clever
  5542. Senses : Heat
  5543. Speech : Yes
  5544. Reaction : Mercurial
  5545. ID : 15
  5546. Weakness : [Shock] [Light]
  5547. Movement : Walk, Swim
  5548. | ACC | EVA | CNJ | RES | CHK
  5549. {Combat Stats} | 05 | 03 | 09 | 09 | 06
  5550. {Fixed Values} | 12 | 10 | 16 | 16 | 13
  5551. {Initiative} : 16 (7)
  5552. {HP} : 74
  5553. Armor : 5
  5554. Barrier : 10
  5555.  
  5556. Attack Methods
  5557.  
  5558. [Weapon Attack]: Magical Attack / 6 Sq. / 1# / Cancels
  5559. - [Element: Phantom] 3d6+16 magical damage. [Additional Effect]: Change an [Attack Action] to a [Special Attack]. 1/Round.
  5560.  
  5561. <<Element Magic II>>: Magical Attack / 4 Sq. / 3# / Cancels
  5562. - [Element: Toxin] 2d6+21 magical damage. 1/Round.
  5563.  
  5564. <<Blessing of the Spirit Snake>>: Defense / 6 Sq. / 1#
  5565. - Use on Damage Reduction. The target [Halves] [Element: Toxin] damage, and gains [Remove: Poison].
  5566.  
  5567. <<Bestow Poison>>: Unique / 6 Sq. / 1#
  5568. - 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.
  5569.  
  5570. <<Regeneration Power>>: End / 6 Sq. / 1#
  5571. - The target [Recovers] 10 {HP}.
  5572.  
  5573. Materials (2d6)
  5574. 2~10: Scale of the Spirit Snake/Barrier+1: 500G (Potency: 1)
  5575. 10+: Fang of the Spirite Snake/Bestow Toxin: 1500G (Potency: 3)
  5576.  
  5577. Description:
  5578. 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.
  5579.  
  5580. ----------------------------------------
  5581.  
  5582. Thought Form / Class: Mythical / LV: 5 (1)
  5583. Size : 2
  5584. Wits : Clever
  5585. Senses : Magic
  5586. Speech : Yes
  5587. Reaction : Mercurial
  5588. ID : 16
  5589. Weakness : [Wind] [Magnet]
  5590. Movement : Walk, Fly
  5591. | ACC | EVA | CNJ | RES | CHK
  5592. {Combat Stats} | 05 | 05 | 12 | 12 | 04
  5593. {Fixed Values} | 12 | 12 | 19 | 19 | 11
  5594. {Initiative} : 25 (10)
  5595. {HP} : 92
  5596. Armor : 10
  5597. Barrier : 5
  5598.  
  5599. Attack Methods
  5600.  
  5601. [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  5602. - 2d6+17 magical damage.
  5603.  
  5604. <<Change Formation>>: Start / Combat Zone / Combat Zone
  5605. - [Install] the target up to 2 Sq from their current square.
  5606.  
  5607. <<Starlight Convergence>>: Magical Attack / Combat Zone / Area / Halves
  5608. - [Element: Light] 3d6+45 magical damage. 1/Round.
  5609.  
  5610. <<Transferrance Technique>>: Unique / Combat Zone / 1#
  5611. - Use when the target takes their [Turn]. The target may move up to 3 Sq, ignoring [Engagements]. 1/Round.
  5612.  
  5613. <<Sanctum Hermit>>: Constant / User
  5614. - 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}.
  5615.  
  5616. Materials (2d6)
  5617. 2~8: Hermit's Robe/Intellect+1: 500G (Potency: 1)
  5618. 10+: Book of Trials/Will+2: 1000G (Potency: 2)
  5619.  
  5620. Description:
  5621. 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.
  5622.  
  5623. ----------------------------------------
  5624.  
