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Ultimate Dragoon Styles And Items

Nov 27th, 2019 (edited)
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  1. Ultimate Dragoon Styles and Items ToC
  2.  
  3. - Sword King [XXXA]
  4. - Magic Warrior [XXXB]
  5. - Qigong Master [XXXC]
  6. - Alchemist [XXXD]
  7. - Ancient Magician [XXXE]
  8. - Magic Sealer [XXXF]
  9. - Common Talents [XXXG]
  10. - High Talents [XXXH]
  11. - Items: Weapons [XXXI] (Items currently unfinished. Please wait warmly)
  12. * Form: Sword [XXXI-1]
  13. * Form: Spear [XXXI-2]
  14. * Form: Axe [XXXI-3]
  15. * Form: Hammer [XXXI-4]
  16. * Form: Ranged [XXXI-5]
  17. * Form: Magic [XXXI-6]
  18. - Items: Protectors, Accessories, Gear, Consumables [XXXJ]
  19. * Suits [XXXJ-1]
  20. * Accessories [XXXJ-2]
  21.  
  22. ================================================================================
  23. Ultimate Dragoon -- Sword King (Group:Martial) (Style) [XXXA]
  24. ================================================================================
  25. Characters who have this [Style] as their [Main] are able to equip items with [Restrict:Martial] and [Restrict:Sword King].
  26.  
  27. ACC EVA CNJ RES INS PD MD INI HP
  28. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  29. | 1 | 2 | 0 | 0 | 1 | 3 | 0 | 8 | 32 |
  30. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  31. Combat Modifiers (When Main)
  32.  
  33. Description
  34.  
  35. --------------------------------------------------------------------------------
  36. TYPE A. Sword Kings use their fighting spirit to directly boost the power of their physical attacks. Their talents focus on increasing physical damage. In order to use [Sword King: Type A] talents, you must be equipped with an [Item: Weapon] that is [Form: Sword].
  37. --------------------------------------------------------------------------------
  38. [Sword King A] ※ <<Space Sever>>
  39. Timing : Unique
  40. Range : User
  41. Target : User
  42. Cost : [6]
  43. A paranormal sword technique that empowers a blade with the user's fighting spirit, increasing its power and allowing it to cut through space.
  44. Use On Damage Calculation. For every time the target pays the [Cost] (Max 3 times), they gain a +4 modifier when calculating [Physical Damage]. (If the user spends 3 [6]'s, they gain +12 to damage). This talent can only be used once per round.
  45.  
  46. [Sword King A] <<Blade Dance>>
  47. Timing : Prep
  48. Range : User
  49. Target : User
  50. Cost : [6]
  51. A secret sword-rite technique that increases the user's power and combat ability which also grants them divine speed.
  52. Unique Effect. The target can move up to2 Sq. from their current square (But cannot move if [Engaged]), and gains +1 [Physical Rank] at [Damage Calculation].
  53.  
  54. [Sword King A] <<Goken>>
  55. Timing : Attack
  56. Range : Item
  57. Target : 1#
  58. Cost : [E]
  59. Transfer your overflowing fighting spirit into your weapon and launch off a powerful attack.
  60. Physical Attack. The user gains a +5 modifier when calculating [Physical Damage]. Also, the user may forcibly move any [Target] that took [Damage] 1 Sq. from their current square, ignoring [Engagements].
  61.  
  62. [Sword King A] <<Breaker Blade>>
  63. Timing : Attack
  64. Range : 2 Sq.
  65. Target : 1#
  66. Cost : [O, O]
  67. Using a special sword grip technique, you increase your effective range to attack a foe.
  68. Physical Attack. The user gains +1 [Physical Rank] at [Damage Calculation].
  69.  
  70. [Sword King A] <<Vital Assault>
  71. Timing : Unique
  72. Range : User
  73. Target : User
  74. Cost : [6, 6]
  75. Focus your fighting spirit into your eyes to sense an opponent's weakpoints.
  76. Unique Effect. Use before the target makes an [Active Check]. After making the [Roll], change any one of the dice in that [Roll] to a ""6"" (through this effect, [Fumbles] can be canceled, or [Criticals] generated). This Talent may be used once per session. If the target is a character with {Fixed Values}, instead gain +3 to an {Accuracy} check.
  77.  
  78. [Sword King A] <<Zetsugi>>
  79. Timing : Unique
  80. Range : User
  81. Target : User
  82. Cost : None
  83. A special move that concentrates the entirety of your fighting spirit into one point to dramatically boost an attack's power.
  84. Unique Effect. Use On Damage Calculation. The target gains a +10 Modifier to [Physical Damage] when targeting [Target: 1#]. This Talent may be used once per combat.
  85.  
  86. [Sword King A] <<160 Divisions>>
  87. Timing : Attack
  88. Range : Engaged
  89. Target : 1#
  90. Cost : [O, 6]
  91. A secret technique devised by the legendary king of swords. It is said that those who take a direct hit from this are divided into 160 pieces and die.
  92. Physical Attack. The user gains one of the following effects of 1. or 21
  93. 1. The [Target] recieves -2 to their [Evasion] check.
  94. 2. The [Target] halves their [Armor].
  95.  
  96. [Sword King A] <<Twin Blade>>
  97. Timing : Attack
  98. Range : Engaged
  99. Target : 1#
  100. Cost : [6]
  101. A sword technique that folds space to make a deadly blow that cannot be blocked.
  102. Physical Attack. The target may not use [Timing: Defense] talents.
  103.  
  104. [Sword King A] ● <<Dragon Killer>>
  105. Timing : Attack
  106. Range : Engaged
  107. Target : 1#
  108. Cost : [6, 6, 6]
  109. A sword technique devised to slay the very concept of dragons.
  110. Physical Attack. If the target is [Class: Dragon / Dragon-Blooded / Fragment], the user gains +6 [Rank] at [Damage Calculation].
  111.  
  112. [Sword King A] ● <<Battle Stance>>
  113. Timing : Unique
  114. Range : User
  115. Target : User
  116. Cost : None
  117. Take up a special battle stance to instantly change your dragonpulse.
  118. Unique Effect. Use at any time. The target changes all spirit dice with a value of [1] or [2] to [6]. If used by a character with [Fixed Values], they gain +2 [Overflow]. This Talent may be used once per combat.
  119.  
  120. [Sword King A] ● <<Dividing Blade>>
  121. Timing : Constant
  122. Range : User
  123. Target : User
  124. Cost : None
  125. Your outstanding swordsmanship is so deadly that you can cut anything. Your attacks are always accompanied by a shrill, metallic sound.
  126. Passive Effect. The target gains a +5 modifier at [Damage Calculation]. Additionally, the user may inflict [Shift: Dead] on all Mononoke with "x#" written in their name (multiple Mononoke treated as one) that they deal [Damage] to.
  127.  
  128. [Sword King A] ● <<Killing Technique>>
  129. Timing : Constant
  130. Range : User
  131. Target : User
  132. Cost : None
  133. Your exquisite blade techniques are superior to all, sending your foes to the realm of the dead with ease.
  134. Passive Effect. Change the effect of <<Zetsugi>> to "The target gains a +20 to [Physical Damage]."
  135.  
  136. [Sword King A] ◎ <<Master Swordsman>>
  137. Timing : Constant
  138. Range : User
  139. Target : User
  140. Cost : None
  141. As a high-ranking sword king, your blade techniques surpass all others.
  142. Passive Effect. Whenever the target uses a [Style: Sword King / Effect Class: Physical Attack] talent, they gain a +[user's {Agility}] modifier at [Damage Calculation]. In addition, change the cost of <<Space Sever>> to [Cost: None].
  143.  
  144. [Sword King A] ◎ <<Concept Sever>>
  145. Timing : Constant
  146. Range : User
  147. Target : User
  148. Cost : None
  149. You have dramatically increased the power of your <<Space Sever>> by studying the mysteries of the sword.
  150. Passive Effect. Whenever the target uses <<Space Sever>>, they gain an additional +10 modifier to [Damage]. (Spending one [Cost] grants +14, spending two [Cost] grants +18, spending 3 [Cost] grants +22).
  151.  
  152. --------------------------------------------------------------------------------
  153. TYPE B. Sword Kings use their fighting spirit to directly boost the power of their physical attacks. Their talents focus on increasing accuracy and evasion. In order to use [Sword King: Type B] talents, you must be equipped with an [Item: Weapon] that is [Form: Sword].
  154.  
  155. --------------------------------------------------------------------------------
  156. [Sword King B] ※ <<Phantom Warfare>>
  157. Timing : Unique
  158. Range : User
  159. Target : User
  160. Cost : [6]
  161. Project your fighting spirit into a number of illusionary copies to increase the chances of hitting, or evading an attack.
  162. Use On Check. Each the target pays the [Cost] (Max 3 times), they gain a +1 to {Accuracy} or {Evasion} checks. (If the user pays the [Cost] once, they gain +1 to the check. If the user pays the [Cost] three times, they gain +3 to the check). This talent can only be used once per round.
  163.  
  164. [Sword King B] <<Ryougo>>
  165. Timing : Defense
  166. Range : User
  167. Target : User
  168. Cost : [Doubles]
  169. You evade attacks from your opponent as you smoothly cartwheel, flip, and twist.
  170. Unique Effect. Use after the [Target] has succeeded in an {Evasion} or {Insight} check. The [Target] can make a [Weapon Attack] against a [Range: Engaged / Target: 1#] target that made the [Physical Attack]. Additionally, the user gains +1 [Rank] at [Damage Calculation].
  171.  
  172. [Sword King B] <<Moment of Reckoning>>
  173. Timing : Defense
  174. Range : User
  175. Target : User
  176. Cost : [6, 6]
  177. Use your fighting spirit to boost your senses and avoid an attack at the last moment.
  178. Use When Reactive. The [Target] can change any one of the dice in that [Roll] to a "6" (through this effect, [Fumbles] can be canceled, or [Criticals] generated). If this talent is used by a character with {Fixed Values}, they gain a +3 modifier to their {Evasion} stat. This Talent may be used once per session.
  179.  
  180. [Sword King B] <<Cross Block>>
  181. Timing : Defense
  182. Range : User
  183. Target : User
  184. Cost : [6]
  185. *Cross your weapons to block a physical attack.*
  186. Use on Damage Reduction. The user gains a modifier to [Armor] equal to the PD of their equipped [Weapons]. If this talent is used by a character with {Fixed Values}, they gain +7 to [Armor].
  187.  
  188. [Sword King B] <<Comet Blade>>
  189. Timing : Unique
  190. Range : Item
  191. Target : 1#
  192. Cost : [E, 6]
  193. Instantly enhance your reflexes to interrupt enemy attacks and slash at the speed of a comet.
  194. Unique Effect. Use while the target is [Ready]. Perform a [Weapon Attack] on any target within [Range]. This talent can only be used once per round.
  195.  
  196.  
  197. [Sword King B] <<Rising Fighting Spirit>>
  198. Timing : Unique
  199. Range : User
  200. Target : User
  201. Cost : None
  202. *Use a special breath technique to kickstart your inactive Dragonpulse and convert it into fighting spirit.*
  203. Unique Effect. Use at any time. The user can change one of their [Spirit Dice] to a [6]. If the target is a character with {Fixed Values}, they gain 1 [Overflow]. This talent can only be used once per combat.
  204.  
  205. [Sword King B] <<Spirited Soul>>
  206. Timing : Start
  207. Range : User
  208. Target : User
  209. Cost : [6]
  210. By rapidly compressing and releasing fighting spirit you've stored in your blade, you can emit shockwaves to attack a foe from a distance.
