· 8 years ago · Jan 23, 2018, 01:56 AM
1New (5/27/2017): All Mononoke complete! All that's left in Requiem are the two sample episodes and the designer's note in the back. I won't be uploading these, they'll just go straight into the PDF, so this is the final update to Requiem's pastebin.
2New (5/18/2017): Has it been that long? Whoa! Added tons of GM Section stuff!
3New (2/3/2017): Item: Protectors, Accessories, Consumables, and Gear! (Note: I'm going to move onto Damocles now and translate player options from it. The GM section stuff here still needs to be translated, but will come later.)
4New (1/29/2017): Item: Weapons
5New (1/28/2017): High Talents, Covers
6New (1/27/2017): Introduced TOC, copy 4-letter code and CTRL+F to swiftly move to that header. Common Talents added. Table of Legendary Names added to "Additional Personality" section. Fixed a few Talents, notably that Use While Active thing.
7
8TOC
9- Understanding the World Setting of Kamigakari â‘ Race [XXXA]
10- Understanding the World Setting of Kamigakari â‘¡ Sanctums [XXXB]
11- Sanctum Purge [XXXC]
12- [Bound Primal] Details [XXXD]
13- Additional Kushimitama Uses [XXXE]
14- Info on «Combo Skill» [XXXF]
15- Additional Personality [XXXG]
16- Dragon Lord (Race) [XXXH]
17- Divine Soul (Race) [XXXI]
18- Heroic Spirit (Race) [XXXJ]
19- God Hand (Style) [XXXK]
20- Contractor (Style) [XXXL]
21- Divine Talker (Style) [XXXM]
22- Common Talents [XXXN]
23- High Talents [XXXO]
24- Cover [XXXP]
25- Items: Weapons [XXXQ]
26* Form: Sword [XXXQ-1]
27* Form: Spear [XXXQ-2]
28* Form: Axe [XXXQ-3]
29* Form: Hammer [XXXQ-4]
30* Form: Ranged [XXXQ-5]
31* Form: Magic [XXXQ-6]
32- Items: Protectors, Accessories, Gear, Consumables [XXXR]
33* Suits [XXXR-1]
34* Accessories [XXXR-2]
35* Consumables [XXXR-3]
36* Gear [XXXR-4]
37- GM Section: Special Episode Introductions [XXXS]
38- GM Section: Sanctum Purge Episodes [XXXT]
39- GM Section: General Sanctum Events [XXXU]
40- GM Section: Events List [XXXV]
41- GM Section: Boss Talents [XXXW]
42- GM Section: Mononoke
43* Humanoid [XXXY-1]
44* Beast [XXXY-2]
45* Insectoid [XXXY-3]
46* Plant [XXXY-4]
47* Mechanical [XXXY-5]
48* Undead [XXXY-6]
49* Mythical [XXXY-7]
50* Chaos [XXXY-8]
51
52================================================================================
53Requiem for the Godsoul -- Understanding the World Setting of Kamigakari â‘ Race [XXXA]
54================================================================================
55
56Inheritors
57----------------------------------------
58The parts of humanity that carry divine blood, those born to unusual abilities who have inherited the power of gods, demons, spirits, youkai, and dragons--collectively, these people are called "Inheritors." They are those whose ancestors have deified and worshipped the gods since ancient times. Those ancestors once offered up human sacrifice for the good of the clan, and for their lands. On occasion, one of those humans would grow close with a god, and those clans that are bestowed with those unusual abilities are the ancestors of the Inheritors.
59
60The unusual abilities they control are what are generally known as supernatural powers, which are innate talents--in other words, the density of inherited blood, and traits--that cannot be acquired. Moreover, their unusual abilities haven't yet been able to be reproduced with learned techniques, such as science and magic. However, as those abilities are still generated by spirit energy, Inheritors can obtain items that amplify their spirit energy, like Artificial Regalia, and also those abilities can be enhanced, resisted, and nullified through magic and martial arts.
61
62Most Inheritor clans possess a leyline, and the masters of those leylines are often successful people in society. Inheritors such as these naturally become influential people within those communities, and depend upon the Innocents that are citizens of their lands. Conversely, there are no small number of clans who have utilized their positions to seize authority and control the people from the shadows. Most leylines under the control of an Inheritor are the legacy of that clan's ancestor god, and as they are the cornerstone of the clan's prosperity, their whereabouts are a tightly-kept secret. Those clans which possess a leyline are always in search of "power"--in other words, strong Godhunters. This is because they must constantly protect their ancestral leyline from other clans and Awakened.
63
64In most cases, Inheritors marry other Inheritors. The reason being they don't wish to cause the deterioration of their bloodline, and thus their unusual abilities.
65
66In Japan, most Inheritors are affiliated with the Society, more properly known as the Demon Hunter's Society. Although the primary motivation for joining the Society is to protect the world from the Aramitama, and to be united with others who have inherited unusual abilities, there's also the signficance of establishing a situation where one can easily meet a potential spouse, so as not to weaken each other's bloodlines. Because of this, there is no sense of discrimination within the Society for no other reason than, for them, inheriting the power of gods is of vital importance in order to protect their clan, the world, and to defeat the Aramitama. Therefore, even now there are many cases of pre-arranged engagements amongst Inheritors. However, among the more modern-minded Inheritors, there are some who rebel against this.
67
68(Column: The Unclean): The [Races] of the world in Kamigakari are able to interbreed. When this happens, the child produced is born as either the mother or the father's [Race]. For example, were a [Scion] to have children with a [Darkstalker], the child would be either a [Scion] or [Darkstalker]. However, very rarely, a child will be born inheriting the characteristics and physical traits of both parents. The Society especially refers to these children as the Unclean. Unclean, by virtue of birth alone, possess overwhelming power and talent. Because of that, in many cases, they are feared as profane, and are imprisoned or given into the custody of a branch family. However, recently, such events are starting to pile up, and frequently develop into supernatural incidents.
69
70
71Heroic Spirit
72----------------------------------------
73In life, they were great leaders who guided their people. Warlords who lead their country to victory time and again. Warriors who defeated monsters and were enshrined in legend. Noble souls of heroes who have achieved every kind of epic feat imaginable--those are what are known as "Heroic Spirits."
74
75Heroic Spirits are half-spirit, half-gods, who, after their deaths, had their epic feats carved into the memories of others, which were then handed down through the ages, eventually deifying them. Those feelings of respect and admiration came to dwell within a Shard, and so, the Heroic Spirit was created. As they are born from the merging of a Shard and the will of people, the so-called strength and memories of the world make up a part of their being, which means they can be considered "Guardians of the World."
76
77After Purgatory Night sixteen years ago, many Aramitama began to appear in Japan. Of course, this meant there was a higher risk that an Avatar of Ruin would be born--that is, a risk the world would be destroyed. In order to protect those who had faith in them, or, in order to protect the "world itself" which is where they come from, Heroic Spirits likewise began to manifest in modern society in response to summons or to calling voices.
78
79Because Heroic Spirits are "the strength and memories of the world" itself, when they manifest, they already possess a variety of common knowledge and information. And, as their primary motivation is to protect the world, on that point they are already in agreement with modern Godhunters. Because of that, many Heroic Spirits despite to end all Aramitama using the Promise of Ascension. However, due to past personal experiences, there are many Heroic Spirits who hold their own individual desires and wishes in their hearts.
80
81(Column: Revenants): Arthur Pendragon. Napoleon Bonaparte. Ryuubi Gentoku. Tokugawa Ieyasu. And more... all are Heroic Spirits that have become eternal existences, the legends of their great deeds being handed down through the ages, from person to person. However, among those Heroic Spirits, there are those who have become existences of fear and madness, their legends, twisted, their misdeeds, exaggerated, and passed on into history. Heroic Spirits such as these are known as Revenants.
82
83Though they should have been spoken of as goddesses, the legend of the three Gorgon sisters speaks of them as monsters with cursed eyes that turned all they beheld into stone. Marshal Gilles de Rais was a hero who saved a nation, but then had his eccentricities overstated. These are but a few examples of Heroic Spirits that could be called Revenants.
84
85Normally, Revenants are not summoned. However, when one materializes in the world due to a curse, malice, or some kind of accident, rather than protecting the world, they re-enact the twisted legends and exaggerated misdeeds that brought them into being, and seek to destroy the world. Such evil acts will likely attract an Aramitama, and due to their mutual interests, they will often form a Covenant of Souls with one another. When that happens, in order to defeat the Aramitamaized Revenant, their former comrades-in-arms and nemesis alike will be summoned in order to protect the world.
86
87
88Divine Soul
89----------------------------------------
90Plants and animals that have become powerful youkai over long years. Inorganic material and machines in which the feelings of people dwell within. Ultimately, the wishes of people make these things realize divinity. These inhuman, high-ranking gods--Godhunters exceedingly close to Mononoke--are known as [Divine Souls]. They are, in short, benevolent gods. While Aramitama are born from malice bonding with a Shard, Divine Souls are born from the faith, positivity, and warm feelings of people bonding with a Shard. Because of that, Divine Souls are also called Nigimitama, existences that are opposed to Aramitama. It may help to consider Heroic Spirits as existences where the souls of humanity have gained divinity, whereas Divine Souls are existences where souls of things other than humanity have gained divinity.
91
92The goal of Divine Souls is the exact opposite of Aramitama--in other words, they seek to bring peace to the world, and happiness to the people. However, as the faith of the people is like food to them, if no one gives their faith to the Divine Soul, or if they use up all the spirit energy that sustains their forms, they may completely disappear from the world. Because of that, in order to protect their own lands, in order to grant the wishes and requests of those who believe in them, and in order to reinforce the piety directed towards themselves, Divine Souls involve themselves in supernatural incidents.
93
94(Column: The Lives of the Gods): Divine Souls have places such as mountains, temples, caverns, and hokora (small roadside shrines) where they live. Many of these places are leylines, and the Divine Souls that control those places, in nearly all cases, are local or earthen gods. They commonly take their original forms--animals, plants, machines, etc.--and live freely, however once a supernatural incident occurs, they set out to resolve it, in the hope it might gather more faith towards them. Also, there are those Divine Souls who are based in temples or have been enshrined, and therefore receive prayer from kannagi and miko. Commonly, those so enshrined will grant the wishes of those who pray to them.
95
96As existences with half a soul, Divine Souls do not hunger. That said, they are able to absorb the spirit energy of food, and convert it into their own spirit energy. This also applies to Heroic Spirits. Because of this, many Divine Souls consume the offerings left for them, and they regularly look forward to those. Though, it could be said that the faith placed in the offering, rather than the food made as an offering itself, is what's appetizing.
97
98(Column: Requests of the Gods): There are times when Godhunters will receive requests from high ranking Mononoke and Divine Souls. These requests will usually concern a "Sanctum," such as eliminating an Aramitama nesting on a leyline, appeasing or suppressing "Cursed Gods," or repeling other Godhunters who have appeared within a Sanctum with a goal of "God Eating." Godhunters who undertake these requests receive as a reward [Materials] that hold no particular effect, called "Treasures." Requests from Mononoke and Divine Souls are opportunities to earn many [Materials] and further strength Artificial Regalia. Because of this, if there are Godhunters who wish to prepare for a fight with a powerful Aramitama, undertaking these requests with a goal to obtain these "Treasures" in order to strengthen their Regalia is common. (Refer to the [Sanctum] [Cursed God] [God Eating] and [Treasure] columns, below.)
99
100(Column: Age & God Name): Divine Souls and Heroic Spirits are existences that have transcended the concept of age. Rather than make PCs with those races work to determine the exact age of their PC, they may instead write a dash. Also, there are those who only give their "God Names" to those they trust, in order to hide their abilities, and are called after their position or an alias, such as "Knight" or "Count" for a Heroic Spirit, or "Wandering God" or "Master" for Divine Souls.
101
102================================================================================
103Requiem for the Godsoul -- Understanding the World Setting of Kamigakari â‘¡ Sanctums [XXXB]
104================================================================================
105A spiritual realm called a sanctuary, "a land far, far away", or the realm of the dead. A supernatural labyrinth created when the Mononoke that controls a leyline--the Nushi--combines «Spirit Barrier» with «Sanctify». That is a [Sanctum], a dimensional space. Within a Sanctum, the normal laws of reality are meaningless. In order to destroy a Sanctum, the Nushi that used «Sanctify» must be defeated. Sanctums are found in a variety of places. They aren't limited to just land and physical locations, but can appear in a variety of places, such as within mirrors, at the bottom of lakes, in television programs and movies, or even within the dreams of a particular creature. The structure, appearance, and size of the interior of a Sanctum is as the Nushi desires. For example, the Sanctum created by a Nushi who reminisces over an old shrine will be a beautiful, labrynthine shrine made up of torii gates that go on endlessly. Or a water god Nushi will have their Sanctum appear as though a massive aquatic palace built over a vast lake.
106
107There are many kinds of Sanctums, all with incredible sights, but all of them have two commonalities. The first is that cracks of light reminiscent of lightning can be seen in the sky. This can be seen even in the «Spirit Barriers» of other Awakened. The second, is that it is always night inside of a Sanctum. This is thought to be to protect Mononoke, who have no resistance against the light of day, from the rays of the sun. Because of that, Sanctums are called Eternal Nights, or Everdarks.
108
109(Column: Cursed God): The Mononoke fear becoming Cursed Gods. A Cursed God is a condition unique to Mononoke, where madness arises within a soul and they lose their sense of self, becoming savage. Mononoke who have become Cursed Gods completely lose all judgment and reason, and all that move--even their own family--are devoured, and Innocents have their souls stolen.
110
111There are three ways for a Mononoke to become a Cursed God. One is by being bathed in strong sunlight. Another is by being wounded by another Cursed God, and their influence infecting their soul. (This depends on the circumstances.) Finally, the power of an Aramitama may directly make a soul frenzied. It should be noted that with a glance, there's no mistaking an Aramitama or other Mononoke for a Mononoke that has become a Cursed God.
112
113The only way to save one who has become a Cursed God is to defeat them. Although a defeated Mononoke will disappear, if the Nushi that created the Sanctum is safe, then through using its divine power, it is possible to reincarnate the Cursed God to a previous condition. If for some reason a Cursed God occurs within a Sanctum, the Nushi, aware of the risk, will slip out of the Sanctum, and beg for assistance from other tochigami and Godhunters they are acquainted with. When this happens, they will present an assortment of [Materials] called Treasures as a reward for helping them.
114
115(Column: Treasure): When one receives a request from a Nushi or Divine Soul, a reward will be prepared for them as well. Most of this reward comes in the form of works of art, crafted items, precious metals, and sacramental jewels that hold spirit energy. These items are basically [Materials] that have no particular effect, but because they come in those forms, Godhunters have taken to calling them "Treasure." Because completing a request guarantees a certain amount of treasure, it's a more reliable method of obtaining [Materials] than defeating Mononoke. At times, a request that promises treasure is as profitable as Aramitama suppression.
116
117(Column: God Eating): On occasion, a friendly Nushi who seeks to coexist with humans will become an ally of mankind. When this happens, the hunting of those Nushi, their families, or those under their protection, as well as the stealing of their leylines, Fool's Gold, or [Materials], becomes prohibited under the laws of the Godhunters. However, there are also those heartless few who will hunt down friendly Nushi and Divine Souls, placing certain circumstances, requests, or even their own preferences above the law. Godhunters who do this are known as "God Eaters," and are universally abhorred and treated as criminals.
118
119(Column: Bound Steeds & Bound Primals): An Awakened that has signed a "contract" with a [Contractor] and is set to work by them is called a [Bound Steed] or [Bound Primal]. A "contract" is a secret technique that causes a [Contractor]'s personal «Spirit Barrier» to change into a unique [Sanctum], and becomes the habitat for their [Bound Steed] or [Bound Primal].
120
121The difference between a [Bound Steed] and a [Bound Primal] is a matter of compensation. A [Bound Steed] is a Mononoke that forms a contract with a [Contractor] in return for a large quantity of gold infused with powerful spirit energy, and in so doing entrusts their soul to their new master, becoming an invincible existence--the [Contractor]'s Artificial Regalia. They swear an oath of absolute loyalty to their master, and give them their back. Literally, as they become their master's limbs, charging across the battlefield as a mount.
122
123Conversely, a [Bound Primal] is a higher-ranking Mononoke or a divinity that forms a contract with the [Contractor] in return for the [Contractor]'s very soul. Although a [Bound Primal] and their [Contractor] form a powerful bond, each time the [Bound Primal] is summoned, it's necessary for the [Contractor] to sacrifice a piece of their soul--or in other words, their {Crest}.
124
125================================================================================
126Requiem for the Godsoul -- Sanctum Purge [XXXC]
127================================================================================
128In order to find a person that's gone missing inexplicably. In order to defeat the culprit behind a supernatural incident. In order to save an allied tochigami or Mononoke. When the PCs invade a [Sanctum] to achieve a goal, or when the entirety of a session starts with the invasion of a [Sanctum] and ends with leaving it, that's what is known as [Sanctum Purging]. Below, you will find the rules pertaining to [Sanctum Purge].
129
130
131Rules of Sanctum Purge
132----------------------------------------
133Unless otherwise specified by the scenario or the GM, [Sanctum Purging] has the following rules.
134
135 > All PCs Take Action Together
136 Because [Sanctum Purging] is a highly dangerous act, participating Godhunters always act in unison. Therefore, unless otherwise instructed by the GM, while [Sanctum Purging], PCs cannot take separate actions.
137
138 > All PCs Participate in [Checks] while [Out of Combat]
139 The twisting of physical laws that occurs within [Sanctums] is so powerful that unless Godhunters combine their strength, they cannot hope to overcome it. Therefore while [Sanctum Purging], all PCs must participate in any [Check] that occurs [Out of Combat]. It should be noted! That when a {Main Stat} check occurs while in a [Sanctum], [Use: Distortion] [Items] can be used!
140
141 > All PCs Must Consent On Every Choice and Decision
142 While in a [Sanctum], even a slight misstep drastically reduces the chances of survival. Therefore, Godhunters have no other choice but to act with one mind. That's just how dangerous [Sanctum Purging] is. For these reasons, which [Area] to move to and when, as well as any choices or decisions that come up as a result of a [Sanctum Event], must all be agreed upon by all PCs.
143
144
145Terms of Sanctum Purge
146----------------------------------------
147The following is an explanation of each term used in the rules for [Sanctum Purge].
148
149 > Sanctum Sheet
150 A sheet where the PCs' progress through [Sanctum Purging] is recorded.
151
152 > Area
153 Once [Sanctum Purge] begins, session progression changes to special [Scenes] called [Areas]. [Areas] are [Scenes] that divide structures within the [Sanctum] as well as [Sanctum Events] into separate regions. Effects that last for one [Scene] persist so long as PCs remain in the same [Area] in which the effect was used. Various [Sanctum Events] occur within each [Area], prepared ahead of time by the GM. The following types of [Areas] exist:
154
155 * Entrance Area
156 This [Area] is the entrance to the [Sanctum]. Once the PCs move into the [Entrance Area], the entrance disappears, and until [Sanctum Purge] ends, no PC may declare that they [Withdraw] or are [Backstage].
157
158 * Search Area
159 This type of [Area] represents each region of the [Sanctum]. By searching this [Area], the PCs progress towards the [Final Area].
160
161 * Exit Area
162 This [Area] serves as the [Sanctum]'s exit. The PCs are able to leave for the outside of the [Sanctum] from this [Area].
163
164 > Path
165 A passage that connects [Areas] is called a [Path]. PCs cannot declare movement from their current [Area] to another [Area] if no [Path] exists between them. PCs are limited to moving to [Areas] which have a [Path] connecting to their current [Area], and are also adjacent to their current [Area]. For example, if the PCs's current area was [F-4], and they find that [Path 20] and [Path 59] were connected to other [Areas], then they would be able to move to either [Area: E-4] or [Area: F-5].
166
167 > Limit
168 The passage of time within a [Sanctum], and the time limit until a [Sanctum Crisis] occurs, is generally referred to as the [Limit]. 1 [Limit] has no strict definition of time. If it becomes necessary to know how much time has passed, use a rate of 1 Limit being equal to 10 minutes (or 60 rounds). Once a [Time Action] as written below is taken while in a [Sanctum], the [Limit] is raised by the amount specified. For example, if [Change Areas (1d6)] [Combat (1d6)] and [Long Rest (2d6)] all happen within an [Area], then once the PCs move to the next [Area], the [Scene Player] rolls 4d6, and increases the [Limit] by the amount rolled. Actions other than [Time Actions] do not raise the [Limit].
169
170 [Time Action] | [Limit] Amount
171 ----------------------------+----------------
172 Avoid | 1d6
173 Long Rest | 2d6
174 Change Area | 1d6
175 Reattempt Check | 1d6
176 Combat | 1d6
177 Destroy or Mend Distortion | 1d6
178 GM/Episode Specified | Specified #
179
180 > Sanctum Crisis
181 A [Sanctum] is a space that possesses will, and that will is carried out by spirit energy. Should someone other than the Sanctum's master, their subordinates, or family be detected, then the Sanctum itself will immediately seek to repel the invaders. In order to repel those invaders, [Sanctums] will cause great disasters known as a [Sanctum Crisis]. Rules for [Sanctum Crisis] are as follows.
182
183 * [Sanctum Crisis] occurs at the point where the [Limit] value equals or exceeds the maximum designated during [3: Determine [Limit]].
184
185 * When [Sanctum Crisis] has occurred, each time [8: Progress [Limit]] is reached, the [Scene Player] rolls d66 referencing the [Sanctum Crisis Table], and then applies the effect matching the result to all PCs.
186
187 * The occurance of [Sanctum Crisis], from now on, continues until the end of [Sanctum Purge] is declared (apply one [Sanctum Crisis Table] event each time [8: Advance [Limit]] is reached.)
188
189 * Negative effects received from a [Sanctum Crisis] disappear once a [Long Rest] is taken, or once the PCs withdraw from the [Sanctum], or once [Sanctum Purge] is declared over.
190
191 * [Damage] inflicted by a [Sanctum Crisis] can be reduced via the use of Talents and anything else as normal.
192
193 * [Sanctum Crisis] may affect even [G], [Materials], and [Items] that have been stored within a «Spirit Barrier».
194
195 * [Bound Primals] are not affected by [Sanctum Crisis].
196
197 > Sanctum Events
198 Combat, obstacles, and situations that occur within each [Area] are all called [Sanctum Events]. For the details of the [Sanctum Event], follow the instructions of the GM or the scenario.
199
200Sanctum Crisis Table (d66)
201+---------+----------------------+
202| 11 ~ 12 | Space-Time Twist | Space and time twist in the current area. All PCs immediately return to the [Entrance Area].
203| 13 ~ 14 | Strong Enemy | Suddenly, a [Mononoke] that has become a Cursed God appears. The GM chooses any one [Mononoke] with a LV +3 over the PC Average Level, and place them in any [Search Area]. [Combat] occurs here, and cannot be [Avoided].
204| 15 ~ 16 | Hands of Shadow | Innumerable hands formed from miasma attempt to grab the PCs. All PCs take the following: [Effect Class: Magical Attack / Range: Combat Zone / Target: Combat Zone / Result: 20 + PC Average Level / Magical Damage:
205 20 x PC Average Level / Resist [Halves]).
206| 21 ~ 22 | Countless Eyes | Terrifying eyes appear all around the PCs. All PCs take [Shift: Darkness, Pain] until a [Long Rest].
207| 23 ~ 24 | Spatial Collapse | Suddenly, the very space of the Sanctum collapses. All PCs take the following: [Effect Class: Physical Attack / Range: Combat Zone / Target: Combat Zone / Result: 30 + PC Average Level / Physical Damage: 30 x PC Average Level].
208| 25 ~ 26 | Armor Corrosion | An eerie fog envelopes and corrodes armor. All PCs lose one [Item: Protector] that they have [Stored or Equipped] of their choice.
209| 31 ~ 32 | Material Loss | Eerie light spills from the surroundings, causing the loss of all stored [Materials]. All PCs lose all stored [Materials].
210| 33 ~ 34 | Nothing | Nothing of note happens.
211| 35 ~ 36 | Mononoke Assault | Suddenly, [Mononoke] that have become Cursed Gods appear and attack the PCs. The GM chooses any two [Mononoke] with a LV +2 over the PC Average Level, and has them appear before the PCs, immediately starting [Combat].
212| 41 ~ 42 | Rest Hindrance | Whenever the PCs attempt to rest, tentacles or poisonous insects appear and harass them. From now on, the PCs may not make a [Long Rest] until the end of [Sanctum Purge] is declared.
213| 43 ~ 44 | Leyline Destruction | Space warps as spirit energy surges wildly, causing [Spirit] to go crazy. All PCs immediately reroll [Spirit].
214| 45 ~ 46 | Localized Time Stop | Part of the PCs' bodies goes ashen, and they're unable to move it. All PCs select one from [Timing: Prep, Defense, Unique] and from then on, are unable to spend that [Timing].
215| 51 ~ 52 | Leyline Irregularity | Spirit energy suddenly becomes disordered, making the circulation of [Spirit] sickening. All PCs, from now on, are unable to [Influence] until the end of [Sanctum Purge] is declared.
216| 53 ~ 54 | Technique Seal | The surrounding air transforms, making those that breathe it sick. All PCs, from now on, are unable to use the Talent they have acquired with the most [Cost] to use, until the end of [Sanctum Purge] is declared. If a PC only has
217 [Cost: None], then the GM may freely decide which one.
218| 55 ~ 56 | Accessory Loss | The surroundings are enveloped in blue light, and mysteriously the PCs lose their accessories. All PCs lose all of their [Stored, Equipped] [Item: Accessories].
219| 61 ~ 62 | Fool's Gold Loss | The surroundings are enveloped in blue light, and mysteriously the PCs lose their [G]. All PCs [Halve] their [Gold].
220| 63 ~ 64 | GM's Choice | The GM may freely pick any one result from this table and apply it.
221| 65 ~ 66 | Crisis Compound | Two [Sanctum Crises] occur. The GM rolls twice on this table, and applies the results separately. Should "Crisis Compound" come up again, treat it as "GM's Choice."
222+---------+----------------------+
223
224
225Progression of [Sanctum Purge]
226----------------------------------------
227[Sanctum Purge] progresses according to the following.
228
2291: [Sanctum Purge] Start
2302: Form [Bonds]
2313: Determine [Limit]
2324: Search Each [Area]
233
234> 1: [Sanctum Purge] Start
235[Sanctum Purge] is the [Scenario Story] in traditional scenarios. Furthermore, scenarios where [Sanctum Purge] happens follow the same order of [Session Prep], [Scenario Introductions], [Scenario End], and [Session End] as normal scenarios do. After [Scenario Introductions], once the GM has declared "[Sanctum Purge] Start", all PCs enter the [Entrance Area] as designated by the GM or the scenario. The [Scene Player] marks "Entrance" on the [Area] space designated on the [Sanctum Sheet].
236
237> 2: Form [Bonds]
238Perhaps due to being influenced by the immense spirit energy within [Sanctums], Godhunters who participate in [Sanctum Purge] almost without exception enter a state that results in powerful bonds being formed in their {Crest}. For this reason, all PCs, after the GM declares [Sanctum Purge] start, form all [Bonds] on their sheets, in the following manner.
239
2401: One NPC from the NPC Tables
2412: One PC (in the order of PC1 → 2 → 3 → 4 → 5 → 1)
2423: Handout Connection
2434: The people of your game's city setting (for example, 'The People of Hisashiro')
2445: Godhunters
2456: Aramitama
2467: Any one PC or NPC that is not one of the above
247
248> 3: Determine [Limit]
249Once all the PCs have moved into the [Entrance Area], the GM sets the maximum value of [Limit] until [Sanctum Crisis] begins to occur, following the advice in the GM section. As a general rule, the maximum value is not revealed to PCs.
250
251> 4: Search Each [Area]
252After setting the maximum value of [Limit], until all PCs have achieved their [Goal] as revealed in their [Handout], they will be searching within [Areas]. How to handle this is described in the next section.
253
254
255Searching Each [Area]
256----------------------------------------
257Searching [Areas] is handled in the following manner.
258
2591: Arrive in Area
2602: Sanctum Event Reveal
2613: Choose Confront or Avoid
2624: Handle Sanctum Event
2635: Determine Long Rest
2646: Reveal Paths
2657: Change Areas
2668: Advance Limit
267
2681: Arrive in Area
269The PCs arrive in the [Area] they chose to move to. The GM designates a single [Scene Player] here. If in the [Entrance Area], then the [Scene Player] is always PC1, and afterwards, it rotates in the order of PC2→PC3→(if played, PC4→PC5→)PC1. All PCs other than the [Scene Player] must make an [Appearance Check] each time "1: Arrive in Area" occurs, with [Difficulty: 2]. Regardless of whether this [Check] succeeds or fails, PCs are always able to [Appear] in [Areas]. However, because of the powerful spirit energy flowing through a [Sanctum] messes with their [Spirit], a PC who failed (who [Fumbles], basically) must reroll all of their [Spirit]. This [Check] failure cannot be avoided by using a [Pomander].
270
2712: Sanctum Event Reveal
272Unless "Resolved" is checked for the [Area], after the [Appearance Check], a [Sanctum Event] occurs.
273
2743: Choose Confront or Avoid
275After reading the contents of the [Sanctum Event], the PCs as a group discuss and decide whether they will [Confront] the [Sanctum Event], or, if it's possible to, [Avoid] it.
276
277[Confront]
278[Confront] is when the PCs decide to take a [Sanctum Event] head on. For how to do this, the PCs follow the episode's, or the GM's, instructions. Note that PCs who have selected to [Confront] are able to perform [Check Assist].
279
280[Check Assist]
281Excluding when performing [Sense] or [Mend] for [Distortions], when [Confront] calls for making a {Main Stat} Check while [Out of Combat], ALL PCs must succeed at the [Check]. However, because PCs that are on a [Sanctum Purge] together act together, they may each assist each other's [Checks]. This is called [Check Assist]. After the [Result] of each PC's [Check] has been calculated, then one time per each individual [Check], each PC may mutually interchange + or - 1~3 of the [Result] of their [Check] (after interchanging, using the effect of «Superhuman Strength» or similar to automatically succeed at the [Check] is permissible).
282
283For example, when making a [Difficulty: 13] [Check], if A has [Result: 16], and B has [Result: 11], A may reduce their [Result] by 3 to increase B's [Result] by 3.
284
285[Avoid]
286[Avoid] is when the PCs ignore a [Sanctum Event] and proceed to the next [Area]. If [Avoid] is declared, then immediately move to perform "6: Reveal Paths." For example, if it's possible to declare [Avoid] when a [Sanctum Event] is [Combat], then the PCs leave the [Sanctum Event] as-is, and move on to "6: Reveal Paths." Note that there will be some cases where, according to the GM or the episode's instructions, [Avoid] cannot be declared.
287
2884: Handle Sanctum Event
289When the PCs choose to [Confront], they carry out the [Sanctum Event]. Once it's been handled, place a check mark next to "Resolved" on the [Sanctum Sheet], which each [Area] has one of. [Sanctum Events] do not occur in [Areas] where "Resolved" is checked off, unless otherwise specified by the GM or the episode. Note that if [Avoid] was declared, no check is placed. After this step, proceed to "5: Determine Long Rest."
290
2915: Determine Long Rest
292A [Long Rest] when the PCs take a thorough rest while on [Sanctum Purge]. After "4: Handle Sanctum Event," the PCs should discuss and decide whether or not they want to take a [Long Rest]. If they do, declare the intention to the GM, and then the PCs gain all of the following effects. After gaining each of the effects of [Long Rest], or if [Long Rest] was not taken, then proceed to "6: Reveal Paths."
293
294Long Rest Effects
295â—Ž [Recover] 50 {HP}
296â—Ž Erase all negative effects from [Distortions] and [Sanctum Crisis].
297â—Ž All PCs may swap up to two [Spirit] dice with one person of their choice. For example, after A swaps [Spirit] with B, B, who has not declared [Spirit] swap yet, may swap [Spirit] dice with A an additional time, or else, after A swaps [Spirit] with B, C, who has not declared [Spirit] swap yet, may swap [Spirit] with B.
298
2996: Reveal Paths
300The PCs now discover [Paths] from their current [Area] connecting to other [Areas]. The [Scene Player] listens to which [Paths] are connecting, and then fills in those points on the [Sanctum Sheet]. After, the [Areas] that [Paths] connect to the current [Area] may be moved to.
301
3027: Change Areas
303The PCs designate one [Area] that they can move to, and then declare to the GM that they are moving there. Note that this can include leaving the [Sanctum] if the PCs are in the [Exit Area].