  5625. Apis / Class: Mythical / LV: 6 (2)
  5626. Size : 3
  5627. Wits : Clever
  5628. Senses : Domain
  5629. Speech : Yes
  5630. Reaction : Friendly
  5631. ID : 18
  5632. Weakness : [Fire] [Toxin]
  5633. Movement : Walk
  5634. | ACC | EVA | CNJ | RES | CHK
  5635. {Combat Stats} | 05 | 07 | 12 | 12 | 04
  5636. {Fixed Values} | 12 | 14 | 19 | 19 | 11
  5637. {Initiative} : 21 (9)
  5638. {HP} : 108
  5639. Armor : 15
  5640. Barrier : 10
  5641.  
  5642. Attack Methods
  5643.  
  5644. [Weapon Attack]: Magical Attack / 6 Sq. / 2# / Cancels
  5645. - [Element: Wind] 3d6+21 magical damage. [Additional Effect]: After [Damage Calcuation], perform x1 [Weapon Attack]. 1/Round.
  5646.  
  5647. <<Cry of the Divine Beast>>: Magical Attack / Combat Zone / Area / Halves
  5648. - [Element: Light] 4d6+30 magical damage. 1/Round.
  5649.  
  5650. <<Sacred Bull>>: Unique / Combat Zone / 1#
  5651. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  5652.  
  5653. <<<Resurrect>>: Defense / User
  5654. - Use on Damage Reduction. The target changes all [Damage] to 0 and ignores other effects. Afterwards, they change their {HP} to 10. 1/Combat.
  5655.  
  5656. Materials (2d6)
  5657. 2~9: Bifurcated Tail/Strength+1: 500G (Potency: 1)
  5658. 10+: Sun Disk/MD+3: 1500G (Potency: 3)
  5659.  
  5660. Description:
  5661. 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.
  5662.  
  5663. ----------------------------------------
  5664.  
  5665. Virtue / Class: Mythical / LV: 9 (2)
  5666. Size : 2
  5667. Wits : Clever
  5668. Senses : Domain
  5669. Speech : Yes
  5670. Reaction : Mercurial
  5671. ID : 18
  5672. Weakness : [Shock] [Toxin]
  5673. Movement : Walk, Fly
  5674. | ACC | EVA | CNJ | RES | CHK
  5675. {Combat Stats} | 15 | 14 | 05 | 08 | 04
  5676. {Fixed Values} | 22 | 21 | 12 | 15 | 11
  5677. {Initiative} : 28 (11)
  5678. {HP} : 116
  5679. Armor : 10
  5680. Barrier : 15
  5681.  
  5682. Attack Methods
  5683.  
  5684. [Weapon Attack]: Physical Attack / 2 Sq. / 2#
  5685. - [Form: Spear] 3d6+24 physical damage.
  5686.  
  5687. <<Leader of Heroes>>: Start / Combat Zone / 1#
  5688. - The target gains +2 to [Active Checks] and +10 [Damage].
  5689.  
  5690. <<Divine Spear Throw>>: Physical Attack / Combat Zone / Area
  5691. - [Form: Ranged] 4d6+29 physical damage. 1/Round.
  5692.  
  5693. <<Protector of Virtue>>: Defense / 5 Sq. / 1#
  5694. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (treat as though {Resist} check had failed).
  5695.  
  5696. <<God's Virtue>>: Constant / User
  5697. - 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].
  5698.  
  5699. Materials (2d6)
  5700. Automatic: Hero's Proof/Will+4: 2000G (Potency: 4)
  5701.  
  5702. Description:
  5703. 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.
  5704.  
  5705. ----------------------------------------
  5706.  