  211. Unique Effect. The user can change the [Range] of their [Physical Attacks] to [Range: 7 Sq.] until the end of the next round.
  212.  
  213. [Sword King B] <<Crushing Flame>>
  214. Timing : Unique
  215. Range : Engaged
  216. Target : 1#
  217. Cost : [O]
  218. At the same time as you or an ally attacks, you perform an exquisite sword technique that hinders your foe's evasion.
  219. Unique Effect. Use after the target's {Evasion} Check. The target's {Evasion} check gains a -2 modifier.
  220.  
  221. [Sword King B] ● <<Continuous Blade Destruction>>
  222. Timing : Constant
  223. Range : User
  224. Target : User
  225. Cost : None
  226. As a master swordsman, you are skilled in carrying out continuous series of attacks.
  227. Passive Effect. Every time the user performs a [Physical Attack], they gain a consecutive +1 modifier to their [Accuracy] check (Maximum +3. One attack is +1, a second attack gains a bonus of +2, a third attack gains a bonus of +3).
  228.  
  229. [Sword King B] ● <<Sky Sword>>
  230. Timing : Defense
  231. Range : User
  232. Target : User
  233. Cost : [6]
  234. Launch a wide-ranging, area-denial attack with your blade to strengthen your defenses.
  235. Unique Effect. Use against a [Special Attack]. The user gains +10 to the result of an {Insight} check made to defend against a [Special Attack].
  236.  
  237. [Sword King B] ● <<Crossing Blades>>
  238. Timing : Unique
  239. Range : Engaged
  240. Target : 1#
  241. Cost : [6]
  242. Slipping into an opening, you intersect yourself with an attack to stop it cold.
  243. Unique Effect. Use before the target makes an {Evasion} check. The user makes the {Evasion} check in place of the target (and if successful, may use <<Ryougo>> or similar). If the [Reactive Check] check fails, then the user takes the [Damage].
  244.  
  245. [Sword King B] ● <<Lightning Flash>>
  246. Timing : Unique
  247. Range : User
  248. Target : User
  249. Cost : [E]
  250. *Infuse yourself with fighting spirit to move like lightning.*
  251. Unique Effect. Use after the target's physical [Damage Calculation]. The user may move up to 2 Sq. in any direction, ignoring [Engagements]. This talent may be used twice per round.
  252.  
  253. [Sword King B] ◎ <<Kensei>>
  254. Timing : Constant
  255. Range : User
  256. Target : User
  257. Cost : None
  258. You've mastered the the defensive arts of the sword kings.
  259. Passive Effect. When using [Style: Sword King / Timing: Defense] talents, the user changes the cost to [Cost: O].
  260.  
  261. [Sword King B] ◎ <<Phantom Tear>>
  262. Timing : Constant
  263. Range : User
  264. Target : User
  265. Cost : None
  266. As a master of the sword, you've increased the power of <<Phantom Warfare>> to its absolute limit.
  267. Passive Effect. Each time the target uses <<Phantom Warfare>>, gain one of the following effects.
  268. 1. Gain an additional +1 modifier to the result of an the check (+2 for cost 1, +3 for cost 2, +4 for cost 3).
  269. 2. Gain a +[user's {Agility}] modifier at [Damage Calculation].
  270.  
  271.  
  272. ================================================================================
  273. Ultimate Dragoon -- Magic Warrior (Group:Martial) (Style) [XXXB]
  274. ================================================================================
  275. Characters who have this [Style] as their [Main] are able to equip items with [Restrict:Martial] and [Restrict:Magic Warror].
  276.  
  277. ACC EVA CNJ RES INS PD MD INI HP
  278. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  279. | 1 | 1 | 1 | 1 | 0 | 3 | 3 | 6 | 29 |
  280. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  281. Combat Modifiers (When Main)
  282.  
  283. Description
  284.  
  285. --------------------------------------------------------------------------------
  286. TYPE A A martial style that can make powerful attacks by twisting space in the surrounding areas, or releasing magic from weapons. They specialize in physical attacks. In order to use [Magic Warrior: Type A] talents, you must be equipped with [Item: Weapon].
  287. --------------------------------------------------------------------------------
  288. [Magic Warrior A] ※ <<Physical Reflection>>
  289. Timing : Unique
  290. Range : User
  291. Target : User
  292. Cost : [E, 4, 4]
  293. Combine the skills of a powerful warrior with magical arts to reflect any physical attack.
  294. Use On Damage Reduction. A [Range: Combat Zone / Target: 1#] target receives the same amount of [Physical Damage] you receive at [Damage Calculation]. The Target may not make a [Reactive Check], but may apply [Armor].
  295.  
  296. [Magic Warrior A] <<Magic Weapon>>
  297. Timing : Start
  298. Range : User
  299. Target : User
  300. Cost : [4]
  301. A special battle technique that coats a weapon in strong, magical energy to increase its penetration. This technique is the basis of the Magic Warrior.
  302. Unique Effect. For the rest of the round, all [Physical Damage] dealt after using this talent is reduced by [Barrier] instead of [Armor].
  303.  
  304. [Magic Warrior A] <<Voltic Attack>>
  305. Timing : Attack
  306. Range : Engaged
  307. Target : 1#
  308. Cost : [O, 4]
  309. Using a weapon as a medium, you unleash torrents of magic to preform irreparable damage to your target.
  310. Physical Attack. If the target succeeds on the {Evasion} check, they receive halve of the users [Physical Damage] at [Damage Calculation]. The target can apply [Armor] against this damage.
  311.  
  312. [Magic Warrior A] <<Break Bash>>
  313. Timing : Attack
  314. Range : Engaged
  315. Target : 1#
  316. Cost : [4, 4]
  317. A powerful battle technique that condenses a weapons latent magic energy to increase its destructive power.
  318. Physical Attack. The user gains +2 [Rank] at [Damage Calculation].
  319.  
  320. [Magic Warrior A] <<Armed Focus>>
  321. Timing : Constant
  322. Range : User
  323. Target : User
  324. Cost : None
  325. You've applied a special spell to your weapon to allow it's use as a magic implement.
  326. Passive effect. Even if the target is equipped with a [Weapon], they may treat it as a magical weapon. [Magical Attack / Range: 10 Sq. / Target: 2# / Resist: Cancel / Element: None / Rank: 2]. This allows you to make [Magical Attacks].
  327.  
  328. [Magic Warrior A] <<Multi-Break>>
  329. Timing : Unique
  330. Range : User
  331. Target : User
  332. Cost : [4]
  333. A powerful technique that launches a physical attack immediately after carrying out a magical attack.
  334. Unique Effect. After making a [Magical Attack], the target may make one [Weapon Attack] with a currently [Equipped] [Physical Weapon].
  335.  
  336. [Magic Warrior A] <<Instant Cast>>
  337. Timing : Unique
  338. Range : User
  339. Target : User
  340. Cost : [4]
  341. A magical battle technique that allows you to make a magical attack after performing a physical attack.
  342. Unique Effect. After making a [Physical Attack], the target may make one [Weapon Attack] with a currently [Equipped] [Magic Weapon].
  343.  
  344. [Magic Warrior A] <<Strength Break>>
  345. Timing : Attack
  346. Range : Engaged
  347. Target : 1#
  348. Cost : [E]
  349. A powerful battle technique that condenses a weapon's latent magic energy to increase it's destructive power.
  350. Physical Attack. Targets that receive [Physical Damage] gain a -5 modifier to [Physical Damage] until [Timing: End] of the next round.
  351.  
  352. [Magic Warrior A] ● <<Mighty Scribe>>
  353. Timing : Prep
  354. Range : User
  355. Target : User
  356. Cost : [4]
  357. In an instant, you pour magic into your weapon to increase your attack power.
  358. When using a [Style: Magic Warrior / Physical Attack] talent, the user gains a +{Intellect} modifier to [Physical Damage].
  359.  
  360. [Magic Warrior A] ● <<Bites The Dust>>
  361. Timing : Unique
  362. Range : User
  363. Target : User
  364. Cost : [4]
  365. You use a special technique that grants you deadly magic, then kill your enemies instantly. This magic can only be wielded by a Magic Warrior.
  366. Unique Effect. Use On Damage Calculation. The user may inflict [Shift: Dead] on all Mononoke with "x#" written in their name (multiple Mononoke treated as one) that they dealt [Damage] to.
  367.  
  368. [Magic Warrior A] ● <<Full Power Attack>>
  369. Timing : Unique
  370. Range : User
  371. Target : User
  372. Cost : None
  373. A mysterious technique that double the amount of magic that circulates through the body, then concentrates a large amount of that power into one point
  374. Unique Effect. Use On Damage Calculation. The user gains a +10 modifier to [Damage Calculation] performed against [Target: 1#]. This talent can only be used once per combat.
  375.  
  376. [Magic Warrior A] ● <<Hyper Enchantment>>
  377. Timing : Start
  378. Range : User
  379. Target : User
  380. Cost : None
  381. A technique known as "Empty Battle", which augments magic and increases attack power.
  382. Unique Effect. The user chooses one acquired [Effect Class: Magical Attack] Talent and pays its [Cost], then changes the rank, damage type, and effects of the [Effect Class: Magical Attack] into an [Effect Class: Physical Attack]. The attack and effects may be cancelled with a successful {Evasion} check. This effect persists until its applied to any [Physical Damage] [Damage Calculation] during combat.
  383.  
  384. [!!!] TL Note: This talent basically just gives you a second, physical version of an attack talent, that functions like a regular physical attack talent thats already been paid for. Timings need to be used, PD is used for damage calculation, and talents that raise physical rank, PD, or work on [Effect class: Physical attack] all work as normal on it. The resist entry for a talent is also ignored, as per the talents description
  385.  
  386. [Magic Warrior] ◎ <<Voltic Counter>>
  387. Timing : Constant
  388. Range : User
  389. Target : User
  390. Cost : None
  391. A mysterious technique that double the amount of magic that circulates through the body, then concentrates a large amount of that power into one point
  392. Passive Effect. The user may change the [Cost] of <<Physical Reflection>> to [Cost: 4], and may use <<Physical Reflection>> twice per round.
  393.  
  394. [Magic Warrior A] ◎ <<Damage Drain>>
  395. Timing : Unique
  396. Range : User
  397. Target : User
  398. Cost : [4, 4]
  399. Another "Empty Battle" technique, which converts the destructive power of a physical attack into magic energy and then instantly changes it into recovery magic.
  400. Use On Damage Reduction. Unless the user has [Shift: Downed], they [Recover] {HP} equal to the amount of [HP Damage] the target took. This Talent may be used once per combat.
  401.  
  402.  
  403. --------------------------------------------------------------------------------
  404. TYPE B. A martial style that releases magical energy from their armor mediums to gain high defensive power. They can seal enemy techniques or reduce damage from different types of weapons. In order to use [Magic Warrior: Type B] talents, you must be equipped with [Item: Protector].
  405. --------------------------------------------------------------------------------
  406. [Magic Warrior B] ※ <<Skillbind>>
  407. Timing : Start
  408. Range : Combat Zone
  409. Target : 1#
  410. Cost : [4, 4]
  411. Unleash a chain of magical energy to shackle an enemy and seal off their physical techniques.
  412. Unique Effect. Select one [Effect Class: Physical Attack] Talent that the target has acquired. Until [Timing: End] of the current round, that Talent is unusable. If the target has no other means of attack, it cannot.
  413.  