304
3058: Advance Limit
306Once "7: Change Areas" has been declared, the GM confirms all [Time Actions] that have occured during the past seven steps, and then the [Scene Player] rolls the specified number of dice, adds them up, and advances the [Limit] by the total amount. When making the roll, the [Scene Player] may spend 2 {Crest} in order to change the value of any one of the dice they roll to advance [Limit] to "1". Afterwards, the PCs move to the designated [Area], and start again from "1: Arrive in Area."
307
308Regardless of whether the PCs achieve their goals or not, until they have exited the [Sanctum] from the [Exit Area], they continue to repeat steps 1 through 8. Once the PCs have achieved the [Goal] of their [Handout] and ended [Sanctum Purge], the story transititions to [Episode End].
309
310================================================================================
311Requiem for the Godsoul -- [Bound Primal] Details [XXXD]
312================================================================================
313The following section will explain the rules concerning [Bound Primals].
314
315◎ The [Bound Primal] that [Appears] due to the use of «Contract Summon» [Removes] all [Shifts] including [Dead], sets their {HP} to maximum, and treats all of their X/Combat Talents as being unused.
316â—Ž If made to [Appear] [In Combat], the [Bound Primal] must be [Installed] [Engaged] to the user (enemies or allies may be between them, so long as it is [Engaged]; if this is impossible, then it cannot [Appear]).
317◎ Once the [Scene] ends, or if the user becomes [Taken Out・Dead], then the [Bound Primal] simultaneously [Exits].
318â—Ž "While the user's [Bound Primal] is [Appearing]," written in the effect of some [Contractor / Type: B] Style Talents, means either "until either the user's [Bound Primal] [Exits]" or "until the user's [Bound Primal] [Dies]."
319â—Ž [Bound Primals] gain resistance to sunlight.
320â—Ž [Bound Primals] can only use Talents once per Scene while [Out of Combat].
321â—Ž [Bound Primals] cannot be seen by those without any spiritual awareness (Innocents), and their values are changed as according to "Bound Primal Abilities" below.
322
323Bound Primal Abilities
324----------------------------------------
325[Bound Primals] are controlled in the same way as the [Mononoke] they are based on (see the GM Section in the main book). Also, [Bound Primals] are able to perform all [Actions] other than [Action⑤⑥⑦⑪].
326
327> Wits
328Change to [Clever], and they are controlled by the one who uses «Contract Summon».
329
330> Speech
331Change to [Yes].
332
333> Reaction
334Change to [Friendly].
335
336> Check & Damage Calculation
337All [Checks] are performed using {Fixed Values} (do not roll). Only roll dice for calculating [Damage Calculation].
338
339> {Initiative}
340Change to be the same value as «Contract Summon»'s user. Discuss and decide whether the [Bound Primal] takes their [Turn] before the user or other PCs.
341
342> {HP}
343When a [Bound Primal] is reduced to 0 or less {HP}, they become [Dead] (in other words, they cannot [Remove] this with [Items] or Talents).
344
345> Timings
346Once the [Bound Primal] [Appears] in the [Combat Zone], they are able to spend each [Timing] as per normal rules (they may even immediately spend [Start]). However, regardless of any other acquired Talents, a [Bound Primal] always only gains 1x [Timing: Attack]. Finally, as [Rank +X] effects merely increase the [Damage] dice by X amount, when attacking Mononoke with "Halve/Nullify Damage of Rank X or lower" effects, treat the "X" of "Xd6" as Rank.
347
348> Materials & XP
349Change [Materials] and [XP] to [None], and even if the [Bound Primal] is defeated, no {Crest} is gained.
350
351> Applying Spirit Burn
352Only the [Physical Transcendence] effect of «Spirit Burn» may be applied to [Bound Primals]. The user of «Contract Summon» is in charge of spending {Crest} in place of the [Bound Primal]. Roll the dice added via [Physical Transcendence]'s effect, and add that amount to the [Bound Primal]'s {Fixed Value} (the PC may not [Influence] these dice).
353
354================================================================================
355Requiem for the Godsoul -- Additional Kushimitama Uses [XXXE]
356================================================================================
357The following section will detail new uses for the sacramental crystals, [Kushimitama]. When the PCs are spending [Kushimitama] during the [Kushimitama Use] step, they may select from the following options in addition to the original options mentioned in the core book.
358
359Additional Kushimitama Effects
360----------------------------------------
361
362> Arms Fusion
363[Arms Fusion] is the act of fusing together two Artificial Regalia ([Weapons], that is) when spending a Kushimitama. While the [Items] chosen for [Arms Fusion] emit light of every color and sounds that resonant with each other, they will completely crumble into pieces, then afterwards recombine, fusing together into a more powerful form. When the newly formed [Item] is grasped, its possessor will learn the new God Name and powers hidden within the Artificial Regalia.
364
365* Performing Arms Fusion
366The PC selects two [Stored・Equipped] [Weapons] with the same [Form]. The [Weapon] that will be used as material is called [Item A], and the [Weapon] that will be strengthened is called [Item B]. Please be aware going forward that [Additional Effects] with the same name, as well as weapon characteristic [Additional Effects] (for example, the "While [Equipped], once per combat when the user makes a [Physical Attack], they gain +1 [Physical Rank]" effect on a [Two-Handed Sword]) cannot be transferred, and cannot be applied through [Arms Fusion].
367
368Example: Let's say [Arms Fusion] is being performed, using a [Two-Handed Sword] with [Blade of Slaying Evil] [Diamond Blade] and [Material Synthesis: Impulse Fragment (PD+1)] already applied as [Item A], and an [Ancient Sword] with [Blade of Slaying Evil] already applied as [Item B].
369
370Outcome: [Item A: Two-Handed Sword] is destroyed, but the [Blade of Slaying Evil] [Diamond Blade] and [Material Synthesis: Impulse Fragment (PD+1)] that were applied to it are now all applied to [Item B]. As a result, apart from [Blade of Slaying Evil] (which it already had), [Diamond Blade] and [Material Synthesis: Impulse Fragment (PD+1)] are now gained by [Item B: Ancient Sword].
371
372* Materials
373Each time [Arms Fusion] is performed, the possessor may choose whether to keep [Materials] applied by [Material Synthesis], or lose them in order to free up space for their [Synthesis Limit].
374
375* Sell Value
376After [Arms Fusion], total up the [Cost] of [Item A], the [Cost] of [Item B], and the [Cost] of each item's [Additional Effects]. The sell value of the new [Item] is half of that.
377
378
379> Origin Awakening
380[Origin Awakening] is when one awakens to the memories of the world held within them by spending a Kushimitama, and their skill sets are changed. The one who performs [Origin Awakening] recalls their deeds in a past life, and are able to change one of their current [Styles] to a different [Style].
381
382* Performing Origin Awakening
383The PC changes one of their current [Style/Type] to any one other [Style/Type]. For example, if a PC with [Arc Slayer: A (Main) / Arc Slayer: B] changes their Main to [God Hand: A], they become [God Hand: A (Main) / Arc Slayer: B]. A PC who has their [Styles] changed due to [Origin Awakening], following normal rules, restructures their data. The [Combat Modifiers] of previous [Style], as well as any Talents that belonged to it, become unacquired, and the data from the new [Style] is applied/reacquired. Please make sure that the Styles/Types don't overlap. Also, [Stored・Equipped] [Items] do not change.
384
385Use Example
386GMs should take the following into account when deciding whether or not to allow the use of [Origin Awakening].
387
388â—Ž For some reason, the PC wishes to have something happen, like returning to their original form.
389â—Ž Wanting to bring in [Styles] added in new related materials.
390â—Ž Due to the situation, or a PC's death, it's necessary for the PCs to adjust their balance.
391
392================================================================================
393Requiem for the Godsoul -- Info on «Combo Skill» [XXXF]
394================================================================================
395The following section provides more detail on using «Combo Skill».
396
397When using «Combo Skill», use one [Effect Class: Physical Attack] Talent as the basis ([Effect Class: Use While Active] is also permissible, so long as you use the [Physical Attack] portion of it). Next, declare «Combo Skill», then declare the Talent that will be used in combination and pay its [Cost], and then apply its effects.
398
399Note that when combining an effect that does not deal [Physical Damage] with an effect that does deal [Physical Damage], the effect that generates [Physical Damage] takes precedence. Also, when combining effects that increase [Physical Damage] or other effects with an effect that generates multiple [Weapon Attacks], apply all [Physical Damage] increasing effects or other effects only to the very last [Weapon Attack] made.
400
401* Range / Target
402When making a [Physical Attack] where «Combo Skill» has been applied, both the [Range] and [Target] of either one of the [Physical Attacks] in the combination may be used.
403
404* Cost
405Be aware that because it's necessary to pay for each Talent, [Costs] such as [Doubles] and [5, 5], or similar, cannot be treated as being the same (each [Cost] must be paid for, respectively). Also, if the Talent used as a basis has an effect like «Shadow Bind» applied to it, the [Physical Attack] fails, and the use count of «Combo Skill» does not decrease. Also, when «Combo Skill» has an effect like «Ancient Sword Style» applied to it, then the [Physical Attack] Talent used as a basis is the only thing that will occur. When it can't be determined what kind of an effect will occur, ask the GM for their instruction, and follow that decision.
406
407Example: ①Basis «Smiting Wave» Combo «Heroic Strike»
408Cost: [E, O (total 2 dice)]
409Effect: The user gains a +[any one of user's {Main Stats}] modifier at [Damage Calculation], as well as +1 [Rank]. For [Range], the user may select either [Charge 4 Sq.] or [7 Sq.], whichever they like.
410
411Example: ② Basis «Thunderous Tremor» Combo «Dragonpulse Blade» (Physical Attack)
412Cost: [E, O, 6, 6] (total 4 dice)]
413Effect: The user gains a +1 modifier to the result of the {Accuracy} check, as well as +3 [Rank] at [Damage Calculation]. For [Range/Target], if «Dragonpulse Blade»'s data is chosen, then the attack becomes [Range: 5 Sq./Target: Area].
414
415================================================================================
416Requiem for the Godsoul -- Additional Personality [XXXG]
417================================================================================
418Additional [Personality] can be found here.
419
420> Crest Form
421This table determines what figure the pattern of a PC's Spirit Crest suggests, according to their
422[Main] [Style].
423
424God Hand (1d6)
425---------------------------------
4261 | Glove
4272 | Sun or Moon
4283 | Talon
4294 | Fist
4305 | Flowing Robe
4316 | Cracked Boulder
432
433Contractor (1d6)
434---------------------------------
4351 | Hoof
4362 | Reins
4373 | Saddle
4384 | Blowing Wind
4395 | Helmet
4406 | Feathers or Wings
441
442Divine Talker (1d6)
443---------------------------------
4441 | Bell
4452 | Percusive Instrument
4463 | Star
4474 | Staff
4485 | Stringed Instrument
4496 | Ring or Bracelet
450
451* Regarding <God Names>
452The [Weapons] found in this book have a more definite shape and use, and therefore do not use [God Name Table â‘¡]. Instead, when determining <God Name> for an Artificial Regalia [Weapon], for the [God Name Table â‘¡] portion, simply apply the name of the [Weapon] as-is, or use something similar to the shape of the weapon as found in [God Name Table â‘¡].
453
454
455Legendary Names
456----------------------------------------
457In this section, a table for determining the first and last names suitable for a modern fantasy setting can be found. When using this table, roll once each for a last name and first name, and then combine them.
458
459Result Family Name Male First Name Female First Name
46011 Mitsurugi Mutsu Rin
46112 Shishiuchi Yamato Kaede
46213 Hakugin Hayato Sakura
46314 Takenouchi Makoto Haruka
46415 Kodachi Daichi Misaki
46516 Kuga Shun Mao
46621 Onigata Ryou Mai
46722 Mikan'nagi Takumi Nanami
46823 Gomadou Hitoshi Chizuru
46924 Ryuuen Takuma Akane
47025 Kagamibe Kyou Asuka
47126 Inugami Gou Shiori
47231 Meigetsuin Aoi Yui
47332 Doumeki Renji Moe
47433 Osogami Tatsuya Ayaka
47534 Araragi Ryuunosuke Azusa
47635 Tamaki Akira Hitomi
47736 Ganryuu Kei Saori
47841 Teppoudzuka Masato Sara
47942 Origami Naoya Yayoi
48043 Fujiwara Jun Chiaki
48144 Kurouza Musashi Haruna
48245 Tsuchimikado Ryousuke Midori
48346 Izayoi Keiji Futaba
48451 Tenppourin Hideo Reina
48552 Shigyou Hibiki Koyuri
48653 Houri Ryoutarou Yuuna
48754 Kouso Satoshi Shion
48855 Ashiya Takashi Kasumi
48956 Nanasha Katsumi Fuuka
49061 Kiba Tetsuya Shino
49162 Touma Gen Saya
49263 Kitsunedzuka Hokuto Maya
49364 Tenjinbayashi Hiroshi Akira
49465 Mearashi Yakumo Otoha
49566 Kusakabe Daigo Aya
496
497================================================================================
498Requiem for the Godsoul -- Dragon Lord (Race) [XXXH]
499================================================================================
500â—◎※
501
502Introduction
503----------------------------------------
504Dragon Lord is a race classified as an Inheritor. This race applies to those who have the power of the "Dragonpulse"--that is, unique spirit energy that is controlled by unique vessels, snake gods, and of course, dragons, or those who are descendant from draconic entities, as well as those with supernatural abilities borne from the blood of snake gods, or those clans that have received a dragon god's favor. Those of this bloodline overall possess high strength and outstanding intellect. Although there are many lineages that have fine appearances, those of this bloodline boast beauty that far surpasses any other.
505
506
507Racial Bonus
508----------------------------------------
509[Blood of Dragons]: Characters with this Race are able to acquire Dragon Lord Racial Talents. Also, they are able to [Equip] [Restrict: Dragon Lord] [Items].
510
511
512Stat Types S A I W L
513+---------+---+---+---+---+---+
514| Martial | 5 | 4 | 4 | 1 | 1 |
515| Utility | 4 | 3 | 3 | 1 | 4 |
516| Arcane | 4 | 3 | 4 | 3 | 1 |
517+---------+---+---+---+---+---+
518
519Ruinous Beauty
520Timing : Attack
521Range : Other
522Target : Other
523Cost : [E]
524Making use of your devilish beauty charged with magical power, you control another's heart to some extent.
525Unique 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).
526
527Dragonpulse Destruction
528Timing : Attack
529Range : 7 Sq.
530Target : 1#
531Cost : [O]
532Bestowing a weapon or bullet, your palm and fingers, a minor breath or your very gaze itself with a wave of energy in the form of your dragonpulse, you pulverize your opponent at the moment you strike them.
533Use While Active. Make either of the following [Attack Actions] on the target.
534[Physical Attack]: The user gains +1 [Rank].
535[Magical Attack]: Inflict [Rank: 2] [Magical Damage] on the target (Resist [Halves]).
536
537Dragonpulse Blade
538Timing : Attack
539Range : 5 Sq.
540Target : Area
541Cost : [E, O]
542Firing a blade in the form of your dragonpulse, you mangle your opponents.
543Use While Active. Make either of the following [Attack Actions] on the target.
544[Physical Attack]: The user gains +1 to the result of the {Accuracy} check.
545[Magical Attack]: Inflict [Rank: 1] [Magical Damage] on the target (Resist [Cancels]).
546
547Dragonpulse Convergence
548Timing : Unique
549Range : User
550Target : User
551Cost : None
552Wielding the power of a Dragon Lord, your dragonpulse converges, transforming into enormous spirit energy.
553Unique Effect. Use before the target [Influences]. The target may [Influence] all the dice used in their [Roll] (if they rolled 2d6, they may [Influence] 2; if 3d6, then 3). This Talent may be used once per combat (or scene).
554
555Dragonpulse Shift
556Timing : Unique
557Range : User
558Target : User
559Cost : None
560By manipulating your dragonpulse, you immediately change the properties of your spirit energy.
561Unique Effect. The target may add or subtract 1 from the value of one [Spirit] die (cannot adjust above 6 or below 1). This Talent may be used once per round.
562
563Blessing of the Dragon Lord
564Timing : Unique
565Range : Combat Zone
566Target : 1#
567Cost : [O]
568Drawing on the divinity you possess as a Dragon Lord, you grant that blessing unto another.
569Unique Effect. Use at any time on a target other than the user. The target gains 1 [Overflow]. This Talent may be used once per combat (or scene).
570
571Scales of the Dragon Lord
572Timing : Defense
573Range : User
574Target : User
575Cost : [E]
576You wreathe your barrier in scales crystallized through your dragonpulse, defending against attacks.
577Use On Damage Reduction. The target gains a +5 modifier to [Barrier].
578
579Power of the Elemental Dragons
580Timing : Constant
581Range : User
582Target : User
583Cost : None
584This Talent represents that you are a descendant of a dragon that possessed a particular origin element, such as a fire dragon or frostwyrm.
585Passive Effect. When the target first acquires «Power of the Elemental Dragons», they designate one [Element] (after, this [Element] is referred to as [Origin Element C]). When the target uses a [Timing: Attack] Talent, they are bestowed with [Origin Element C] at [Damage Calculation].
586
587â— Dragon God Battlelust
588Timing : Start
589Range : User
590Target : User
591Cost : [E]
592Releasing the power of dragons sleeping within your body, you manifest terrifying physical combat power, for a time.
593Unique Effect. The target selects any value between 1-5, then increases [Physical Damage] and [Armor] by that value, while lowering {Initiative} by the same value (this may not lower {Initiative} below 0). For example, if a value of 2 is selected, then both [Physical Damage] and [Armor] are increased by 2, while {Initiative} is reduced by 2.
594
595â— Dragonblood Release
596Timing : Start
597Range : User
598Target : User
599Cost : [O]
600Releasing the power of dragons sleeping within your body, you manifest terrifying magical combat power, for a time.
601Unique Effect. The target selects any value between 1-5, then increases [Magical Damage] and [Barrier] by that value, while lowering {Initiative} by the same value (this may not lower {Initiative} below 0). For example, if a value of 3 is selected, then both [Magical Damage] and [Barrier] are increased by 3, while {Initiative} is reduced by 3.
602
603â— Eyes of the Dragon Lord
604Timing : Unique
605Range : Combat Zone
606Target : 1#
607Cost : [E]
608Utilizing the eyes of a dragon that see through all, you grasp all of your opponent's weaknesses.
609Use On Damage Reduction. «Ruinous Beauty» Required. Ignore all of the target's [Damage -X] effects. This Talent may be used once per combat.
610
611â— Armor of the Dragon Lord
612Timing : Constant
613Range : User
614Target : User
615Cost : None
616You crystallize your dragonpulse into magnificent armor across your whole body at the start of battle, guarding you from enemy attacks.
617Passive Effect. «Power of the Elemental Dragons» Required. The target gains a +3 modifier to [Armor] and [Barrier]. Also, the target [Halves] all [Damage] they receive that is bestowed with [Origin Element C].
618
619â— Dragon Lord Oppression
620Timing : Unique
621Range : Combat Zone
622Target : 1#
623Cost : [Doubles]
624Through simply glaring at an airborne opponent, or making a gesture as though gripping them with your hand, you break them through the pressure of your dragonpulse's power alone.
625Unique Effect. This Talent may be used at any time, but may only target characters with [Shift: Flying] or [Movement: Flying]. The user may perform one [Rank: 2] [Magical Attack] on the target (Resist [Halves]). This Talent may be used once per round.
626
627â— King of the Dragonpulse
628Timing : Constant
629Range : User
630Target : User
631Cost : None
632Awakening to the power of a Dragon Lord of eminence, you can freely control spirit energy with the power of your dragonpulse.
633Passive Effect. «Blessing of the Dragon Lord» Required. The target may use «Blessing of the Dragon Lord» up to three times per combat (or scene).
634
635================================================================================
636Requiem for the Godsoul -- Divine Soul (Race) [XXXI]
637================================================================================
638â—◎※
639
640Introduction
641----------------------------------------
642Divine Souls are beings that are opposite of Aramitama, and are also called Nigimitama. This race includes tochigami (gods of the land), mighty youkai, as well as great spirits and newborn divinities. Their everyday forms are not limited to humanoid shapes, but are varied, including animals and machines. Divine Souls are somewhat unsuited for combat, but they are skilled in aiding and healing others. It should be noted that if a PC is playing a [Divine Soul], they must choose a [Cover] from the [Cover 2] list.
643
644
645Racial Bonus
646----------------------------------------
647[Divine Power]: You are able to acquire Divine Soul Racial Talents. Also, you are able to equip items with [Restrict: Divine Soul]. Change your [Class] to [Mythic].
648
649
650Stat Types S A I W L
651+---------+---+---+---+---+---+
652| Martial | 4 | 4 | 3 | 2 | 2 |
653| Utility | 3 | 2 | 3 | 1 | 6 |
654| Arcane | 1 | 2 | 4 | 5 | 3 |
655+---------+---+---+---+---+---+
656
657Divine Influence
658Timing : Start
659Range : User
660Target : User
661Cost : [Steps]
662You are able to transform your personal appearance, or manipulate spirit energy to float through the air.
663Unique Effect. If used while [Out of Combat], the target is able to change to any form (treat as [Action: Disguise / Result: 20].) If used while [In Combat], the target gains [Shift: Flight]. «Divine Influence» lasts until [End] of the current round.
664
665Purify Spirit
666Timing : Attack
667Range : Other
668Target : Other
669Cost : None
670As a powerful Divine Soul, you purify the flow of spirit energy for those around you.
671Unique Effect. May only be used [Out of Combat]. [Target: 2#] that the user designates may swap 1 [Spirit] die with each other. This Talent may be used once per scene.
672
673Divine Sight
674Timing : Attack
675Range : Other
676Target : Other
677Cost : None
678Meeting another's gaze, your heart connects with another, manipulating their thoughts and memories.
679Unique 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.)
680
681Divine Hearing
682Timing : Unique
683Range : User
684Target : User
685Cost : [E]
686Communicating your thoughts to animals, you gain help and information in finding out anything.
687Unique Effect. May only be used [Out of Combat]. The user succeeds at any {Main Stat} check regardless of the result of the roll. At the same time, the user may change 1 [Spirit] die to any value. This Talent may be used once per session.
688
689Divine Motion
690Timing : Unique
691Range : User
692Target : User
693Cost : [O]
694You assimilate your body with spirit energy, allowing you to instantly travel to a particular location.
695Use On [Appearance Check]. The user succeeds at the [Apppearance Check] regardless of the result of the roll. At the same time, the user may change 1 [Spirit] die to any value. This Talent may be used three times per session.
696
697Scatter Disease
698Timing : Attack
699Range : 5 Sq.
700Target : 1#
701Cost : [O]
702Using your divine power, you cause another's body to recover from the disease and wounds eroding their body.
703Magical Attack. [Remove] one of the following [Shifts] from the target.
7041: [Shift: Darkness]
7052: [Shift: Poison]
7063: [Shift: Pain]
7074: [Shift: Paralysis]
708
709Divine Revival
710Timing : Attack
711Range : 5 Sq.
712Target : 1#
713Cost : [E]
714You revive someone who has lost consciousness with your divine power.
715Magical Attack. Remove the target's [Shift: Downed] and set their {HP} to 1. The target may refuse this effect.
716
717Harvest God
718Timing : Attack
719Range : 4 Sq.
720Target : 1#
721Cost : [O]
722Spreading a sparkling water in mist form, you instantly cause another's nutritional status and their wounds to recover.
723Magical Attack. The target [Recovers] {HP} equal to [Rank: 1] [Magical Damage].
724
725â— Weather God
726Timing : Attack
727Range : Other
728Target : Other
729Cost : None
730As a high-ranking god that oversees weather, you freely manipulate the spirit energy and weather in a local area.
731Unique Effect. May only be used [Out of Combat]. The user succeeds at any {Main Stat} check regardless of the result of the roll. At the same time, all PCs [Appearing] in the scene may change 1 [Spirit] die to any value. This Talent may be used once per session.
732
733â— Keystone
734Timing : Attack
735Range : 10 Sq.
736Target : 1# (1 Sq.)
737Cost : [E]
738Using your divine power, you generate a keystone or stone circle from the earth. This stone will continue to exist for all time until it is removed or destroyed.
739Magical Attack. The user generates one [Obstacle] equivalent to "Huge Stone Pillar or Iron Gate" in a square within range. This Talent may be used once per round.
740
741â— Regalia Creation
742Timing : Attack
743Range : Other
744Target : Other
745Cost : [Doubles]
746Utilizing the power of item creation, you are able to create Regalia or other items on the spot.
747Unique Effect. May only be used [Out of Combat]. [Appearing] PCs become able to purchase [Items] (not including Unsellable items), in the scene in which «Regalia Creation» was used only. This Talent may be used once per session.
748
749â— Divine Fate
750Timing : Constant
751Range : User
752Target : User
753Cost : None
754You know the past of yourself and others, and by drawing on that knowledge, you become able to wield special skills.
755Passive Effect. When the target acquires «Divine Fate», they must select any one [Action], and then gain a +3 modifier to the result of that [Action], as well as to {Initiative} and [Damage Calculation].
756
757â— Spiritual Healing
758Timing : Constant
759Range : User
760Target : User
761Cost : None
762This Talent represents that you are a Divine Soul particularly skilled in the divine power of healing.
763Passive Effect. The target gains a +[any one of user's {Main Stats}] modifier to [Timing: Attack] Talents that [Recover] {HP}.
764
765â— Divine Clarity
766Timing : Constant
767Range : User
768Target : User
769Cost : None
770You set corruption free when defeating an Aramitama, cleaning souls in the area.
771Passive Effect. This Talent only has an effect if the target is not [Taken Out or Dead]. When an [Aramitama] is killed in a scene in which the target has [Appeared], all PCs that have [Appeared] in that scene [Recover] 1d6 {Crest}. If there are multiple characters who have acquired «Divine Clarity», the most that {Crest} may recover by is 1d6.
772
773================================================================================
774Requiem for the Godsoul -- Heroic Spirit (Race) [XXXJ]
775================================================================================
776â—◎※
777
778Introduction
779----------------------------------------
780Heroic Spirits are beings like heroes that appear in myths, who have materialized in the modern world. Because of their strong determination and lofty goals in life, they seek the <Promise of Ascension> even after death. In order to solve supernatural incidents that Aramitama cause, and gather large amounts of <Shards>, they heed the call of summoners to materialize in the world of today. They are skilled in techniques that display high offensive power. It should be noted that if a PC is playing a [Heroic Spirit], they must choose a [Cover] from the [Cover 3] list.
781
782
783Racial Bonus
784----------------------------------------
785[Power by Tradition]: You are able to acquire Heroic Spirit Racial Talents. Also, you are able to [Equip] [Restrict: Heroic Spirit] [Items]. Change your [Class] to [Undead].
786
787
788Stat Types S A I W L
789+---------+---+---+---+---+---+
790| Martial | 5 | 5 | 2 | 2 | 1 |
791| Utility | 4 | 3 | 3 | 1 | 4 |
792| Arcane | 1 | 1 | 5 | 5 | 3 |
793+---------+---+---+---+---+---+
794
795«Hide Presence»
796Timing : Start
797Range : User
798Target : User
799Cost : [O]
800The unique characteristics of Heroic Spirits make you an expert in hiding your presence, allowing you to remain unseen in the eyes of Innocents.
801Unique Effect. For one round (or scene), even if there are no [Obstacles] adjacent to the target, they gain [Shift: Hidden] (treat as [Action: Concealment / Result: 30]).
802
803«Heroic Strike»
804Timing : Attack
805Range : 7 Sq.
806Target : 1#
807Cost : [O]
808Being a powerful Heroic Spirit, you can unleash deadly arts and spells that were once your specialty.
809Use While Active. Make either type of [Attack Action] on the target.
810[Physical Attack]: The user gains +1 [Rank].
811[Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).
812
813«Alchemy Expert»
814Timing : Attack
815Range : Other
816Target : Other
817Cost : [Steps]
818You are able to instantly create Artificial Regalia, a peculiarity for Heroic Spirits.
819Unique Effect. May only be used [Out of Combat]. Only in the scene in which «Alchemy Expert» was used, [Appearing] PCs become able to purchase (but not sell) [Item: Weapon・Protector・Accessory]. This Talent may be used once per session.
820
821«Spiritualization»
822Timing : Unique
823Range : User
824Target : User
825Cost : [E]
826You momentarily assimilate your flesh with spirit energy itself, and thereby are able to travel long distances instantly.
827Use On [Appearance Check]. The user succeeds at the [Apppearance Check] regardless of the result of the roll. At the same time, the user may change 1 [Spirit] die to any value. This Talent may be used three times per session.
828
829«Resistance to Myths»
830Timing : Unique
831Range : User
832Target : User
833Cost : [Doubles]
834As someone surrounded by stories of having fought wicked sorcerers, demons, dragons, spirits, and youkai, you posses an extreme resistance against magic and other supernatural powers.
835Use On Damage Reduction. The target [Halves] [Magical Damage] they take. This Talent may be used once per round.
836
837«Base Creation»
838Timing : Constant
839Range : User
840Target : User
841Cost : None
842Unique to Heroic Spirits, you possess a «Spirit Barrier» that resembles a workshop or castle, which serves as a base, allowing you to forge spirit energy into true matter.
843Passive Effect. The target gains a +2 modifier at [Damage Calculation]. Also, while the target is [Out of Combat] only, they may always purchase (but not sell) [Item: Consumables].
844
845«Mounted Specialty»
846Timing : Constant
847Range : User
848Target : User
849Cost : None
850As a Heroic Spirit that is strongly affected by the memories of the world, you can freely control powerful Bound Primals, as well as the modern vehicles of this world.
851Passive Effect. The target may [Equip] [Range: Charge X Sq.] [Weapons], ignoring their [Restrict]. Also, if the target is [Style: Contractor], they gain a +2 modifier for the [Damage Calculation] of [Range: Charge X Sq.] [Weapons].
852
853«Legendary Treasure»
854Timing : Constant
855Range : User
856Target : User
857Cost : None
858As a Heroic Spirit, you possess a powerful weapon spoken of in legend, as well as the knowledge that accompanies it.
859Item. While the target is [Equipped] with one [Weapon] they choose at [Session Prep], they gain a +3 modifier at [Damage Calculation], as well as to the result of {Intellect} checks.
860
861◠«Personal Domain»
862Timing : Start
863Range : Combat Zone
864Target : Combat Zone
865Cost : [E, E]
866You manifest the fortress once used as the staging ground for your forces, or the terrain your tactics are specialized for, within a Spirit Barrier.
867Unique Effect. «Base Creation» Required. For the rest of the combat, grant one of the following effects to the target. This Talent does not spend [Start].
868â‘ : The target gains +1 [Physical Rank], and to the result of {Accuracy} checks.
869â‘¡: The target gains +1 [Magical Rank], and to the result of {Conjure} checks.
870
871◠«Region Lockdown»
872Timing : Unique
873Range : User
874Target : User
875Cost : [O]
876As one who has lead multitudes of armies, or controls powers equivalent to that, you overwhelm enemies within a space by materializing your old subordinates or your many treasures.
877Unique Effect. «Alchemy Expert» Required. Use at any time. The target changes the [Range/Target] of a [Timing: Attack] Talent to [Combat Zone]. This Talent may be used once per combat.
878
879◠«Remembering Epic Deeds»
880Timing : Unique
881Range : User
882Target : User
883Cost : None
884Your thoughts turn towards a time when you achieved greatness, and spirit energy erupts from within your body.
885Unique Effect. «Spiritualization» Required. Use at any time. The target may change up to 3 [Spirit] dice to any value. This Talent may be used once per session.
886
887◠«The Strike That Changed History»
888Timing : Unique
889Range : User
890Target : User
891Cost : [O]
892You unleash your legendary arts, spells, or assassination strike, which once changed history.
893Use On Damage Calculation. «Hide Presence» Required. The target gains a +[any one of user's {Main Stats}] to [Damage Calculation]. This Talent may be used once per round.
894
895◠«Greater Resistance to Myths»
896Timing : Constant
897Range : User
898Target : User
899Cost : None
900Unique among Heroic Spirits, you show high resilience against any kind of attack.
901Passive Effect. «Resistance to Myths» Required. The target may also apply the effect of «Resistance to Myths» to [Physical Damage].
902
903◠«Butcher»
904Timing : Constant
905Range : User
906Target : User
907Cost : None
908As one who has slain legendary beings, you know how to kill certain beasts, and butcher anything lesser than they.
909Passive Effect. When the target acquires «Butcher», they must designate one [Class] of Mononoke. When the target performs [Damage Calculation] on the designated [Class], they gain +1 [Rank]. Also, if the [Target] they dealt [Damage] is a Mononoke that has "x#" in its name (multiple Mononoke treated as one), they may inflict [Shift: Dead] regardless of [Class].