  5707. ================================================================================
  5708. Exodus -- GM Section: Chaos Mononoke [XXXQ-8]
  5709. ================================================================================
  5710. Udekumo / Class: Chaos / LV: 1 (1)
  5711. Size : 1
  5712. Wits : Clever
  5713. Senses : Heat
  5714. Speech : No
  5715. Reaction : Hostile
  5716. ID : 13
  5717. Weakness : [Fire] [Shock]
  5718. Movement : Walk
  5719. | ACC | EVA | CNJ | RES | CHK
  5720. {Combat Stats} | 07 | 07 | 02 | 07 | 02
  5721. {Fixed Values} | 14 | 14 | 09 | 14 | 09
  5722. {Initiative} : 16 (7)
  5723. {HP} : 41
  5724. Armor : 0
  5725. Barrier : 0
  5726.  
  5727. Attack Methods
  5728.  
  5729. [Weapon Attack]: Physical Attack / Charge 2 Sq. / 1#
  5730. - [Form: Spear] 1d6+9 physical damage.
  5731.  
  5732. <<Mimic Skill>>: Start / User
  5733. - The target gains +2d6 {Initiative}, and [Shift: Hidden / Result: 20].
  5734.  
  5735. <<Blind Spot Attack>>: Physical Attack / Charge 2 Sq. / 1#
  5736. - [Form: Spear] 3d6+14 physical damage.
  5737.  
  5738. Materials (2d6)
  5739. 2~7: None
  5740. 8+: Pale Arm/Armor+1: 500G (Potency: 1)
  5741.  
  5742. Description:
  5743. 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.
  5744.  
  5745. ----------------------------------------
  5746.  
  5747. Larva Assassin x3 / Class: Chaos / LV: 2 (1)
  5748. Size : 2
  5749. Wits : Clever
  5750. Senses : Heat
  5751. Speech : Yes
  5752. Reaction : Hostile
  5753. ID : 14
  5754. Weakness : [Shock] [Phantom]
  5755. Movement : Walk
  5756. | ACC | EVA | CNJ | RES | CHK
  5757. {Combat Stats} | 08 | 08 | 01 | 04 | 06
  5758. {Fixed Values} | 15 | 15 | 08 | 22 | 13
  5759. {Initiative} : 19 (8)
  5760. {HP} : 47
  5761. Armor : 1
  5762. Barrier : 2
  5763.  
  5764. Attack Methods
  5765.  
  5766. [Weapon Attack]: Physical Attack / Engaged / 1#
  5767. - [Element: Toxin / Form: Spear] 2d6+11 physical damage.
  5768.  
  5769. <<Assassination Technique>>: Unique / User
  5770. - Use on Damage Calculation or Damage Reduction. The target performs x1 [Weapon Attack]. 1/Round.
  5771.  
  5772. <<Spirit Transfer>>: Unique / 10 Sq. / 1#
  5773. - Use when the target declares a Talent. [Install] the user up to 5 Sq from their current square. 1/Round.
  5774.  
  5775. Materials (2d6)
  5776. 2~9: None
  5777. 10+: Blue-Purple Exoskeleton/Initiative+2: 1000G (Potency: 2)
  5778.  
  5779. Description:
  5780. 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.
  5781.  
  5782. ----------------------------------------
  5783.  
  5784. Larva Strain / Class: Chaos / LV: 3 (1)
  5785. Size : 2
  5786. Wits : Clever
  5787. Senses : Magic
  5788. Speech : Yes
  5789. Reaction : Hostile
  5790. ID : 15
  5791. Weakness : [Fire] [Shock]
  5792. Movement : Walk, Fly
  5793. | ACC | EVA | CNJ | RES | CHK
  5794. {Combat Stats} | 04 | 03 | 12 | 05 | 05
  5795. {Fixed Values} | 11 | 10 | 19 | 12 | 12
  5796. {Initiative} : 5 (4)
  5797. {HP} : 45
  5798. Armor : 1
  5799. Barrier : 1
  5800.  
  5801. Attack Methods
  5802.  
  5803. [Weapon Attack]: Magical Attack / 5 Sq. / 2# / Cancels
  5804. - [Element: Phantom] 1d6+15 magical damage.
  5805.  