  414. [Magic Warrior B] <<Physical Resist>>
  415. Timing : Start
  416. Range : User
  417. Target : User
  418. Cost : [E, 4]
  419. A magical effect is applied to armor, providing high defense against physical attacks of a specific type.
  420. Unique Effect. Choose one of [Form: Sword - Spear - Axe - Hammer]. The target [Halves] [Physical Damage] from the chosen [Form] until [Timing: End]. This talent does not spend [Timing: Start].
  421.  
  422. [Magic Warrior B] <<Attributes>>
  423. Timing : Prep
  424. Range : User
  425. Target : User
  426. Cost : [O]
  427. Focus magic power into your weapons to increase your combat capabilities.
  428. The target may make {Conjure} checks in place of {Accuracy} checks, treating the former as the latter.
  429.  
  430. [Magic Warrior B] <<Field Search>>
  431. Timing : Prep
  432. Range : Combat Zone
  433. Target : Combat Zone
  434. Cost : [O]
  435. By concentrating magical power in your eyes, you can discover hidden objects with unerring accuracy.
  436. Unique Effect. The target removes [Shift: Hidden].
  437.  
  438. [Magic Warrior B] <<Phantasmal Attack>>
  439. Timing : Attack
  440. Range : Engaged
  441. Target : 1#
  442. Cost : [E]
  443. By concentrating magical power in your eyes, you can discover hidden objects with unerring accuracy.
  444. Physical Attack. The user makes a [Physical Attack] bestowed with [Element: Phantom]. If the target takes even one point of this damage, they receive a -1 penalty to {Accuracy} until [Timing: End] of the next round.
  445.  
  446. [Magic Warrior B] <<Zero Field>>
  447. Timing : Unique
  448. Range : Engaged
  449. Target : 1#
  450. Cost : [4]
  451. By concentrating magical power in your eyes, you can discover hidden objects with unerring accuracy.
  452. Unique Effect. Use after the [User] succeeds at an {Evasion} check. The [Target] halves their armor until [Timing: End] of the next round.
  453.  
  454. [Magic Warrior B] <<Ether Arms>>
  455. Timing : Unique
  456. Range : User
  457. Target : User
  458. Cost : [4]
  459. Manipulate your weapon to attack an enemy after enchanting it with a levitation spell.
  460. Unique Effect. Use after the target performs [Damage Calculation]. The target can make one [Weapon Attack] using a currently [Equipped] weapon.
  461.  
  462. [Magic Warrior B] <<Weapon Focus>>
  463. Timing : Prep
  464. Range : User
  465. Target : User
  466. Cost : [E]
  467. Alter the concept of what a weapon truly is to amplify your magical attacks beyond normal limits.
  468. Unique Effect. The target may make {Accuracy} checks in place of {Conjure} checks, using the former's result for the latters.
  469.  
  470. [Magic Warrior B] ● <<Protection>>
  471. Timing : Defense
  472. Range : Combat Zone
  473. Target : 1#
  474. Cost : [4]
  475. Enhance physical armor by augmenting it with magic power.
  476. Use On Damage Reduction. The target gains +[User's {Conjure}] modifier to [Armor].
  477.  
  478. [Magic Warrior B] ● <<Ether Master>>
  479. Timing : Constant
  480. Range : User
  481. Target : User
  482. Cost : None
  483. You are a master of magic circulation, a skill useful to Magic Warriors.
  484. Passive Effect. The user may use [Style: Magic Warrior B / Cost: X] talents as if they had [Cost: None].
  485.  
  486. [Magic Warrior B] ● <<Voltic Guard>>
  487. Timing : Defense
  488. Range : Combat Zone
  489. Target : 1#
  490. Cost : [4]
  491. You manipulate the flow of spirit energy using a special technique, focusing a broad attack on you alone.
  492. Use On Damage Reduction. Change the targets [Range: Combat Zone / Target: Combat Zone] [Attack Action] to [Target: 1#], and the user takes the [Damage]. Treat [Magical Damage] as though the {Resist} check had failed. This Talent may be used once per round.
  493.  
  494. [Magic Warrior B] ● <<Skill Trance>>
  495. Timing : Constant
  496. Range : User
  497. Target : User
  498. Cost : None
  499. A unique skill of magical warriors that allows them to modulate magic, and treat their "Empty Fighting" techniques as other martial arts.
  500. Passive Effect. The target gains a +5 modifier to [Magical Damage]. Additionally, the target chooses any one [Group: Martial / Timing: Attack] Talent they acquired, and treats it as if it were [Style: Magic Warrior] (for example, if the target designates the [Style: Sword King / Type: A] Talent <<Goken>> with this effect, thereafter, <<Goken>> can now benefit from the effects of <<Mighty Scribe>> and <<Ether Master>>).
  501.  
  502. [Magic Warrior B] ◎ <<Double Divide>>
  503. Timing : Constant
  504. Range : User
  505. Target : User
  506. Cost : None
  507. You're developed a special magical barrier that allows you to combine defensive abilities.
  508. Passive Effect. The target may use two [Timing: Defense] talents during [Timing: Defense] (However, a talent with the same name cannot be used on the same target).
  509.  
  510. [Magic Warrior B] ◎ <<High Master>>
  511. Timing : Constant
  512. Range : User
  513. Target : User
  514. Cost : None
  515. As a highly skilled magic warrior, you've gained the skills needed to battle dragons and Fragments
  516. Passive Effect. The target reduces [Physical Damage] or [Magical Damage] recieved from [Type: Dragon / Dragon-Blooded / Fragment] by [user's {Intellect}]. Also, change the cost of <<Skillbind>> to [4], and using <<Skillbind>> does not consume [Timing: Start].
  517.  
  518. ================================================================================
  519. Ultimate Dragoon -- Qigong Master (Group:Utility) (Style) [XXXC]
  520. ================================================================================
  521. Characters who have this [Style] as their [Main] are able to equip items with [Restrict:Utility] and [Restrict:Qigong Master].
  522.  
  523. ACC EVA CNJ RES INS PD MD INI HP
  524. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  525. | 1 | 1 | 0 | 0 | 2 | 3 | 0 | 7 | 35 |
  526. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  527. Combat Modifiers (When Main)
  528.  
  529. Description
  530.  
  531. --------------------------------------------------------------------------------
  532. TYPE A. Though manipulation of Qi, perform powerful physical attacks through the teachings of Mu. To use [Style: Qigong Master A] Talents, [Item: Weapon] must be [Equipped].
  533. --------------------------------------------------------------------------------
  534. [Qigong Master A] ※ <<Qigong Boxing>>
  535. Timing : Attack
  536. Range : Engaged
  537. Target : 1#
  538. Cost : [E]
  539. A terrifying technique that blinds the opponent with spear hands, leopard punches, or closed fists.
  540. Physical Attack. The user performs a [Physical Attack] using [Unarmed] even if a weapon other than [Unarmed] is [Equipped]. Gain one of the following effects:
  541. 1. +1 on {Accuracy} Check and +3 [Physical Damage].
  542. 2. +2 on {Accuracy} Check.
  543. 3. +1 on {Accuracy} Check, and any target that receives at least 1 point of [Damage] also gains [Shift: Darkness].
  544.  
  545. [Qigong Master A] <<God Qi Awakening>>
  546. Timing : Start
  547. Range : User
  548. Target : User
  549. Cost : None
  550. A mysterious Qigong method that allows you to circulate explosive qi, and transform into a prime state - an old man may rejuvenate, while a young child grows up.
  551. Unique Effect. The target gains +1 on {Accuracy} checks, and +1 [Spirit Dice] (roll on the spot to determine the value). If this talent is used by a character with {Fixed Values}, gain +1 [Overflow].
  552.  
  553. [Qigong Master A] <<Qi Burst>>
  554. Timing : Prep
  555. Range : User
  556. Target : User
  557. Cost : [O]
  558. Concentrating on magical techniques, you explode with power, widening your attack range.
  559. Unique Effect. Gain +2# to the [Target] of [Physical Attacks] or [Magical Attacks]. This Talent does not spend [Timing: Prep].
  560.  
  561. [Qigong Master A] <<Qi Training>>
  562. Timing : Prep
  563. Range : User
  564. Target : User
  565. Cost : None
  566. Through practicing your Qi, you can control your Dragonpulse.
  567. Unique Effect. The target may change 1 [Spirit Dice] to [5]. If the target is a character with {Fixed Values}, instead gain 1 [Overflow].
  568.  
  569. [Qigong Master A] <<Qigong Kickboxing>>
  570. Timing : Attack
  571. Range : Engaged
  572. Target : 1#
  573. Cost : [5]
  574. A powerful and versatile attacks through various foot techniques.
  575. Physical Attack. The user performs a [Physical Attack] using [Unarmed] even if a weapon other than [Unarmed] is [Equipped]. Gain one of the following effects:
  576. 1. +1 [Physical Rank], and change the [Target] to [2#].
  577. 2. +1 [Physical Rank], and change the [Range] to [Charge 4 Sq.]
  578.  
  579. [Qigong Master A] <<Qigong Listening>>
  580. Timing : Defense
  581. Range : User
  582. Target : User
  583. Cost : [E]
  584. By emitting Qi into the surroundings, you sense incoming killing intent and are able to parry or dodge.
  585. Use on {Evasion} or {Insight} Check. The target gains +2 to the check.
  586.  
  587. [Qigong Master A] <<Rising Dragon Attack>>
  588. Timing : Attack
  589. Range : 7 Sq.
  590. Target : 1#
  591. Cost : [E, 5]
  592. Instantly condense then release enormous energy, exploding with power and knocking down flying objects.
  593. Physical Attack. The user gains +1 [Rank], and if the target has [Shift: Flight], then it is removed and they take 20 [Fall Damage], and [Shift: Fallen].
  594.  
  595. [Qigong Master A] <<Pursuit Strike>>
  596. Timing : Unique
  597. Range : Engaged
  598. Target : 1#
  599. Cost : [E]
  600. Follow up an attack on a target with a punch or kick.
  601. Unique Effect. Use after the Target performs Damage Reduction. The user may make x1 [Weapon Attack] with [Unarmed]. If the target has [Shift: Fallen], they may not make a reactive check against this attack.
  602.  
  603. [Qigong Master A] ● <<Flight Technique>>
  604. Timing : Prep
  605. Range : User
  606. Target : User
  607. Cost : [5]
  608. Focusing Qi into the legs, you jump with tremendous power and assault the enemy.
  609. Unique Effect. The target gains [Shift: Assault]. This Talent does not spend [Timing: Prep].
  610.  
  611. [Qigong Master A] ● <<God Qi Acceleration>>
  612. Timing : Prep
  613. Range : User
  614. Target : User
  615. Cost : [5]
  616. A Qigong technique for accelerating the reflexes and increasing power.
  617. Unique Effect. The target gains +4Sq. [Speed] and +1 to {Accuracy} checks. This Talent does not spend [Timing: Prep].
  618.  
  619. [Qigong Master A] ● <<Road to Certain Death>>
  620. Timing : Unique
  621. Range : User
  622. Target : User
  623. Cost : [5]
  624. A unique ability that sets up further attacks.
  625. Unique Effect. After making a [Physical Attack], the user may use one [Style: Qigong Master / Effect Class: Physical Attack] as [Cost: None / Range: Engaged / Target 1#]. The Target may make a [Reactive Check] against this attack.
  626.  
  627. [Qigong Master A] ● <<Dragonpulse Disruption>>
  628. Timing : Prep
  629. Range : User
  630. Target : User
  631. Cost : [E]
  632. At the moment of contact, you pour an enormous amount of Qi into the point that controls Qi flow, changing the properties of the target.