910
911================================================================================
912Requiem for the Godsoul -- God Hand (Group: Martial) (Style) [XXXK]
913================================================================================
914Characters who have this [Style] as their [Main] are able to equip items with [Restrict: Martial] and [Restrict: God Hand].
915
916 ACC EVA CNJ RES INS PD MD INI HP
917+-----+-----+-----+-----+-----+-----+-----+-----+-----+
918| 2 | 1 | 0 | 0 | 0 | 4 | 0 | 6 | 38 |
919+-----+-----+-----+-----+-----+-----+-----+-----+-----+
920Combat Modifiers (When Main)
921
922Those who carry in their souls accessory-type Shards, such as the gloves, sandals, and unnatural limbs the gods once wore acquire the [Style] of "War God of the Fist," more commonly known as the [God Hand]. Those with the [Style] of [God Hand] acquire unique martial arts and supernatural powers that enable them to utilize the strength of their opponents and the surrounding spirit energy. They, through mastery of these abilities, are able to destroy objects with a touch, and coat their own bodies with spirit energy. They may even repel bullets and spells with their hands alone. [God Hands] are martial artists that have become one with heaven and earth, and legendary fighters who wield secret arts.
923
924--------------------------------------------------------------------------------
925TYPE A
926This Type specializes in melee attacks. Other than that, one may acquire boosting techniques that enhance the power of attacks. In order to use [God Hand: Type A] Talents, you must be [Equipped] with [Unarmed].
927--------------------------------------------------------------------------------
928â—◎※
929
930※ Heaven and Earth
931Timing : Unique
932Range : User
933Target : User
934Cost : [6]
935By bringing together mind and body, you generate tremendous power and send your foe flying.
936Use On Damage Calculation. The target gains +1 [Rank]. Also, the target may forcibly move any [Target] that took [Damage] up to 3 Sq. from their current square, ignoring [Engagements]. This Talent may be used once per round.
937
938Storm Smite
939Timing : Attack
940Range : Item
941Target : 1#
942Cost : [6]
943You rapidly enhance your power by unleashing an attack that places tremendous strain on your weapons.
944Physical Attack. The user gains +2 [Rank] at [Damage Calculation]. After [Timing: End], all [Weapons] used for «Storm Smite» are unable to be [Equipped] until [Combat End].
945
946Smiting Wave
947Timing : Attack
948Range : Charge 4 Sq.
949Target : 1#
950Cost : [E]
951You hammer your opponent with a powerful strike while your whole body is wreathed in spirit energy.
952Physical Attack. The user gains a +[any one of user's {Main Stats}] modifier at [Damage Calculation].
953
954Spirit Armament
955Timing : Unique
956Range : User
957Target : User
958Cost : None
959You flood an object with spirit energy, converting it into a temporary Artificial Regalia, then use it to attack.
960Unique Effect. This Talent cannot be used unless there is an [Obstacle] in a square adjacent to the user. The [Obstacle] is destroyed, [Equipped] [Weapons] are changed to be [Stored], and then for the rest of the combat, the user is [Equipped] with [Improvised Weapon].
961
962Swift Art
963Timing : Unique
964Range : User
965Target : User
966Cost : [E]
967You wreathe yourself in spirit energy, accelerating your mind and body, and then unleash a technique of divine speed.
968Use On Active Check. The target gains a +1 modifier to the result of the [Active Check]. This Talent may be used once per round.
969
970Hundred Strikes Art
971Timing : Unique
972Range : User
973Target : User
974Cost : [6]
975You wreathe yourself in spirit energy, accelerating your mind and body, and then unleash a tremendous barrage of strikes as your attack lands.
976Use On Damage Calculation. The target gains a +[any one of user's {Main Stats}] modifier at [Damage Calculation]. This Talent may be used once per round.
977
978Extension of Self
979Timing : Constant
980Range : User
981Target : User
982Cost : None
983Through supernatural power or training, any Regalia in your hands is just an extension of your fist.
984Passive Effect. Once the target has acquired «Extension of Self», they may use [Style: God Hand / Type: A] Style Talents regardless of what [Weapon] they have [Equipped]. Also, they may change each [Style: God Hand / Type: A / Timing: Attack] Style Talent's [Range] to be [Item].
985
986Hidden Pressure Points
987Timing : Constant
988Range : User
989Target : User
990Cost : None
991Assessing the weak points your opponent's spirit crest and then striking those, you cause their spirit energy to run wild and explosively scatter.
992Passive Effect. The target adds the following to the effect of «Heaven and Earth»: "The user may inflict [Shift: Dead] on all Mononoke with "x#" written in their name (multiple Mononoke treated as one) that they dealt [Damage] to." («Dark Killing Arts» applies.)
993
994â— Explosive Breath
995Timing : Prep
996Range : User
997Target : User
998Cost : None
999Making full use of a special breathing technique, you dramatically amplify your spirit energy.
1000Unique Effect. The target gains 2 [Overflow]. This Talent may be used once per session.
1001
1002â— Thunderous Tremor
1003Timing : Attack
1004Range : Engaged
1005Target : 1#
1006Cost : [6, 6]
1007Stomping or striking something, you cause the spirit energy within a body to reverberate, amplifying the power of your technique.
1008Physical Attack. The user gains +3 [Rank] at [Damage Calculation]. This Talent may be used once per round.
1009
1010â— Shrieking Throw
1011Timing : Constant
1012Range : User
1013Target : User
1014Cost : None
1015Sheathing a throwing weapon in spirit energy, you vastly enhance its power.
1016Passive Effect. «Extension of Self» Required. When the target makes a [Ranged Attack] while [Equipped] with a [Weapon] that has any one of "Throw" "Use as a [Ranged Weapon]" or "Spend [Timing: Prep]" written in its effect field, they gain a +[any one of user's {Main Stats}] modifier to [Physical Damage].
1017
1018â— Regaliazation
1019Timing : Constant
1020Range : User
1021Target : User
1022Cost : None
1023Continually filling your limbs with spirit energy, you make your fists and feet akin to a powerful Regalia.
1024Passive Effect. «Spirit Armament» Required. The target gains a +[user's [World Influence LV] (Max 10)] modifier for the [Damage Calculation] of [Unarmed] or [Weapons] that are treated as [Unarmed].
1025
1026â—Ž Invite Ruin
1027Timing : Constant
1028Range : User
1029Target : User
1030Cost : None
1031Using an ultimate technique you devised yourself, you hammer your opponent with a strike that will bring certain death.
1032Passive Effect. The target adds the following to the effect of «Heaven and Earth» "The user gains a +[any one of the user's {Main Stats}] modifier at [Damage Calculation]. Also, the user may destroy any [Obstacle] they deal [Damage] to."
1033
1034â—Ž Inner Heaven
1035Timing : Constant
1036Range : User
1037Target : User
1038Cost : None
1039Causing your spirit energy to circulate in a spiral using a special breathing technique, you dramatically enhance the efficiency of its use.
1040Passive Effect. The target is now able to use «Heaven and Earth» as [Cost: E], and [Style: God Hand / Type: A / Timing: Attack] Style Talents as [Cost: 6].
1041
1042--------------------------------------------------------------------------------
1043TYPE B
1044This Type specializes in defensive arts, throws, and joint locks. In order to use [God Hand: Type B] Talents, you must be [Equipped] with [Unarmed].
1045--------------------------------------------------------------------------------
1046â—◎※
1047
1048※ Hua Jin
1049Timing : Unique
1050Range : User
1051Target : User
1052Cost : [6]
1053You soften your opponent's spirit energy by bringing together your body and mind as you defend, then turn their attack aside.
1054Use On Damage Reduction. The target reduces the [Damage] they would take by [any one of user's {Main Stats}]. This Talent may be used once per round.
1055
1056Smiting Tornado
1057Timing : Attack
1058Range : Engaged
1059Target : 1#
1060Cost : [Doubles]
1061With a fierce twist, you throw the opponent to the ground. At the moment of impact, you bind the opponent's body with spirit energy, so the force directly strikes their soul, rather than their flesh.
1062Physical Attack. The user gains a +[any one of user's {Main Stats}] modifier to [Physical Damage]. If the target takes at least one point of damage from this Talent, they also take [Shift: Fallen].
1063
1064Spirit Warhead
1065Timing : Attack
1066Range : Combat Zone
1067Target : Area
1068Cost : [E, 6]
1069Lifting up a car, electric pole, or even a building, you convert it into a temporary Artificial Regalia by coating it with spirit energy, and then hurl it at an opponent.
1070Physical Attack. This Talent cannot be used unless there is an [Obstacle] in a square adjacent to the user. The [Obstacle] is destroyed, and then the user makes a [Special Attack] against the target, gaining a +[destroyed [Obstacle]'s [Armor] value] modifier at [Damage Calculation].
1071
1072Smiting Drop
1073Timing : Attack
1074Range : Engaged
1075Target : 1#
1076Cost : [6, 6]
1077Grabbing your opponent, you throw them in a distinct way, smashing them into the ground. At the moment of impact, you bind the opponent's body with spirit energy, so the force directly strikes their soul, rather than their flesh.
1078Physical Attack. The user gains a +[any one of user's {Main Stats} x 2] modifier to [Physical Damage].
1079
1080Spirit Palm
1081Timing : Defense
1082Range : User
1083Target : User
1084Cost : [E]
1085You ward off your opponent's attack with your palm, coated in spirit energy, reducing the power of the blow.
1086Use On Damage Reduction. The target reduces the [Damage] they would take by 3.
1087
1088Spirit Retaliation
1089Timing : Unique
1090Range : User
1091Target : User
1092Cost : [O]
1093You manipulate your spirit energy while performing a particular movement following an evasion, and send the shock of your opponent's attack back at them.
1094Use On Damage Reduction. The target inflict [Shift: Fallen] to [Range: Engaged / Target: 1#] that made the [Attack Action]. This Talent may be used once per round.
1095
1096Divine Dragon Defense
1097Timing : Unique
1098Range : Combat Zone
1099Target : 1#
1100Cost : [Steps]
1101You manipulate the flow of spirit energy using a special technique, focusing a broad attack on you alone.
1102Use 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.
1103
1104Feat of Training
1105Timing : Constant
1106Range : User
1107Target : User
1108Cost : None
1109The discipline you have gained while in the process of refining your techniques can be put to use with particular actions.
1110Passive Effect. The target gains a +2 modifier to the result of {Strength} and {Agility} checks, as well as +2 to [Barrier].
1111
1112â— Shortened Earth
1113Timing : Unique
1114Range : 7 Sq.
1115Target : 1#
1116Cost : None
1117You move with lightning speed while avoiding a particular long-range attack by a hair's bredth.
1118Use On Damage Reduction. Only in the case where the target's [Attack Action] is either [Range: X Sq. ・ Combat Zone], the user changes the [Damage] they take to [HP Damage: 5], and ignore other effects that might've been inflicted. Then, the user moves up to 7 Sq. from their current square, ignoring [Engagements]. This Talent may be used once per combat.
1119
1120â— Soul Grip
1121Timing : Unique
1122Range : Engaged
1123Target : 1#
1124Cost : [6]
1125You take decisive action by putting a fallen foe in a joint lock. Rather than their bodies, you pin their soul, and break it. The pain exceeds human reasoning, such that even an Aramitama would scream.
1126Unique Effect. Use when the target has taken [Shift: Fallen]. Inflict the effect of either â‘ or â‘¡ on the target. This Talent may be used once per round. The target does not make a [Reactive Check].
1127â‘ : The target loses 3d6 {HP}.
1128â‘¡: The target takes [Shift: Pain].
1129
1130â— Blindside Barrage
1131Timing : Unique
1132Range : Engaged
1133Target : 1#
1134Cost : [O, 6]
1135You slip into your opponent's blindspot the moment they recover from a condition shift, then unleash an attack.
1136Unique Effect. Use when the target [Removes] a [Shift]. The user may make one [Timing: Attack / Cost: X (or) X, X] Style Talent, treating it as though the [Cost] had already been paid. This Talent may be used once per round.
1137
1138â— Feat of Resilience
1139Timing : Constant
1140Range : User
1141Target : User
1142Cost : None
1143By freely controlling spirit energy, you strengthen your body to become like steel.
1144Passive Effect. The target gains a +10 modifier to {HP}. Also, when using [Effect Class: Use On Damage Reduction] Talents, the target reduces [Damage] they take by 4.
1145
1146â—Ž Hua Jin Expert
1147Timing : Constant
1148Range : User
1149Target : User
1150Cost : None
1151Through proficiency in hardening, you can manifest more supernatural defensive and combat power.
1152Passive Effect. The target is now able to use «Hua Jin» as though it were [Cost: O], and is able to use «Hua Jin» up to three times per round. Also, when the target uses [Timing: Attack] Style Talents, they gain +1 [Rank].
1153
1154â—Ž Outer Heaven
1155Timing : Constant
1156Range : User
1157Target : User
1158Cost : None
1159By using a special breathing technique, you circulate enormous spirit energy throughout your entire body, vastly enhancing the efficiency of your spirit energy.
1160Passive Effect. The target is now able to use [Style: God Hand / Type: B / Timing: Attack] Style Talents as though they had [Cost: 6]. Also, the treat treats [Timing: Defense / Cost: X] Style Talents as though the [Cost] were already paid.
1161
1162================================================================================
1163Requiem for the Godsoul -- Contractor (Group: Utility) (Style) [XXXL]
1164================================================================================
1165Characters who have this [Style] as their [Main] are able to [Equip] [Restrict: Utility] [Items]. Also, regardless of whether this [Style] is their [Main] or not, they may [Equip] [Restrict: Contractor] [Items].
1166
1167 ACC EVA CNJ RES INS PD MD INI HP
1168+-----+-----+-----+-----+-----+-----+-----+-----+-----+
1169| 1 | 1 | 1 | 1 | 1 | 2 | 2 | 6 | 32 |
1170+-----+-----+-----+-----+-----+-----+-----+-----+-----+
1171Combat Modifiers (When Main)
1172
1173Those who carry in their souls Shards relating to the conveyances used by the gods of old, such as the reins of divine steeds and mythical beasts, golden arks, and chariots, acquire the [Style] of "The One Who Binds," more commonly known as the [Contractor]. Those with the [Style] of [Contractor] wield secret techniques and special abilities to form a contract with a high-ranking Mononoke or a machine with will, and fight together with it either by riding upon it, or summoning it using their own souls as payment. [Contractors], by controlling a [Bound Steed] or [Bound Primal], are able to unleash a variety of attacks, gain protection from their bonded creature, and share with it their spirit energy. They are masterful drivers or riders, or else summoners that can summon youkai, dragons, or even guardian deities.
1174
1175--------------------------------------------------------------------------------
1176TYPE A
1177This Type can perform powerful [Attack Actions] by riding [Bound Steeds]. In order to use [Contractor: Type A] Talents, the character must be [Equipped] with a [Item: Weapon] that has [Range: Charge X Sq.]
1178--------------------------------------------------------------------------------
1179â—◎※
1180
1181※ «Rider & Steed As One»
1182Timing : Attack
1183Range : Item
1184Target : 1#
1185Cost : [4, 4]
1186Leading a decisive charge while wreathed in spirit energy, you smash your opponents.
1187Use While Active. Make either type of [Attack Action] against the target.
1188[Physical Attack]: The user gains +2 [Rank].
1189[Magical Attack]: Deal [Rank: 3] [Magical Damage] on the target (Resist [Halves]).
1190
1191«Astonishing Rush»
1192Timing : Start
1193Range : User
1194Target : User
1195Cost : [4]
1196Leaping sky high in on your Bound Steed or wheeled vehicle, or else racing across a wall or ceiling, you pass obstacles and opponents by.
1197Unique Effect. The target [Installs] themselves anywhere within 5 Sq. of their current square.
1198
1199«Prepare to Charge»
1200Timing : Prep
1201Range : User
1202Target : User
1203Cost : [O]
1204Encouraging your Bound Steed, or revving the accelerator of your vehicle, you enhance the power of your next charge.
1205Unique Effect. The target gains +1 [Rank] at [Damage Calculation].
1206
1207«Full Power Breakthrough»
1208Timing : Attack
1209Range : Item
1210Target : 1#
1211Cost : [Doubles]
1212Pressing through a gap in the enemy's awareness, you break through their encirclement while attacking.
1213Use While Active. The user makes either type of [Attack Action] while ignoring [Engagements].
1214[Physical Attack]: The user gains +1 [Rank].
1215[Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).
1216
1217«Spirit Tracking»
1218Timing : Unique
1219Range : User
1220Target : User
1221Cost : [O]
1222Using the spirit energy characteristic of The One Who Binds, you track the opponent's spirit energy.
1223Use On Active Check. The target gains a +1 modifier to their [Active Check]. This Talent may be used once per round.
1224
1225«Explosive Leap»
1226Timing : Unique
1227Range : User
1228Target : User
1229Cost : [4]
1230After charging, you grasp hold of spirit energy and cause it to explode underfoot, leaping utilizing the force.
1231Use On Damage Calculation. The target gains a +2 modifier at [Damage Calculation]. Also, the target [Installs] themselves anywhere within 2 Sq. of their current square. This Talent may be used once per round.
1232
1233«Mounted Combat»
1234Timing : Constant
1235Range : User
1236Target : User
1237Cost : None
1238You skillfully wield a melee weapon while riding.
1239Passive Effect. While [Equipped] with a [Range: Charge X Sq.] [Ranged Weapon], the target may [Equip] an additional [Mode: One Hand] [Melee Weapon] ([Mode: Switch Hand] is not permitted). If this is done, the [ACC] [PD] [INIT] [Additional Effects] all stack. For each [Attack Action], apply either one of the [Equipped] [Weapons]' [Range/Target] (for example, when applying [Combat Bike], use both [Combat Bike]'s [Range/Target]). The effect of this Talent cannot be paired with «Dragoon».
1240
1241«Dragoon»
1242Timing : Constant
1243Range : User
1244Target : User
1245Cost : None
1246You skillfully wield a ranged weapon while riding.
1247Passive Effect. While [Equipped] with a [Range: Charge X Sq.] [Ranged Weapon], the target may [Equip] an additional [Mode: One Hand] [Ranged Weapon] (※ included) ([Mode: Switch Hand] is not permitted). If this is done, the [ACC] [PD] [INIT] [Additional Effects] all stack. For each [Attack Action], apply either one of the [Equipped] [Weapons]' [Range/Target] (for example, when applying [Combat Bike], use both [Combat Bike]'s [Range/Target]). The effect of this Talent cannot be paired with «Dragoon».
1248
1249◠«Relentless Advance»
1250Timing : Attack
1251Range : Item
1252Target : 1#
1253Cost : [E, 4]
1254While killing an opponent during your charge, you're also able to track another opponent down.
1255Physical Attack. The user gains +1 [Rank] at [Damage Calculation]. If the target is made [Downed・Taken Out・Dead], the user may additionally move up to 3 Sq. ignoring [Engagements], and then make a [Weapon Attack] against [Target: 1#]. This Talent may be used once per round.
1256
1257◠«Circling Blockade»
1258Timing : Unique
1259Range : Engaged
1260Target : 1#
1261Cost : [4]
1262Reading the flow of battle, you stop an opponent's attempt to break away or withdraw.
1263Unique Effect. Use after the target declares [Breakaway] [Withdraw], or a Talent that is not [Timing: Constant] that allows them to ignore [Engagements]. Cancel the effect of any one of the target's [Breakaway] [Withdraw] or Talent that ignores [Engagements]. This Talent may be used once per round.
1264
1265◠«Storm and Drive»
1266Timing : Unique
1267Range : Engaged
1268Target : 1#
1269Cost : [4]
1270You swiftly strike an opponent that enters your space, then charge.
1271Unique Effect. Use at any time. Make a [Weapon Attack] against a target that just became [Engaged], then move up to 2 Sq. ignoring [Engagements]. This Talent may be used once per round.
1272
1273◠«Reaper of the Battlefield»
1274Timing : Constant
1275Range : User
1276Target : User
1277Cost : None
1278When you combine the use of a larger weapon with your mastery of riding, you enhance the power of your charges.
1279Constant Effect. «Mounted Combat» or «Dragoon» Required. When the target acquires «Reaper of the Battlefield», they gain either one of the following effects in addition to «Mounted Combat» or «Dragoon».
1280â‘ : Rather than [Mode: One Hand], [Equip] a [Mode: Switch Hand (apply the two-handed data)] [Weapon].
1281â‘¡: In addition to [Mode: One Hand], [Equip] a [Form: Shield].
1282
1283◎ «Heroic Charge»
1284Timing : Unique
1285Range : Combat Zone
1286Target : 1#
1287Cost : [4]
1288Skillfully controlling your Bound Steed or vehicle, you make a fearsome charge, like a legendary hero, and unleash a long-range attack.
1289Use when the target declares a Talent. Make a [Weapon Attack] against the target. Or, use one [Style: Utility / Timing: Attack] Talent (pay the [Cost] as normal). This Talent may be used once per round.
1290
1291◎ «Knight of Legend»
1292Timing : Constant
1293Range : User
1294Target : User
1295Cost : None
1296Passive Effect. Each time the target uses a [Style: Contractor / Timing: Attack] Talent, they treat one portion of the [Cost] as already being paid.
1297
1298--------------------------------------------------------------------------------
1299TYPE B
1300This Type controls, and is strengthened by, the spirit energy in their Bound Primals. There is no restriction to using [Contractor: Type B] Talents, but when the character's [Bound Primal] is either [Backstage] or [Dead], Talents with "May only be used while the user's [Bound Primal] is [Appearing]" cannot be used.
1301--------------------------------------------------------------------------------
1302â—◎※
1303
1304※ «Contract Summon»
1305Timing : Constant
1306Range : User
1307Target : User
1308Cost : None
1309Instantly summon and control a divinity you've formed a contract with.
1310Passive Effect. When the target acquires «Contract Summon», they select one from [Beast・Insectoid・Plant・Mechanical]. By spending 3 {Crest} and 1x [Start], the target may cause a single [Mononoke] with [LV = target's World Influence LV] and [Class = one Class the user selected], and freely control it (this [Mononoke] is referred to as [Bound Primal]). See the Rules Section of this book for more details.
1311
1312«Sensory Share»
1313Timing : Unique
1314Range : Combat Zone
1315Target : 1#
1316Cost : [Steps]
1317By sharing your senses with your Bound Primal, you can aid the actions of your allies.
1318Unique Effect. Use before the target [Influences]. May only be used while the user's [Bound Primal] is [Appearing]. The target may reroll their [Roll] (this includes [Criticals] and [Fumbles]; after rerolling the target may [Influence]). This Talent may be used once per round, and the target may refuse the effect.
1319
1320«Spirit Sunder»
1321Timing : Unique
1322Range : 7 Sq.
1323Target : 1#
1324Cost : [4]
1325You enhance the power of techniques by combining its power with your Bound Primal.
1326Use On Damage Calculation. May only be used while the user's [Bound Primal] is [Appearing]. The target gains a +[any one of the user's [Bound Primal]'s {Combat Stats}] modifier at [Damage Calculation].
1327
1328«Bestow Spirit Wall»
1329Timing : Unique
1330Range : Combat Zone
1331Target : 1#
1332Cost : [4]
1333As you grow more powerful, you're able to grant spirit energy armor to your Bound Primal.
1334Use On Damage Reduction. [Halve] only the [Magical Damage] the user's [Bound Primal] takes. This Talent may be used once per round.
1335
1336«Power Absorbtion»
1337Timing : Unique
1338Range : Combat Zone
1339Target : 1#
1340Cost : [4]
1341By your Bound Primal's own will, it absorbs a wide area attack.
1342Use On Damage Reduction. May only be used while the user's [Bound Primal] is [Appearing]. Change the [Target] of the target's [Attack Action] to [1#], and the user's [Bound Primal] takes the [Damage]. Treat the [Damage] taken as though its {Resist} check had failed. This Talent may be used once per round.
1343
1344«Summoner & Primal As One»
1345Timing : Constant
1346Range : User
1347Target : User
1348Cost : None
1349With your Primal supplying your spirit energy and vice-versa, your coordination is enhanced, which serves to enhance your own combat power.
1350Passive Effect. May only be used while the user's [Bound Primal] is [Appearing]. The target gains a +2 modifier to [Damage Calculation] and {Luck} checks.
1351
1352«Amplify Attacks»
1353Timing : Constant
1354Range : User
1355Target : User
1356Cost : None
1357By oversupplying your Primal with spirit energy, you vastly enhance its combat prowess.
1358Passive Effect. The target's [Bound Primal] gains a +[user's [World Influence LV] x 3] modifier at [Damage Calculation] (to a max of +15).
1359
1360«Empathic Growth»
1361Timing : Constant
1362Range : User
1363Target : User
1364Cost : None
1365Establishing an empathic link through spirit energy, you can cause your Bound Primal to grow as you do.
1366Passive Effect. The target's [Bound Primal] gains a +[user's [World Influence LV]] modifier to the result of its [Active Checks].
1367
1368◠«Amplify Defense»
1369Timing : Start
1370Range : User
1371Target : User
1372Cost : [4]
1373Wreathing your Bound Primal in spirit energy, you enhance its defenses.
1374Unique Effect. May only be used while the user's [Bound Primal] is [Appearing]. The user's [Bound Primal] gains a +10 modifier to [Armor].
1375
1376◠«Summoner's Dance»
1377Timing : Unique
1378Range : Combat Zone
1379Target : 1#
1380Cost : [4]
1381You vastly enhance the power of techniques by combining its power with your Bound Primal.
1382Use On Damage Calculation. May only be used while the user's [Bound Primal] is [Appearing]. The target gains a +[any one of the user's [Bound Primal]'s {Fixed Stats}] modifier at [Damage Calculation]. This Talent may be used once per combat.
1383
1384◠«Ancient Being»
1385Timing : Constant
1386Range : User
1387Target : User
1388Cost : None
1389You summon a powerful Bound Primal that has existed since antiquity.
1390Passive Effect. The target's [Bound Primal] gains a +5 modifier to [Barrier]. Also, the target's [Bound Primal] can make [Ranged Attacks] and [Magical Attacks] after any [Move Action]. If they can already make [Ranged Attacks] and [Magical Attacks] after [Move Actions], then they gain a +1d6 modifier at [Damage Calculation].
1391
1392◠«Massive Size»
1393Timing : Constant
1394Range : User
1395Target : User
1396Cost : None
1397The Bound Primal you've made a contract with is a massive example of its class.
1398Passive Effect. The target's [Bound Primal] gains a +2 modifer to [Size], and a +[user's [World Influence LV] x 3] modifier to {HP} (maximum +60).
1399
1400◎ «Share the Burden»
1401Timing : Unique
1402Range : Combat Zone
1403Target : 1#
1404Cost : [4]
1405Forcibly applying the Contractor's characteristic empathic abilities, you take on another's wounds.
1406Unique Effect. Change the [Damage] the target takes to [HP Damage: 5], and then the user takes it instead. This Talent may be used once per combat.
1407
1408◎ «Mythical Summon»
1409Timing : Constant
1410Range : User
1411Target : User
1412Cost : None
1413You are a master summoner that can make a contract with mythical creatures that are very close to gods.
1414Passive Effect. The target adds the [Mythic] [Class] to the [Class] selected with «Contract Summon» (for example, if they chose [Beast], then when they use «Contract Summon», they may summon either one of [Beast・Mythic]). Also, while the target's [Bound Primal] is [Appearing], the [Bound Primal] gains a +1d6 modifier at [Damage Calculation].
1415
1416================================================================================
1417Requiem for the Godsoul -- Divine Talker (Group: Arcane) (Style) [XXXM]
1418================================================================================
1419Characters who have this [Style] as their [Main] are able to [Equip] [Items] with [Restrict: Arcane] and [Restrict: Divine Talker].
1420
1421 ACC EVA CNJ RES INS PD MD INI HP
1422+-----+-----+-----+-----+-----+-----+-----+-----+-----+
1423| 0 | 0 | 2 | 2 | 1 | 2 | 3 | 6 | 29 |
1424+-----+-----+-----+-----+-----+-----+-----+-----+-----+
1425Combat Modifiers (When Main)
1426
1427Those who carry in their souls the Shards of the precious metals, musical instruments, rods, or clothes of the gods acquire the [Style] of "Intoner of the Sacred Word," more commonly known as the [Divine Talker]. Those with the [Style] of [Divine Talker], through the power of their Shard, acquire supernatural abilities and secret techniques to instill power in words themselves, and by chanting, singing, or forming special mudras (hand gestures), materialize spirit energy. Their techniques are close to those used by the first gods, and are extremely powerful. [Divine Speakers] are, as it were, songstresses and poets who wield magical songs, and holy men who control the sacraments and the sutras.
1428
1429(TN Note: "Kotodama" is written with the kanji for "speaking" and "soul" and means something like "wordsoul" or more specifically, the soul of words themselves. In essence it's an idea that suggests that words have power and are living in of themselves. Some video games and anime take this concept to its anime limit. For example in the game Persona 2, if enough people begin believing in a rumor, it becomes reality. Another made up example would be shouting "You cannot pass!" and literally that becoming true. Divine Talker is able to shape reality with words themselves thusly.)
1430
1431--------------------------------------------------------------------------------
1432TYPE A
1433This Type strengthens the power of techniques by chanting mantras, or forming special mudra. There are no restrictions to using [Divine Talker: Type A] Talents.
1434--------------------------------------------------------------------------------
1435â—◎※
1436
1437※ Esoteric Mantra
1438Timing : Prep
1439Range : User
1440Target : User
1441Cost : [O]
1442You chant esoteric kotodama, strengthening the materialization of your spirit energy.
1443Unique Effect. The target gains +1 [Rank] at [Damage Calculation]. This Talent does not spend [Prep].
1444
1445Origin Mudra
1446Timing : Prep
1447Range : User
1448Target : User
1449Cost : [E]
1450Forming the mudra that represents an Origin element, you bestow it upon your techniques.
1451Unique Effect. When the user first acquires «Origin Mudra», they select one [Element] (after, the designated [Element] is referred to as [Origin Element D]). The target is bestowed with [Origin Element D] at [Damage Calculation]. If they were already bestowed with [Origin Element D], then they gain +1 [Rank].
1452
1453Incarnation Mudra
1454Timing : Prep
1455Range : User
1456Target : User
1457Cost : [3, 3]
1458Forming a special mudra and making certain motions, you change the wavelength of your spirit energy.
1459Unique Effect. For the rest of the round, the target changes [Attack Actions] to [Special Attacks].
1460
1461Cry
1462Timing : Attack
1463Range : 17 Sq.
1464Target : 1#
1465Cost : [3]
1466You cause spirit energy to flood into your foe with a single word, piercing them with your kotodama.
1467Magical Attack. Inflict [Rank: 2] [Magical Damage] on the target (Resist [Cancels]).
1468
1469Archaism of the Sacraments
1470Timing : Unique
1471Range : User
1472Target : User
1473Cost : [3]
1474By speaking a single forgotten word, you expand a technique.
1475Unique Effect. Use at any time. The target changes the [Target] of their [Timing: Attack] Talent to [Area]. This Talent may be used once per round.
1476
1477Flowing Kotodama
1478Timing : Unique
1479Range : User
1480Target : User
1481Cost : [3]
1482The hidden techniques and spells you've mastered continue to roll off your tongue.
1483Unique Effect. Use after the target performs [Damage Calculation]. The target may use 1x [Timing: Attack / Cost: X] Talent, treating the [Cost] as already paid. This Talent may be used once per round.
1484
1485Holy Word Strike
1486Timing : Unique
1487Range : User
1488Target : User
1489Cost : [O]
1490Using a special word, you enhance your own spirit energy.
1491Use On {Conjure} Check. The target gains +1 to the result of the {Conjure} check. This Talent may be used once per round.
1492
1493Spirit Mudra
1494Timing : Constant
1495Range : User
1496Target : User
1497Cost : None
1498By forming an ancestral mudra, you are able to regulate your spirit energy when combat is near.
1499Passive Effect. At the start of combat only, the target may add or subtract 1 from two [Spirit] dice (adjusting a single die by 2 is allowed; cannot raise above 6 or lower below 1).
1500
1501â— Kotodama Purification
1502Timing : Attack
1503Range : 7 Sq.
1504Target : 1#
1505Cost : [3, 3]
1506By throwing a powerful kotodama against the materialization of spirit energy, you stop its materialization.
1507Magical Attack. This Talent does not deal [Magical Damage] to the target; instead, select one Talent that is not [Timing: Constant] that the target is under the effect of, and cancel it (Resist [Cancels]). This Talent may be used once per round.