  5806. <<Miasma Wall>>: Start / Combat Zone / Combat Zone
  5807. - The target [Halves] [Damage] from [Target: 2#+] [Attack Actions] (Including [Area - Combat Zone]).
  5808.  
  5809. <<Freeze Magic>>: Magical Attack / 7 Sq. / 1# / Halves
  5810. - [Element: Cold] 3d6+15 magical damage. 1/Round.
  5811.  
  5812. <<Acceleration Crest>>: Constant / User
  5813. - 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}.
  5814.  
  5815. Materials (2d6)
  5816. 2~9: Crested Exoskeleton/Barrier+1: 500G (Potency: 1)
  5817. 10+: Sandalwood Exoskeleton/Barrier+2: 1000G (Potency: 2)
  5818.  
  5819. Description:
  5820. 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.
  5821.  
  5822. ----------------------------------------
  5823.  
  5824. Kaijin / Class: Chaos / LV: 4 (1)
  5825. Size : 2
  5826. Wits : Clever
  5827. Senses : Heat
  5828. Speech : Yes
  5829. Reaction : Hostile
  5830. ID : 15
  5831. Weakness : [Fire] [Cold]
  5832. Movement : Walk
  5833. | ACC | EVA | CNJ | RES | CHK
  5834. {Combat Stats} | 02 | 08 | 09 | 08 | 04
  5835. {Fixed Values} | 09 | 15 | 16 | 15 | 11
  5836. {Initiative} : 20 (9)
  5837. {HP} : 54
  5838. Armor : 5
  5839. Barrier : 2
  5840.  
  5841. Attack Methods
  5842.  
  5843. [Weapon Attack]: Magical Attack / 5 Sq. / 3#
  5844. - [Element: Phantom] 2d6+15 magical damage.
  5845.  
  5846. <<Illusion of Fear>>: Magical Attack / Engaged / 1# / Halves
  5847. - [Element: Phantom] 4d6+20 magical damage. 1/Round.
  5848.  
  5849. <<Mysterious Power>>: Unique / Engaged / 1#
  5850. - 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.
  5851.  
  5852. <<Haze Body>>: Constant / User
  5853. - 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].
  5854.  
  5855. Materials (2d6)
  5856. 2~9: None
  5857. 10+: Historical Item/MD+2: 1000G (Potency: 2)
  5858.  
  5859. Description:
  5860. 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.
  5861.  
  5862. ----------------------------------------
  5863.  
  5864. Void Entity / Class: Chaos / LV: 5 (1)
  5865. Size : 3
  5866. Wits : Clever
  5867. Senses : Domain
  5868. Speech : Yes
  5869. Reaction : Hostile
  5870. ID : 17
  5871. Weakness : [Shock] [Wind]
  5872. Movement : Walk, Fly
  5873. | ACC | EVA | CNJ | RES | CHK
  5874. {Combat Stats} | 11 | 06 | 12 | 04 | 04
  5875. {Fixed Values} | 18 | 13 | 19 | 11 | 11
  5876. {Initiative} : 24 (10)
  5877. {HP} : 76
  5878. Armor : 10
  5879. Barrier : 5
  5880.  
  5881. Attack Methods
  5882.  
  5883. [Weapon Attack]: Ranged Attack / 7 Sq. / 2#
  5884. - [Element: Light / Form: Ranged] 3d6+23 physical damage.
  5885.  
  5886. <<Undulating Tentacles>>: Unique / 7 Sq. / 1#
  5887. - Use when the target declares a Talent. Cancel the effect of one [Timing: Unique or Defense] Talent. 1/Round.
  5888.  
  5889. <<Rainbow-Colored Body>>: Constant / User
  5890. - 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].
  5891.  
  5892. Materials (2d6)
  5893. 2~9: None
  5894. 10+: Rainbow Flesh/MD+2: 1000G (Potency: 2)
  5895.  
  5896. Description:
  5897. 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.
  5898.  
  5899. ----------------------------------------
  5900.  