  633. Unique Effect. When the user uses a [Target: 1#] Talent to inflict a [Shift], the user may instead designate any [Element] or [Form] as a [Weakness]. This effect may stack, but the same weakness cannot be applied more than once.
  634.  
  635. [Qigong Master A] ◎ <<Penetration Attack>>
  636. Timing : Unique
  637. Range : Item
  638. Target : 1#
  639. Cost : [5]
  640. Using a Qigong secret, you penetrate the targets armor.
  641. Use on Damage Reduction. [Halve] the targets [Armor]. If the user has a [Form: Spear - Hammer] [Equipped], instead reduce the targets [Armor] to 0.
  642.  
  643. [Qigong Master A] ◎ <<Pure Lethal Weapon>>
  644. Timing : Constant
  645. Range : User
  646. Target : User
  647. Cost : None
  648. As a high-ranking Qigong Practitioner, you are extremely skilled with hands and feet to the level that any blow is terrible.
  649. Passive Effect. The target gains +1 [Rank] during the [Damage Calculation] of <<Qigong Boxing>>, and +2 [Rank] to the [Damage Calculation] of <<Qigong Kickboxing>>.
  650.  
  651.  
  652. --------------------------------------------------------------------------------
  653. TYPE B. A Style that, through manipulation of Qi, is able to heal and reinforce defenses. To use [Style: Qigong Master B] Talents, [Item: Protector] must be [Equipped].
  654. --------------------------------------------------------------------------------
  655. [Qigong Master B] ※ <<Qigong Throw>>
  656. Timing : Attack
  657. Range : Engaged
  658. Target : 1#
  659. Cost : [5]
  660. By manipulating the flow of Qi, you may throw down a target no matter how large it is.
  661. Physical Attack. The user performs a [Physical Attack] using [Unarmed] even if a weapon other than [Unarmed] is [Equipped]. Targets that take at least 1 point of [Physical Damage] gain [Shift: Fallen].
  662.  
  663. [Qigong Master B] <<Low Blow>>
  664. Timing : Unique
  665. Range : Engaged
  666. Target : 1#
  667. Cost : [5]
  668. Follow up on a fallen target with a punch or kick.
  669. Unique Effect. Use any time the target has [Shift: Fallen]. Perform x1 [Weapon Attack] once using [Unarmed]. The target cannot make a [Reactive Check] against this attack.
  670.  
  671. [Qigong Master B] <<Qigong Ultimate Technique>>
  672. Timing : Attack
  673. Range : Engaged
  674. Target : 1#
  675. Cost : [5, 5]
  676. By mastering the flow of Qi, you strike the targets joints doing with a terribly effective technique.
  677. Physical Attack. The user performs a [Physical Attack] using [Unarmed] even if a weapon other than [Unarmed] is [Equipped]. While using <<Qigong Ultimate Technique>> the user may not do [Physical Damage], but instead gains +1 on {Accuracy} check, and the target gains [Shift: Paralysis].
  678.  
  679. [Qigong Master B] <<Qi Gate Healing>>
  680. Timing : Unique
  681. Range : User
  682. Target : User
  683. Cost : [E]
  684. Heal wounds at an accelerated rate by concentrating Qi into the wounded area.
  685. Use on Damage Reduction. If the target takes [Physical Damage] and does not gain [Shift: Downed], then [Recover] 20 {HP}. This Talent may be used once per combat.
  686.  
  687. [Qigong Master B] <<God Qi Technique>>
  688. Timing : Unique
  689. Range : User
  690. Target : User
  691. Cost : [E]
  692. A Qigong method that uses condensed Qi to change the outcome of actions.
  693. Use on {Evade} Check. The target may re-roll the [Check] once. If this talent is used by a character with {Fixed Values}, gain +2 to the {Evade} [Check].
  694.  
  695. [Qigong Master B] <<Mental Concentration>>
  696. Timing : Defense
  697. Range : User
  698. Target : User
  699. Cost : None
  700. Use Qi to reinforce mental strength, pushing your magical resistance to the limit.
  701. Use on {Resist} Check. The target gains +2 to the [Check].
  702.  
  703. [Qigong Master B] <<Hardened Qigong>>
  704. Timing : Constant
  705. Range : User
  706. Target : User
  707. Cost : None
  708. A Qigong technique that covers the body and reinforces it.
  709. Passive Effect. The target gains +4 [Armor].
  710.  
  711. [Qigong Master B] <<Lightening Qigong>>
  712. Timing : Constant
  713. Range : User
  714. Target : User
  715. Cost : None
  716. Use the power of Qigong to lighten your body, and most like a gust of wind.
  717. Passive Effect. The target gains +3 {Initiative} and -1 [Size].
  718.  
  719. [Qigong Master B] ● <<Observation Qi>>
  720. Timing : Unique
  721. Range : Combat Zone
  722. Target : Combat Zone
  723. Cost : [E]
  724. You spread your Qi around the area, detecting hidden objects and gathering information from the surroundings.
  725. Unique Effect. Use At Any Time. The target removes [Shift: Hidden].
  726.  
  727. [Qigong Master B] ● <<Refined Qigong>>
  728. Timing : Constant
  729. Range : User
  730. Target : User
  731. Cost : None
  732. By constantly focusing Qi into the limbs, they harden like steel.
  733. Passive Effect. When the the target is [Equipped] with [Unarmed], they may add [Form: Sword - Hammer] to [Unarmed] (Choose any one form for each attack action), and gain +1 to {Accuracy} checks.
  734.  
  735. [Qigong Master B] ● <<Pierce Resistance>>
  736. Timing : Defense
  737. Range : User
  738. Target : User
  739. Cost : [E]
  740. Use the power of Qigong to reinforce parts of the body and become resistant to thrusting and piercing weapons.
  741. Use on Damage Reduction. The target [Halves] [Physical Damage] from [Form: Spear - Ranged].
  742.  
  743. [Qigong Master B] ● <<Anti-Qi>>
  744. Timing : Unique
  745. Range : User
  746. Target : User
  747. Cost : [E, 5]
  748. Detect the flow of enemy Qi and use it to counterattack.
  749. Unique Effect. Use after the target succeeds an {Evasion} Check. The target may use a [Style: Qigong Master / Effect Class: Physical Attack] Talent as [Cost: None / Range: Engaged / Target: 1#]. The target may make a [Reactive Check] against this attack.
  750.  
  751. [Qigong Master B] ◎ <<Qigong Resurrection>>
  752. Timing : Unique
  753. Range : User
  754. Target : User
  755. Cost : None
  756. A secret technique of Qigong, which draws Qi from the body to restore consciousness.
  757. Unique Effect. Use when the target has [Shift: Down]. The target may remove [Shift Downed] and set their {HP} to 10. This Talent may only be used once per combat.
  758.  
  759. [Qigong Master B] ◎ <<Aiki Master>>
  760. Timing : Constant
  761. Range : User
  762. Target : User
  763. Cost : None
  764. You are a terrifying master of throwing and joint skills, with the ability to perform techniques with barely a touch.
  765. Passive Effect. Each time the target uses <<Qigong Throw>> or <<Qigong Ultimate Technique>>, they gain one of the following effects:
  766. 1. The Target additionally receives [Shift: Pain].
  767. 2. The target gains [Shift: Flight] until [Timing: End] of the next turn.
  768.  
  769.  
  770. ================================================================================
  771. Ultimate Dragoon -- Alchemist (Group:Utility) (Style) [XXXD]
  772. ================================================================================
  773. Characters who have this [Style] as their [Main] are able to equip items with [Restrict:Utility] and [Restrict:Alchemist].
  774.  
  775. ACC EVA CNJ RES INS PD MD INI HP
  776. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  777. | 1 | 1 | 1 | 1 | 0 | 3 | 3 | 6 | 29 |
  778. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  779. Combat Modifiers (When Main)
  780.  
  781. Description
  782.  
  783. --------------------------------------------------------------------------------
  784. TYPE A. A type of alchemist who knows the principles of material transmutation. With the power of Dragonpulse, they can instantly create weapons from a piece of iron or erect buildings by touching a tree. There is no limit to using [Alchemist: Type A] Talents.
  785. --------------------------------------------------------------------------------
  786. [Alchemist A] ※ <<Arms Alchemy>>
  787. Timing : Start
  788. Range : User
  789. Target : User
  790. Cost : [1]
  791. Alchemy that condenses magical power, and temporarily refines weapons from raw materials.
  792. Unique Effect. The target spends an additional [Cost] (Up to 3) and for each one spent, creates one equippable [Melee Weapon] up to [Cost: 600G] (This cannot be sold) that lasts until the end of combat (or scene). This Talent does not consume [Timing: Start].
  793.  
  794. [Alchemist A] <<Alchemy Remodeling>>
  795. Timing : Prep
  796. Range : User
  797. Target : User
  798. Cost : [1]
  799. Use Alchemy to make special modification to arms.
  800. One [Equipped] or possessed [Item: Weapon] gains +1 to {Accuracy} checks and +3 to [PD] or [MD]. For instance, if a [Melee Weapon] is initially [Accuracy: +1 / PD: +3], it becomes [Accuracy: +2 / PD: +6].
  801.  
  802. [Alchemist A] <<Armor Alchemy>>
  803. Timing : Unique
  804. Range : User
  805. Target : User
  806. Cost : [Doubles]
  807. Refine the shape of any armor instantly with Alchemy, raising its defensive power.
  808. Use on Damage Reduction. The target creates one [Equippable] [Protector] up to [Cost: 1000G] (This cannot be sold) and then adds the [Armor] and [Barrier] of that [Protector] to their current [Armor] and [Barrier]. Afterwards, the created [Protector] disappears immediately.
  809.  
  810. [Alchemist A] <<Power Release>>
  811. Timing : Attack
  812. Range : 4 Sq.
  813. Target : 1#
  814. Cost : [1]
  815. Draw out power beyond the limit of a weapon, increasing its lethality but ensuring it will be destroyed.
  816. Physical Attack. When performing a [Physical Attack] using a [Melee Weapon] created with <<Arms Alchemy>>, gain +[User's {Will}] to [Damage Calculation]. The [Melee Weapon] used with <<Power Release>> is destroyed after [Timing: End]. This Talent may be used in combination with <<Fatal Strike>>.
  817.  
  818. [Alchemist A] <<Fusion>>
  819. Timing : Prep
  820. Range : User
  821. Target : User
  822. Cost : [1]
  823. Overlay alchemy and fuse two created items.
  824. Unique Effect. The target may fuse two [Melee Weapons] into one. For [Accuracy / PD / Initiative], apply a value from either weapon used in <<Fusion>>. If the [Form] of the fused weapons are different, select either at any time. Either [Melee Weapons] created from ※ <<Arms Alchemy>> or [Melee Weapons] that have been purchased may be fused. The effect of <<Fusion>> ends at [End of Combat] and each [Melee Weapon] returns to the state it was in before <<Fusion>>.
  825.  
  826. [Alchemist A] <<Building Creation>>
  827. Timing : Start
  828. Range : User
  829. Target : User
  830. Cost : [1]
  831. Using alchemy, create buildings of any shape.
  832. Unique Effect. Create one [Obstacle] equal to a "Common House" in the targets location. After that, the Target will not be able to perform {Evasion} checks or [Move Actions]. During [Damage Reduction], first apply the [Armor] value, then reduce the {HP} of the [Obstacle] (The [Obstacle] may not [Recover]). The [Obstacle] is destroyed when its {HP} reached 0, and any excess [Damage] is applied to the Target. This Talent may only be used once per combat.
  833.  