1508
1509â— Kotodama of Malediction
1510Timing : Unique
1511Range : 7 Sq.
1512Target : 1#
1513Cost : [3]
1514The instant your opponent moves, you attack, creating words like chains.
1515Unique Effect. Use when the target makes a [Move Action], or when they use a Talent (other than [Timing: Constant]) that allows them to move. The user may make 1x [Weapon Attack] against the target. This Talent may be used once per round.
1516
1517â— Twisted Words of Anathema
1518Timing : Unique
1519Range : Combat Zone
1520Target : 1#
1521Cost : [3]
1522When an opponent would be healed, you hinder their recovery with kotodama.
1523Unique Effect. Use when the target receives a [Recovery] effect from a [Timing: Attack] Talent. The target [Halves] the [Recovery] they would have received. This Talent may be used once per round.
1524
1525â— Simplified Mudra
1526Timing : Constant
1527Range : User
1528Target : User
1529Cost : None
1530By simplifying a special mudra, you make your spirit energy more efficient.
1531Passive Effect. The target is able to use [Timing: Prep] Style Talents as though they were [Cost: 3].
1532
1533â—Ž The Soul of Words
1534Timing : Unique
1535Range : User
1536Target : User
1537Cost : [3]
1538By arriving at the essence of kotodama, you freely control certain techniques.
1539Unique Effect. Use after the target uses a [Timing: Attack] Talent. The target may use 1x [Timing: Attack / Cost: X (OR) X, X] Talent, treating the [Cost] as already paid. This Talent may be used once per round.
1540
1541â—Ž Mudra Expert
1542Timing : Constant
1543Range : User
1544Target : User
1545Cost : None
1546Through complete understanding of mudras, you vastly enhance the power of your techniques.
1547Passive Effect. When the target gains the effect of a [Timing: Prep] Style Talent, the target gains +[any one of user's {Main Stats}] modifier to the [Damage Calculation] of [Timing: Attack] Style Talents. This effect does not apply to [Weapon Attacks].
1548
1549--------------------------------------------------------------------------------
1550TYPE B
1551This Type strengthens oneself, enhancing a character's magical defenses with special songs. There are no restrictions to using [Divine Talker: Type B] Talents.
1552--------------------------------------------------------------------------------
1553â—◎※
1554
1555※ Armored Hymn
1556Timing : Unique
1557Range : Combat Zone
1558Target : 1#
1559Cost : [Doubles]
1560By weaving a song, you wreathe an ally in an anti-magic barrier of light.
1561Use On Damage Reduction. The target [Halves] the [Magical Damage] they've taken. This Talent may be used once per round.
1562
1563Amplifying Psalm
1564Timing : Start
1565Range : User
1566Target : User
1567Cost : [3]
1568Resounding with a unique song, you amplify anti-magic effects.
1569Unique Effect. The target chooses any value between 1-10, and then increases [Barrier] by that value, and decreases {Initiative} by the same value (this may not lower {Initiative} below 1). For example, if 10 is selected, gain +10 [Barrier], and reduce {Initiative} by 10. This Talent does not spend [Start].
1570
1571Harmonic Excitation
1572Timing : Attack
1573Range : 17 Sq.
1574Target : 1#
1575Cost : [Steps]
1576Resounding with a unique song, you fold someone in etherlight, causing them to regain consciousness lost from serious wounds.
1577Magical Attack. The target [Removes] [Shift: Downed], and sets their {HP} to 1. The target may refuse this effect.
1578
1579Invigorating Psalm
1580Timing : Attack
1581Range : Combat Zone
1582Target : 1#
1583Cost : [E, 3, 3]
1584With the powerful spirit energy hidden in your voice, you instantly heal another.
1585Magical Attack. The target [Recovers] {HP} equal to a [Rank: 5] [Magical Attack].
1586
1587Psalm Bulwark
1588Timing : Defense
1589Range : 17 Sq.
1590Target : 1#
1591Cost : [3]
1592Singing in a unique voice, you construct a field before someone's eyes, protecting them from spells and supernatural abilities.
1593Use On Damage Reduction. Change the target's [Barrier] value to be the same as the user's [Barrier] value.
1594
1595Harmonic Barrier
1596Timing : Unique
1597Range : User
1598Target : User
1599Cost : [3]
1600Singing in a unique voice, you materialize an invisible wall before yourself.
1601Use On Damage Reduction. The target [Halves] the [Damage] of a [Special Attack] they've taken. This Talent may be used once per round.
1602
1603Healing Amplification
1604Timing : Constant
1605Range : User
1606Target : User
1607Cost : None
1608Singing in a unique voice, you amplify healing effects.
1609Passive Effect. The target gains +5 to the [Recovery] effect from Talents.
1610
1611Hymn of Protection
1612Timing : Unique
1613Range : 17 Sq.
1614Target : 1#
1615Cost : [Doubles]
1616Singing in a unique voice, you converge an area attack.
1617Use On Damage Reduction. Change the [Target] of the target's [Attack Action] to [1#], and the user takes the [Damage]. Treat the [Damage] as though a {Resist} check had failed. This Talent may be used once per round.
1618
1619â— Dirge of the Fallen Gods
1620Timing : Unique
1621Range : 17 Sq.
1622Target : 1#
1623Cost : [3]
1624Utilizing a secret art particular to Orators, you draw out the maximum potential of someone's combat power.
1625Use On Damage Calculation. The target gains +[any one of user's {Main Stats} x 2] at [Damage Calculation]. This Talent may be used once per combat.
1626
1627â— Twisted Words of Recovery
1628Timing : Unique
1629Range : User
1630Target : User
1631Cost : None
1632You change the meaning of your technique itself through words of power, dramatically enhancing your healing power.
1633Unique Effect. Use when the target declares a Talent with a [Recovery] effect. The target gains a +[any one of user's {Main Stats} x 3] modifier to the [Recovery] effect. This Talent may be used once per session.
1634
1635â— Attire of the Muse
1636Timing : Constant
1637Range : User
1638Target : User
1639Cost : None
1640Even a normal voice can change into the power of song, which will last eternally.
1641Passive Effect. The target gains +15 to {HP}.
1642
1643â— Prayer of Recovery
1644Timing : Constant
1645Range : User
1646Target : User
1647Cost : None
1648Changing the nature of your song, you are able to heal wounds and fatigue.
1649Passive Effect. The target grants the effect of one from ①~④ below to the [Target] of their [Timing: Attack] Talents that deal no [Damage] (such as «Harmonic Excitation» or «Invigorating Psalm»).
1650â‘ : [Remove: Darkness]
1651â‘¡: [Remove: Poison]
1652â‘¢: [Remove: Pain]
1653â‘£: [Remove: Paralysis]
1654
1655â—Ž Singer of Blessings
1656Timing : Constant
1657Range : User
1658Target : User
1659Cost : None
1660Mastering a song of the sacraments, you continually materialize spirit energy, overflowing with it.
1661Passive Effect. Each time [Timing: Start] occurs, the target gains 1 [Overflow].
1662
1663â—Ž Song of the Muse
1664Timing : Constant
1665Range : User
1666Target : User
1667Cost : None
1668Utilizing the spirit energy in song, you make certain distance techniques more efficient.
1669Passive Effect. The target may use «Armored Hymn», «Harmonic Barrier», and Talents with [Range: 17 Sq / Target: 1#] as though they had [Cost: E].
1670
1671================================================================================
1672Requiem for the Godsoul -- Common Talents [XXXN]
1673================================================================================
1674In this section can be found additional Common Talents. Common Talents may be acquired regardless of [Style].
1675
1676â—◎※
1677
1678«Spirit Augment»
1679Timing : Start
1680Range : User
1681Target : User
1682Cost : [E]
1683Supplying spirit energy through your Crest, you temporarily augment your combat prowess.
1684Unique Effect. The target gains a +1 modifier to the result of [Active Checks].
1685
1686«Spirit Dash»
1687Timing : Start
1688Range : User
1689Target : User
1690Cost : [O]
1691Circulating amplified spirit energy throughout your whole body, you heighten your reflexes for a moment, moving fast enough to leave afterimages.
1692Unique Effect. The target changes the [Speed] of their [Simple Moves] to [2 Sq.]
1693
1694«Spirit Rush»
1695Timing : Attack
1696Range : Charge 4 Sq.
1697Target : 1#
1698Cost : [E, O]
1699Amplifying the spirit energy of your Artificial Regalia, you enhance your accuracy as you make contact with the enemy in an instant.
1700Use While Active. The target gains a +2 bonus to the result of [Active Checks], and makes 1x [Weapon Attack] against the target.
1701
1702«Magecraft Melee»
1703Timing : Attack
1704Range : Charge 2 Sq.
1705Target : 1#
1706Cost : [E, O, O]
1707Applying spells of strength and swiftness to yourself, you unleash a terrifying melee strike in an instant.
1708Physical Attack. The user gains a +[user's {Conjure} x 2] modifier to [Physical Damage]. This Talent may be used once per round.
1709
1710«Melee Spirit»
1711Timing : Constant
1712Range : User
1713Target : User
1714Cost : None
1715By circulating unique spirit energy within yourself, you strengthen your limbs to be akin to steel, making your body itself into a powerful melee weapon.
1716Passive Effect. The target gains a +5 modifier to the [Damage Calculation] of their [Unarmed]. This effect does not apply to [Weapons] that can be "treated as [Unarmed]."
1717
1718«High Shift Resist»
1719Timing : Constant
1720Range : User
1721Target : User
1722Cost : None
1723You strengthen your resistance to shifts in your condition, and become able to remove even stronger shifts.
1724Passive Effect. «Condition Resilience» Required. When the target acquires this Talent, they must designate one from [Shift: Pain・Paralysis], then record this Talent like «High Shift Resist: X» (where X is the chosen Shift). The target always has [Remove: Chosen Shift].
1725
1726◠«Extend»
1727Timing : Constant
1728Range : User
1729Target : User
1730Cost : None
1731When using a particular technique, you augment its power by making spirit energy materialize.
1732Passive Effect. When the target uses an [Effect Class: Use On Damage Calculation] Talent, they add "Also, the target gains +1 [Rank]." to that Talent.
1733
1734◠«Combat Expertise»
1735Timing : Constant
1736Range : User
1737Target : User
1738Cost : None
1739You are an expert warrior who has gained more than enough skill, due to an abundance of experience.
1740Passive Effect. This Talent may only be acquired by [Group: Martial] characters. The target, when calculating their {HP}, changes the "[World Influence LV] x3" portion to "x5" and recalculates using that. Also, the target may change any of their [Attack Action]'s [Range] to [Range: 1 Sq.]
1741
1742◠«Scout Expertise»
1743Timing : Constant
1744Range : User
1745Target : User
1746Cost : None
1747You are an expert scout, with magnificient support abilities.
1748Passive Effect. This Talent may only be acquired by [Group: Utility] characters. The target gains a +[World Influence LV] modifier to their {Initiative}. Also, one per combat, at [Timing: Start] the target may double their {Initiative} total.
1749
1750◠«Magecraft Expertise»
1751Timing : Constant
1752Range : User
1753Target : User
1754Cost : None
1755Passive Effect. This Talent may only be acquired by [Group: Arcane] characters. The target gains a +5 modifier to [Magical Damage]. Also, once per session, the target may use one [Group: Arcane] acquired Talent as though its [Cost] were already paid.
1756
1757◠«Utility Skill Master»
1758Timing : Constant
1759Range : User
1760Target : User
1761Cost : None
1762Being thoroughly and completely familiar with all-purpose techniques, you're able to use them with a minimal amount of spirit energy.
1763Passive Effect. «Combat Reaction» Required. Each time the target uses a Common Talent, they may treat one portion of the [Cost] as already paid.
1764
1765◠«One-Handed Weapon Master»
1766Timing : Constant
1767Range : User
1768Target : User
1769Cost : None
1770Mastering the handling of single and switch hand weapons, your power using those is enhanced.
1771Passive Effect. «Combat Reaction» Required. While the target is [Equipped] with a [Weapon] with either [Mode: One Hand・Switch Hand], they gain a +1 modifier to the result of [Active Checks] and [Rank]. Even if the target has multiple [Weapons] [Equipped], the effects of this Talent do not stack.
1772
1773◠«Switch Hand Master»
1774Timing : Constant
1775Range : User
1776Target : User
1777Cost : None
1778Mastering the handling of switch hand weapons, you're able to use them as though they were two-handed.
1779Passive Effect. «One-Handed Weapon Master» Required. The target can [Equip] [Mode: Switch Hand] ([One Hand] not included) [Weapons] as though they were [Mode: Two-Hand] (however, they may not apply «Reaper of the Battlefield»). Also, the target gains a +10 modifier at [Damage Calculation]. Apply the [Two Hand] [PD/MD/Init] values written for the [Weapon].
1780
1781◠«Multiplexer»
1782Timing : Constant
1783Range : User
1784Target : User
1785Cost : None
1786By applying the theory behind particular techniques to your attacks and making full use of them, you'll flourish in a variety of situations.
1787Passive Effect. The target gains a modifier to [Damage Calculation] equal to the number of the user's automatically acquired ※ Style Talents x 2 (to a max of +10).
1788
1789◠«Multidefender»
1790Timing : Constant
1791Range : User
1792Target : User
1793Cost : None
1794Applying the theory behind particular techniques to defend, you'll have high defensive power against all attacks.
1795Passive Effect. The target gains a modifier to [Armor] and [Barrier] equal to the number of the user's automatically acquired ※ Style Talents x 2 (to a max of +10).
1796
1797================================================================================
1798Requiem for the Godsoul -- High Talents [XXXO]
1799================================================================================
1800
1801Level 5+ High Talents
1802----------------------------------------
1803Here can be found High Talents that may be acquired at the point a character reaches LV5 or higher. Each time a character reaches a [LV] or [World Influence LV] that is a multiple of 5 (5, 10, 15, and 20), they are able to acquire only one of the High Talents found here (this is not an automatic acquisition, and must be selected).
1804
1805«Combo Skill»
1806Timing : Unique
1807Range : User
1808Target : User
1809Cost : None
1810You unleash a powerful combination attack you devised yourself.
1811Unique Effect. Use when the target declares an [Effect Class: Physical Attack] Talent. The target may use and stack the effects of another [Effect Class: Physical Attack] Talent that they already have acquired (each Talent's [Cost] must be paid individually). This Talent may be used once per round.
1812
1813«Killer Magic»
1814Timing : Unique
1815Range : User
1816Target : User
1817Cost : None
1818You sling your specially-devised sure-kill spell.
1819Unique Effect. Use when the target declares an [Effect Class: Magical Attack] Talent. The target gains one of the following effects. This Talent may be used once per round.
1820â‘ : +[any one of user's {Main Stats}] at [Damage Calculation]
1821â‘¡: +3 to result of {Conjure} check.
1822
1823«Counterstrike»
1824Timing : Unique
1825Range : User
1826Target : User
1827Cost : None
1828You unleash your specially-devised ultimate counterattack.
1829Unique Effect. Use after the target succeeds at a [Reactive Check]. After the target's reaction is resolved, the target may make 1x [Timing: Attack] on [Target: 1#] that performed the [Attack Action].
1830
1831«Enhanced Combat Prowess»
1832Timing : Constant
1833Range : User
1834Target : User
1835Cost : None
1836Seeking out your own fighting methods, you make unique adjustments to your tactics and improve your combat power to its utmost limits.
1837Passive Effect. The target gains +2 [Physical Rank].
1838
1839«Strengthened Vitality»
1840Timing : Constant
1841Range : User
1842Target : User
1843Cost : None
1844Living your life constantly prepared for battle at any time, you've gained a fierce tenacity.
1845Passive Effect. The target gains a +30 modifier to {HP}.
1846
1847«Additional Dragon's Veins»
1848Timing : Constant
1849Range : User
1850Target : User
1851Cost : None
1852As a superb Awakened, you have abnormal spirit energy and can put it to use.
1853Passive Effect. The target adds 1 die to their [Essence]. This Talent may be acquired multiple times. However, this effect may only increase the limit of [Spirit] by two dice (for a total of six dice).
1854
1855«Specialized Arts»
1856Timing : Constant
1857Range : User
1858Target : User
1859Cost : None
1860Through studying a particular art over many years, you've made improvements to it and made it your own.
1861Passive Effect. The target designates one Talent they have already acquired, and when they use that Talent, they may treat it as thought one portion of the [Cost] has already been paid.
1862
1863
1864Level 10+ High Talents
1865----------------------------------------
1866Here can be found High Talents that may be acquired at the point a character reaches LV10 or higher. When a character has reached a [LV] or [World Influence LV] of 10, they automatically acquire one of the following Talents: «Quickening» «Style Ultimate» «Style Growth» (found in the core book). Afterwards, each time [LV] or [World Influence LV] hits 10, 15, or 20, the character may acquire any one of the below High Talents that aren't marked with a ※.
1867
1868«Strengthen Capacity»
1869Timing : Prep
1870Range : User
1871Target : User
1872Cost : None
1873Through mental focus, you can freely control the flow of your spirit energy.
1874Passive Effect. The target may change two of their [Spirit] dice to any value.
1875
1876«Dragon's Veins Tuning»
1877Timing : Constant
1878Range : User
1879Target : User
1880Cost : None
1881As a superb Awakened, you pride yourself over your ability to tune your magnificent spirit energy.
1882Passive Effect. When rerolling [Exhausted Spirit] after [Timing: End] (or after the [Scene] ends), the target may select one rerolled die and change it to any value before returning it to [Spirit].
1883
1884«Prodigious Vitality»
1885Timing : Constant
1886Range : User
1887Target : User
1888Cost : None
1889As a powerful Awakened, you pride yourself on your tenacious vitality.
1890Passive Effect. The target gains a +50 modifier to {HP}.
1891
1892
1893Level 15+ High Talents
1894----------------------------------------
1895Here can be found High Talents that may be acquired at the point a character reaches LV15 or higher. At each point a character's [LV] or [World Influence LV] hits 15 or 20, they may acquire one of the High Talents listed here (this is not an automatic acquisition, and must be selected).
1896
1897«Annihilating Strike»
1898Timing : Unique
1899Range : User
1900Target : User
1901Cost : None
1902At the moment of your attack, you broaden its scope with enormous spirit energy, laying waste to every enemy around you.
1903Unique Effect. Use at any time. The target changes the [Range/Target] of their [Attack Action] to [Combat Zone]. If [Range/Target] is already [Combat Zone], then the target gains a +[any one of user's {Main Stats}] to [Damage Calculation]. This Talent may be used once per combat.
1904
1905«Materializing Wave»
1906Timing : Unique
1907Range : Combat Zone
1908Target : 1#
1909Cost : None
1910You unleash your latent talents, releasing a wave that causes spirit energy to materialize, which strengthens your target's actions.
1911Unique Effect. Use after the target calculates [Result]. The target gains a +2d6 modifier to their [Result] (these extra dice are not a [Roll] and cannot be [Influenced]). This Talent may be used once per round.
1912
1913«Killing Blow»
1914Timing : Unique
1915Range : User
1916Target : User
1917Cost : None
1918You place the whole of your being into a single strike, a technique learned only through true battle.
1919Use On Damage Calculation. The target gains a +[user's [World Influence LV] x 2] modifier at [Damage Calculation]. This Talent may be used once per round.
1920
1921
1922================================================================================
1923Requiem for the Godsoul -- Cover [XXXP]
1924================================================================================
1925
1926Cover 1
1927----------------------------------------
1928Dilettante â–¡
1929Description: A hobbyist who has turned their hobby into a business. They often possessed specialized skills. Dilettantes acquire the [Hobby Dividends] [Trait], and gain the following [Items].
1930[Hobby Dividends]
1931Effect: +2 to the result of {Strength} checks, and +1 to the result of {Luck} checks.
1932[Item]
1933Mobile (Can also speak with [Backstage] or [Exited] PC)
1934Upperclass Residence (Rest Recovery Amount +5)
1935Safehouse (Rest Recovery Amount +1)
1936Automobile
1937
1938Professor â–¡
1939Description: A professor employed at a university, or similar place. They possess a wide array of knowledge, though specialties may elude them. Professors acquire the [Discerning Eye] [Trait], and gain the following [Items].
1940[Discerning Eye]
1941Effect: +2 to the result of {Intellect} checks, and +1 to the result of {Will} checks.
1942[Item]
1943Mobile (Can also speak with [Backstage] or [Exited] PC)
1944Residence (Rest Recovery Amount +3)
1945Emergency Kit (Rest Recovery Amount +3)
1946Automobile
1947
1948Bodyguard
1949Description: Bodyguards that have been hired to protect VIPs, politicians, and financial elites. Bodyguards acquire the [Situational Awareness] [Trait], and gain the following [Items].
1950[Situational Awareness]
1951Effect: +1 to the result of {Strength} {Intellect} and {Luck} checks.
1952[Item]
1953Mobile (Can also speak with [Backstage] or [Exited] PC)
1954Residence (Rest Recovery Amount +3)
1955Emergency Kit (Rest Recovery Amount +3)
1956Automobile
1957
1958Driver
1959Description: A person who has made driving their profession, such as a taxi or truck driver, a pro rider, or a chauffeur. Drivers acquire the [Driving Skills] [Trait], and gain the following [Items].
1960[Driving Skills]
1961Effect: +3 to the result of any {Main Stat} check made to operate a conveyance (discuss the details with the GM).
1962[Item]
1963Mobile (Can also speak with [Backstage] or [Exited] PC)
1964Residence (Rest Recovery Amount +3)
1965Emergency Kit (Rest Recovery Amount +3)
1966Automobile
1967Motorcycle
1968
1969Yakuzaâ–³
1970Description: A gangster or yakuza known in the underworld of society. Although they publically play at being legitimate business, they stain their hands with unlawful acts. Yakuza acquire the [Unlawful] [Trait], and gain the following [Items].
1971[Unlawful]
1972Effect: +2 to the result of {Agility} checks, and +1 to the result of {Will} checks.
1973[Item]
1974Mobile (Can also speak with [Backstage] or [Exited] PC)
1975Upperclass Residence (Rest Recovery Amount +5)
1976Safehouse (Rest Recovery Amount +1)
1977Stylish Clothes (+1 to the result of [Negotiation])
1978Automobile
1979
1980Fugitiveâ–³
1981Description: A test subject that has escaped from the experimental facility of a corporation or pharmaceutical company aware of Awakened. Or, someone who has escaped after being condemned for a crime. Fugitives acquire the [On the Run] [Trait], and gain the following [Items].
1982[On the Run]
1983Effect: +2 to the result of {Agility} checks, and +2 to the result of {Luck} checks.
1984[Item]
1985Safehouse (Rest Recovery Amount +1)
1986Bag
1987Change of Clothes
1988Witch's Cure (Recover 25)
1989
1990Cover 2
1991----------------------------------------
1992Tochigamiâ–³
1993Description: Divine Souls that have become the god of a particular piece of land, due to various circumstances. How they usually look varies, but there are some who have adapted to modern society and appear as a human. Tochigami acquire the [Offerings of Faith] [Trait], and gain the following [Items].
1994[Offerings of Faith]
1995Effect: During [Session Start], gain one [Item: Consumable] of [Cost: 200G] or less.
1996[Item]
1997Restful Domain (Rest Recovery Amount +10)
1998Spirit Transit (Can become invisible and travel as fast as a car)
1999Etherlight Emission (Ignore "dark place" penalties)
2000
2001Mamorigami
2002Description: Mamorigami have sworn an oath with a particular clan or faction to protect that clan, a certain area, or some matter entirely, in exchange for worship. Mamorigami acquire the [Protecting God] [Trait], and gain the following [Items].
2003[Protecting God]
2004Effect: +2 to the result of {Agility} and {Will} checks.
2005[Item]
2006Restful Domain (Rest Recovery Amount +10)
2007Spirit Transit (Can become invisible and travel as fast as a car)
2008Aura Sense (+1 to the result of [Sense])
2009
2010Daiyoukai
2011Description: A powerful youkai that has reached the level of a Divine Soul. They are in truth a plant or animal that has lived a very long time. Daiyoukai acquire the [Higher Being] [Trait], and gain the following [Items].
2012[Higher Being]
2013Effect: +2 to the result of {Strength} and {Intellect} checks.
2014[Item]
2015Restful Domain (Rest Recovery Amount +10)
2016Spirit Transit (Can become invisible and travel as fast as a car)
2017Swelling Power (Render Innocents unconscious)
2018
2019Avatar
2020Description: A being that experienced many things over its long years, and gained divinity thereby. They are in truth a machine, tool, or other non-living matter that has existed for a very long time. Avatars acquire the [Perpetual Existence] [Trait], and gain the following [Items].
2021[Perpetual Existence]
2022Effect: +2 to the result of {Intellect} and {Luck} checks.
2023[Item]
2024Restful Domain (Rest Recovery Amount +10)
2025Spirit Transit (Can become invisible and travel as fast as a car)
2026Aura Sense (+1 to the result of [Sense])
2027
2028Imaginary Being
2029Description: Though lingering in books and legends, these Divine Souls are urban legends or enigmatic beings that do not actually exist. Imaginary Beings acquire the [Imaginary Power] [Trait], and gain the following [Items].
2030[Imaginary Power]
2031Effect: +1 to the result of {Strength} {Agility} {Intellect} and {Luck} checks.
2032[Item]
2033Restful Domain (Rest Recovery Amount +10)
2034Spirit Transit (Can become invisible and travel as fast as a car)
2035Swelling Power (Render Innocents unconscious)
2036
2037Original
2038(Same as PDF)
2039
2040
2041Cover 3
2042----------------------------------------
2043Hero
2044Description: Once upon a time, a hero known throughout history, or in myths. This Cover is for noble rulers and knights, and legendary warriors and swordsmen. Heroes acquire the [Incredible Valor] [Trait], and gain the following [Items].
2045[Incredible Valor]
2046Effect: +3 to the result of {Strength} checks.
2047[Item]
2048Restful Domain (Rest Recovery Amount +10)
2049Spirit Transit (Can become invisible and travel as fast as a car)
2050Swelling Power (Render Innocents unconscious)
2051
2052Leader
2053Description: Once upon a time, a charismatic leader that lead people, known throughout history and in myths. This Cover is for kings said to be wise rulers, or the founders of religious sects. Leaders acquire the [Charisma] [Trait], and gain the following [Items].
2054[Charisma]
2055Effect: +3 to the result of {Will} checks.
2056[Item]
2057Restful Domain (Rest Recovery Amount +10)
2058Spirit Transit (Can become invisible and travel as fast as a car)
2059Swelling Power (Render Innocents unconscious)
2060
2061Warlord
2062Description: Once upon a time, a warrior or general who could boast of their awe-inspiring victories in history and legend. This Cover is for legendary commanders who left their mark in history, or heroes who saved entire countries. Warlords acquire the [Otherworldly Tactics] [Trait], and gain the following [Items].
2063[Otherworldly Tactics]
2064Effect: +3 to the result of {Luck} checks.
2065[Item]
2066Restful Domain (Rest Recovery Amount +10)
2067Spirit Transit (Can become invisible and travel as fast as a car)
2068Aura Sense (+1 to the result of [Sense])
2069
2070Arch-Wizard
2071Description: Once upon a time, a warlock or Magus who appeared in history or myth, wielding powerful magecraft or sorcery. This Cover is for practitioners who wielded divine powers, or prophets. Arch-Wizards acquire the [Sorcerous Wisdom] [Trait], and gain the following [Items].
2072[Sorcerous Wisdom]
2073Effect: +3 to the result of {Intellect} checks.
2074[Item]
2075Restful Domain (Rest Recovery Amount +10)
2076Spirit Transit (Can become invisible and travel as fast as a car)
2077Etherlight Emission (Ignores "dark place" penalties)
2078
2079Monster
2080Description: Beings that were spoken of as monsters in legends. This Cover is for guardians of holy sites, and demons, beasts, and heroes treated as monsters. Monsters acquire the [Sign of the Beast] [Trait], and gain the following [Items].
2081[Sign of the Beast]
2082Effect: +3 to the result of {Agility} checks.
2083[Item]
2084Restful Domain (Rest Recovery Amount +10)
2085Spirit Transit (Can become invisible and travel as fast as a car)
2086Swelling Power (Render Innocents unconscious)
2087
2088Original
2089(Same as PDF)
2090
2091================================================================================
2092Requiem for the Godsoul -- Items: Weapons [XXXQ]
2093================================================================================
2094
2095Melee Weapons / Form: Swords [XXXQ-1]
2096----------------------------------------
2097â– Defensive Sword
2098Restrict : None
2099Mode : One Hand
2100ACC : None
2101PD : +2
2102INIT : -1
2103Cost : 500G
2104[Form: Sword / Range: Engaged / Target: 1#]. A short sword Artificial Regalia adapted for defense. While [Equipped], +2 to [Armor].
2105
2106â– Killing Dagger
2107Restrict : None
2108Mode : One Hand
2109ACC : None
2110PD : +4
2111INIT : -3
2112Cost : 500G
2113[Form: Sword / Range: Engaged / Target: 1#]. A unique dagger Artificial Regalia with a sinister-looking blade. While [Equipped], gain +10 to [Physical Damage] dealt against Mononoke with "x#" in their [Name].
2114
2115â– Small Sword
2116Restrict : None
2117Mode : Switch Hand
2118ACC : None
2119PD : +3 / +4
2120INIT : -1 / None
2121Cost : 1,000G
2122[Form: Sword / Range: Engaged / Target: 1#]. A thrusting blade or saber-type Artificial Regalia. While [Equipped], the [Target] of the user's [Physical Attack] reduces their [Armor] by 5 (to a minimum of 0).
2123
2124â– Goumaken
2125Restrict : Martial
2126Mode : Switch Hand
2127ACC : None
2128PD : +6 / +7
2129INIT : -4 / -3
2130Cost : 1,000G
2131[Form: Sword / Range: Engaged / Target: 1#]. A long, sharp switch hand sword-type Artificial Regalia. While [Equipped], once per combat, when making a [Physical Attack], gain +1 [Physical Rank].
2132
2133â– Creation Blade
2134Restrict : Elemental Adept
2135Mode : Two Hands
2136ACC : None
2137PD : +7
2138INIT : -4
2139Cost : 1,500G
2140[Form: Sword / Range: Engaged / Target: 1#]. An odachi Artificial Regalia with a transparent blade. While [Equipped], when bestowed with an [Element] due to the effect of a Talent, gain +3 at [Damage Calculation].
2141
2142â– Giant Sword
2143Restrict : Martial
2144Mode : Two Hands
2145ACC : None
2146PD : +9
2147INIT : -6
2148Cost : 1,500G
2149[Form: Sword / Range: Engaged / Target: 1#]. A massive two-handed sword Artificial Regalia like a mass of iron. While [Equipped], once per combat, gain +5 [Armor].
2150
2151â– Ancient Sword
2152Restrict : Martial
2153Mode : Two Hands
2154ACC : +1
2155PD : +7
2156INIT : None
2157Cost : 3,000G
2158[Form: Sword / Range: Engaged / Target: 1#]. A long sword or odachi-type Artificial Regalia once possessed by a legendary knight or samurai. While [Equipped], once per combat, make 1x [Weapon Attack] after [Damage Calculation].
2159
2160â– Zantetsu
2161Restrict : Arc Slayer
2162Mode : Two Hands
2163ACC : None
2164PD : +9
2165INIT : None
2166Cost : 3000G
2167[Form: Sword / Range: Engaged / Target: 1#]. An odachi Artificial Regalia that displays incredible cleaving power. While [Equipped], wielder may destroy any [Obstacle] they deal at least 1 point of [Physical Damage] to.
2168
2169<----- Arms System :: Additional Effects / Form: Sword ----->
2170
2171â—‡ Spirit Draw
2172Cost: 1,500G / Trade: 2
2173Erupting with highly pressurized spirit energy, you execute a draw with divine speed.
2174While the [Weapon] is [Equipped], once per round, gain +1 to the result of {Accuracy} checks.
2175
2176â—‡ Spirit Cleave
2177Cost: 1,500G / Trade: 2
2178Filling the blade with spirit energy at the moment of impact, you temporarily enhance its sharpness.
2179While the [Weapon] is [Equipped], once per combat, when making a [Physical Attack], gain +1 [Physical Rank].
2180
2181
2182Melee Weapons / Form: Spear [XXXQ-2]
2183----------------------------------------
2184â– Dokkosho
2185Restrict : None
2186Mode : One Hand
2187ACC : None
2188PD : +2
2189INIT : -2
2190Cost : 300G
2191[Form: Spear / Range: Engaged / Target: 1#]. A spear Artificial Regalia in the shape of a Buddhist tool. While [Equipped], when making [Attack Actions] against [Class: Chaos], gain +1 [Rank].