  5901. Otherworld Magician / Class: Chaos / LV: 6 (2)
  5902. Size : 2
  5903. Wits : Clever
  5904. Senses : Domain
  5905. Speech : Yes
  5906. Reaction : Hostile
  5907. ID : 19
  5908. Weakness : [Light] [Magnet]
  5909. Movement : Walk, Fly
  5910. | ACC | EVA | CNJ | RES | CHK
  5911. {Combat Stats} | 03 | 05 | 14 | 13 | 04
  5912. {Fixed Values} | 10 | 12 | 21 | 20 | 11
  5913. {Initiative} : 26 (11)
  5914. {HP} : 87
  5915. Armor : 5
  5916. Barrier : 5
  5917.  
  5918. Attack Methods
  5919.  
  5920. [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  5921. - [Element: Magnet] 3d6+25 magical damage.
  5922.  
  5923. <<Torture Barrier>>: Start / Combat Zone / Combat Zone
  5924. - The target gains +20 [Armor] and [Barrier] when they become the target of a [Target: 2#] [Attack Action] (Including [Area - Combat Zone]).
  5925.  
  5926. <<Tortue Magic>>: Magical Attack / 10 Sq. / Area / Cancels
  5927. - [Element: Magnet] 5d6+30 magical damage, and the target [Halves] their [Barrier].
  5928.  
  5929. <<Spirit Chains>>: Unique / 10 Sq. / 1#
  5930. - Use when the target declares a Talent. The target loses 2d6 {HP}. 2/Round.
  5931.  
  5932. <<Eldritch Sorcerer>>: Constant / User
  5933. - During the target's [Turn], gain x1 [Timing: Attack].
  5934.  
  5935. Materials (2d6)
  5936. 2~9: None
  5937. 10+: Otherworld Chest/MD+3: 1500G (Potency: 3)
  5938.  
  5939. Description:
  5940. 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.
  5941.  
  5942. ----------------------------------------
  5943.  
  5944. Boogeyman / Class: Chaos / LV: 9 (2)
  5945. Size : 2
  5946. Wits : Clever
  5947. Senses : Domain
  5948. Speech : Yes
  5949. Reaction : Hostile
  5950. ID : 22
  5951. Weakness : [Magnet] [Light]
  5952. Movement : Walk
  5953. | ACC | EVA | CNJ | RES | CHK
  5954. {Combat Stats} | 16 | 09 | 09 | 05 | 06
  5955. {Fixed Values} | 23 | 16 | 16 | 12 | 13
  5956. {Initiative} : 25 (10)
  5957. {HP} : 115
  5958. Armor : 7
  5959. Barrier : 6
  5960.  
  5961. Attack Methods
  5962.  
  5963. [Weapon Attack]: Physical Attack / Engaged / 1#
  5964. - [Form: Axe] 2d6+25 physical damage.
  5965.  
  5966. <<Clever Surprise>>: Start / Combat Zone / 1# / No Reactive Check
  5967. - The target swaps {Initiative} with the user. 1/Combat.
  5968.  
  5969. <<Invisible Blade>>: Physical attack / Engaged / 1#
  5970. - [Element: Phantom / Form: Sword] 3d6+40 physical damage, and targets that perform [Damage Reduction] gain -20 [Armor].
  5971.  
  5972. <<Brutal Technique>>: Unique / Engaged / 1#
  5973. - Use on Damage Calculation. The target cannot apply [Halves]. 1/Round.
  5974.  
  5975. <<Manifestation of Fear>>: Constant / User
  5976. - During the target's [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Damage] from distances other than [Range: Engaged].
  5977.  
  5978. Materials (2d6)
  5979. 2~9: Bloodstained Blade/PD+2: 1000G (Potency: 2)
  5980. 10+: Child's Keepsake/Agility+3: 1500G (Potency: 3)
  5981.  
  5982. Description:
  5983. 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.
  5984.  
  5985. ----------------------------------------
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