  834. [Alchemist A] <<Article Transfer>>
  835. Timing : Unique
  836. Range : User
  837. Target : User
  838. Cost : [E]
  839. Using alchemy, you can transfer your equipment to a remote target.
  840. Unique Effect. Use at Any Time. The target may pass [Equipment] or [Item: Weapon] to [Range: 7 Sq. / Target: 1#], and instantly [Equip] it.
  841.  
  842. [Alchemist A] <<Equivalent Exchange>>
  843. Timing : Attack
  844. Range : Item
  845. Target : Item
  846. Cost : [Doubles]
  847. Using the principles of alchemy, exchange one item for another.
  848. Unique Effect. The user may destroy any [Item] in their possession, and create one [Item] with a [Cost] that is equal to half or less of the original [Cost] (Multiple items may be targeted).
  849.  
  850. [Alchemist A] ● <<Alchemy Core>>
  851. Timing : Constant
  852. Range : User
  853. Target : User
  854. Cost : None
  855. Gain possession of an Alchemy Core, a medium for using alchemic formulas.
  856. Passive Effect. When <<Alchemy Core>> is acquired, the target selects one [Item] in their possession (Only [Weapons], [Armor] and [Accessories] can be chosen). That [Item] gains +1 to its [Synthesis Limit]. If the [Item] specified for <<Alchemy Core>> is destroyed, sold or lost, then at [Session Start] the user may choose another [Item].
  857.  
  858. [Alchemist A] ● <<Arms Analysis>>
  859. Timing : Constant
  860. Range : User
  861. Target : User
  862. Cost : None
  863. You have gained skill in understanding the performance of arms and can perform more advanced alchemy.
  864. Passive Effect. The target may now create [Melee Weapons] or [Protectors] up to [Cost: 2000G] when using <<Arms Alchemy>> or <<Armor Alchemy>>.
  865.  
  866. [Alchemist A] ● <<Arms Telekinesis>>
  867. Timing : Constant
  868. Range : User
  869. Target : User
  870. Cost : None
  871. You protect yourself by creating many orbiting weapons as defense.
  872. Passive Effect. Each time the target creates a [Melee Weapon] with <<Arms Alchemy>>, gain +2 [Armor] and [Barrier] (Max +6). This does not apply to [Melee Weapons] that are [Equipped].
  873.  
  874. Alchemist A] ● <<Arms Volley>>
  875. Timing : Attack
  876. Range : Combat Zone
  877. Target : Area
  878. Cost : [E, 1]
  879. You release the magic power contained in created arms and armor, diving it into many peices and firing upon enemies.
  880. Ranged Attack. The user throws any number of [Melee Weapons] created with <<Arms Alchemy>> as a [Special Attack] ([Form: Ranged]), gaining +1 [Rank] (Max 3) for each created [Melee Weapon] used. All [Melee Weapons] used as part of <<Arms Volley>> are destroyed after [Timing: End].
  881.  
  882. [Alchemist A] ◎ <<Thorough Refinement>>
  883. Timing : Constant
  884. Range : User
  885. Target : User
  886. Cost : None
  887. You have mastered advanced alchemy, allowing you to create magical arms at extreme speeds.
  888. Passive Effect. The target may change the [Cost] of <<Arms Alchemy>> and <<Armor Alchemy>> to [Cost: O]. Additionally, the target may [Halve] the [Damage Calculation] of a [Special Attack] performed by [Range: Combat Zone / Target: 1#].
  889.  
  890. [Alchemist A] ◎ <<Empty Illusion>>
  891. Timing : Constant
  892. Range : User
  893. Target : User
  894. Cost : None
  895. You have mastered forbidden alchemy and can create the treasure of myth and legend.
  896. Passive Effect. The target may add one of the following effects to [Equipment] that is created by <<Arms Alchemy>> and <<Armored Alchemy>>:
  897. 1. Gain +[User's {Agility}] during [Damage Calculation].
  898. 2. Gain +[User's {Will}] to during [Damage Calcularion].
  899.  
  900.  
  901. --------------------------------------------------------------------------------
  902. TYPE B. An alchemist that uses pharmacutical methods and deep observation, enhancing and using a variety of items. There is no limit to using [Alchemist: Type B] Talents.
  903. --------------------------------------------------------------------------------
  904. [Alchemist B] ※ <<Chemical Alchemy>>
  905. Timing : Start
  906. Range : User
  907. Target : User
  908. Cost : [Doubles]
  909. Create a consumable of any shape via alchemy.
  910. Unique Effect. Create one [Cost: 250G] or less [Consumable]. Any [Consumables] created by <<Chemical Alchemy>> are destroyed at the end of combat and can no longer be used.
  911.  
  912. [Alchemist B] <<Item Projection>>
  913. Timing : Attack
  914. Range : 7 Sq.
  915. Target : 1#
  916. Cost : [O]
  917. Throw consumables with recovery effects to a target at a distance.
  918. Ranged Attack. Use one [Consumable] the user possesses, applying the effect to the target.
  919.  
  920. [Alchemist B] <<Equipment Alchemy>>
  921. Timing : Start
  922. Range : User
  923. Target : User
  924. Cost : [1]
  925. Alchemy that condenses magical power to temporarily missile weapons or magical objects.
  926. Unique Effect. The target can create and [Equip] any [Ranged Weapon] or [Magical Weapon] with [Cost: 600G] or less. The [Ranged Weapons] or [Magical Weapons] created by <<Equipment Alchemy>> are destroyed at the end of combat.
  927.  
  928. [Alchemist B] <<Mixing>>
  929. Timing : Constant
  930. Range : User
  931. Target : User
  932. Cost : None
  933. Instantly mix extracted chemicals to produce a potent effect.
  934. Unique Effect. The target may use 2 [Consumables] during [Timing: Prep].
  935.  
  936. [Alchemist B] <<Activation>>
  937. Timing : Constant
  938. Range : User
  939. Target : User
  940. Cost : None
  941. The effects of special medicines are given a greater potency.
  942. Passive Effect. When the target uses a [Consumable] with a [Recovery] effect, gain +5 [Recovery].
  943.  
  944. [Alchemist B] <<Sulphation>>
  945. Timing : Attack
  946. Range : 4 Sq.
  947. Target : 1#
  948. Cost : None
  949. A special formula is applied to chemicals, concentrating it into sulphuric acid that inflicts damage upon a target.
  950. Magical Attack. The user can spend 1 [Consumable] and preform a [Rank: 2] [Magical Attack] on the target. The target gains -5 [Armor] for the rest of combat (Resist [Cancels]).
  951.  
  952. [Alchemist B] <<Atomization>>
  953. Timing : Unique
  954. Range : User
  955. Target : User
  956. Cost : [E]
  957. Compound chemicals and spread them around to enhance the effect.
  958. Unique Effect. When using a [Consumable] the user may change it to [Target: Area].
  959.  
  960. [Alchemist B] <<Magical Glow>>
  961. Timing : Unique
  962. Range : User
  963. Target : User
  964. Cost : [O]
  965. Expand the effect of materials by drawing out its power through alchemy, and scattering the glow.
  966. Unique Effect. When using a [Material], the user may change it to [Target: Area].
  967.  
  968. [Alchemist B] ● <<High Alchemy>>
  969. Timing : Constant
  970. Range : User
  971. Target : User
  972. Cost : None
  973. By mastering advanced alchemy, you may reduce the cost of material synthesis.
  974. Passive Effect. If at least one character in the party has obtained <<High Alchemy>>, the cost of [Material Synthesis] is reduced by half. Even if multiple characters have this talent, it cannot go less than half the cost.
  975. 
  976. [Alchemist B] ● <<Additives>>
  977. Timing : Start
  978. Range : 4 Sq.
  979. Target : 1#
  980. Cost : [1]
  981. Formulate chemicals to instantly improve the physical capabilities of the target, though it is incredibly painful. Sprinkling this on food makes it take longer to expire.
  982. Unique Effect. Consume 1 [Item: Consumable / Cost: 500G or more] and increase the targets {Initiative} by 5.
  983.  
  984. [Alchemist B] ● <<Discard Effect>>
  985. Timing : Unique
  986. Range : Combat Zone
  987. Target : 1#
  988. Cost : [1]
  989. Mutate the effect of the targets consumables, neutralizing it.
  990. Unique Effect. Cancel the effect of one [Item: Consumable] used by the target.
  991.  
  992. [Alchemist B] ● <<Equipment Analysis>>
  993. Timing : Constant
  994. Range : User
  995. Target : User
  996. Cost : None
  997. You have the skill to understand the performance of ranged and magical weapons, letting you perform more advanced alchemy.
  998. Passive Effect. The target may create [Ranged Weapons] and [Magical Weapons] up to [Cost: 2000G] when using <<Equipment Alchemy>>.
  999.  
  1000. [Alchemist B] ◎ <<Magicification>>
  1001. Timing : Unique
  1002. Range : Combat Zone
  1003. Target : 1#
  1004. Cost : [1]
  1005. By using a special chemical formulated for the targets attack, it magically shines and amplifies in power.
  1006. Use on Damage Calculation. The user spends one [Consumable] with a [Recovery] effect, then adds +[The Recovery power of the [Consumable]] to the targets [Damage Calculation]. This Talent may only be used once per combat.
  1007.  
  1008. [Alchemist B] ◎ <<Fake Treasure>>
  1009. Timing : Constant
  1010. Range : User
  1011. Target : User
  1012. Cost : None
  1013. You have mastered forbidden alchemy, and can create fabled medicines from myth and legend.
  1014. Passive Effect. When the target uses a [Consumable] created by <<Chemical Alchemy>>, they may gain one of the following effects:
  1015. 1. Gain +[User's {Intellect}] during [Damage Calculation].
  1016. 2. Gain +3 to one {Main Stat} check.
  1017.  
  1018.  
  1019. ================================================================================
  1020. Ultimate Dragoon -- Ancient Magician(Group:Arcane) (Style) [XXXE]
  1021. ================================================================================
  1022. Characters who have this [Style] as their [Main] are able to equip items with [Restrict:Arcane] and [Restrict:Ancient Magician].
  1023.  
  1024. ACC EVA CNJ RES INS PD MD INI HP
  1025. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1026. | 0 | 0 | 2 | 2 | 1 | 0 | 3 | 9 | 26 |
  1027. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1028. Combat Modifiers (When Main)
  1029.  
  1030. Description
  1031.  
  1032. --------------------------------------------------------------------------------
  1033. TYPE A. A combat-oriented magic user who manipulates many types of offensive magic, such as fireballs and lightning strikes. Characters must have an [Item: Magic Weapon] equipped in order to use [Ancient Magician: Type A] Talents.
  1034. --------------------------------------------------------------------------------
  1035. [Ancient Magician A] ※ <<Fireball>>
  1036. Timing : Attack
  1037. Range : 7 Sq.
  1038. Target : 1#
  1039. Cost : [3]
  1040. Create a huge fireball using the power of flames, and blast your enemies.
  1041. Magical Attack. Inflict [Rank: 2] [Magical Damage] bestowed with [Element: Fire] (Resist [Cancels]).
  1042.  
  1043. [Ancient Magician A] <<Range Spread>>
  1044. Timing : Prep
  1045. Range : User
  1046. Target : User
  1047. Cost : [E, 3]
  1048. Dramatically increase the range of magical attacks via ancient magic.
  1049. Unique Effect. The target changes the [Range] of [Range: Engaged - X Sq.] [Magical Attacks] to [Combat Zone].
  1050.  