2192
2193â– Strengthened Sai
2194Restrict : None
2195Mode : One Hand
2196ACC : None
2197PD : +3
2198INIT : -3
2199Cost : 300G
2200[Form: Spear / Range: Engaged / Target: 1#]. A sai-type Artificial Regalia. While [Equipped], [Targets] of the user's [Physical Attacks] reduce their [Armor] by 3 (to a minimum of 0).
2201
2202â– Mancatcher Fork
2203Restrict : None
2204Mode : Switch Hand
2205ACC : None
2206PD : +3 / +4
2207INIT : -5 / -4
2208Cost : 800G
2209[Form: Spear / Range: Engaged / Target: 1#]. A spear-type Artificial Regalia with a crescent moon shape at its tip. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 1 Sq. ([Engaged] becomes 2 Sq., [Charge 2 Sq.] becomes [Charge 3 Sq.], etc).
2210
2211â– Zanbaken
2212Restrict : Martial
2213Mode : Switch Hand
2214ACC : None
2215PD : +4 / +5
2216INIT : -2 / -1
2217Cost : 800G
2218[Form: Spear / Range: Engaged / Target: 1#]. An Artificial Regalia with a long and wide blade. While [Equipped], once per combat, when making a [Physical Attack], gain +1 [Physical Rank].
2219
2220â– Long-Haft Weapon
2221Restrict : Martial
2222Mode : Two Hands
2223ACC : +1
2224PD : +3
2225INIT : -2
2226Cost : 1,200G
2227[Form: Spear / Range: Engaged / Target: 1#]. A long-handled weapon Artificial Regalia, which can be installed with a variety of functions. While [Equipped], gain +5 [Armor].
2228
2229â– Double Hooked Spear
2230Restrict : Martial・Utility
2231Mode : Two Hands
2232ACC : +1
2233PD : +4
2234INIT : -3
2235Cost : 1,200G
2236[Form: Spear / Range: Engaged / Target: 1#]. A spear-type Artificial Regalia where the spearhead is a cross-shaped blade. While [Equipped], once per round, the [Target] of the user's [Physical Attack] reduces the result of their {Evasion} check by 2.
2237
2238â– Glaive
2239Restrict : None
2240Mode : Two Hands
2241ACC : +1
2242PD : +6
2243INIT : -1
2244Cost : 2,800G
2245[Form: Spear / Range: Engaged / Target: 1#]. An Artificial Regalia topped with a wide blade. While [Equipped], increase the [Target] of the user's [Physical Attacks] by +1#.
2246
2247â– Goumasou
2248Restrict : Martial
2249Mode : Two Hands
2250ACC : +1
2251PD : +7
2252INIT : -2
2253Cost : 2,800G
2254[Form: Spear / Range: Engaged / Target: 1#]. A masterwork heavy and sturdy spear that has been Artificial Regaliaized. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 2 Sq ([Engaged] becomes 3 Sq., [Charge 2 Sq.] becomes [Charge 4 Sq.]).
2255
2256<----- Arms System :: Additional Effects / Form: Spear ----->
2257
2258â—‡ Spirit Vortex
2259The weapon is wreathed in spirit energy, and when you launch your strike with this added twist, it pierces through armor.
2260Cost: 1,500G / Trade: 2
2261While the [Weapon] is [Equipped], once per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].
2262
2263â—‡ Swirling Defense
2264Cost: 1,500G / Trade: 2
2265You defend against attacks while spinning the weapon as it's wreathed in spirit energy.
2266While the [Weapon] is [Equipped], once per combat, increase the result of the user's [Reaction Check] by 2.
2267
2268
2269Melee Weapons / Form: Axe [XXXQ-3]
2270----------------------------------------
2271â– Sickle
2272Restrict : None
2273Mode : One Hand
2274ACC : None
2275PD : +3
2276INIT : -2
2277Cost : 600G
2278[Form: Axe / Range: Engaged / Target: 1#]. A one-handed scythe-type Artificial Regalia. While [Equipped], once per round, gain +1 modifier to result of {Accuracy} checks.
2279
2280â– Nata
2281Restrict : None
2282Mode : One Hand
2283ACC : None
2284PD : +4
2285INIT : -3
2286Cost : 600G
2287[Form: Axe / Range: Engaged / Target: 1#]. A nata-type Artificial Regalia. While [Equipped], once per combat, while making a [Physical Attack], gain +1 [Physical Rank].
2288
2289â– Machete
2290Restrict : None
2291Mode : Switch Hand
2292ACC : -1
2293PD : +5 / +6
2294INIT : -2 / -1
2295Cost : 1,200G
2296[Form: Axe / Range: Engaged / Target: 1#]. A type of Artificial Regalia patterned after a forestry knife. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 1 Sq. ([Engaged] becomes 2 Sq., [Charge 2 Sq.] becomes [Charge 3 Sq.])
2297
2298â– Harpe
2299Restrict : None
2300Mode : Switch Hand
2301ACC : -1
2302PD : +6 / +7
2303INIT : -3 / -2
2304Cost : 1,200G
2305[Form: Axe / Range: Engaged / Target: 1#]. An Artificial Regalia that combines a sword and a sickle. While [Equipped], once per round, the [Target] of the user's [Physical Attack] reduces the result of their {Evasion} check by 1.
2306
2307â– Spirit Buzzsaw
2308Restrict : Martial
2309Mode : Two Hands
2310ACC : None
2311PD : +6
2312INIT : -5
2313Cost : 1,800G
2314[Form: Axe / Range: Engaged / Target: 1#]. A buzzsaw-type Artificial Regalia that is powered by spirit energy. While [Equipped], the [Target] of the user's [Physical Attack] reduces their [Armor] by 3 (to a minimum of 0).
2315
2316â– Chainsaw
2317Restrict : Martial
2318Mode : Two Hands
2319ACC : -1
2320PD : +7
2321INIT : -4
2322Cost : 1,800G
2323[Form: Axe / Range: Engaged / Target: 1#]. A chainsaw-type Artificial Regalia. While [Equipped], once per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].
2324
2325â– Banishing Chainsaw
2326Restrict : Martial
2327Mode : Two Hands
2328ACC : None
2329PD : +11
2330INIT : -2
2331Cost : 3,800G
2332[Form: Axe / Range: Engaged / Target: 1#]. A chainsaw-type Artificial Regalia with a pure white blade that holds the power to slay evil. While [Equipped], once per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].
2333
2334â– Battle Axe
2335Restrict : Martial
2336Mode : Two Hands
2337ACC : None
2338PD : +13
2339INIT : -3
2340Cost : 5,500G
2341[Form: Axe / Range: Engaged / Target: 1#]. A huge axe Artificial Regalia, designed for combat. While [Equipped], gain +2 to [Armor] and [Barrier].
2342
2343<----- Arms System :: Additional Effects / Form: Axe ----->
2344
2345â—‡ Spirit Cleave
2346Cost: 1,500G / Trade: 2
2347Filling the blade with spirit energy at the moment of impact, you temporarily enhance its sharpness.
2348While the [Weapon] is [Equipped], once per combat, when making a [Physical Attack], gain +1 [Physical Rank].
2349
2350â—‡ Shielding Blade
2351Cost: 1,500G / Trade: 2
2352Special modifications have been applied to the blade of the weapon, allowing it to provide a sturdy defense for a moment.
2353While [Equipped], once per combat, gain +5 to [Armor].
2354
2355
2356Melee Weapons / Form: Hammer [XXXQ-4]
2357----------------------------------------
2358â– Chain
2359Restrict : None
2360Mode : One Hand
2361ACC : None
2362PD : +2
2363INIT : -1
2364Cost : 400G
2365[Form: Hammer / Range: Engaged / Target: 1#]. A length of chain that is an Artificial Regalia. While [Equipped], by spending 1x [Prep], can make a [Ranged Attack], changing the [Range/Target] of the [Physical Attack] to [6 Sq./1#].
2366
2367â– Knuckle Duster
2368Restrict : None
2369Mode : One Hand
2370ACC : None
2371PD : +3
2372INIT : -2
2373Cost : 400G
2374[Form: Hammer / Range: Engaged / Target: 1#]. A set of metal rings made into an Artificial Regalia, worn on the hand and strengthened for striking. While [Equipped], treat as though [Equipped] with [Unarmed].
2375
2376â– Nunchaku
2377Restrict : Martial・Utility
2378Mode : Switch Hand
2379ACC : None
2380PD : +2 / +3
2381INIT : None / +1
2382Cost : 700G
2383[Form: Hammer / Range: Engaged / Target: 1#]. An Artificial Regalia that appears as metal rods joined by a length of chain. While [Equipped], increase the [Target] of the user's [Physical Attack] by 1#. Also, treat as though [Equipped] with [Unarmed].
2384
2385â– Wrecking Ball
2386Restrict : Martial・Utility
2387Mode : Switch Hand
2388ACC : None
2389PD : +5 / +6
2390INIT : -3 / -2
2391Cost : 700G
2392[Form: Hammer / Range: Engaged / Target: 1#]. An Artificial Regalia that combines an iron ball with a chain. While [Equipped], by spending 1x [Prep], can make a [Ranged Attack], changing the [Range/Target] of the [Physical Attack] to [5 Sq./1#].
2393
2394â– Spirit Baton
2395Restrict : Martial・Utility
2396Mode : Two Hands
2397ACC : None
2398PD : +6
2399INIT : -5
2400Cost : 1,300G
2401[Form: Hammer / Range: Engaged / Target: 1#]. A large extendable baton Artificial Regalia with a sharpened tip. When charged with spirit energy, it glows. While [Equipped], the [Target] of the user's [Physical Attack] reduces their [Armor] by 5 (to a minimum of 0).
2402
2403â– Battle Hammer
2404Restrict : Martial
2405Mode : Two Hands
2406ACC : None
2407PD : +8
2408INIT : -7
2409Cost : 1,300G
2410[Form: Hammer / Range: Engaged / Target: 1#]. A hammer Artificial Regalia designed for combat, with a huge hammerhead. While [Equipped], once per combat, make 1x [Weapon Attack] against [Range: Engaged / Target: 1#] that performed [Damage Calculation].
2411
2412â– Arm Guard
2413Restrict : Martial
2414Mode : Two Hands
2415ACC : +1
2416PD : +7
2417INIT : -3
2418Cost : 3,400G
2419[Form: Hammer / Range: Engaged / Target: 1#]. An Artificial Regalia that, when equipped to both arms and legs, aids with both offense and defense. While [Equipped], treat as though [Equipped] with [Unarmed], and gain +2 [Armor].
2420
2421â– Improvised Weapon
2422Restrict : God Hand
2423Mode : Two Hands
2424ACC : None
2425PD : +8
2426INIT : -2
2427Cost : Unsellable
2428[Form: Hammer / Range: Engaged / Target: 1#]. An improvised Artificial Regalia like an electric pole or road sign infused with spirit energy made using «Spirit Armament».
2429While [Equipped], treat as though [Unarmed]. This [Weapon] cannot have the [Arms System] applied to it, and is lost when [Combat Ends].
2430
2431<----- Arms System :: Additional Effects / Form: Hammer ----->
2432
2433â—‡ Spirit Propulsion
2434Cost: 1500G / Trade: 2
2435This weapon helps its wielder close gaps with a function that erupts with spirit energy like a rocket.
2436While [Equipped], once per combat, change the [Range] of the user's [Physical Attacks] to [Charge 4 Sq.]
2437
2438â—‡ Spirit Receptor
2439Cost: 1500G / Trade: 2
2440This weapon can gain anti-magical defenses by sheathing itself in congealed spirit energy.
2441While [Equipped], once per combat, gain +5 [Barrier].
2442
2443
2444Ranged Weapons / Form: Ranged [XXXQ-5]
2445----------------------------------------
2446■※Enhanced Handgun
2447Restrict : None
2448Mode : One Hand
2449ACC : None
2450PD : (3)
2451INIT : -2
2452Cost : 500G
2453[Range: 6 Sq. / Target: 1#]. A handgun-style Artificial Regalia that has unique modifications installed, allowing it to bestow bullets with spirit energy. While [Equipped], once per combat, when making a [Physical Attack], gain +1 [Rank].
2454
2455â– Bound Steed
2456Restrict : Contractor
2457Mode : Two Hands
2458ACC : -1
2459PD : +5
2460INIT : -3
2461Cost : 1,000G
2462[Range: Charge 4 Sq. / Target: 1#]. A bound steed that formed a contract and was summoned. It can have a variety of appearances. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves].
2463
2464â– Enhanced Bound Steed
2465Restrict : Contractor
2466Mode : Two Hands
2467ACC : None
2468PD : +6
2469INIT : -5
2470Cost : 1,500G
2471[Range: Charge 5 Sq. / Target: 1#]. A bound steed that was summoned due to an even stronger contract. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves]. Also, once per round, the [Target] of the user's [Physical Attack] reduce their {Evasion} check by 1.
2472
2473â– Hunting Bow
2474Restrict : Dark Hunter
2475Mode : Two Hands
2476ACC : +1
2477PD : +4
2478INIT : -5
2479Cost : 1,500G
2480[Range: 10 Sq. / Target: 1#]. A long bow Artificial Regalia designed for power. While [Equipped], by spending 1x [Start] and 1x [Prep], for the rest of that round, when making [Attack Actions], gain +1 [Rank].
2481
2482â– Spirit Assassin Tools
2483Restrict : Martial
2484Mode : Two Hands
2485ACC : None
2486PD : +4
2487INIT : -2
2488Cost : 2,000G
2489[Range: {Strength} Sq. / Target: 1#]. Assassin tool Artificial Regalia that come in a variety of forms. While [Equipped], treat as though [Equipped] with [Unarmed]. Also, when this [Weapon] is thrown, it does not become unavailable.
2490
2491â– Elite Bound Steed
2492Restrict : Contractor
2493Mode : Two Hands
2494ACC : None
2495PD : +7
2496INIT : -4
2497Cost : 2,500G
2498[Range: Charge 5 Sq. / Target: 1#]. A special bound steed summoned through a high level contract. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves]. Also, gain +10 to [Physical Damage] dealt to Mononoke with "x#" written in their [Name].
2499
2500â– Dragon Drive
2501Restrict : Martial・Utility
2502Mode : Two Hands
2503ACC : None
2504PD : +6
2505INIT : +4
2506Cost : 4,000G
2507[Range: Charge 6 Sq. / Target: 1#]. A special combat motorcycle for anti-divinity combat, under development by B.E.G. and Far East Heavy Industries. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves].
2508
2509â– Divine Bound Steed
2510Restrict : Contractor
2511Mode : Two Hands
2512ACC : None
2513PD : +7
2514INIT : +3
2515Cost : 4,000G
2516[Range: Charge 6 Sq. / Target: 1#]. A high level bound steed summoned due to a special contract. This being is akin to a god. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves]. Also, once per combat, make 1x [Weapon Attack] after [Damage Calculation].
2517
2518<----- Arms System :: Additional Effects / Form: Ranged ----->
2519
2520â—‡ Unique Tracking
2521Cost: 1500G / Trade: 2
2522A tracking function added to ranged weapons.
2523While the [Weapon] is [Equipped], once per combat, the [Target] of the user's [Physical Attack] reduces the result of their [Reactive Check] by 2.
2524
2525â—‡ Empathic Spirit
2526Cost: 1500G / Trade: 2
2527May only be added to [Restrict: Contractor] items. The bound steed synchronizes its spirit energy with its rider.
2528While the [Weapon] is [Equipped], once per combat, may add or subtract 1 to any one [Spirit] die (may not go above 6 or below 1).
2529
2530
2531Magical Weapon / Form: Magic [XXXQ-6]
2532----------------------------------------
2533â– Spell Tags
2534Restrict : Elder Mage
2535Mode : One Hand
2536CNJ : None
2537MD : +3
2538INIT : -2
2539Cost : 1,000G
2540[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 1]. A bundle of tags with spells written on them. Pull a couple off and throw them. While [Equipped], once per combat, increase the [Target] of the user's [Magical Attacks] by 1#.
2541
2542â– Spirit Instrument
2543Restrict : Divine Talker
2544Mode : Switch Hand
2545CNJ : None
2546MD : +4 / +5
2547INIT : -2 / -1
2548Cost : 1,500G
2549[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: Wind / Rank: 2]. A musical instrument Artificial Regalia that enhances the power of kotodama, the soul of words. While [Equipped], once per combat, change one [Spirit] die to "3".
2550
2551â– Unique Bound Steed
2552Restrict : Contractor
2553Mode : Two Hands
2554CNJ : None
2555MD : +4
2556INIT : -2
2557Cost : 1,500G
2558[Magical Attack / Range: Charge 4 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A unique bound steed, its whole body wreathed in spirit energy. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves].
2559
2560â– Magic Gun
2561Restrict : Contractor
2562Mode : Switch Hand
2563CNJ : None
2564MD : +4 / +5
2565INIT : -3 / -2
2566Cost : 2,000G
2567[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A handgun-type Artificial Regalia that fires spirit energy. By shooting their own spirit energy out, it excites spirit circulation, aiding magecraft and summoning. While [Equipped], [Bound Primals] gain a +1d6 modifier to the [Damage Calculation] of their [Attack Actions].
2568
2569â– Advanced Spell Tags
2570Restrict : Arcane
2571Mode : Two Hands
2572CNJ : None
2573MD : +5
2574INIT : -3
2575Cost : 2,000G
2576[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A bundle of tags inscribed with advanced spells. Pull a couple off and throw them. While [Equipped], once per combat, increase the [Target] of the user's [Magical Attacks] by 1#.
2577
2578â– Kotodama Bow
2579Restrict : Divine Talker
2580Mode : Two Hands
2581CNJ : None
2582MD : +5
2583INIT : -2
2584Cost : 2,000G
2585[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: Light / Rank: 2]. A catalpa bow Artificial Regalia specialized in exorcism. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves]. Also, once per combat, the [Target] of the user's [Magical Attack] [Halves] their [Barrier].
2586
2587â– Summoning Smartgun
2588Restrict : Contractor
2589Mode : Two Hands
2590CNJ : None
2591MD : +6
2592INIT : -2
2593Cost : 3,000G
2594[Magical Attack / Range: 10 Sq. / Target: 1# / Resist: Cancel / Element: Shock / Rank: 2]. A spirit gun equipped with cyber functions. While [Equipped], treat as though [Equipped] with a [Restrict: Digital Sorcerer] [Item], and [Bound Primals] gain a +1d6 modifier to the [Damage Calculation] of their [Attack Actions].
2595
2596â– Rare Bound Steed
2597Restrict : Contractor
2598Mode : Two Hands
2599CNJ : None
2600MD : +7
2601INIT : -3
2602Cost : 3,000G
2603[Magical Attack / Range: Charge 5 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A rare bound steed, its entire body spirit energy. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat Moves]. Also, once per combat, the [Target] of the user's [Magical Attack] [Halves] their [Barrier].
2604
2605<----- Arms System :: Additional Effects / Form: Magic ----->
2606
2607â—‡ Spirit Blast
2608Cost: 1500G / Trade: 2
2609Causing an explosion at the moment of a spell's impact, its power is enhanced.
2610While the [Weapon] is [Equipped], once per combat, when making a [Magical Attack], gain +1 [Magical Rank].
2611
2612â—‡ Hinder Resist
2613Cost: 1500G / Trade: 2
2614Activating unique spells, an opponent's resistance is hindered.
2615While the [Weapon] is [Equipped], once per combat, the [Target] of the user's [Magical Attack] reduces the result of their {Resist} check by 2.
2616
2617================================================================================
2618Requiem for the Godsoul -- Item: Protectors, Accessories, Gear, Consumables [XXXR]
2619================================================================================
2620
2621Protectors/Form: Suit [XXXR-1]
2622----------------------------------------
2623Scion Battle Wear
2624Restrict : Scion
2625EVA : +1
2626INIT : -2
2627Armor : +4
2628Barrier : None
2629Cost : 4,000G
2630A stylish coat or suit modified into a powerful Artificial Regalia. As armor customized for Scions and designed for physical combat, it's easy to tell at a glance that Godhunters who wear this mean business.
2631
2632Royal Gothic
2633Restrict : Darkstalker
2634EVA : None
2635INIT : +1
2636Armor : +1
2637Barrier : +2
2638Cost : 4,000G
2639A black hat, coat, top and bottom suits, and skirts. An Artificial Regalia fashioned after gothic fashion and customized for Darkstalkers. A luxurious masterwork created using special etherdown and Fool's Gold threads, a person will exude elegance just by wearing it.
2640
2641Ethereal Cloth of the Daiyoukai
2642Restrict : Hanyou
2643EVA : None
2644INIT : +3
2645Armor : +1
2646Barrier : None
2647Cost : 4,000G
2648A vest or jacket Artificial Regalia created by weaving together a lavish amount of valuable etherdown that once clad a daiyoukai, a great mythical creature. It can only be worn by those who have inherited the blood of youkai, but when it is worn, that person will move like the wind.
2649
2650Coat of Truth
2651Restrict : Magus
2652EVA : None
2653INIT : -1
2654Armor : +5
2655Barrier : None
2656Cost : 4,000G
2657A coat or robe Artificial Regalia customized for Magi, with magic circles inscribed on its interior. It is a luxury item that will not permit anyone to wear it unless they are a Magus, and it accels in physical defense, which is often a Magus's weak point.
2658
2659Dragon Scale Shroud
2660Restrict : Dragon Lord
2661EVA : None
2662INIT : -2
2663Armor : +3
2664Barrier : +3
2665Cost : 4,000G
2666A rare scale mail-type Artificial Regalia made up of interlocking scales like jewels. It is armor customized for Dragon Lords, which is as thin as a t-shirt, and can be worn under clothes. Though from its slim profile one would not guess it, it offers sturdy defense.
2667
2668Ancient Armor
2669Restrict : Heroic Spirit
2670EVA : None
2671INIT : -2
2672Armor : +4
2673Barrier : +2
2674Cost : 4,000G
2675Armor contempory to when a Heroic Spirit lived, or clothes that became armor by being infused with spirit energy. It's said that only heroes may wear this supremely sturdy armor.
2676
2677Divine Robe
2678Restrict : Divine Soul
2679EVA : None
2680INIT : +1
2681Armor : None
2682Barrier : +3
2683Cost : 4,000G
2684A robe, ceremonial dress, shirabyoshi or suikan, worn by gods. They are favored by high-ranking tochigami and daiyoukai who have regained power. It is a sacramental masterwork believed only to be worn by superb Divine Souls.
2685
2686Hyper Grapple Suit
2687Restrict : God Hand
2688EVA : +1
2689INIT : +2
2690Armor : +1
2691Barrier : +1
2692Cost : 5,000G
2693A training uniform modified into an Artificial Regalia. They come in a variety of forms, such as karate gi and wrestling tights. It's said to be something that cannot be worn carelessly.
2694
2695Sacramental Leather Jumpsuit
2696Restrict : Contractor
2697EVA : None
2698INIT : +1
2699Armor : +3
2700Barrier : +2
2701Cost : 5,000G
2702Mononoke leather processed into riding leathers, then additionally modified into an Artificial Regalia. It's easier to move in than it looks, and if worn by an expert Contractor, it's said they can become one with the wind.
2703
2704Kotodama Vestment
2705Restrict : Divine Talker
2706EVA : None
2707INIT : None
2708Armor : +2
2709Barrier : +4
2710Cost : 5,000G
2711A Buddhist priest-style robe Artificial Regalia woven with incantations and truespeak as embroidery. It boasts high defense against spells, an effect that's even said to be comparable to the barrier over a temple or shrine.
2712
2713
2714Accessories [XXXR-2]
2715----------------------------------------
2716Sanskrit Ring
2717Slot : Hand
2718Cost : 300G
2719A ring or bracelet engraved with a special sanskrit character.
2720While [Equipped], gain a +1 modifier to [Physical Damage].
2721
2722Wallet Chain
2723Slot : Lower
2724Cost : 300G
2725A chain constructed out of special silver links that adorns a wallet or similar item.
2726While [Equipped], gain a +1 modifier to [Magical Damage].
2727
2728Divine Cloth
2729Slot : Hand・Lower・Upper
2730Cost : 500G
2731A sacramental cloth that reacts to the use of spirit energy by forming into giant limbs and providing assistance.
2732While [Equipped], gain a +1 modifier to {Initiative} and [Barrier].
2733
2734Aria Headphones
2735Slot : Head
2736Cost : 500G
2737A headphone-style Artificial Regalia installed with spell programs.
2738While [Equipped], treat as though [Equipped] with a [Restrict: Digital Sorcerer] [Item].
2739
2740Summon Card
2741Slot : Hand
2742Cost : 1,000G
2743A card-style Artificial Regalia that holds the power to strengthen Bound Steeds and Bound Primals.
2744While [Equipped], gain a +3 modifier to [Attack Actions] using [Weapons] with [Range: Charge X Sq.], or to the [Damage Calculation] of [Bound Primal] [Attack Actions].
2745
2746Ashura Record
2747Slot : Lower
2748Cost : 1,000G
2749A sacramental ledger that contains the names and forms of summoned primals.
2750While [Equipped], the character is able to summon [Bound Primals] of one LV higher than their [World Influence LV] (for example, if [World Influence LV: 1], then they can summon [LV: 2] Mononoke).
2751
2752Regalia Sheath
2753Slot : Lower・Upper
2754Cost : 1,000G
2755A sheath or holster designed for use with various Artificial Regalia forms.
2756While [Equipped], gain a +1 modifier to the result of [Active Checks].
2757
2758Smart Glasses
2759Slot : Head
2760Cost : 1,500G
2761A wearable computer in the form of glasses or contact lenses.
2762While [Equipped], gain a +2 modifier to [Magical Damage], and treat as though [Equipped] with a [Restrict: Digital Sorcerer] [Item].
2763
2764Spirit Ball
2765Slot : Hand
2766Cost : 1,500G
2767A ball-style Artificial Regalia that holds the power to strengthen Bound Steeds and Bound Primals.
2768While [Equipped], gain a +1d6 modifier to [Attack Actions] using [Weapons] with [Range: Charge X Sq.], or to the [Damage Calculation] of [Bound Primal] [Attack Actions].
2769
2770Jet Shoes
2771Slot : Feet
2772Cost : 2,000G
2773High-tech shoes equipped with a spirit energy propulsion function.
2774While [Equipped], gain a +2 modifier to {Initiative} and to the [Speed] of [Combat Moves].
2775
2776
2777Consumables [XXXR-3]
2778----------------------------------------
2779Purity Salt
2780Use : Other
2781Cost : 50G
2782Salt that has been blessed. By casting it over an area, abnormal spirit energy can be sensed and suppressed.
2783Use as [Range: Engaged / Target: 1#]. Gain a +2 modifier to [Sense].
2784
2785Fire Sprite
2786Use : Other
2787Cost : 50G
2788A special pill that will burn brightly by consuming spirit energy. Even if it gets wet, it will still burn.
2789For the rest of the scene, [Range: Combat Zone / Target: Combat Zone] ignores "dark place" penalties.
2790
2791Potion x5
2792Use : Other
2793Cost : 50G
2794A spiritual drug refined from special herbs. It can be used to recover wounds by drinking it, or dousing the wound with it.
2795Use as [Range: Engaged / Target: 1#]. The target [Recovers] 5 {HP}.
2796
2797Greek Fire
2798Use : Other
2799Cost : 100G
2800A magical oil created with lost techniques.
2801Use as a [Weapon Attack] with [Ranged Attack / Range: 4 Sq. / Target: 1#]. Targets who fail at {Evasion}, each [End], lose 5 {HP}. The target may spend 1x [Prep] to clear this effect.
2802
2803Black Seal
2804Use : Other・Distortion
2805Cost : 100G
2806A unique card or strip of paper inscribed with a single verse from a grimoire. Use as a [Weapon Attack] with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. Targets who fail at {Evasion} take [Rank: 1] [Magical Damage]. If used during [Mend], [Engaged/1#] gains a +2 modifier to their {Strength} check.
2807
2808White Seal
2809Use : Other・Distortion
2810Cost : 100G
2811A unique card or strip of paper inscribed with a single verse from a holy book. Use as a [Weapon Attack] with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. Targets who fail at {Evasion} take [Shift: Darkness]. If used during [Mend], [Engaged/1#] gains a +2 modifier to their {Agility} check.
2812
2813Red Seal
2814Use : Other・Distortion
2815Cost : 100G
2816A unique card or strip of paper inscribed with a single verse of truespeak. Use as a [Weapon Attack] with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. Targets who fail at {Evasion} take [Shift: Fallen]. If used during [Mend], [Engaged/1#] gains a +2 modifier to their {Intellect} check.
2817
2818Blue Seal
2819Use : Other
2820Cost : 100G
2821A unique card or strip of paper inscribed with a single verse from an unknown language. Use as a [Weapon Attack] with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. Targets who fail at {Evasion} take [Shift: Poison] (refer to the Rating Chart). If used during [Mend], [Engaged/1#] gains a +2 modifier to their {Will} check.
2822
2823Elemental Augment Drug
2824Use : Other
2825Cost : 500G
2826A magic drug that strengthens [Elements], which works by being spread over a weapon.
2827Use as [Range: Engaged / Target: 1#]. For the rest of the combat, when one [Equipped] [Weapon] is bestowed with an [Element], the target gains +1 [Rank].
2828
2829Rage Ether
2830Use : Other
2831Cost : 1,500G
2832A spiritual drug that renders one's body and mind invincible.
2833Use as [Range: User / Target: User]. For the rest of the combat, the target gains [Remove: Fallen・Pain・Paralysis], but loses 5 {HP} each [Timing: End]. This effect may be cleared by spending 1x [Prep].
2834
2835
2836Gear [XXXR-4]
2837----------------------------------------
2838Jade Genbu
2839Use : Other
2840Cost : 2,000G
2841A statue of Genbu made from jade that enhances your physical abilities just by having it.
2842Gain a +1 modifier to the result of {Strength} checks.
2843
2844Sunstone Suzaku
2845Use : Other
2846Cost : 2,000G
2847A statue of Suzaku made from sunstone that enhances your tracking abilities and reflexes just by having it.
2848Gain a +1 modifier to the result of {Agility} checks.
2849
2850Moonstone Seiryu
2851Use : Other
2852Cost : 2,000G
2853A statue of Seiryu made from moonstone that enhances your intellect and memory recall just by having it.
2854Gain a +1 modifier to the result of {Intellect} checks.
2855
2856Quartz Byakko
2857Use : Other
2858Cost : 2,000G
2859A statue of Byakko made from quartz that makes you give off a good impression and enhances your negotiation abilities just by having it.
2860Gain a +1 modifier to the result of {Will} checks.
2861
2862Seastone Kouryuu
2863Use : Other
2864Cost : 2,000G
2865A statue of a golden dragon made from seastone that is able to manifest ill fortune just by having it.
2866Gain a +1 modifier to the result of {Luck} checks.
2867
2868Etherlight Emission
2869Use : Other
2870Cost : Unsellable
2871You emit spirit energy light from your whole body.
2872Ignore "dark place" penalties.
2873
2874Aura Sense
2875Use : Other
2876Cost : Unsellable
2877As a half-souled being, you can acutely sense the flow of spirit energy.
2878Gain a +1 modifier to the result of [Sense] checks.
2879
2880Swelling Power
2881Use : Other
2882Cost : Unsellable
2883Releasing a strong power through some means, you instantly render Innocents unconscious. Innocents who are exposed to this effect only lose consciousness, not their memories.
2884
2885Restful Domain
2886Use : Rest (Meal)
2887Cost : Unsellable
2888You rest within your spirit barrier by changing into a spirit body.
2889[Rest Recovery Amount] +10.
2890
2891Spirit Transit
2892Use : Other
2893Cost : Unsellable
2894You can freely move about within your spirit barrier, invisible to Innocents, by becoming a spirit body. Also, by transitioning between gaps in space, you are able to move at roughly the speed of an automobile, taking up to about six people with you.
2895
2896
2897================================================================================
2898Requiem for the Godsoul -- GM Section: Special Episode Introductions [XXXS]
2899================================================================================
2900
2901Those souls that become [Heroic Spirits], as well as [Divine Souls], which are akin to gods and youkai, are beings disconnected from the ways of humans. As such, the [Episode Introductions] for them should be different from those done from normal PCs. When the GM attempts to create their own episode that contains PC [Heroic Spirits] and [Divine Souls], they should try to keep the following examples in mind when creating the [Handouts] and [Episode Introductions] for those characters.
2902
2903
2904Heroic Spirit Examples
2905----------------------------------------
2906In many cases, [Heroic Spirits] who protect the world are summoned in order to resolve a specific supernatural incident. Therefore, the Goal for a [Heroic Spirit] should be something like, "Fulfill the summoner's wishes," "Protect the world," "Defeat the Aramitama." For the [Ending], the scene should go something like this: after resolving the incident, the [Heroic Spirit] receives a <Shard> as payment, then is consumed in pale blue spirit energy light, and disappears, returning to the memories of the world. However if there's a reason for it (such as when playing a campaign, maybe the true enemy has yet to be defeated, or something like that), then there is nothing wrong with having the [Heroic Spirit] linger in the modern world. Should that be the case, then the GM should freely set and direct the [Ending] as they like, fitting it in with the rest of the episode.
2907
2908For the [Handout] and [Episode Introduction] of a [Heroic Spirit], consider the following setups.
2909
2910> Being Summoned
2911A collaborator or a Godhunter you call a friend places their bets on you, and summons you to the modern world.
2912Goal: Fulfill the NPC's request.
2913
2914> Save the Victim
2915An NPC involved in a supernatural incident happens upon a relic or book relevant to you (as an example, the NPC's favorite character in a historical browser game they're fans of just so happens to be the PC), and that becomes the impetus for you to materialize in the world, save the NPC from their predicament, and from there be involved in the supernatural incident.
2916Goal: Protect the world (or similar).
2917
2918> Revived for Revenge
2919Because the [Boss] appearing in this supernatural incident was once your nemesis, or is a revenant that has become your bitter foe, you materialize to seek revenge, with the goal of striking them down.
2920Goal: Defeat your nemesis.
2921
2922> Already Summoned
2923Having been summoned previously and already being acclimated to the modern world, every day, as it is your fondest wish to reach the <Promise of Ascension>, you hunt down Aramitama.
2924Goal: Defeat the Aramitama.
2925
2926
2927Divine Soul Examples
2928----------------------------------------
2929Generally, the tochigami, guardian deities, and daiyoukai friendly towards humans that become [Divine Souls] will hear the plea of a human who was a victim of a supernatural incident, and then in order to secure belief in themselves, the [Divine Soul] will work to resolve that incident. There, the Goal of a [Divine Soul] will most often be something along the lines of, "Fulfill the wishes of your faithful," "Protect the people," or "Fulfill your godly duties." For a [Divine Soul]'s [Ending], the scene should be something like, the human who pleaded for the [Divine Soul]'s intervention in the incident gives their thanks, and peace returns to the city. Ultimately, the GM should set and direct the [Ending] for the [Divine Soul] as they like, according to the needs of the episode.
2930
2931For the [Handout] and [Episode Introduction] of a [Divine Soul], consider the following setups.
2932
2933> A Wish from the Faithful
2934Ordinarily, your faithful seek salvation when they are in need or become involved in a supernatural incident somehow. For example, the relative of a person who cleans your shrine every day suddenly goes missing.
2935Goal: Grant the wish of your follower.
2936
2937> Connections
2938A tochigami or a youkai from another region that you're friends with, or even a Godhunter you like, gets involved with a supernatural incident, and their minions or family, or the person themselves, ask you for help or to rescue them.
2939Goal: Save your friend.
2940
2941> Something Unusual in Your Lands
2942An abnormality arises in the land or leyline you control. You work to eliminate the source of that abnormality and correct it.
2943Goal: Protect your lands.
2944
2945COLUMN: Regarding the Number of Sanctum Purges in a Campaign
2946The following section has details regarding [Sanctum Purge] episodes. However, when playing a campaign, it's good to limit [Sanctum Purge] episodes to 2 or 3 per campaign, so as not to strengthen the PCs' [Weapons] more than is necessary.
2947
2948
2949================================================================================
2950Requiem for the Godsoul -- GM Section: Sanctum Purge Episodes [XXXT]
2951================================================================================
2952The PCs will take on a [Sanctum Purge] for a variety of reasons. The following will give advice on the creation of [Sanctum Episodes], episodes which are exclusively [Sanctum Purges].
2953
2954
2955The Shape of Sanctum Episodes
2956----------------------------------------
2957Sanctum Episodes look like the following. For examples of each of the following items, please refer to the [Sample Sanctum Episode] later in this book.
2958
2959> Handout
2960The GM creates a single [Handout], shared across the entire party. The GM may also decide to create individual [Handouts] for a [Sanctum Episode], if they want.
2961
2962> Info, Episode Outline, Episode Setting, PC Creation
2963In a [Sanctum Episode], there does not need to be any [Info] (however there's nothing wrong with having some). Episode Outline, Episode Setting, and PC Creation are the same as a normal episode.
2964
2965> Truth, Appearing NPCs
2966The Episode Setting will serve as the Truth, so a separate Truth is not necessary. Appearing NPCs is the same as a normal episode.
2967
2968> Episode Introductions
2969If the [Handout] is shared across the entire party, then the [Episode Introduction] should also be shared.
2970
2971> Sanctum Map
2972Set up a [Sanctum Map] for the PCs to challenge. The GM decides the number of [Areas] and the Maximum Limit (both mentioned below). Then, they write down which [Areas] are connected to other [Areas] via which [Paths], and whether any [Sanctum Events] will occur. Though in general there should be one [Sanctum Event] per [Area], the GM may add additional events, or even have events occur in an Area after it has already been searched, as meets the needs of the episode. Also, the GM may use the [General Sanctum Events] found later in this book, or create their own original events.
2973
2974> Ending
2975The [Ending] is also shared across the entire party.
2976
2977
2978Progession of Sanctum Purge
2979----------------------------------------
2980The GM progresses [Sanctum Purge] according to the rules found earlier in this book.
2981
2982> Understanding Sanctum Purge
2983First, the GM should have a certain degree of understanding of the rules for [Sanctum Purge]. After that, if possible, it's recommended to play through the Sample Sanctum Episode at the end of this book, in order to get an understanding of what it's like to progress the session.
2984
2985> Dedicated Sanctum Purge Episode
2986When creating a Sanctum Episode, it's fine to make it so that its entire focus is on the [Sanctum Purge] itself. In normal episodes there are individual [Handouts] and [Episode Introductions], but as the [Handout] is shared in a Sanctum Episode, only a single [Episode Introduction] takes place. For an example of this, please refer to the "Sample Sanctum Episode" at the end of the book.
2987
2988An NPC making a polite request of the PCs is a good trick to use when making this shared [Episode Introduction]. No matter their reason, an NPC acting rude or high-handed when asking something of the PCs can make the players feel agitated, which might lead to them refusing the request. Therefore, try to have the NPCs give reasons such as, they trust the PCs, or feel a strong friendship with them, or are relying on them for help.
2989
2990For the shared [Handout] and [Episode Introduction] of a Sanctum Episode, consider the following setups.
2991
2992* The PCs get a request from an old friend
2993The PCs get a call from an old friend--whether a tochigami, youkai, Godhunter, or collaborator--informing them of an urgent situation, and are asked to undertake a [Sanctum Purge].
2994
2995* An alliance of factions
2996A [Sanctum] has been proven to be the cause of a supernatural incident, and several factions join together to collaborate against it, forming a team comprised of several ace Godhunters--who are of course the PCs, who then undertake the [Sanctum Purge].
2997
2998* PCs band together
2999The PCs, already being friends, search for a [Sanctum Purge] request in order to strengthen their Artificial Regalia, and then undertake it. These requests typically take the form of the client being a tochigami who had their [Sanctum] stolen by an Aramitama, or a collaborator or Godhunter who has pinned down an evil Mononoke in their lair.
3000
3001
3002Number of Areas
3003----------------------------------------
3004When creating a Sanctum Episode, the number of [Areas] for the [Sanctum Map] is decided in advance. A minimum of six [Areas] and a maximum of 8 is suggested. If any player is inexperienced with the game, stick to having only six [Areas] for the [Sanctum Map].
3005
3006Also, make certain there is an [Entrance Area], a [Exit Area], and a [Final Area].
3007
3008
3009Maximum Limit
3010----------------------------------------
3011The maximum [Limit] until [Sanctum Crisis] occurs is determined from the number of [Areas] chosen. If this is the players' first attempt at a Sanctum, it's adviseable to set the difficulty at "Easy." (These are calculated from having 6 [Areas]).
3012
3013Make certain NOT to disclose the maximum [Limit] to PCs.
3014
3015(Difficulty - Maximum)
3016Easy - 45
3017Normal - 40
3018Hard - 35
3019
3020
3021Calculating Maximum
3022----------------------------------------
3023If the GM is creating a [Sanctum Map] for an original Sanctum episode, calculate the maximum [Limit] in the following manner.
3024
3025â—Ž Each [Area] x 5
3026â—Ž Each [Distortion] x 4
3027â—Ž Each [Sanctum Event: Combat] x 3
3028â—Ž Any modifiers the GM decides on
3029
3030(For example, if you have a Sanctum with 6 Areas, two Distortions, and two Combats, then the maximum Limit would be 44. Note that the above 'difficulties' are set for the Sample Sanctum Episode. If you want to make it easier on your players, increase the maximum Limit you just calculated by around 5. If you want to make it more difficult, decrease it by 5 instead.)
3031
3032
3033Rewards
3034----------------------------------------
3035When the PCs undertake a [Sanctum Purge] request, there are cases where they will receive compensation from the client. The GM should prepare a reward as follows, according to who the client is, and then give it to the PCs. The GM may give any kind of reward, the following is just a guideline. For example, an event item the GM creates themselves, or a particular rare [Material] (the effect of which is determined as per the random charts in the base book).
3036
3037> Reward Guidelines
3038
3039* Godhunters & Collaborators
3040If the client is a Godhunter or collaborator, then the reward typically comes in the form of <Fool's Gold>. PCs are paid in the following fashion according to the average [World Influence LV] of the group, with each PC receiving the listed amount.
3041
3042World Influence LV | Advance | On Success
3043-------------------+---------+-----------
30441~2 | 300G | 1,000G
30453~4 | 500G | 1,500G
30465~6 | 1,000G | 2,000G
30477~8 | 1,500G | 3,000G
30489+ | 2,000G | 4,000G
3049
3050* Mononoke & Tochigami
3051If the client is a Mononoke or tochigami, then the reward typically comes in the form of multiple [Materials] called <Treasures>. PCs are given [Materials] in the following fashion according to the average [World Influence LV] of the group, with each PC receiving the listed amount. Note that all of these [Materials] have [Effect: None].
3052
3053World Influence LV | Advance | On Success
3054-------------------+-----------------+-----------
30551~2 | (Potency 1) x 1 | (Potency 2) x 1
30563~4 | (Potency 1) x 1 | (Potency 2) x 2
30575~6 | (Potency 1) x 2 | (Potency 2) x 2
30587~8 | (Potency 1) x 2 | (Potency 3) x 2
30599+ | (Potency 1) x 3 | (Potency 3) x 2
3060
3061
3062================================================================================
3063Requiem for the Godsoul -- GM Section: General Sanctum Events [XXXU]
3064================================================================================
3065
3066Reading a Sanctum Event
3067----------------------------------------
3068[General Sanctum Events] can be found starting on the next page. Before that is an explanation on how to read the fields of [General Sanctum Events].
3069
3070> Number "Title"
3071The number and title of a General Sanctum Event so that GMs can note them down for their original episodes. This is the only field that is not told to the players.
3072
3073> Narration
3074The narration of the [Sanctum Event]. Read this field aloud to the PCs, then after that the contents of the [Avoid] and [Confront] fields (as well as the Check Success and Check Failure fields), then allow the PCs to decide what to do.
3075
3076> [Avoid]
3077This note whether or not the [Sanctum Event] may be avoided.
3078
3079> [Confront]
3080This notes the action or [Maneuver] that should be done if the PCs choose to [Confront] the [Sanctum Event]. Make sure to tell the PCs that they are allowed to use [Use: Distortion] [Items] for the check.
3081
3082> Check Success & Check Failure
3083This notes the effect that occurs when the [Check] for the [Sanctum Event] either fails or succeeds. Each effect occurs to the targets listed on the following table. Note that in this case, when the [Scene Player] rolls on the [Acquire Material Chart], that EACH PC in the party gains one of that [Material]. For example, if [Material: PD+2 (Value: 1,000G)] is rolled, then a number of that [Material] equal to the number of PCs is obtained.
3084
3085Effect | Target
3086-------------------------+----------------
3087[Limit] | Current [Limit]
3088{HP} or {Crest} | All PCs
3089[Items] or [G] | All PCs
3090[Acquire Material Chart] | Unique
3091
3092
3093================================================================================
3094Requiem for the Godsoul -- GM Section: Event List [XXXV]
3095================================================================================
3096#1 "Vortex of Miasma"
3097
3098Narration - You arrive in the [Area], a dreary, barren place. As you look, the area slowly becomes shrouded in an eerie fog. It proves to be no ordinary fog, however, but rather a thing which transforms stagnant spirit energy into a cursed poison--in other words, a miasma! Breathing it in will at best bring a world of pain. All you can do is hold your breath, shroud yourself in spirit energy, and charge on through!
3099
3100[Avoid]: No
3101[Confront]: [Difficulty: 15] {Strength} or [Maneuver: Fortitude]
3102Check Success → No Effect
3103Check Failure → Lose 3d6 {HP}
3104
3105----------------------------------------
3106
3107#2 "Submerged Area"
3108
3109Narration - You arrive in the [Area], a place that looks as though it is unnaturally submerged in water. A strong glow of etherlight emits from the water's surface. However, it seems as though the path out of here is underwater. It seems the only way forward is to dive down.
3110
3111[Avoid]: No
3112[Confront]: [Difficulty: 13] {Strength} or [Maneuver: Swimming]
3113Check Success → No Effect
3114Check Failure → Lose 1d6 {HP}
3115
3116----------------------------------------
3117
3118#3 "Aim High"
3119
3120Narration - You arrive in the [Area], a strange place where tall structures crowd together. While making your way across with a careful eye on your surroundings, suddenly, you feel a slight spiritual power. Apparently, something is at the very top of these structures.
3121
3122[Avoid]: Yes
3123[Confront]: [Difficulty: 14] {Strength} or [Maneuver: Climb]
3124Check Success → Roll once on the [Acquire Material Chart], and gain that [Material].
3125Check Failure → Lose 2d6 {HP}
3126
3127----------------------------------------
3128
3129#4 "The True Path"
3130
3131Narration - You arrive in the [Area], an eerie place where the walls are covered in strange patterns. As you look, a path seems to come to a dead end. A sinister feeling wafts off the patterns on the walls there... What will you do? Will you search around?
3132
3133[Avoid]: Yes
3134[Confront]: [Difficulty: 16] {Strength} or [Maneuver: Assess]
3135Check Success → Reduce the current [Limit] by 2d6 (to a minimum of 0)
3136Check Failure → Lose 2d6 {Crest}
3137
3138----------------------------------------
3139
3140#5 "Tracks Found"
3141
3142Narration - You arrive in the [Area], which resembles a desert covered in white sands. When you take a good look around, you find a strange set of tracks winding through the sands. However, from where the tracks lead, you can feel a powerful spiritual pressure. What could be over there? Will you try to follow the tracks, or something else?
3143
3144[Avoid]: Yes
3145[Confront]: [Difficulty: 13] {Agility} or [Maneuver: Tracking]
3146Check Success → Gain 1x [Rejuvenating Water]
3147Check Failure → Lose 2x [Consumables]
3148
3149----------------------------------------
3150
3151#6 "The Bound Door"
3152
3153Narration - You arrive in the [Area], which appears as though part of an unusually wide room, with doors standing in a row. As you search for the next path forward, you come across a meticulously locked door. You aren't sure what could hidden behind it. What will you do?
3154
3155[Avoid]: Yes
3156[Confront]: [Difficulty: 13] {Agility} or [Maneuver: Unlocking]
3157Check Success → Roll once on the [Acquire Material Chart], and gain that [Material]
3158Check Failure → Lose 1d6 {Crest}
3159
3160----------------------------------------
3161
3162#7 "Silent Kill"
3163
3164Narration - You arrive in the [Area], a place that brings to mind the interior of a spacious mansion, and continue on towards a path like a wide corridor. As you try to move down the corridor, you feel spiritual power before you. It as though a Blighted One lies in wait. If you can conceal your presence and get close, and then slay the creature with a single blow, you could proceed, but the danger is high.
3165
3166[Avoid]: Yes
3167[Confront]: [Difficulty: 13] {Agility} or [Maneuver: Concealment]
3168Check Success → Recover 1d6 {Crest}
3169Check Failure → Lose 2d6 {HP}
3170
3171----------------------------------------
3172
3173#8 "Crumbling Grounds"
3174
3175Narration - You arrive in the [Area], a place like a bridge made of massive stones. As you examine it, you see that the stone bridge is cracked here and there, and has a fragile appearance. If you were to move over it, you could make it across by leaping over any crumbling portions... right?
3176
3177[Avoid]: Yes
3178[Confront]: [Difficulty: 13] {Agility} or [Maneuver: Acrobatics]
3179Check Success → Change two [Spirit] dice to any value.
3180Check Failure → Lose 10 {HP}
3181
3182----------------------------------------
3183
3184#9 "Demonic Night Parade"
3185
3186Narration - You arrive in the [Area], which is a wide but singular road, blocked on the left and the right by massive walls. As you travel down it, an assembly of creatures drifts into view further up the road. As you peer at what's coming, you find it to be a vast horde of the Blighted! If you can hide yourself, or disguise your own form, you should be able to pass by without being noticed... probably.
3187
3188[Avoid]: No
3189[Confront]: [Difficulty: 12] {Intellect} or [Maneuver: Disguise]
3190Check Success → No Effect
3191Check Failure → Lose 1d6 {Crest} and {HP}
3192
3193----------------------------------------
3194
3195#10 "Strange Device"
3196
3197Narration - You arrive in the [Area], which resembles a mechanical room filled with strange objects and devices. Looking around, you find a device that seems as though it may have some kind of spiritual effect... so will you try to figure out how to activate it? Or proceed onwards?
3198
3199[Avoid]: Yes
3200[Confront]: [Difficulty: 15] {Intellect} or [Maneuver: Lore]
3201Check Success → Recover 1d6 {Crest}
3202Check Failure → Lose 1d6 {Crest}
3203
3204----------------------------------------
3205
3206#11 "Treasures Await"
3207
3208Narration - You arrive in the [Area], a haphazard place with junk piled all around. Following the path through the junk, you find that some of it seems as though they were once rare items infused with spirit energy. There might be some things left that could be put to use. Will you try searching?
3209
3210[Avoid]: Yes
3211[Confront]: [Difficulty: 16] {Intellect} or [Maneuver: Appraise]
3212Check Success → Gain 1x [Accessory] of [Cost: 500G] or lower
3213Check Failure → Lose 10 {HP}
3214
3215----------------------------------------
3216
3217#12 "Symbol Comprehension"
3218Narration - You arrive in the [Area], a place that gives off a mysterious air, where large stones carved all over with strange symbols jut out of the ground. If you were able to comprehend the symbols, you could perhaps trigger some kind of reaction. So will you try to figure them out?
3219
3220[Avoid]: Yes
3221[Confront]: [Difficulty: 14] {Intellect} or [Maneuver: Identify]
3222Check Success → Gain [World Influence LV (Max 5)]d6 x 50 [G]
3223Check Failure → Lose [World Influence LV (Max 5)]d6 x 50 [G]
3224
3225----------------------------------------
3226
3227#13 "Elder Beast"
3228
3229Narration - You arrive in the [Area], a dense forest filled with pure spirit energy that is nothing like that of a Blighted One. In the depths of that forest appears a mystical spirit beast with a magnificent horn. Somehow or another, it seems as though you've met with a tochigami. Will you try to ingratiate yourself with it, and hear its story?
3230
3231[Avoid]: Yes
3232[Confront]: [Difficulty: 17] {Will} or [Maneuver: Etiquette]
3233Check Success → Recover 2d6 {Crest}
3234Check Failure → Lose 2d6 {Crest}
3235
3236----------------------------------------
3237
3238#14 "A God's Blessing"
3239
3240Narration - You arrive in the [Area], which seems to be on the premises of an uncommonly beautiful, large shrine. Within the hall of worship appears a being bathed in a golden light. It seems as though an aspect of a god that governs the creation of matter. If you are skilled at negotiation, you may be able to purchase Artificial Regalia and medicine here.
3241
3242[Avoid]: Yes
3243[Confront]: [Difficulty: 13] {Will} or [Maneuver: Negotiation]
3244Check Success → Able to buy and sell [Items]
3245Check Failure → No Effect
3246
3247----------------------------------------
3248
3249#15 "The Masses"
3250
3251Narration - You arrive in the [Area], which seems like a large cavern that is protected by a pure barrier. As you head further in, you find a large number of good Mononoke. As they haven't become Blighted, it would be better to take charge and explain the situation, for now.
3252
3253[Avoid]: Yes
3254[Confront]: [Difficulty: 11] {Will} or [Maneuver: Command]
3255Check Success → Roll once on the [Acquire Material Chart], and gain that [Material]
3256Check Failure → At the [Final Battle], add one [Mononoke] 1-2 levels below the PC's [World Influence LV] average.
3257
3258----------------------------------------
3259
3260#16 "Moody Primal"
3261
3262Narration - You arrive in the [Area], which resembles a magnificent shrine filled with pure spirit energy that is nothing like that of a Blighted One. At the center of that shrine appears a mystic spirit beast with a jeweled eye. Somehow or another, it seems as though you've met with a tochigami. However, the tochigami's mood seems rather sour, due to some incident.
3263
3264[Avoid]: Yes
3265[Confront]: [Difficulty: 16] {Will} or [Maneuver: Charm]
3266Check Success → Recover 30 {HP}
3267Check Failure → Lose 10 {HP}
3268
3269----------------------------------------
3270
3271#17 "Found a Clue"
3272
3273Narration - You arrive in the [Area], and find a massive corridor big enough that it feels as though a giant could pass through it unhindered. As you start forward, suddenly, a strange feeling of unease washes over you. It seems as though you are caught up in something strange. It doesn't seem as though there's anything here, but just in case, will you search around? Or will you hurry onwards?
3274
3275[Avoid]: Yes
3276[Confront]: [Difficulty: 16] {Luck} or [Maneuver: Spot]
3277Check Success → Reduce current [Limit] by 2d6 (to a minimum of 0)
3278Check Failure → Increase [Limit] by 2d6
3279
3280----------------------------------------
3281
3282#18 "Distortion"
3283
3284Narration - You arrive in the [Area], and a rather beautiful landscape spreads out before you. It could only be one of the places that reside deep in the Nushi that created this [Sanctum]'s heart. It doesn't seem as though there's anything here, but just in case, will you search around? Or will you hurry onwards?
3285
3286[Avoid]: Yes
3287[Confront]: Perform [Sense] for the [Distortion] the GM has prepared ahead of time, and then resolve either [Mend] or [Destroy] (as per the base book rules).
3288
3289----------------------------------------
3290
3291#19 "Small Voices"
3292
3293Narration - You arrive in the [Area], which looks like the roof of a palace or large mansion. As you quietly make your way through to the next path, are able to hear voices coming from below your feet. It seems as though some Blighted are communicating. Will you try to listen in?
3294
3295[Avoid]: Yes
3296[Confront]: [Difficulty: 15] {Luck} or [Maneuver: Eavesdrop]
3297Check Success → Reduce current [Limit] by 1d6 (to a minimum of 0)
3298Check Failure → Increase [Limit] by 1d6
3299
3300----------------------------------------
3301
3302#20 "Dimensional Road"
3303
3304Narration - You arrive in the [Area], where a single, eerie road winds its was through a strange landscape. It appears as though it is a path that passes through another dimension. What will you do? Will you follow the path?
3305
3306[Avoid]: Yes
3307[Confront]: [Difficulty: 15] {Luck} or [Maneuver: Intuition]
3308Check Success → Reduce current [Limit] by 2d6 (to a minimum of 0)
3309Check Failure → Lose 2d6 {Crest}
3310
3311----------------------------------------
3312
3313#21 "Battle"
3314
3315Narration - You arrive in the [Area], which proves to be an excessively wide space. Sensing something in the center of the area, you hide and take a look. When you do, you find what seem to be hostile beings. Will you fight them here? Or will you try to sneak around?
3316
3317[Avoid]: Yes
3318[Confront]: [Combat] with [NPCs] the GM designates. The players [Install] their PCs into any of the following squares: A6, A7, A8, B6, B7, B8. The GM [Installs] their designated NPCs into any square.
3319Check Success → No Effect
3320Check Failure → The session ends
3321
3322----------------------------------------
3323
3324#22 "Final Battle"
3325
3326Narration - You arrive in the [Area], and within the hateful nemesis you all have been pursuing this whole time lies in wait. Taking your Regalia in hand, your body erupting with spirit energy... is now the time to fight the final battle?
3327
3328[Avoid]: Yes
3329[Confront]: [Combat] with [NPCs] the GM designates. The players [Install] their PCs into any of the following squares: A6, A7, A8, B6, B7, B8. The GM [Installs] their designated NPCs into any square.
3330Check Success → [Sanctum Purge] ends, and then the episode ends
3331Check Failure → The session ends
3332
3333----------------------------------------
3334
3335
3336================================================================================
3337Requiem for the Godsoul -- GM Section: Boss Talents [XXXW]
3338================================================================================
3339«Dispersal Setup»
3340Timing : Prep
3341Range : User
3342Target : User
3343Cost : None
3344Through a special technique or a supernatural power, the boss expands how many its can target with its attacks.
3345Unique Effect. The target increases the [Target] of their [Timing: Attack] [Actions] by +2#. If the [Target] is already [Area・Combat Zone], it gains +1d6 at [Damage Calculation].
3346
3347«Widen Range»
3348Timing : Unique
3349Range : User
3350Target : User
3351Cost : None
3352Using a forbidden power or a special technique, the boss instantly expands the range of its attack.
3353Unique Effect. The target may use this Talent at any time, but loses 5 {HP} when they do. The target changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. This Talent may be used once per round.
3354
3355«Extra Arms・Legs»
3356Timing : Constant
3357Range : User
3358Target : User
3359Cost : None
3360Possessing multiple sets of powerful legs or arms, this boss can attack continually.
3361The target gains an additional [Timing: Attack]. When a PC is taking their [Turn], by spending all of their [Timing: Attack], they may make a [Difficulty: 20] {Strength} or {Intellect} check, and if successful, the effect of this Talent is lost for the rest of the [Combat] (for this [Combat] only). Reveal these effects to the players if they are successful at [Identify]. Also, by changing the name of this Talent (arms/legs), multiples of this Talent may be acquired.
3362
3363«Supernatural Cannonball»
3364Timing : Constant
3365Range : User
3366Target : User
3367Cost : None
3368Levitating something with tremendous mystic power, or floating it using supernatural abilities, the boss hurls an object at high speeds at an enemy.
3369Once every round, the target may destroy one adjacent [Obstacle] or Mononoke with "x#" in their name to make a [Special Attack] on [Range: 7 Sq. / Target: 1#] with [Effect Class: Physical Attack / Physical Damage: 2d6+"{Accuracy Fixed Value} x 2"]. Destroyed Mononoke may not be revived with «Calamity Caller», but PCs still gain [XP] {Crest} and [Materials] as normal.
3370
3371«Deadly Blow»
3372Timing : Constant
3373Range : User
3374Target : User
3375Cost : None
3376Whether through genius, training, or supernatural ability, for whatever reason this boss can unleash certain-kill strikes.
3377Passive Effect. The target gains +1 to the [Active Check], and +5 to the [Damage Calculation] of [Weapon Attacks]. If the target of the [Weapon Attack] is a [Mononoke], the user gains an additional +[(LV x 5)] (maximum +30).
3378
3379«Crest Erosion»
3380Timing : Constant
3381Range : User
3382Target : User
3383Cost : None
3384Placing a curse upon itself, when the boss's technique invocations are hindered, it erodes that enemy's Crest.
3385Passive Effect. The [Range: Combat Zone / Target 1#] who uses a Talent to cancel a Talent the target uses (such as «Shadow Bind» or «Shadow Break») loses 5 {Crest}.
3386
3387«Art Adaptation»
3388Timing : Constant
3389Range : User
3390Target : User
3391Cost : None
3392Through a fearsome chaos technique, the boss has resistance against all kinds of techniques.
3393Passive Effect. The target delays the effect of all Talents other than [Timing: Constant] until [Timing: Start] of the next round. For example, if the target is hit with «Violent Strike», then until [Timing: Start] of the next round, the target does not take the effects of «Violent Strike» (or in other words, it cancels the effect and [Damage] of «Violent Strike» until then).
3394
3395
3396================================================================================
3397Requiem for the Godsoul -- GM Section: Humanoid Mononoke [XXXY-1]
3398================================================================================
3399Amanojaku / Class: Humanoid / LV: 1 (1)
3400Size : 2
3401Wits : High
3402Senses : Normal
3403Speech : Yes
3404Reaction : Mercurial
3405ID : 7
3406Weakness : [Light] [Toxin]
3407Movement : Walk
3408 | ACC | EVA | CNJ | RES | CHK
3409{Combat Stats} | 2 | 2 | 5 | 4 | 3
3410{Fixed Values} | 9 | 9 | 12 | 11 | 10
3411{Initiative} : 6 (4)
3412{HP} : 40
3413Armor : 1
3414Barrier : 0
3415
3416Attack Methods
3417[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancel
3418- 2d6+9 magical damage to the target.
3419
3420«Distance Manipulation»: Prep / User
3421- The target increases the [Range] of their [Attack Actions] by 4 Sq. (if Engaged, then move 4 Sq.; if Combat Zone, change effect to +1d6 to damage).
3422
3423«Element Magic I»: Magical Attack / 4 Sq. / 1# / Cancel
3424- [Element: Phantom] 2d6+9 magical damage to the target. 1/Round.
3425
3426Materials (2d6)
34272~6: None
34287+: Fragment of Truth/Will+1: 500G (Potency: 1)
3429
3430Description
3431A Mononoke about one meter tall, with a bump akin to a horn on its head. It is skilled at reading the human heart, and tempts its victims into becoming obsessed with their darker natures, ultimately causing them to be transformed into the same being as itself, an amanojaku. They thrive on the negative emotions created from the conflict surrounding them, and it is that very nature that often sees them becoming servants for Aramitama.
3432
3433----------------------------------------
3434
3435Fishmen x5 / Class: Humanoid / LV: 2 (1)
3436Size : 2
3437Wits : High
3438Senses : Heat
3439Speech : Yes
3440Reaction : Mercurial
3441ID : 10
3442Weakness : [Fire] [Toxin]
3443Movement : Walk・Swim
3444 | ACC | EVA | CNJ | RES | CHK
3445{Combat Stats} | 6 | 4 | 1 | 4 | 2
3446{Fixed Values} | 13 | 11 | 8 | 11 | 9
3447{Initiative} : 8 (5)
3448{HP} : 46
3449Armor : 2
3450Barrier : 0
3451
3452Attack Methods
3453[Weapon Attack]: Melee Attack / Engaged / 1#
3454- [Form: Spear] 2d6+14 physical damage to the target.
3455
3456«Siege Formation»: Start / Combat Zone / Combat Zone
3457- "x#" Mononoke within [Range] gain +2 to {Accuracy} checks.
3458
3459«Fishmen Strike»: Physical Attack / Engaged / 1#
3460- [Form: Hammer] 2d6+14 physical damage to the target, and this enemy may force targets that took at least 1 point of damage to move 1 Sq. ignoring [Engagements].
3461
3462Materials (2d6)
34630~6: None
34647~10: Glistening Scales/Armor+1: 500G (Potency: 1)
346511+: Spiney Fin/HP+6: 1,000G (Potency: 2)
3466
3467Description
3468A Mononoke with the appearance of a humanoid fish, having the head of one, plus scaley arms and legs. They can interbreed with humans, and while as a hatchling they appear like a human, gradually as they grow into an adult they make a total metamorphosis into their original form, and after that, they return to the seas. Although their appearance imitates humans, they are overwhelmingly powerful when in groups, and in particular they are highly dangerous when in water.
3469
3470----------------------------------------
3471
3472Veteran Magical Girl / Class: Humanoid / LV: 4 (1)
3473Size : 2
3474Wits : Clever
3475Senses : Normal
3476Speech : Yes
3477Reaction : Mercurial
3478ID : 13
3479Weakness : [Toxin] [Phantom]
3480Movement : Walk
3481 | ACC | EVA | CNJ | RES | CHK
3482{Combat Stats} | 7 | 2 | 3 | 5 | 3
3483{Fixed Values} | 14 | 9 | 10 | 12 | 10
3484{Initiative} : 11 (6)
3485{HP} : 43
3486Armor : 3
3487Barrier : 0
3488
3489Attack Methods
3490[Weapon Attack]: Ranged Attack / 7 Sq. / 2#
3491- [Form: Ranged] 2d6+16 physical damage to the target.