  1051. [Ancient Magician A] <<Sphere>>
  1052. Timing : Prep
  1053. Range : User
  1054. Target : User
  1055. Cost : [E]
  1056. Dramatically expands the area of effect of magical attacks with the power of ancient magic.
  1057. Unique Effect. The target changes the [Target] of [Magical Attacks] to [Area]. If the target is already [Area - Combat Zone], gain +2 [Magical Damage].
  1058.  
  1059. [Ancient Magician A] <<Absolute Zero>>
  1060. Timing : Attack
  1061. Range : 7 Sq.
  1062. Target : 1#
  1063. Cost : [3, 3]
  1064. Use a magic circle to call forth a breeze of absolute zero, freezing enemies instantly.
  1065. Magical Attack. Inflict [Rank: 3] [Magical Damage] bestowed with [Element: Cold], and the target gains a -1 penalty to [Checks] for the rest of combat (Resist [Cancels]).
  1066.  
  1067. [Ancient Magician A] <<Dimension Edge>>
  1068. Timing : Attack
  1069. Range : 7 Sq.
  1070. Target : 1#
  1071. Cost : [3, 3]
  1072. Using a magical storm of intense winds, cut off space itself and create a blade of wind to hinder the enemies power.
  1073. Magical Attack. Inflict [Rank: 3] [Magical Damage] bestowed with [Element: Wind], and reduce the targets [Physical Damage] by 5 until [Timing: End] of the next round (Resist [Cancels]).
  1074.  
  1075. [Ancient Magic A] <<Thunderstorm>>
  1076. Timing : Attack
  1077. Range : 7 Sq.
  1078. Target : 1#
  1079. Cost : [3, 3]
  1080. Using lightning magic circles conjured through Ancient Magic, summon and drop powerful lightning bolts that turn enemies into charcoal.
  1081. Magical Attack/ Inflict [Rank: 3] [Magical Damage] bestowed with [Element: Shock], and ignore the targets [Barrier] (Resist [Cancels]).
  1082.  
  1083. [Ancient Magician A] <<Phantasm Maze>>
  1084. Timing : Start
  1085. Range : Combat Zone
  1086. Target : Combat Zone
  1087. Cost : [E, 3]
  1088. Using phantom spells, you create a terrible hallucination affecting all targets within range.
  1089. Unique Effect. The target gains -1 to all [Checks] and cannot gain [Shift: Hidden] until [Timing: End].
  1090.  
  1091. [Ancient Magician A] <<Astral Divider>>
  1092. Timing : Start
  1093. Range : Combat Zone
  1094. Target : Combat Zone
  1095. Cost : [3]
  1096. Using magic circles to form barriers, decrease the damage taken by targets within the area.
  1097. Unique Effect. For the rest of combat, the target reduces [Physical Damage] and [Magical Damage] by 3.
  1098.  
  1099. [Ancient Magician A] ● <<Death Cast>>
  1100. Timing : Unique
  1101. Range : User
  1102. Target : User
  1103. Cost : [O]
  1104. A forbidden magic that instantly kills lesser creatures using magic circles of death.
  1105. Use on Damage Calculation. Except for [Class: Undead], apply [Shift: Dead] to all Mononoke with "x#" in their name when dealing [Physical Damage] or [Magical Damage].
  1106.  
  1107. [Ancient Magician A] ● <<Fatal Ray>>
  1108. Timing : Attack
  1109. Range : Combat Zone
  1110. Target : 1#
  1111. Cost : [3, 3]
  1112. Use a circle of magic light to fire a powerful destructive ray that annihilates the enemy.
  1113. Magical Attack. Inflict [Rank: 4] [Magical Damage] bestowed with [Element: Light] (Resist [Cancels]).
  1114.  
  1115. [Ancient Magician A] ● <<Enhancement>>
  1116. Timing : Unique
  1117. Range : User
  1118. Target : User
  1119. Cost : None
  1120. Using magical circles that condense power, you amplify your abilities dramatically.
  1121. Use on Damage Calculation. The target gains +10 [Magical Damage] against [Target: 1#]. This Talent may only be used once per combat.
  1122.  
  1123. [Ancient Magic A] ● <<Fast Dejon>>
  1124. Timing : Unique
  1125. Range : User
  1126. Target : User
  1127. Cost : [3]
  1128. Ancient Magic that instantly transfers the body to avoid physical attacks.
  1129. Use on {Evade} Check. The target may make a {Resist} check in place of the {Evade} check, using the former's result for the latter's.
  1130.  
  1131. [Ancient Magician A] ◎ <<Countercast>>
  1132. Timing : Unique
  1133. Range : User
  1134. Target : User
  1135. Cost : [3, 3]
  1136. Using remnants of released magical power, you spin it instantly into a spell and form a counterattack.
  1137. Use after a successful {Evasion}, {Resist} or {Insight} check. The target may use one [Style: Ancient Magician / Effect Class: Magical Attack] with [Cost: None] against the target that made the attack action. The target may make a [Reactive Check] against this attack.
  1138.  
  1139. [Ancient Magician A] ◎ <<Meteor Cast>>
  1140. Timing : Constant
  1141. Range : User
  1142. Target : User
  1143. Cost : None
  1144. As a high-grade Ancient Magician, you have increased the power of attack magic to the limit, entering deadly territory.
  1145. Passive Effect. Each time the target uses a [Style: Ancient Magician / Effect Class: Magical Attack] Talent, they gain one of the following effects:
  1146. 1. Gain +1 [Rank] to [Magical Damage].
  1147. 2. Gain +2 to the {Conjure} check.
  1148.  
  1149.  
  1150. --------------------------------------------------------------------------------
  1151. TYPE B. An Ancient Magician that mastered certain magics that transforms the targets appearance. Mainly uses magic with indirect obstruction and assistance. Characters must have an [Item Magic Weapon] equipped in order to use [Ancient Magician Type B] Talents.
  1152. --------------------------------------------------------------------------------
  1153. [Ancient Magician B] ※ <<Wraith Form>>
  1154. Timing : Start
  1155. Range : User
  1156. Target : User
  1157. Cost : [3, 3, 3]
  1158. Use the magic of spirits to make your body incorporeal and neutralize physical attacks.
  1159. Unique Effect. For the rest of combat, the target changes to [Class: Undead] and [Halves] any [Physical Damage] received or dealt.
  1160.  
  1161. [Ancient Magician B] <<Acceleration>>
  1162. Timing : Start
  1163. Range : 7 Sq.
  1164. Target : 1#
  1165. Cost : [E, E]
  1166. Use ancient magic to grant accelerated movement to the target.
  1167. Unique Effect. The target changes the [Speed] of a [Simple Move] to 4 Sq. until [Timing: End] of the next round.
  1168.  
  1169. [Ancient Magician B] <<Hyper Elixir>>
  1170. Timing : Start
  1171. Range : 7 Sq.
  1172. Target : 1#
  1173. Cost : [Doubles]
  1174. Using the magic of the Dragonpulse refined through ancient magic, you transform consumables into secret medicine that strengthens the Dragonpulse.
  1175. Unique Effect. By consuming one [Cost: 100G+ or more] consumable owned by the user, the target gains one additional [Spirit Dice] in their [Spirit Pool]. For example, if the target had 4 [Spirit Dice], it will now be 5 (roll immediately to determine the value). When the target is an NPC, instead gain 1 [Overflow].
  1176.  
  1177. [Ancient Magician B] <<Invisible>>
  1178. Timing : Start
  1179. Range : Engaged
  1180. Target : 1#
  1181. Cost : [3, 3]
  1182. Use transparency magic circles to make an object disappear from sight.
  1183. Magical Attack. Even if there are no [Obstacles], the target gains [Shift: Hidden] (Resist [Cancels]).
  1184.  
  1185. [Ancient Magician B] <<Mutation>>
  1186. Timing : Attack
  1187. Range : 7 Sq.
  1188. Target : 1#
  1189. Cost : [3, 3]
  1190. Advanced ancient magic that forcible changes the target.
  1191. Magical Attack. Change the targets [Class] to any one of [Class: Beast - Insectoid - Plant - Machine] until [Timing: End] of next round (Resist [Cancels]).
  1192.  
  1193. [Ancient Magician B] <<Confusion>>
  1194. Timing : Attack
  1195. Range : 7 Sq.
  1196. Target : 1#
  1197. Cost : [E, 3]
  1198. Advanced ancient magic that confuses the mind of the target.
  1199. Magical Attack. The target may only use [Physical Attacks] against [Range: Engaged] (or the closest target) until [Timing: End] of the next round (Excludes [Magical Attacks], Resist [Cancels]). [Target: Area - Combat Zone] may be used.
  1200.  
  1201. [Ancient Magician B] <<Grow Up>>
  1202. Timing : Start
  1203. Range : 7 Sq.
  1204. Target : 1#
  1205. Cost : [E, E, E]
  1206. Increase the targets body size by a factor of 2, using enormous magic circles.
  1207. Unique Effect. The target gains +2 to {Strength} and {Accuracy} checks, and +1 to [Physical Rank] and {Size} for the rest of combat. However, the target gains -2 to {Evade} checks. If this talent is used on a target that already has the <<Reduction>> effect, both effects vanish.
  1208.  
  1209. [Ancient Magician B] <<Reduction>>
  1210. Timing : Start
  1211. Range : 7 Sq.
  1212. Target : 1#
  1213. Cost : [E, E, E]
  1214. Reduce the targets body to about 50% size using shrinking magic circles.
  1215. Unique Effect. The target gains -1 {Size}, and +2 to {Agility}, {Evade} and {Insight} checks. However, the [Speed] of the targets [Combat Moves] is reduced by -2 Sq. If this talent is used on a target that already has the <<Grow Up>> effect, both effects vanish.
  1216.  
  1217. [Ancient Magician B] ● <<Mortal Operate>>
  1218. Timing : Unique
  1219. Range : 7 Sq.
  1220. Target : 1#
  1221. Cost : None
  1222. A secret technique that uses the magic circles of fate manipulation to change an outcome to one you prefer.
  1223. Unique Effect. Use after making an [Opposed Check] with the target. The user swaps the result of their check with the target's. This Talent may be used once per combat.
  1224.  
  1225. [Ancient Magician B] ● <<Fortune>>
  1226. Timing : Unique
  1227. Range : 7 Sq.
  1228. Target : 1#
  1229. Cost : [Steps]
  1230. A secret method that uses the magic circles of fate to substitute the targets Dragonpulse with your own.
  1231. Unique Effect. Use at Any Time. The target may use one Talent treating the [Cost] as already paid. If the target is the user, [Cost] of any Talent may be used as [Cost: Steps]. This talent may only be used once per combat.
  1232.  
  1233. [Ancient Magician B] ● <<Reinforce>>
  1234. Timing : Prep
  1235. Range : User
  1236. Target : User
  1237. Cost : [3]
  1238. Amplify your magic power at an incredible rate through magic circles.
  1239. Unique Effect. When the target makes a [Magical Attack], they gain +1 [Rank] on [Damage Calculation] (Maximum +2) each time <<Reinforce>> is used. This effect lasts until it is applied to any [Magical Attack] during combat.
  1240.  
  1241. [Ancient Magician B] ● <<Transform>>
  1242. Timing : Constant
  1243. Range : User
  1244. Target : User
  1245. Cost : None
  1246. Amplify the magic power of ancient magic that transforms the body shape, allowing more complex forms.
  1247. Passive Effect. When the target uses <<Mutation>>, add [Class: Humanoid - Undead - Fragment] to the [Class] that can be applied.
  1248.  
  1249. [Ancient Magician B] ◎ <<Shutdown>>
  1250. Timing : Start
  1251. Range : Combat Zone
  1252. Target : 1#
  1253. Cost : [3, 3]
  1254. Seal a specific technique you have advanced knowledge of by using a sealing magic circle.
  1255. Unique Effect. Choose one [Timing: Unique] Talent that the target has already acquired, and disable it until [Timing: End] of the round
  1256.  
  1257. [Ancient Magician B] ◎ <<Great Spirits>>
  1258. Timing : Constant
  1259. Range : User
  1260. Target : User
  1261. Cost : None
  1262. As an excellent ancient magician, you increase the effect of your Wraith Form and the power of magical attacks.
  1263. Passive Effect. While using <<Wraith Form>>, the target gains +{Intellect} to [Magical Damage].
  1264.  
  1265. ================================================================================
  1266. Ultimate Dragoon -- Magic Sealer(Group:Arcane) (Style) [XXXF]
  1267. ================================================================================
  1268. Characters who have this [Style] as their [Main] are able to equip items with [Restrict:Arcane] and [Restrict:Magic Sealer].
  1269.  
  1270. ACC EVA CNJ RES INS PD MD INI HP
  1271. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1272. | 0 | 0 | 2 | 2 | 0 | 1 | 4 | 7 | 29 |
  1273. +-----+-----+-----+-----+-----+-----+-----+-----+-----+
  1274. Combat Modifiers (When Main)
  1275.  
  1276. Description
  1277.  
  1278. --------------------------------------------------------------------------------
  1279. TYPE A. The magic sealer is an all-rounder who has attack and recovery capabilities. Characters must have an [Item: Magic Weapon] equipped in order to use [Magic Sealer: Type A] Talents.
  1280. --------------------------------------------------------------------------------
  1281. [Magic Sealer A] ※ <<Spell Distortion>>
  1282. Timing : Unique
  1283. Range : User
  1284. Target : User
  1285. Cost : [E, 2, 2]
  1286. Use skills you've acquired as a magic sealer to reflect a magic attack that you've been hit with.
  1287. Use On Damage Reduction. A [Range: Combat Zone / Target: 1#] target receives the same amount of [Magical Damage] you receive at [Damage Calculation]. The Target may not make a [Reactive] check, but may apply [Barrier].
  1288.  
  1289. [Magic Sealer A] <<Doublecast>>
  1290. Timing : Attack
  1291. Range : Item
  1292. Target : 1#
  1293. Cost : [2, 2]
  1294. Utilize a high-speed chanting technique unique to the magic sealers to unleash a staggering number of attack spells.
  1295. Magical Attack. The user performs two magical [Weapon Attacks] against the [Target] (Influence can be performed). This talent may only be used once per round.
  1296.  
  1297. [Magic Sealer A] <<Ether Healing>>
  1298. Timing : Attack
  1299. Range : 7 Sq.
  1300. Target : Area
  1301. Cost : [2]
  1302. Using high-speed chanting to activate a wide-ranging recovery spell.
  1303. Magical Attack. The target [Recovers] {HP} equal to [Rank: 2] [Magical Damage].
  1304.  
  1305. [Magic Sealer A] <<Ether Shield>>
  1306. Timing : Defense
  1307. Range : Combat Zone
  1308. Target : 1#
  1309. Cost : [2]
  1310. Combine an area's latent magical energy with your own to create a highly protective shield.
  1311. Use On Damage Reduction. The target reduces the [Damage] they take by the user's {Intellect}.
  1312.  
  1313. [Magic Sealer A] <<Ether Strike>>
  1314. Timing : Unique
  1315. Range : User
  1316. Target : User
  1317. Cost : [E]
  1318. You have knowledge of a spell that increases your attack power proportional to the magic power of your target. The higher the power, the more deadly your attack is.
  1319. Unique Effect. Use During Damage Calculation, Gain +[The Target who is performing Damage Reduction's {Conjure}] to [Damage].
  1320.  
  1321. [Magic Sealer A] <<Mortality>>
  1322. Timing : Unique
  1323. Range : 7 Sq
  1324. Target : 1#
  1325. Cost : None
  1326. Use a high-speed chant to combine and manipulate another's dragonpulse with high-level magic.
  1327. Unique Effect. Use at any time you are [In Combat]. The user and the target exchange 1 die of [Spirit]. This Talent may only be used once per round.
  1328.  
  1329. [Magic Sealer A] <<Spell Crush>>
  1330. Timing : Attack
  1331. Range : 7 Sq.
  1332. Target : 1#
  1333. Cost : [E, 2]
  1334. As a skilled magic sealer, you possess attacks that can blunt an enemy's spells.
  1335. Magical Attack. Inflict [Rank: 3] [Magical Damage] bestowed with [Element: Magnet] (Resist [Cancels]). If the target takes any [Damage] from this attack, they gain a -5 modifier to [Magical Damage] until the end of combat.
  1336.  
  1337. [Magic Sealer A] <<Spell Boost>>
  1338. Timing : Prep
  1339. Range : User
  1340. Target : User
  1341. Cost : [O]
  1342. A special magic chant allows you to draw more magical power out of your body to add to your weapon.
  1343. Unique Effect. The target gains +1 [Rank] when calculating [Magic Damage].
  1344.  
  1345. [Magic Sealer A] ● <<Quickspell>>
  1346. Timing : Unique
  1347. Range : Combat Zone
  1348. Target : 1#
  1349. Cost : [2]
  1350. Perform a high-speed magic chant in response to another spell and release your spell in tandem.
  1351. Unique Effect. After the [Target] performs a [Magic Attack] through the effects of a [Talent], or a magic [Weapon Attack], the user may make one magic [Weapon Attack] against the target.
  1352.  
  1353. [Magic Sealer A] ● <<Stability Spell>>
  1354. Timing : Unique
  1355. Range : User
  1356. Target : User
  1357. Cost : None
  1358. You can dramatically reduce the failure rate of your magic via advanced casting techniques.
  1359. Unique Effect. Use On {Conjure} Check. When all dice rolled by the target show a “1”, the effect of a [Fumble] are cancelled, and the [Check Value] can be calculated as usual ([Influence] can be performed). If this talent is used by a character with [Fixed Values], they gain a +2 modifier to the result of their {Conjure} check.
  1360.  
  1361. [Magic Sealer A] ● <<Spell Enhancement>>
  1362. Timing : Unique
  1363. Range : User
  1364. Target : User
  1365. Cost : None
  1366. You use a special chant to promote better magic circulation and streamline the use of your magic.
  1367. Passive Effect. The target can use [Style: Magic Sealer / Effect Class: Magical Attack] talents as [Cost: O].
  1368.  
  1369. [Magic Sealer A] ● <<Wizard Killer>>
  1370. Timing : Constant
  1371. Range : User
  1372. Target : User
  1373. Cost : None
  1374. As a top-notch Magic Sealer, you have become worthy of the nickname "Mage Slayer".
  1375. Passive Effect. When using a [Style: Magic Sealer / Effect Class: Magical Attack] talent, the user gains a +{Will} modifier at [Damage Calculation].
  1376.  
  1377. [Magic Sealer A] ◎ <<Ether Resurrect>>
  1378. Timing : Defense
  1379. Range : User
  1380. Target : User
  1381. Cost : [2, 2]
  1382. Convert the power of a magical attack into a special type of magical energy, which is then converted into a recovery spell.
  1383. Use on Damage Reduction. After [Damage Calculation], unless the user has [Shift: Downed], the user [Recovers] {HP} equal to the amount of [HP Damage] the target took. If it's a magic attack with a [Recovery] effect, the effect is doubled. This talent is only usable once per combat.
  1384.  
  1385. [Magic Sealer A] ◎ <<Astral Dimension>>
  1386. Timing : Constant
  1387. Range : User
  1388. Target : User
  1389. Cost : None
  1390. As an especially skilled Magic Sealer, your skill at reflecting attacks is unparalleled.
  1391. Passive Effect. The user may change the [Cost] of <<Spell Distortion>> to [2, 2]. Additionally, the target may use <<Spell Distortion>> up to twice a round.
  1392.  
  1393. --------------------------------------------------------------------------------
  1394. TYPE B. Magic Sealer B is a specialist, capable of cancelling magic attacks and altering it's defense. In order to use [Magic Sealer: Type B] talents, an [Item: Magic Weapon] must be [Equipped].
  1395. --------------------------------------------------------------------------------
  1396. [Magic Sealer B] ※ <<Spellbreak>>
  1397. Timing : Unique
  1398. Range : Combat Zone
  1399. Target : 1#
  1400. Cost : [2 , 2]
  1401. Perform a high-speed magic chant to match your target's spell, then counteract it instantaneously. This technique is the basis of magic sealing.
  1402. Use on {Conjure} check. Cancel a [Magic Attack] that the [Target] has made.
  1403.  
  1404. [Magic Sealer B] <<Astral Eye>>
  1405. Timing : Prep
  1406. Range : Combat Zone
  1407. Target : Combat Zone
  1408. Cost : [2]
  1409. A special sensing technique created by magic sealers with a wealth of combat experience. This art is also used by assassins.
  1410. Unique Effect. The target removes [Shift: Hidden].
  1411.  
  1412. [Magic Sealer B] <<Astral Fist>>
  1413. Timing : Attack
  1414. Range : 4 Sq.
  1415. Target : 1#
  1416. Cost : [E]
  1417. As a skilled magic sealer, you possess attacks that can blunt an enemy's spells.
  1418. Magical Attack. Inflict [Rank: 3] [Magical Damage] bestowed with [Element: Phantom] (Resist [Cancels]). If the target takes any [Damage] from this attack, they take a -1 modifier to [Conjure] until [Timing: End] of the current round.
  1419.  
  1420. [Magic Sealer B] <<Astral Cage>>
  1421. Timing : Defense
  1422. Range : 7 Sq.
  1423. Target : 1#
  1424. Cost : [2]
  1425. Activate a special spell through a high-speed chant to manipulate a target's defenses.
  1426. Use on Damage Reduction. The user swaps their [Barrier] value with the target.
  1427.  
  1428. [Magic Sealer B] <<Regenerative Spell>>
  1429. Timing : Defense
  1430. Range : User
  1431. Target : User
  1432. Cost : None
  1433. Activate a special healing spell via high-speed chants at the same time you perform a dodge.
  1434. Use on an {Evasion} check. Unless the [Target] has [Shift: Downed], they [Recover] 5 HP.
  1435.  
  1436. [Magic Sealer B] <<Companion>>
  1437. Timing : Constant
  1438. Range : User
  1439. Target : User
  1440. Cost : None
  1441. As a magic sealer, you always work with a powerful familiar that only protects you.
  1442. Passive Effect. The target gains a +1 modifier to the result of {Conjure} checks, and a +2 modifier to [Magical Damage].
  1443.  
  1444. [Magic Sealer B] <<Small Decisions>>
  1445. Timing : Unique
  1446. Range : User
  1447. Target : User
  1448. Cost : [O]
  1449. After avoiding a magical attack, use the remaining power to rapidly move short distances.
  1450. Unique Effect. Use after the target succeeds at a {Resist} check. The target may move up to 2 Sq, ignoring [Engagements].
  1451.  
  1452. [Magic Sealer B] <<Etherbite>>
  1453. Timing : Defense
  1454. Range : 7 Sq.
  1455. Target : 1#
  1456. Cost : [E, 2]
  1457. Use a magic spell to manipulate a target's defenses.
  1458. Use on Damage Reduction. The user swaps their [Armor] value with the target.
  1459.  