3492
3493«Flight Rune»: Start / 7 Sq. / 1#
3494- The target gains [Shift: Flight].
3495
3496«Hidden Technique I»: Physical Attack / Combat Zone / 1#
3497- The user gains +3 to the {Accuracy} check, then deals [Form: Ranged] 25 points of physical damage to the target. 1/Combat.
3498
3499«Magical Barrier»: Unique / 7 Sq. / 1#
3500- Target gains +5 [Barrier]. 1/Round.
3501
3502«Mana Crush»: Unique / User
3503- The target changes [Physical Damage] into [Magical Damage]. 1/Round.
3504
3505Materials (2d6)
35062~10: Magical Girl Battle Wear/Barrier+1: 500G (Potency: 1)
350711+: Magical Girl Battle Staff/MD+2: 1,000G (Potency: 2)
3508
3509Description
3510A magical girl who has grown spiritual through the accumulation of battle experience. Although they now see the world for what it is, they continue to fight for a wish they cannot give up, or for people they must protect. Though they try to avoid pointless battles, they will not hesitate to bring their power to bear when they uncover evil.
3511
3512----------------------------------------
3513
3514Ippon Datara / Class: Humanoid / LV: 6 (2)
3515Size : 3
3516Wits : High
3517Senses : Magic
3518Speech : Yes
3519Reaction : Neutral
3520ID : 15
3521Weakness : [Magnet] [Phantom]
3522Movement : Walk
3523 | ACC | EVA | CNJ | RES | CHK
3524{Combat Stats} | 10 | 2 | 10 | 7 | 3
3525{Fixed Values} | 17 | 9 | 17 | 14 | 10
3526{Initiative} : 14 (7)
3527{HP} : 89
3528Armor : 10
3529Barrier : 5
3530
3531Attack Methods
3532[Weapon Attack]: Magical Attack / Engaged / 1#
3533- [Form: Hammer] 4d6+19 physical damage to the target.
3534
3535«Iron Mallet Strike»: Physical Attack / Engaged / 1#
3536- [Form: Hammer] 3d6+24 physical damage to the target, and this enemy may force targets that took at least 1 point of damage to move up to 2 Sq. ignoring [Engagements].
3537
3538«Throw Stone»: Magical Attack / 7 Sq. / 1# / Halves
3539- 2d6+15 magical damage to the target. 1/Round.
3540
3541«Counter»: Defense / User / No Evasion
3542- Use On {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target: 1#] takes [Form: Hammer] 3d6+24 physical damage.
3543
3544Materials (2d6)
35452~10: Giant Eyelid/Intellect+1: 500G (Potency: 1)
354611+: Rare Ore/Armor+3: 1,500G (Potency: 3)
3547
3548Description
3549A Mononoke that gained power when a Shard came to reside in an ore or gemstone and gathered spirit energy. A giant with one eye and one leg, it has the power to freely control metals. It is worshiped by mountain people, and while it does not actively hurt people, neither does it give mercy to those who violate its dominion.
3550
3551----------------------------------------
3552
3553Tenaga Ashinaga / Class: Humanoid / LV: 7 (2)
3554Size : 3
3555Wits : High
3556Senses : Normal
3557Speech : Yes
3558Reaction : Hostile
3559ID : 19
3560Weakness : [Wind] [Toxin]
3561Movement : Walk
3562 | ACC | EVA | CNJ | RES | CHK
3563{Combat Stats} | 12 | 4 | 3 | 10 | 4
3564{Fixed Values} | 19 | 11 | 10 | 17 | 11
3565{Initiative} : 19 (8)
3566{HP} : 85
3567Armor : 7
3568Barrier : 4
3569
3570Attack Methods
3571[Weapon Attack]: Special Attack / 4 Sq. / 1#
3572- [Form: Ranged] 3d6+27 physical damage to the target. [Additional Effect]: Change an [Attack Action] to a [Special Attack]. 1/Combat.
3573
3574«Gain Distance»: Start / User
3575- The target [Installs] into any square within [Range: 7 Sq.] 1/Combat.
3576
3577«Clever Strike»: Physical Attack / Engaged / 1#
3578- The user gains +2 to the {Accuracy} check, then deals [Form: Hammer] 2d6+27 physical damage to the target.
3579
3580«Rampage II»: Physical Attack / Combat Zone / Area
3581- [Form: Hammer] 2d6+32 physical damage to the target. 1/Round.
3582
3583«Two Gods, One Body»: Constant / User
3584- During the target's [Turn], it gains +1 [Timing: Attack].
3585
3586Materials (2d6)
35872~9: Giant Claw/Strength+1: 500G (Potency: 1)
358810+: Clam Toy/Speed+2: 1,500G (Potency: 3)
3589
3590Description
3591A pair of giant Mononoke, where one has extremely long arms and the other has extremely long legs. They act as a pair, and are believed to sink ships and assault then eat humans using their long limbs like whips. They are spoken of as a type of demon, but in some regions they serve as messengers for the gods.
3592
3593----------------------------------------
3594
3595Raihousha / Class: Humanoid / LV: 11 (3)
3596Size : 2
3597Wits : Clever
3598Senses : Normal
3599Speech : Yes
3600Reaction : Mercurial
3601ID : 25
3602Weakness : None
3603Movement : Walk
3604 | ACC | EVA | CNJ | RES | CHK
3605{Combat Stats} | 1 | 16 | 16 | 4 | 3
3606{Fixed Values} | 9 | 24 | 24 | 12 | 11
3607{Initiative} : 23 (10)
3608{HP} : 89
3609Armor : 9
3610Barrier : 0
3611
3612Attack Methods
3613[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancel
3614- 2d6+36 magical damage to the target. [Additional Effect]: Gain +10d6 to the [Damage] of an [Attack Action]. 1/Session.
3615
3616«Element Magic III»: Magical Attack / Combat Zone / Area / Halves
3617- 4d6+40 magical damage to the target. 2/Round.
3618
3619«Barrier Interference»: Defense / 7 Sq. / 1#
3620- The target exchanges [Barrier] values with the user.
3621
3622«Spell Annulment»: Unique / Combat Zone / 1#
3623- Cancel the [Magical Attack] the target is making.
3624
3625«Three Eyes»: Constant / User
3626- During the target's [Turn], it gains +1 [Timing: Attac]. Also, it always has [Remove: Darkness・Fallen].
3627
3628Materials (2d6)
36292~8: Otherworldly Metal/MD+3: 1,500G (Potency: 3)
36309+: Third Eye Gem/Null Darkness: 2,000G (Potency: 4)
3631
3632Description
3633A being capable of using a rudimentary kind of spirit energy, and an extremely rare type of Marebito from another world, lost in this one. It has a sensory organ like a jewel on its forehead. It cannot use Spirit Burn, but its can temporarily make its spirit energy explode, using latent traits different from the ones of this world.
3634
3635----------------------------------------
3636
3637Ura / Class: Humanoid / LV: 13 (3)
3638Size : 2
3639Wits : Clever
3640Senses : Magic
3641Speech : Yes
3642Reaction : Mercurial
3643ID : 24
3644Weakness : [Toxin]
3645Movement : Walk
3646 | ACC | EVA | CNJ | RES | CHK
3647{Combat Stats} | 17 | 15 | 5 | 3 | 6
3648{Fixed Values} | 24 | 22 | 12 | 10 | 13
3649{Initiative} : 23 (10)
3650{HP} : 101
3651Armor : 5
3652Barrier : 5
3653
3654Attack Methods
3655[Weapon Attack]: Physical Attack / Engaged / 1#
3656- [Form: Hammer] 3d6+39 physical damage to the target.
3657
3658«Oni Lord's Hide»: Start / User / User
3659- The target declares one from [Form: Sword・Spear・Axe・Hammer], and for the rest of the turn, [Halves] [Physical Damage] taken from that [Form].
3660
3661«Battle Art IV»: Physical Attack / Engaged / Area
3662- The user gains +4 to the {Accuracy} check, then deals [Form: Sword] 3d6+54 physical damage to the target.
3663
3664«Lord of the Oni»: Constant / User
3665- During the target's turn, they gain +2 [Timing: Attack]. Also, 1/Round, may make a [Reaction Check] against an [Attack Action] from outside [Engaged] using {Accuracy}.
3666
3667Materials (2d6)
36682~10: Oni Lord's Bone/Strength+4: 2,000G (Potency: 4)
366911+: Princess's Hair Ornament/Null Pain: 4000G (Potency: 5)
3670
3671Description
3672An oni lord who once ruled over the Kingdom of Kibi. In a conflict with Yamato, Kibitsuhiko-no-Mikoto destroyed Ura, who then sealed his bones within a shrine. The bones were lost during Purgatory Night, and twelve years later, after a certain island in the Seto Sea was purchased, something calling themselves Ura erected a massive Sanctum there. While the goal of this Ura is unknown at present, the factions are keeping a close eye on the situation.
3673
3674----------------------------------------
3675
3676================================================================================
3677Requiem for the Godsoul -- GM Section: Beast Mononoke [XXXY-2]
3678================================================================================
3679Old Rat x10 / Class: Beast / LV: 1 (1)
3680Size : 1
3681Wits : Low
3682Senses : Heat
3683Speech : No
3684Reaction : Hostile
3685ID : 10
3686Weakness : [Magnet] [Phantom]
3687Movement : Walk
3688 | ACC | EVA | CNJ | RES | CHK
3689{Combat Stats} | 6 | 4 | 1 | 1 | 2
3690{Fixed Values} | 13 | 11 | 8 | 8 | 9
3691{Initiative} : 14 (7)
3692{HP} : 31
3693Armor : 0
3694Barrier : 0
3695
3696Attack Methods
3697[Weapon Attack]: Physical Attack / Engaged / 1#
3698- [Form: Sword] 1d6+10 physical damage to the target.
3699
3700«Devouring Swarm»: Start / 4 Sq. / 1#
3701- Reduce the {HP} of [Obstacles] in range by 30 points. When an [Obstacle]'s {HP} is reduced to 0 through the repeated use of this effect, the [Obstacle] is destroyed.
3702
3703«Demon Strike I»: Physical Attack / Engaged / 1#
3704- [Form: Sword] 2d6+14 magical damage to the target. Targets that fail their [Reaction Check] take [Shift: Fallen].
3705
3706Materials (2d6)
37072~5: None
37086~9: Soft Ears/Intellect+1: 500G (Potency: 1)
370910+: Round Tail/Luck+2: 1,000G (Potency: 2)
3710
3711Description
3712A rat Mononoke that under the influence of a Shard has grown to be around 60cm long. They're very greedy, and seek to fill their appetites by following where their instinct takes them. Their natures are virtually unchanged from normal rats, but because they are infused with the concept of "rats ruin buildings by gnawing them down," they pose a serious threat to everything nearby when they band together, so it's important to deal with them quickly.
3713----------------------------------------
3714
3715Okuri-inu / Class: Beast / LV: 2 (1)
3716Size : 3
3717Wits : High
3718Senses : Magic
3719Speech : Yes
3720Reaction : Mercurial
3721ID : 13
3722Weakness : [Cold] [Toxin]
3723Movement : Walk
3724 | ACC | EVA | CNJ | RES | CHK
3725{Combat Stats} | 7 | 5 | 5 | 1 | 4
3726{Fixed Values} | 14 | 12 | 12 | 8 | 11
3727{Initiative} : 13 (6)
3728{HP} : 44
3729Armor : 2
3730Barrier : 2
3731
3732Attack Methods
3733[Weapon Attack]: Physical Attack / Engaged / 1#
3734- [Form: Spear] 2d6+13 physical damage to the target. [Additional Effect]: Change an [Attack Action] to a [Special Attack], 1/Combat.
3735
3736«Demon Dog Strike»: Physical Attack / Engaged / 1#
3737- [Form: Spear] 2d6+14 physical damage to the target. Targets that fail their [Reaction Check] take [Shift: Fallen].
3738
3739«Seventh Fall Curse»: Unique / 5 Sq. / 1#
3740- The target gains +1 to the result of their [Check]. 1/Round.
3741
3742«Defense Barrier I»: Unique / 7 Sq. / 1#
3743- The target gains +5 [Barrier]. 1/Round.
3744
3745Materials (2d6)
37462~8: Sharp Fang/PD+1: 500G (Potency: 1)
37479+: Dog Hide/Barrier+2: 1,000G (Potency: 2)
3748
3749Description
3750A type of Mononoke that came to be when a Shard came to be inside of a dog. Evil Okuri-inu follow behind humans, then assail them and devour their souls. However, there also exist those that are friendly and help humans, or serve Divine Souls. When they live a long time, they begin to wear accessories over their bodies, and gain more spirit energy in proportion to how much they wear.
3751
3752----------------------------------------
3753
3754Great Toad / Class: Beast / LV: 3 (1)
3755Size : 3
3756Wits : Normal
3757Senses : Heat
3758Speech : No
3759Reaction : Hostile
3760ID : 10
3761Weakness : [Fire] [Cold]
3762Movement : Walk
3763 | ACC | EVA | CNJ | RES | CHK
3764{Combat Stats} | 7 | 3 | 2 | 4 | 4
3765{Fixed Values} | 14 | 10 | 9 | 11 | 11
3766{Initiative} : 12 (6)
3767{HP} : 48
3768Armor : 3
3769Barrier : 2
3770
3771Attack Methods
3772[Weapon Attack]: Physical Attack / Engaged / 1#
3773- [Form: Hammer] 3d6+13 physical damage to the target.
3774
3775«Bestow Weapon Resist II»: Start / 5 Sq. / 1#
3776- The target [Halves] physical damage taken from [Form: Axe・Hammer].
3777
3778«Swallow Whole»: Physical Attack / Engaged / 1#
3779- [Form: Hammer] 2d6+21 physical damage to the target.
3780
3781«Rainbow Fog»: Magical Attack / 7 Sq. / 1# / Halves
3782- [Element: Phantom] 2d6+10 magical damage to the target. Targets that fail their {Resist} check take [Shift: Fallen].
3783
3784Materials (2d6)
37852~5: None
37866~9: Toad Oil/Armor+1: 500G (Potency: 1)
378710+: Elastic Tongue/Strength+2: 1,000G (Potency: 2)
3788
3789Description
3790A type of giant toad Mononoke that reaches three meters in height. They are beings that acquire spirit energy when a Shard comes to reside in a frog that has lived for hundreds of years. They breathe out a fog that shimmers like a rainbow, and those who come into contact with it have their thoughts grow hazy. They excrete a sacramental mucus from their skin, and by basking in that mucus, they halve the effects of certain weapons.
3791
3792----------------------------------------
3793
3794Hihi / Class: Beast / LV: 4 (1)
3795Size : 3
3796Wits : Clever
3797Senses : Heat
3798Speech : Yes
3799Reaction : Hostile
3800ID : 14
3801Weakness : [Fire] [Toxin]
3802Movement : Walk
3803 | ACC | EVA | CNJ | RES | CHK
3804{Combat Stats} | 10 | 9 | 1 | 1 | 3
3805{Fixed Values} | 17 | 16 | 9 | 8 | 10
3806{Initiative} : 15 (7)
3807{HP} : 64
3808Armor : 5
3809Barrier : 2
3810
3811Attack Methods
3812[Weapon Attack]: Physical Attack / Engaged / 1#
3813- [Form: Sword] 4d6+16 physical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area], 1/Combat.
3814
3815«Wind and Clouds»: Start / User
3816- The target [Installs] into any square within [Range: 7 Sq.] 1/Combat.
3817
3818«Demon Strike I»: Physical Attack / Engaged / 1#
3819- [Form: Axe] 3d6+17 magical damage to the target. Targets that fail their [Reaction Check] take [Shift: Fallen].
3820
3821«Beast's Instinct»: Defense / User
3822- Use On {Evasion} Check. The target gains +2 to its {Evasion} check. 1/Round.
3823
3824Materials (2d6)
38252~8: Hihi's Upper Lip/Intellect+1: 500G (Potency: 1)
38269+: Hihi's Jawbone/Strength+2: 1,000G (Potency: 2)
3827
3828Description
3829A type of Mononoke that appears as a giant monkey roughly three meters tall. It came to being when a Shard entered an aged monkey, and it has the propensity to target feminine souls, which it favors. In addition to having high intellect, it has mystic power enough to easily tear apart humans, as well as being able to control the wind and the clouds, and it often ensnares people in wicked schemes.
3830
3831----------------------------------------
3832
3833Onikuma / Class: Beast / LV: 9 (2)
3834Size : 4
3835Wits : High
3836Senses : Heat
3837Speech : No
3838Reaction : Mercurial
3839ID : 19
3840Weakness : [Shock] [Phantom]
3841Movement : Walk
3842 | ACC | EVA | CNJ | RES | CHK
3843{Combat Stats} | 15 | 10 | 4 | 3 | 4
3844{Fixed Values} | 22 | 17 | 11 | 10 | 11
3845{Initiative} : 25 (10)
3846{HP} : 128
3847Armor : 11
3848Barrier : 6
3849
3850Attack Methods
3851[Weapon Attack]: Physical Attack / Engaged / 1#
3852- [Form: Axe] 5d6+32 physical damage to the target. [Additional Effect]: Make 1x [Weapon Attack] after [Damage Calculation], 1/Combat.
3853
3854«Slam III»: Physical Attack / 2 Sq. / 2#
3855- [Form: Hammer] 3d6+42 physical damage to the target. The user may force targets that failed their [Reactive Check] to [Install] into any square within 3 Sq.
3856
3857«Cover»: Defense / Engaged / 1#
3858- Use On Damage Reduction. The user takes the damage that the target would have received ({Resist} checks automatically become failures). «Cover» has no effect on [Target: Area・Combat Zone] [Attack Actions].
3859
3860«Bear Storm»: Constant / User
3861- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target [Halves] physical damage from [Form: Hammer].
3862
3863Materials (2d6)
38642~8: Thick Hide/Armor+2: 1,000G (Potency: 2)
38659+: Huge Bear Claw/PD+3: 1,500G (Potency: 3)
3866
3867Description
3868A being where an old bear transformed into a Mononoke. Reaching ten meters in length, it has resilience and strength suitable for such a massive body. As they possess both a certain degree of intelligence and agility that belies its size, even Godhunters find these creatures to be difficult foes.
3869----------------------------------------
3870
3871Mizuchi / Class: Beast / LV: 11 (3)
3872Size : 5
3873Wits : Normal
3874Senses : Magic
3875Speech : Yes
3876Reaction : Mercurial
3877ID : 21
3878Weakness : [Fire] [Shock]
3879Movement : Walk・Swim
3880 | ACC | EVA | CNJ | RES | CHK
3881{Combat Stats} | 18 | 6 | 3 | 15 | 4
3882{Fixed Values} | 25 | 13 | 10 | 22 | 11
3883{Initiative} : 26 (11)
3884{HP} : 153
3885Armor : 15
3886Barrier : 14
3887
3888Attack Methods
3889[Weapon Attack]: Physical Attack / Charge 4 Sq. / 1#
3890- [Form: Axe] 6d6+40 physical damage to the target.
3891
3892«Mizuchi's Poisoned Fangs»: Physical Attack / Engaged / Area
3893- [Form: Sword] 3d6+40 physical damage to the target. If the target takes at least 1 point of damage from this attack, they also take [Shift: Poison].
3894
3895«Evil Eye»: Unique / 10 Sq. / 1#
3896- Use when the target declares a Talent. Cancel the effect of one non-[Timing: Constant] Talent the target used.
3897
3898«Clan of the Great Snake God»: Constant / User
3899- During the target's turn, it gains +1 [Timing: Attack]. Also, the target changes all [Cold] damage to 0, and ignores all other effects of such attacks.
3900
3901Materials (2d6)
39022~9: Mizuchi's Scales/Speed+1: 1,000G (Potency: 2)
390310+: Mizuchi's Heart/Null Poison: 3,000G (Potency: 5)
3904
3905Description
3906A snake Mononoke that grew massive and ageless by absorbing the energy from a leyline in a body of water. Its entire body is covered in scales like steel, and venom drips from its claws, which are like spear heads. It is believed that this Mononoke desires strength enough to become a dragon, and will enact severe retribution on those who try to invade the leyline where it lives.
3907
3908----------------------------------------
3909
3910Okuchi no Makami / Class: Beast / LV: 13 (3)
3911Size : 2
3912Wits : Clever
3913Senses : Domain
3914Speech : Yes
3915Reaction : Neutral
3916ID : 25
3917Weakness : [Magnet] [Toxin]
3918Movement : Walk
3919 | ACC | EVA | CNJ | RES | CHK
3920{Combat Stats} | 16 | 18 | 4 | 5 | 5
3921{Fixed Values} | 23 | 25 | 11 | 12 | 12
3922{Initiative} : 29 (12)
3923{HP} : 110
3924Armor : 4
3925Barrier : 3
3926
3927Attack Methods
3928[Weapon Attack]: Ranged Attack / Charge 4 Sq. / 1#
3929- [Form: Ranged] 3d6+32 physical damage to the target. [Additional Effect]: Change an [Attack Action] into a [Special Attack], 1/Round.
3930
3931«Commander of Beasts»: Start / Combat Zone / Combat Zone
3932- Mononoke of the user's choice within [Range] gain +9 {Initiative} and +10 at [Damage Calculation].
3933
3934«Curse of Fangs and Claws»: Physical Attack / Engaged / Area
3935- [Form: Sword] 4d6+19 physical damage to the target. Targets who fail their [Reaction Check] take -3 to their {Evasion} checks for the rest of the combat.
3936
3937«Makami»: Constant / User
3938- During the target's turn, it gains +1 [Timing: Attack].
3939
3940«Wild Instinct»: Unique / User
3941- The target may make an {Insight} check using {Accuracy}. 1/Round.
3942
3943Materials (2d6)
39442~9: Makami's Fangs/PD+3: 1,500G (Potency: 3)
394510+: Makami's White Tail/Initiative+5: 3,000G (Potency: 5)
3946
3947Description
3948A wolf god about one meter long with a pale coat, it lives together with its clan within an expansive spirit barrier in the deep mountains. Although it dislikes humans due to past circumstances, it's rumored that at times it will appear before certain humans, and offer them its blessing in exchange for undertaking certain hardships.
3949
3950
3951================================================================================
3952Requiem for the Godsoul -- GM Section: Insectoid Mononoke [XXXY-3]
3953================================================================================
3954
3955Akaname / Class: Insectoid / LV: 1 (1)
3956Size : 2
3957Wits : Normal
3958Senses : Normal
3959Speech : No
3960Reaction : Mercurial
3961ID : 10
3962Weakness : [Fire] [Shock]
3963Movement : Walk
3964 | ACC | EVA | CNJ | RES | CHK
3965{Combat Stats} | 5 | 2 | 6 | 1 | 2
3966{Fixed Values} | 12 | 9 | 13 | 8 | 9
3967{Initiative} : 8 (5)
3968{HP} : 41
3969Armor : 1
3970Barrier : 1
3971
3972Attack Methods
3973[Weapon Attack]: Ranged Attack / 4 Sq. / 1#
3974- [Form: Ranged] 2d6+6 physical damage to the target.
3975
3976«Corroding Mold»: Magical Attack / Combat Zone / Area / Cancels
3977- 2d6+9 magical damage to the target. Targets who take at least 1 point of damage from this attack [Halve] their [Armor] for the rest of the combat.
3978
3979«Odd Trajectory»: Constant / User
3980- The target may change any [Attack Action] to [Special Attack / Range: 4 Sq. / Target: 1#].
3981
3982Materials (2d6)
39832~5: None
39846~9: Long Red Tongue/HP+3: 500G (Potency: 1)
398510+: Enlongated Claws/Strength+2: 1,000G (Potency: 2)
3986
3987Description
3988A Mononoke created when stagnant spirit energy, accumulating in a dark, dank, filthy place, seeped into an insect that normally can be found at such places. Taking a human form roughly a meter in height with chopped hair and red skin, it naturally tries to spread its filth by licking targets with its long tongue.
3989----------------------------------------
3990
3991Polterbugs x100 / Class: Insectoid / LV: 3 (1)
3992Size : 0
3993Wits : Low
3994Senses : Normal
3995Speech : No
3996Reaction : Hostile
3997ID : 11
3998Weakness : [Fire] [Shock]
3999Movement : Walk・Fly
4000 | ACC | EVA | CNJ | RES | CHK
4001{Combat Stats} | 7 | 3 | 1 | 2 | 1
4002{Fixed Values} | 14 | 10 | 8 | 9 | 8
4003{Initiative} : 9 (5)
4004{HP} : 43
4005Armor : 0
4006Barrier : 0
4007
4008Attack Methods
4009[Weapon Attack]: Physical Attack / 7 Sq. / 1# / Cancels
4010- [Form: Ranged] 1d6+13 physical damage to the target.
4011
4012«Envelop»: Physical Attack / Engaged / Area
4013- [Form: Spear] 2d6+13 physical damage to the target. 1/Round.
4014
4015«Plague Carrier»: Unique / 7 Sq. / 1#
4016- Use On Active Check. If the target's first attack action deals at least 1 point of damage to its victim, the victim takes [Shift: Poison].
4017
4018«Like Fog»: End / User
4019- The target [Recovers] 10 {HP}.
4020
4021Materials (2d6)
40222~5: None
40236~9: Polterbug Wings/MD+1 500G (Potency: 1)
402410+: Enmity Crystal/Bestow Toxin: 1,500G (Potency: 3)
4025
4026Description
4027Insect Mononoke born from the souls of animals or people who died while gripped in bitter resentment. Many are referred to by the type of soul that created them, such as the jougen-mushi, the okiku-mushi, or the Heike crab. They are commonly believed to be the source of plagues and droughts, but there are those who, following the dying wish of the soul that created them, become guardian deities.
4028----------------------------------------
4029
4030Monstrous Insectoid / Class: Insectoid / LV: 4 (1)
4031Size : 2
4032Wits : Normal
4033Senses : Heat
4034Speech : No
4035Reaction : Hostile
4036ID : 15
4037Weakness : [Cold] [Wind]
4038Movement : Walk
4039 | ACC | EVA | CNJ | RES | CHK
4040{Combat Stats} | 8 | 7 | 1 | 1 | 2
4041{Fixed Values} | 15 | 14 | 8 | 8 | 9
4042{Initiative} : 13 (6)
4043{HP} : 49
4044Armor : 6
4045Barrier : 1
4046
4047Attack Methods
4048[Weapon Attack]: Physical Attack / Engaged / 1#
4049- [Form: Axe] 2d6+18 physical damage to the target. [Additional Effect]: Make 1x [Weapon Attack] after [Damage Calculation]. 1/Combat.
4050
4051«Twisted Transformation»: Start / User
4052- For the rest of the combat, the target gains +1d6 at [Damage Calculation].
4053
4054«Binding Strike I»: Physical Attack / 3 Sq. / 1#
4055- [Form: Ranged] 2d6+14 physical damage to the target. Targets that fail their [Reaction Check] take -2 to {Initiative} (stacks up to -6; Initiative cannot drop below 0).
4056
4057«Diversion»: Unique / 3 Sq. / 1#
4058- The target gains +1 to {Accuracy} checks, and +3 to physical damage.
4059
4060Materials (2d6)
40612~10: Fake Multifaceted Eyes/Intellect+1: 500G (Potency: 1)
406211+: Brainwashing Device/Bestow Shock: 1,500G (Potency: 3)
4063
4064Description
4065What used to be a human, then had a special Shard embedded inside of them by a dark faction, morphing them into a twisted Mononoke. Because it was originally an Innocent unused to having a Shard, the finished product isn't very powerful. However, it often serves an even stronger Mononoke or an Aramitama. They have lost their original personality, but in extremely rare cases, there are some that regain their self-awareness.
4066----------------------------------------
4067
4068Tomoebotaru / Class: Insectoid / LV: 5 (1)
4069Size : 2
4070Wits : High
4071Senses : Heat
4072Speech : Yes
4073Reaction : Mercurial
4074ID : 17
4075Weakness : [Cold] [Wind]
4076Movement : Walk・Fly
4077 | ACC | EVA | CNJ | RES | CHK
4078{Combat Stats} | 8 | 1 | 10 | 11 | 2
4079{Fixed Values} | 15 | 8 | 17 | 18 | 9
4080{Initiative} : 16 (7)
4081{HP} : 67
4082Armor : 2
4083Barrier : 1
4084
4085Attack Methods
4086[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancel
4087- 2d6+21 magical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area]. 1/Combat.
4088
4089«Agony Attack»: Physical Attack / Engaged / 1#
4090- [Form: Spear] 2d6+13 physical damage. Targets that take at least 1 point of damage from this attack also take [Shift: Pain].
4091
4092«Element Magic II»: Magical Attack / 4 Sq. / 3# / Cancel
4093- [Element: Light] 2d6+26 magical damage to the target. 1/Round.
4094
4095«Entrancing Light»: Unique / 7 Sq. / 1#
4096- Target reduces the result of their active check by 2. 1/Round.
4097
4098Materials (2d6)
40992~9: Tomoe Crested Wings/Barrier+1: 500G (Potency: 1)
410010+: Incandescent Organ/Bestow Light: 1,500G (Potency: 3)
4101
4102Description
4103A being that was born when the soul of a human entered a firefly and became a Mononoke. Its name comes from the pattern on its body that resembles two magatama jewels opposite each other. Its nature is to change into a human, then act as live bait to kidnap other humans and take them to feed their carnivorous larva. However, there are examples where, drawing upon the memories of the soul within them, they will live in harmony with humans.
4104----------------------------------------
4105
4106Blacklight Bug x3 / Class: Insectoid / LV: 7 (2)
4107Size : 3
4108Wits : High
4109Senses : Magic
4110Speech : No
4111Reaction : Hostile
4112ID : 18
4113Weakness : [Cold] [Toxin]
4114Movement : Walk
4115 | ACC | EVA | CNJ | RES | CHK
4116{Combat Stats} | 11 | 10 | 1 | 2 | 3
4117{Fixed Values} | 18 | 17 | 8 | 9 | 10
4118{Initiative} : 19 (8)
4119{HP} : 104
4120Armor : 14
4121Barrier : 3
4122
4123Attack Methods
4124[Weapon Attack]: Melee Attack / Engaged / 1#
4125- [Form: Hammer] 4d6+23 physical damage to the target.
4126
4127«Hard Flight»: Start / User
4128- The target [Installs] into a square within [Range: 7 Sq.] 1/Combat.
4129
4130«Slam II»: Physical Attack / Engaged / 2#
4131- [Form: Hammer] 3d6+28 physical damage to the target. The user may force targets that failed their [Reactive Check] to [Install] into a square up to 2 Sq. away.
4132
4133«Counter»: Defense / User / No Evasion
4134- Use On {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target: 1#] takes [Form: Hammer] 2d6+26 physical damage.
4135
4136Materials (2d6)
41372~9: Jagged Antenna/HP+3: 500G (Potency: 1)
413810+: Black Thorax/Initiative+3: 1,500G (Potency: 3)
4139
4140Description
4141A Mononoke born from a cockroach getting a Shard. Their quickness, tenacity, and propensity to breed quickly make them a nuisance, much like humans. They are surprisingly intelligent and adaptible, and underestimating them as mere insects will only end in pain.
4142----------------------------------------
4143
4144Jorogumo / Class: Insectoid / LV: 9 (2)
4145Size : 3
4146Wits : Clever
4147Senses : Magic
4148Speech : Yes
4149Reaction : Mercurial
4150ID : 22
4151Weakness : [Wind] [Light]
4152Movement : Walk・Swim
4153 | ACC | EVA | CNJ | RES | CHK
4154{Combat Stats} | 15 | 14 | 4 | 3 | 2
4155{Fixed Values} | 22 | 21 | 11 | 10 | 9
4156{Initiative} : 20 (9)
4157{HP} : 91
4158Armor : 6
4159Barrier : 7
4160
4161Attack Methods
4162[Weapon Attack]: Melee Attack / 2 Sq. / 1#
4163- [Form: Spear] 4d6+35 physical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area].
4164
4165«Binding Strike II»: Physical Attack / 7 Sq. / 2#
4166- [Form: Ranged] 4d6+26 physical damage. Targets that fail their [Reaction Check] take -3 to {Initiative} (stacks up to -9; Initiative cannot drop below 0).
4167
4168«Nerve Toxin»: Unique / 7 Sq. / 1#
4169- Use On Active Check. If the target's attack action deals at least 1 point of damage to its victim, the victim takes [Shift: Pain].
4170
4171«Eight Scythe Legs»: Constant / User
4172- During the target's [Turn], it gains +1 [Timing: Attack].