  1460. [Magic Sealer B] ● <<Enchantment Spell>>
  1461. Timing : Start
  1462. Range : 7 Sq.
  1463. Target : 1#
  1464. Cost : [E, 2]
  1465. Activate a weapon-enhancing spell with a high-speed chant.
  1466. Unique Effect. The target gains a modifier to [Magic Damage Calculation] equal to the MD modifier of the user's equipped [Magic Weapon].
  1467.  
  1468. [Magic Sealer B] ● <<Spellblock>>
  1469. Timing : Defense
  1470. Range : 7 Sq.
  1471. Target : 1#
  1472. Cost : [O]
  1473. Trigger a spell you've prepared in advance to blunt the blow of an incoming attack.
  1474. Use on Damage Reduction. Add the MD of the user's currently equipped [Magic Weapons] to the targets [Barrier].
  1475.  
  1476. [Magic Sealer B] ● <<Anti-Pain>>
  1477. Timing : Defense
  1478. Range : 7 Sq.
  1479. Target : 1#
  1480. Cost : [2]
  1481. You can use your skills as a magic sealer to suppress poison and pain.
  1482. Unique Effect. Use at any time. The target gains [Remove: Fallen - Darkness - Pain - Paralysis - Immobile].
  1483.  
  1484. [Magic Sealer B] ● <<Spell Resistance>>
  1485. Timing : Unique
  1486. Range : User
  1487. Target : User
  1488. Cost : None
  1489. Because you've been trained in advanced mental resistance techniques, your chance of injury from a magic attack has been greatly lowered.
  1490. Unique Effect. Use On {Resist} Check. When all dice rolled by the target show a “1”, the effect of a [Fumble] are cancelled, and the [Check Value] can be calculated as usual ([Influence] can be performed). If this talent is used by a character with {Fixed Values}, they gain a +2 modifier to the result of their {Resist} check.
  1491.  
  1492. [Magic Sealer B] ◎ <<Counterspell>>
  1493. Timing : Unique
  1494. Range : User
  1495. Target : User
  1496. Cost : [2]
  1497. The moment you destroy a spell, launch a fierce counterattack with your own magic.
  1498. Unique Effect. Use after the effect of <<Spellbreak>> is applied. the user can make a magic [Weapon Attack] on the [Target], or use a [Style: Magic Sealer / Effect Class: Magical Attack] Talent as [Cost: None].
  1499.  
  1500. [Magic Sealer B] ◎ <<Spellvanish>>
  1501. Timing : Constant
  1502. Range : User
  1503. Target : User
  1504. Cost : None
  1505. As an exceptionally skilled magic sealer, you can extinguish any type of magical attack.
  1506. Passive Effect. The target can change the cost of <<Spellbreak>> to [Cost: 2]. Additionally, <<Spellbreak>> can be used up to twice per round.
  1507.  
  1508. ================================================================================
  1509. Ultimate Dragoon -- Common Talents [XXXG]
  1510. ================================================================================
  1511. [Common] <<Slash>>
  1512. Timing : Attack
  1513. Range : Engaged
  1514. Target : 1#
  1515. Cost : [E]
  1516. *Skillfully manipulate a bladed weapon to release a powerful slash.*
  1517. Physical Attack. If the user performs this [Physical Attack] with [Form: Sword / Axe], they gain a modifier equal to +1 to the {Accuracy} Check and +2 to [Physical Damage].
  1518.  
  1519. [Common] <<Thrust>>
  1520. Timing : Attack
  1521. Range : Engaged
  1522. Target : 1#
  1523. Cost : [E]
  1524. *A basic tactic that increases the power of a thrusting weapon, such as a sword or spear.*
  1525. Physical Attack. If the user performs this [Physical Attack] with [Form: Sword / Spear], they gain a modifier equal to +2 to the {Accuracy} Check.
  1526.  
  1527. [Common] <<Bash>>
  1528. Timing : Attack
  1529. Range : Engaged
  1530. Target : 1#
  1531. Cost : [E]
  1532. *A fundamental technique that aims to break an enemy's posture rather than do damage.*
  1533. Physical Attack. This [Physical Attack] does not deal [Physical Damage]. If the attack hits, the target receives [Shift: Fallen].
  1534.  
  1535. [Common] <<Aiming Snipe>>
  1536. Timing : Attack
  1537. Range : Item
  1538. Target : 1#
  1539. Cost : [E]
  1540. *Take aim and shoot an enemy in their vital areas.*
  1541. Ranged Attack. When dealing [Physical Damage] with a [Form: Ranged / Mode: Two Hand] weapon, the user gains a +{Luck} modifier.
  1542.  
  1543. [Common] <<Smite>>
  1544. Timing : Attack
  1545. Range : Engaged
  1546. Target : 1#
  1547. Cost : [O]
  1548. A basic battle technique that increases the power of a spear, axe, or hammer by applying more force.
  1549. Physical Attack. When performing a [Physical Attack] with a [Form: Spear - Axe - Hammer] weapon, the user gains a +{Strength} modifier at [Damage Calculation].
  1550.  
  1551. [Common] <<Brandish>>
  1552. Timing : Attack
  1553. Range : Engaged
  1554. Target : Area
  1555. Cost : [Steps]
  1556. A basic combat technique, swinging a large weapon such as a spear or hammer to sweep away multiple enemies.
  1557. Physical Attack. When performing a [Physical Attack] with a [Form: Spear - Hammer] weapon, the target receives a -1 penalty to [Evasion].
  1558.  
  1559. [Common] <<Avoid>>
  1560. Timing : Defense
  1561. Range : User
  1562. Target : User
  1563. Cost : [E, E]
  1564. *Determine the trajectory of a physical attack and attempt to avoid it with precise movement.*
  1565. Use On {Evasion} Check. The target gains a +1 modifier to the result of the {Evasion} check.
  1566.  
  1567. [Common] <<Block>>
  1568. Timing : Defense
  1569. Range : User
  1570. Target : User
  1571. Cost : [O]
  1572. *Reduce the damage of a physical attack by blocking it with a weapon, or shield.*
  1573. Use on Damage Reduction. The target gains a +3 modifier to [Armor].
  1574.  
  1575. [Common] <<Spiral Flame>>
  1576. Timing : Attack
  1577. Range : Engaged
  1578. Target : Area
  1579. Cost : [O, O]
  1580. *Lethal magic that ejects high-temperature flames in the shape of a spiral into the surrounding area.*
  1581. Magical Attack. The target takes [Rank: 2] [Element: Flame] [Magical Damage] (Resist [Cancels]).
  1582.  
  1583. [Common] <<Icicle Javelin>>
  1584. Timing : Attack
  1585. Range : 10 Sq.
  1586. Target : 1#
  1587. Cost : [O, O]
  1588. *Lethal magic that condenses the moisture in the air into a deadly weapon.*
  1589. Magical Attack. The target takes [Rank: 2] [Element: Cold] [Magical Damage] (Resist [Cancels]).
  1590.  
  1591. [Common] <<Wind Blade>>
  1592. Timing : Attack
  1593. Range : 2 Sq.
  1594. Target : 3#
  1595. Cost : [E, O]
  1596. *Lethal magic that generates a kamaitachi that cuts through the wind to injure enemies.*
  1597. Magical Attack. The target takes [Rank: 2] [Element: Wind] [Magical Damage] (Resist [Cancels]).
  1598.  
  1599. [Common] <<Lightning Pillar>>
  1600. Timing : Attack
  1601. Range : 7 Sq.
  1602. Target : 2#
  1603. Cost : [E, O]
  1604. *Lethal magic that launches columns of electricity from the ground to electrocute it's target.*
  1605. Magical Attack. The target takes [Rank: 2] [Element: Shock] [Magical Damage] (Resist [Cancels]).
  1606.  
  1607. [Common] <<Magnetic Pressure>>
  1608. Timing : Attack
  1609. Range : 4 Sq.
  1610. Target : Area
  1611. Cost : [O, O]
  1612. *Lethal magic that interferes with gravity and generates powerful magnetic fields to attack.*
  1613. Magical Attack. The target takes [Rank: 1] [Element: Magnet] [Magical Damage] (Resist [Cancels]).
  1614.  
  1615. [Common] <<Light Blade>>
  1616. Timing : Attack
  1617. Range : 7 Sq.
  1618. Target : 1#
  1619. Cost : [Steps]
  1620. *Lethal magic launches a blade made of magic to slice through it's target.*
  1621. Magical Attack. The target takes [Rank: 3] [Element: Light] [Magical Damage] (Resist [Cancels]).
  1622.  
  1623. [Common] <<Mirage Fang>>
  1624. Timing : Attack
  1625. Range : 5 Sq.
  1626. Target : 1#
  1627. Cost : [Doubles]
  1628. *A dangerous magical technique that makes an illusory, demonic beast* attack your targets via hallucination.*
  1629. Magical Attack. The target takes [Rank: 2] [Element: Phantom] [Magical Damage] (Resist [Cancels]).
  1630.  
  1631. [Common] <<Venomous Blow>>
  1632. Timing : Attack
  1633. Range :Engaged
  1634. Target : 1#
  1635. Cost : [E, O]
  1636. *Lethal magic that creates a cloud of poisonous gas to attack.*
  1637. Magical Attack. The target takes [Rank: 2] [Element: Poison] [Magical Damage] (Resist [Cancels]).
  1638.  
  1639.  
  1640. ================================================================================
  1641. Ultimate Dragoon -- High Talents [XXXH]
  1642. ================================================================================
  1643. [High Talent 5+] <<Certain Death Magic>>
  1644. Timing : Attack
  1645. Range : User
  1646. Target : User
  1647. Cost : [O, 1, 1, 1]
  1648. Unleash a special magic of your own creation.
  1649. Magical Attack. The target may use one [Effect Class: Magical Attack] Talent they have already acquired as [Cost: None], and gain +2 [Rank] on [Damage Calculation]. If it does not deal damage, instead gain +3 to the {Conjure} check.
  1650.  
  1651. [High Talent 10+] <<Accumulating Strength>>
  1652. Timing : Prep
  1653. Range : User
  1654. Target : User
  1655. Cost : None
  1656. Manipulate your dragonpulse via a special mental concentration method.
  1657. Unique Effect. The target spends their [Timing: Prep] and changes any two [Spirit Dice] to any value. If this talent is used by a character with {Fixed Values}, they gain 2 [Overflow].
  1658.  
  1659. [High Talent 15+] <<Blossoming Genius>>
  1660. Timing : Constant
  1661. Range : User
  1662. Target : User
  1663. Cost : None
  1664. You have blossomed into a supergenius via the effects of dragonpulse.
  1665. Passive Effect. The target may use one talent with an "x# per round" restriction one additional time per round.
  1666.  
  1667. ================================================================================
  1668. Ultimate Dragoon -- Items: Weapons [XXXI]
  1669. ================================================================================
  1670.  
  1671. Melee Weapons / Form: Swords [XXXI-1]
  1672. ----------------------------------------
  1673. ■ Sword
  1674. Restrict : None
  1675. Mode : One Hand
  1676. ACC : None
  1677. PD : 0
  1678. INIT : 0
  1679. Cost : 0G
  1680. [Form: Sword / Range: Engaged / Target: 1#]. Description. Additional Effect
  1681.  
  1682.  
  1683. ================================================================================
  1684. Ultimate Dragoon -- Item: Protectors, Accessories, Gear, Consumables [XXXJ]
  1685. ================================================================================
  1686.  
  1687. Protectors/Form: Suit [XXXJ-1]
  1688. ----------------------------------------
  1689. Armor
  1690. Restrict : N/A
  1691. EVA : 0
  1692. INIT : 0
  1693. Armor : 0
  1694. Barrier : 0
  1695. Cost : 0G
  1696. Description
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