4173
4174Materials (2d6)
41752~9: Tough Thread/MD+3: 1,500G (Potency: 3)
417610+: Crimson Eye/Bestow Toxin: 2,000G (Potency: 4)
4177
4178Description
4179A spider that gained a long life due to obtaining a Shard, then strengthened itself by lingering at a leyline. It gained its name from a story about how it lures its victims to their doom by taking the form of a woman, but in truth there are both male and female examples of this Mononoke. While having a cruel yet tender personality, they will aid those who they take an interest in.
4180----------------------------------------
4181
4182Nanunokami / Class: Insectoid / LV: 12 (3)
4183Size : 5
4184Wits : Clever
4185Senses : Domain
4186Speech : No
4187Reaction : Hostile
4188ID : 24
4189Weakness : [Cold] [Light]
4190Movement : Walk
4191 | ACC | EVA | CNJ | RES | CHK
4192{Combat Stats} | 18 | 3 | 2 | 17 | 3
4193{Fixed Values} | 25 | 10 | 9 | 24 | 10
4194{Initiative} : 19 (8)
4195{HP} : 151
4196Armor : 15
4197Barrier : 10
4198
4199Attack Methods
4200[Weapon Attack]: Melee Attack / 5 Sq. / 1#
4201- [Form: Hammer] 6d6+41 physical damage to the target. [Additional Effect]: Change the [Range] of an [Attack Action] to [Combat Zone]. 1/Round.
4202
4203«Confusion»: Start / Combat Zone / Combat Zone
4204- The target takes a -1 penalty to [Reactive Checks].
4205
4206«Slam III»: Physical Attack / Engaged / Area
4207- [Form: Hammer] 3d6+51 physical damage to the target. The user may force targets that failed their [Reactive Check] to [Install] into a square up to 3 Sq. away.
4208
4209«Burrower at the Heart of the World»: Constant / User
4210- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target changes all [Fire] damage to 0, and ignores all other effects of such attacks.
4211
4212Materials (2d6)
42132~7: Mental Receptor/Will+4: 2,000G (Potency: 4)
42148+: Metal Egg/Bestow Fire: 2,000G (Potency: 4)
4215
4216Description
4217A Mononoke with an appearance like a massive caterpillar exceeding thirty meters in length, with tentacles sprouting from its body. It moves by burrowing through the ground, and has the ability to cause earthquakes by influencing leylines. It also seems to exhibit a powerful ability to influence minds. Although fire has little effect on it, it doesn't do well in large bodies of water, and there's been cases where on was sealed in a lake or on a solitary island. From its shape and personality, some wonder whether it isn't a nozuchi that has reached adulthood.
4218----------------------------------------
4219
4220
4221================================================================================
4222Requiem for the Godsoul -- GM Section: Plant Mononoke [XXXY-4]
4223================================================================================
4224
4225Korpokkur / Class: Plant / LV: 1 (1)
4226Size : 1
4227Wits : High
4228Senses : Normal
4229Speech : Yes
4230Reaction : Neutral
4231ID : 10
4232Weakness : [Toxin] [Phantom]
4233Movement : Walk
4234 | ACC | EVA | CNJ | RES | CHK
4235{Combat Stats} | 1 | 2 | 5 | 4 | 2
4236{Fixed Values} | 8 | 9 | 12 | 11 | 9
4237{Initiative} : 5 (4)
4238{HP} : 18
4239Armor : 0
4240Barrier : 2
4241
4242Attack Methods
4243[Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
4244- 1d6+9 magical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [2#]. 1/Combat.
4245
4246«Hide»: Start / 5 Sq. / 1#
4247- The target gains [Shift: Hidden] at [Result: 20].
4248
4249«Elemental Attack I»: Magical Attack / 4 Sq. / 1# / Cancels
4250- [Element: Wind] 2d6+9 magical damage to the target. 1/Round.
4251
4252Materials (2d6)
42532~7: None
42548~10: Small Clothes/Luck+1: 500G (Potency: 1)
425511+: Holy Tree Acorn / HP+6: 1,000G (Potency: 2)
4256
4257Description
4258Small, humanoid Mononoke that are born from the rocks, trees, and flowers of verdant lands that have been steeped over many years in the spirit energy of powerful leylines. They move quickly to avoid being seen by humans, something they hate, and live quietly inside of Sanctums they've set up in deep mountainous regions. They are generally considered to be harmless, but they deal with those who break promises, or those who try to invade their territory, harshly.
4259----------------------------------------
4260
4261Azukiarai / Class: Plant / LV: 3 (1)
4262Size : 1
4263Wits : Normal
4264Senses : Magic
4265Speech : Yes
4266Reaction : Neutral
4267ID : 11
4268Weakness : [Fire] [Shock]
4269Movement : Walk
4270 | ACC | EVA | CNJ | RES | CHK
4271{Combat Stats} | 7 | 6 | 2 | 1 | 2
4272{Fixed Values} | 14 | 13 | 9 | 8 | 9
4273{Initiative} : 5 (4)
4274{HP} : 40
4275Armor : 0
4276Barrier : 2
4277
4278Attack Methods
4279[Weapon Attack]: Ranged Attack / 5 Sq. / 1#
4280- [Form: Ranged] 2d6+13 physical damage to the target.
4281
4282«Strange Noise»: Start / User
4283- The target [Halves] magical damage they take.
4284
4285«Rampage I»: Physical Attack / Engaged / Area
4286- [Form: Hammer] 2d6+13 physical damage to the target. 1/Round.
4287
4288«Cover»: Defense / Engaged / 1#
4289- Use On Damage Reduction. The user takes the damage that the target would have received ({Resist} checks automatically become failures). «Cover» has no effect on [Target: Area・Combat Zone] [Attack Actions].
4290
4291Materials (2d6)
42922~8: Tree Fruit Set/Will+4: 500G (Potency: 1)
42939+: Sacred Tree Sapling/EVA+1: 1,000G (Potency: 2)
4294
4295Description
4296Azukiarai, or bean washers, are creatures formed when a soul fuses with the spirit of a plant and becomes a Mononoke. They are commonly found watching over and tending to the vegetation of holy mountains, wearing the form of an animal or a child. When humans approach, they warn them away by making a noise using whatever seeds or fruit they have on hand, but they got their name because that noise always sounds like someone washing azuki beans. Azukiarai have simple, mild natures, but if it's to protect someone, they won't hesitate to step up.
4297----------------------------------------
4298
4299Oshirasama / Class: Plant / LV: 4 (1)
4300Size : 1
4301Wits : High
4302Senses : Magic
4303Speech : Yes
4304Reaction : Friendly
4305ID : 11
4306Weakness : [Fire] [Shock]
4307Movement : Walk
4308 | ACC | EVA | CNJ | RES | CHK
4309{Combat Stats} | 2 | 1 | 7 | 7 | 3
4310{Fixed Values} | 9 | 8 | 14 | 14 | 10
4311{Initiative} : 4 (3)
4312{HP} : 41
4313Armor : 3
4314Barrier : 3
4315
4316Attack Methods
4317[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
4318- [Form: Hammer] 1d6+14 magical damage to the target.
4319
4320«Warding God»: Start / Combat Zone / Combat Zone
4321- The target gains +1 to the result of their Reactive Checks.
4322
4323«Attack Spell I»: Magical Attack / 7 Sq. / 1# / Halves
4324- 2d6+18 magical damage to the target. 1/Round.
4325
4326«Shift Resist I»: Constant / User
4327- The target always has [Remove: Pain].
4328
4329Materials (2d6)
4330Auto: Pure Mulberry Branch/Luck+1: 500G (Potency: 1)
43312~10: Small Kimono/Barrier+1: 500G (Potency: 1)
433211+: Pure White Mayudama/INS+1: 1,000G (Potency: 2)
4333
4334Description
4335Oshirasama is a wooden doll worshiped as a god, which has become a Mononoke. It often appears as a wooden doll roughly 30cm tall, wearing a kimono. It is a guardian god of human habitations, such as homes or farmlands, and enjoys playing with small children. Generally speaking, it is a friendly being with a peaceful personality, but it's also believed to inflict harsh curses upon those who commit taboos.
4336----------------------------------------
4337
4338Mitousama x5 / Class: Plant / LV: 5 (1)
4339Size : 2
4340Wits : Clever
4341Senses : Magic
4342Speech : Yes
4343Reaction : Mercurial
4344ID : 17
4345Weakness : [Shock] [Light]
4346Movement : Walk・Fly
4347 | ACC | EVA | CNJ | RES | CHK
4348{Combat Stats} | 9 | 1 | 10 | 3 | 5
4349{Fixed Values} | 16 | 8 | 17 | 10 | 12
4350{Initiative} : 16 (7)
4351{HP} : 71
4352Armor : 1
4353Barrier : 7
4354
4355Attack Methods
4356[Weapon Attack]: Melee Attack / Engaged / 1#
4357- [Form: Sword] 2d6+17 physical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area]. 1/Combat.
4358
4359«Optic Armament»: Magical Attack / 4 Sq. / 3# / Cancel
4360- [Element: Light] 2d6+26 magical damage. 1/Round.
4361
4362«Gravity Barrier»: Unique / 7 Sq. / 1#
4363- The target gains +10 [Armor]. 1/Round.
4364
4365«Being From the Stars»: Constant / User
4366- The target changes [Phantom] damage it takes to 0, and ignores all other effects of such attacks.
4367
4368Materials (2d6)
43692~11: Mystery Metal Fragment/MD+1: 500G (Potency: 1)
437012+: Metallic Coin/Halve Phantom: 2,000G (Potency: 4)
4371
4372Description
4373A Mononoke that lives in caves deep in the mountains, or in mines, and resembles a huge crustacean with six legs and wings growing out of its back. It has a mushroom-like cap on its head, and from that and its ecology it is believed to be akin to a fungus. Despite that, it has unusually high levels of intelligence. It has a fixation with just digging certain ores out of holes in the ground, and basically avoids contact with humans. However, there are rare cases where one will form a symbiotic relationship with people, and in some areas they are even worshiped as gods of mines.
4374----------------------------------------
4375
4376Uefukazu-no-mikoto / Class: Plant / LV: 8 (2)
4377Size : 3
4378Wits : High
4379Senses : Domain
4380Speech : Yes
4381Reaction : Mercurial
4382ID : 18
4383Weakness : [Fire] [Shock]
4384Movement : Walk
4385 | ACC | EVA | CNJ | RES | CHK
4386{Combat Stats} | 13 | 1 | 3 | 11 | 4
4387{Fixed Values} | 20 | 8 | 10 | 18 | 11
4388{Initiative} : 11 (6)
4389{HP} : 104
4390Armor : 12
4391Barrier : 10
4392
4393Attack Methods
4394[Weapon Attack]: Melee Attack / 2 Sq. / 1#
4395- [Form: Spear] 3d6+30 physical damage to the target. [Additional Effect]: Change the [Range] of an [Attack Action] to [Combat Zone]. 1/Round.
4396
4397«Bar the Way»: Unique / Engaged / 1#
4398- When the user declares [Engaged] with a [Target], or when a [Target] declares [Engaged・Breakaway・Withdraw] on the user, the user may immediately make 1x [Weapon Attack]. 2/Round.
4399
4400«Gatekeeper of the Holy Grounds»: Unique / Combat Zone / 1#
4401- Use when the target declares a Talent. Cancel the effect of one [Timing: Start] Talent that the target used.
4402
4403«Avatar of the Torii»: Constant / User
4404- The target [Halves] physical damage from [Form: Sword・Spear].
4405
4406Materials (2d6)
44072~9: Shard of a Torii/Armor+2: 1,000G (Potency: 2)
44088+: Holy Spear Decorative Cloth/INIT+3: 1,500G (Potency: 3)
4409
4410Description
4411The uefukazu-no-mikoto is a Mononoke that was once a torii gate which guarded the entrance to a holy site built over a massive leyline. Together with komainu and other such creatures, it plays a roll in rejecting those evil creatures that try to approach, or those who is does not recognize as its master. It's almost unheard of that a uefukazu-no-mikoto will move from its role as a gatekeeper, but there have been reports of some being active on their own will when the site they are guarding is destroyed, or when they are abandoned.
4412----------------------------------------
4413
4414Tsubaki Tennyo / Class: Plant / LV: 10 (2)
4415Size : 2
4416Wits : Clever
4417Senses : Domain
4418Speech : Yes
4419Reaction : Neutral
4420ID : 24
4421Weakness : [Fire] [Toxin]
4422Movement : Walk
4423 | ACC | EVA | CNJ | RES | CHK
4424{Combat Stats} | 16 | 14 | 5 | 4 | 6
4425{Fixed Values} | 23 | 21 | 12 | 11 | 13
4426{Initiative} : 19 (8)
4427{HP} : 92
4428Armor : 5
4429Barrier : 11
4430
4431Attack Methods
4432[Weapon Attack]: Melee Attack / Engaged / 1#
4433- [Form: Sword] 2d6+35 physical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area]. 1/Round.
4434
4435«Fallen Camellia»: Physical Attack / Engaged / 1#
4436- [Form: Sword / Element: Wind] 2d6+67 physical damage to the target. 1/Round.
4437
4438«Breath of the Earth»: Defense / 7 Sq. / 1#
4439- The target always has [Remove: Darkness・Poison・Pain・Paralysis].
4440
4441«Thousand Year Camellia»: Constant / User
4442- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target may change [Physical Damage] into [Magical Damage], 1/Round.
4443
4444Materials (2d6)
44452~4: Old Wooden Dagger/Agility+4: 2,000G (Potency: 4)
44465~9: Crimson Petals/HP+9: 1,500G (Potency: 3)
444710+: Camellia Hairpin/Barrier+4: 2,0000 (Potency: 4)
4448
4449Description
4450A being where a giant tree above a leyline in the deep mountains, or else the mountain itself, becomes a Mononoke. As it appears in the form of an incomparably beautiful woman adorned in a crimson feathered robe, the Mononoke is called a Tsubaki Tennyo, or Heavenly Woman of Camellias. Because it rarely leaves its territory, eyewitness accounts are rare. However, there are legends saying that the Tsubaki Tennyo has had, in the past, relations with humans, leaving behind descendants.
4451----------------------------------------
4452
4453Fusouju-no-Wakagi / Class: Plant / LV: 13 (3)
4454Size : 5
4455Wits : High
4456Senses : Domain
4457Speech : Yes
4458Reaction : Neutral
4459ID : 26
4460Weakness : [Fire] [Shock]
4461Movement : Walk
4462 | ACC | EVA | CNJ | RES | CHK
4463{Combat Stats} | 5 | 2 | 17 | 18 | 5
4464{Fixed Values} | 12 | 9 | 24 | 25 | 12
4465{Initiative} : 13 (6)
4466{HP} : 155
4467Armor : 18
4468Barrier : 14
4469
4470Attack Methods
4471[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
4472- 6d6+36 magical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [Combat Zone]. 1/Round.
4473
4474«Energy Storm»: Start / Combat Zone / Combat Zone
4475- The target re-rolls all of their current [Spirit] (doesn't count exhausted spirit).
4476
4477«Elemental Spell IV»: Magical Attack / Combat Zone / Area / Cancels
4478- [Element: Wind] 3d6+51 magical damage to the target. 2/Round.
4479
4480«Breath of Life»: End / Combat Zone / Combat Zone
4481- The target [Recovers] 20 {HP}.
4482
4483«Divine Tree of Takahara»: Constant / User
4484- During the target's [Turn], it gains +2 [Timing: Attack].
4485
4486Materials (2d6)
44872~9: Fusouju's Leaves/Halve Wind: 2,000G (Potency: 4)
448810+: Fusouju's Bark/Armor+5: 3,000G (Potency: 5)
4489
4490Description
4491A giant sapling tree that lived in the land of Divine Souls, Takahara, which was believed to exist in the skies over Japan. The tree itself is essentially an enormous cluster of spirit energy, able to become a leyline itself just by snaking its roots through the ground. Just one of its seeds is worth a thousand gold, but the Mononoke born from the tree's leyline have settled around it, so just getting close is extremely hazardous.
4492----------------------------------------
4493
4494
4495================================================================================
4496Requiem for the Godsoul -- GM Section: Mechanical Mononoke [XXXY-5]
4497================================================================================
4498
4499Ittan-momen / Class: Mechanical / LV: 1 (1)
4500Size : 4
4501Wits : Normal
4502Senses : Magic
4503Speech : No
4504Reaction : Mercurial
4505ID : 8
4506Weakness : [Flame] [Shock]
4507Movement : Walk・Fly
4508 | ACC | EVA | CNJ | RES | CHK
4509{Combat Stats} | 7 | 6 | 2 | 6 | 1
4510{Fixed Values} | 14 | 13 | 9 | 13 | 8
4511{Initiative} : 15 (7)
4512{HP} : 46
4513Armor : 5
4514Barrier : 4
4515
4516Attack Methods
4517[Weapon Attack]: Physical Attack / Engaged / 1#
4518- [Form: Spear] 4d6+11 physical damage to the target.
4519
4520«Frenzy»: Physical Attack / Engaged / Area
4521- [Form: Hammer] 2d6+11 physical damage to the target. 1/Round.
4522
4523«Magically Resistant Cloth»: Unique / 4 Sq. / 1#
4524- The target gains +5 [Barrier]. 1/Round.
4525
4526Materials (2d6)
45272~5: None
45286~9: Ether Thread Embroidery/Barrier+1: 500G (Potency: 1)
452910+: Shikigami Cloth/Evasion+1: 1,000G (Potency: 2)
4530
4531Description
4532A type of shikigami created as sacred cloth. It looks like an unrolled roll of cloth ten meters long, with a pair of small, spindly arms extending from it. It uses cloth that incorporates command expressions, and so is able to carry out simple tasks on its own, like attacking someone or cleaning something. As they are originally constructed from a material adapted to spirit energy, they will sometimes develop self-awareness when influenced by a Shard.
4533----------------------------------------
4534
4535Rokurokubi / Class: Mechanical / LV: 3 (1)
4536Size : 3
4537Wits : High
4538Senses : Normal
4539Speech : Yes
4540Reaction : Mercurial
4541ID : 9
4542Weakness : [Shock] [Magnet]
4543Movement : Walk
4544 | ACC | EVA | CNJ | RES | CHK
4545{Combat Stats} | 8 | 4 | 2 | 9 | 3
4546{Fixed Values} | 15 | 11 | 9 | 16 | 10
4547{Initiative} : 11 (6)
4548{HP} : 48
4549Armor : 5
4550Barrier : 3
4551
4552Attack Methods
4553[Weapon Attack]: Physical Attack / Engaged / 1#
4554- [Form: Hammer] 3d6+14 physical damage to the target. [Additional Effect]: Make 1x [Weapon Attack] after [Damage Calculation]. 1/Combat.
4555
4556«Distance Manipulation»: Prep / User
4557- The target increases the [Range] of their [Attack Actions] by 4 Sq. (if Engaged, then move 4 Sq.; if Combat Zone, change effect to +1d6 to damage).
4558
4559«Headbutt»: Physical Attack / 2 Sq. / 1#
4560- [Form: Hammer] 2d6+14 physical damage to the target. The user may force targets that failed their [Reactive Check] to [Install] into a square 1 Sq. away.
4561
4562«Visual Confusion»: Unique / 7 Sq. / 1#
4563- The target takes -2 to their {Evasion} check. 1/Round.
4564
4565Materials (2d6)
45662~9: Broken Device/Intellect+1: 500G (Potency: 1)
456710+: Base Fragment/ACC+1: 1,000G (Potency: 2)
4568
4569Description
4570A Mononoke that came to be when a soul and a Shard came to dwell in a rope or chain used to hang objects, or even the pulley over old-style wells. They can assume human form, and there are even some who can live a normal life, thinking of themselves as human. Basically, they don't tend to mean any harm, but depending on what they were used for, or who they were used by, they may be driven into a rage.
4571----------------------------------------
4572
4573Sprite / Class: Mechanical / LV: 4 (1)
4574Size : 2
4575Wits : Clever
4576Senses : Magic
4577Speech : Yes
4578Reaction : Mercurial
4579ID : 17
4580Weakness : [Fire] [Magnet]
4581Movement : Walk
4582 | ACC | EVA | CNJ | RES | CHK
4583{Combat Stats} | 1 | 2 | 10 | 9 | 3
4584{Fixed Values} | 8 | 9 | 17 | 16 | 10
4585{Initiative} : 12 (6)
4586{HP} : 44
4587Armor : 3
4588Barrier : 2
4589
4590Attack Methods
4591[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
4592- 2d6+14 magical damage to the target.
4593
4594«Discharge»: Start / Combat Zone / Combat Zone
4595- The target reduces their {Initiative} by 3.
4596
4597«Viral Propogation»: Magical Attack / 5 Sq. / Area / Halves
4598- 2d6+20 magical damage to the target. Targets that fail their [Reaction Check] take [Shift: Pain].
4599
4600«Non-Entity Entity»: Constant / User
4601- The target [Halves] physical damage of [Rank: 2 (2d6)] or less.
4602
4603«Backup Program»: End / User
4604- The target [Recovers] 10 {HP}.
4605
4606Materials (2d6)
46072~10: Storage Medium/MD+1: 500G (Potency: 1)
460811+: Cooling Device/Bestow Cold: 1,500G (Potency: 3)
4609
4610Description
4611A Mononoke created when the strong emotions of people lingering in electronic devices and on the net gained a Shard and became real. That entity reconfigured itself into a program, one which can now only blindly seek to act on the emotion it was born from. On the other hand, there is no end to the rumors that say that the advancement of technology has led to Sprites that are almost the same as humans.
4612----------------------------------------
4613
4614Oboroguruma / Class: Mechanical / LV: 4 (1)
4615Size : 3
4616Wits : Normal
4617Senses : Magic
4618Speech : Yes
4619Reaction : Mercurial
4620ID : 17
4621Weakness : [Shock] [Magnet]
4622Movement : Walk
4623 | ACC | EVA | CNJ | RES | CHK
4624{Combat Stats} | 9 | 10 | 1 | 2 | 3
4625{Fixed Values} | 16 | 17 | 8 | 9 | 10
4626{Initiative} : 16 (7)
4627{HP} : 54
4628Armor : 5
4629Barrier : 3
4630
4631Attack Methods
4632[Weapon Attack]: Ranged Attack / Charge 4 Sq. / 1#
4633- [Form: Ranged] 4d6+16 physical damage to the target. [Additional Effect]: Change the [Range] of an [Attack Action] to [Charge 10 Sq.] 1/Combat.
4634
4635«Hell Tuning»: Start / User
4636- The target gains +2d6 to {Initiative}. 1/Combat.
4637
4638«Monster Machine»: Physical Attack / Engaged / 1#
4639- [Form: Hammer] 3d6+16 physical damage to the target. The user may force targets that failed their [Reactive Check] to [Install] into a square 1 Sq. away.
4640
4641«Partner of Steel»: Unique / Combat Zone / 1#
4642- Use when the target declares a [Move Action]. The target may make a [Ranged Attack・Magical Attack] after making a [Combat Move].
4643
4644Materials (2d6)
46452~9: Broken Break/Initiative+1: 500G (Potency: 1)
464610+: Iron Soul/Speed+1: 1,000G (Potency: 2)
4647
4648Description
4649A Mononoke that was born when a Shard found its way into a vehicle. Though in times past the Oboroguruma was seen as a huge face affixed to an oxcart, in recent days a variety of other vehicles have been seen, such as cars, motorcycles, and even tanks and trains. As a mass of iron big enough to carry people, it poses a threat just by charging around.
4650----------------------------------------
4651
4652Fallen Regalia / Class: Mechanical / LV: 5 (1)
4653Size : 2
4654Wits : High
4655Senses : Domain
4656Speech : Yes
4657Reaction : Mercurial
4658ID : 12
4659Weakness : [Shock] [Magnet]
4660Movement : Walk・Fly
4661 | ACC | EVA | CNJ | RES | CHK
4662{Combat Stats} | 11 | 7 | 9 | 4 | 1
4663{Fixed Values} | 18 | 14 | 16 | 11 | 8
4664{Initiative} : 16 (7)
4665{HP} : 71
4666Armor : 8
4667Barrier : 6
4668
4669Attack Methods
4670[Weapon Attack]: Physical Attack / Engaged / 1#
4671- [Form: Sword] 3d6+22 physical damage to the target. [Additional Effect]: Gain +3d6 to the [Damage] of an [Attack Action], 1/Combat.
4672
4673«Rampage I»: Physical Attack / Engaged / Area
4674- [Form: Sword] 3d6+19 physical damage to the target. 1/Round.
4675
4676«Ultimate Move Recreation»: Physical Attack / Combat Zone / 1#
4677- The user gains +3 to the {Accuracy} check, then deals [Form: Sword] 36 points of physical damage to the target.
4678
4679«Regalia of Destruction»: Constant / User
4680- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target may inflict [Shift: Dead] onto "x#" Mononoke that it deals at least 1 point of damage to.
4681
4682Materials (2d6)
46832~9: Smashed Crossguard/ACC+1: 1,000G (Potency: 2)
468410+: Spirit Crystal Fragment/Barrier+3: 1,500G (Potency: 3)
4685
4686Description
4687Forged with Fool's Gold, and for many years existing only to destroy evil golds, this Regalia created by humans is a shadow of what it once was. Having lost the one who wielded it, in order to grant its wielder's final wish, or to fulfill the meaning of its existence, it will not stop until it is destroyed by other beings like it.
4688----------------------------------------
4689
4690Funadama / Class: Mechanical / LV: 10 (2)
4691Size : 5
4692Wits : High
4693Senses : Magic
4694Speech : Yes
4695Reaction : Mercurial
4696ID : 22
4697Weakness : [Fire] [Magnet]
4698Movement : Walk・Fly・Swim
4699 | ACC | EVA | CNJ | RES | CHK
4700{Combat Stats} | 4 | 2 | 15 | 15 | 7
4701{Fixed Values} | 11 | 9 | 22 | 22 | 14
4702{Initiative} : 16 (7)
4703{HP} : 127
4704Armor : 25
4705Barrier : 20
4706
4707Attack Methods
4708[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancel
4709- 5d6+34 magical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an [Attack Action]'s [Target]. 1/Round.
4710
4711«Battlefield Ocean»: Start / Combat Zone / Combat Zone
4712- For the rest of the combat, the target is [Submerged].
4713
4714«Bombardment»: Magical Attack / Combat Zone / Area / Halves
4715- [Element: Light] 2d6+34 magical damage to the target. 2/Round.
4716
4717«Summon Fleet»: Constant / User
4718- During the target's [Turn], it gains +1 [Timing: Attack]. Also, 1/Session, it may change the [Range/Target] of an [Attack Action] to [Combat Zone].
4719
4720Materials (2d6)
47212~5: Sharp Fang/PD+1: 500G (Potency: 1)
47226~9: Sacred Tree Fruit/HP+3: 500G (Potency: 1)
472310+: Squirrel Pelt/Luck+2: 1000G (Potency: 2)
4724
4725Description
4726A Mononoke born when a Shard entered an object believed to have a spirit, in this case the spirit of a pirate ship or warship or other large vessel used for battle, in which its passengers prayed to it for safety. Becoming a Mononoke due to the feelings surrounding its sinking or decommissioning, even after its "death" it still attempts to fulfill it mission. It can create a nostalgic ocean inside of its spirit barrier using its own spirit energy, and fly through its waters or in the skies above. Even so, its soul is rotting away, and it is slowly changing into an undead Mononoke.
4727----------------------------------------
4728
4729Daidarabotchi / Class: Mechanical / LV: 14 (3)
4730Size : 5
4731Wits : High
4732Senses : Domain
4733Speech : Yes
4734Reaction : Mercurial
4735ID : 25
4736Weakness : [Shock] [Magnet]
4737Movement : Walk・Fly
4738 | ACC | EVA | CNJ | RES | CHK
4739{Combat Stats} | 21 | 5 | 2 | 17 | 5
4740{Fixed Values} | 28 | 12 | 9 | 24 | 12
4741{Initiative} : 21 (9)
4742{HP} : 161
4743Armor : 20
4744Barrier : 13
4745
4746Attack Methods
4747[Weapon Attack]: Physical Attack / Combat Zone / 1#
4748- [Form: Hammer] 6d6+46 physical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an [Attack Action]'s [Target]. 1/Round.
4749
4750«Slam III»: Physical Attack / Engaged / 1#
4751- [Form: Hammer] 3d6+56 physical damage to the target. The user may force targets that failed their [Reactive Check] to [Install] into a square up to 3 Sq. away.
4752
4753«Rampage III»: Physical Attack / Combat Zone / Combat Zone
4754- [Form: Ranged] 5d6+56 physical damage to the target. 2/Round.
4755
4756«Machine God»: Constant / User
4757- During the target's [Turn], it gains +2 [Timing: Attack]. It always has [Remove: Pain], and [Halves] physical damage from [Form: Sword・Spear].
4758
4759Materials (2d6)
47602~9: Gravity Control Device/Bestow Magnet: 1,500G (Potency: 3)
476110+: Physical Wall Device/Armor+5: 3,000G (Potency: 5)
4762
4763Description
4764A legendary giant from ancient times, whose footprints still dot the land. As it is constructed using a metal of unknown origin, there are various theories regarding its origins floating around, from being the legacy of a super-ancient civilization, to being something from another world or a distant future. Today, the giant is still and silent, and it is rumored that it sleeps, awaiting the arrival of a certain person.
4765----------------------------------------
4766
4767================================================================================
4768Requiem for the Godsoul -- GM Section: Undead Mononoke [XXXY-6]
4769================================================================================
4770
4771Onibi x10 / Class: Undead / LV: 1 (1)
4772Size : 1
4773Wits : Low
4774Senses : Magic
4775Speech : No
4776Reaction : Hostile
4777ID : 8
4778Weakness : [Wind] [Light]
4779Movement : Walk・Fly
4780 | ACC | EVA | CNJ | RES | CHK
4781{Combat Stats} | 5 | 2 | 6 | 5 | 2
4782{Fixed Values} | 12 | 9 | 13 | 12 | 9
4783{Initiative} : 7 (4)
4784{HP} : 41
4785Armor : 0
4786Barrier : 0
4787
4788Attack Methods
4789[Weapon Attack]: Melee Attack / Engaged / 1#
4790- [Form: Hammer] 1d6+9 physical damage to the target.
4791
4792«Widen»: Prep / User
4793- The target changes the [Target] of an [Attack Action] to [Area].
4794
4795«Energy Wave»: Magical Attack / 7 Sq. / 1# / Halves
4796- 2d6+14 magical damage to the target. Targets that fail their [Reaction Check] takes [Shift: Pain].
4797
4798Materials (2d6)
47992~7: None
48008+: Memory Jewel/Will+1: 500G (Potency: 1)
4801
4802Description
4803Onibi ("oni light") are the accumulated bits of spirit energy that disperses when a human turns into ectoplasm. They typically look like small motes of floating blue fire. This particular type can also be called inka, or "shadow fire," as they are influenced by the negative emotions felt at the instant of ectoplasmification. They attack other humans while trying to return to their original soul, and can be controlled by an Aramitama who possesses it. Also note that even if the Onibi is destroyed, the original ectoplasmic body is not affected in any way.
4804----------------------------------------
4805
4806Guardian Spirit / Class: Undead / LV: 2 (1)
4807Size : 2
4808Wits : Normal
4809Senses : Magic
4810Speech : Yes
4811Reaction : Mercurial
4812ID : 6
4813Weakness : [Fire] [Light]
4814Movement : Walk・Fly
4815 | ACC | EVA | CNJ | RES | CHK
4816{Combat Stats} | 7 | 2 | 4 | 5 | 4
4817{Fixed Values} | 14 | 9 | 11 | 12 | 11
4818{Initiative} : 9 (5)
4819{HP} : 42
4820Armor : 2
4821Barrier : 3
4822
4823Attack Methods
4824[Weapon Attack]: Melee Attack / Engaged / 1#
4825- [Form: Spear] 2d6+9 physical damage to the target.
4826
4827«Shackles of Karma»: Physical Attack / Engaged / 1#
4828- [Form: Hammer / Element: Magnet] 2d6+16 physical damage to the target. 1/Round.
4829
4830«Cover»: Defense / Engaged / 1#
4831- Use On Damage Reduction. The user takes the damage that the target would have received ({Resist} checks automatically become failures). «Cover» has no effect on [Target: Area・Combat Zone] [Attack Actions].
4832
4833«Defense Barrier I»: Unique / 7 Sq. / 1#
4834- The target gains +5 [Barrier]. 1/Round.
4835
4836Materials (2d6)
48372~5: None
48386~9: Inheritance/Barrier+1: 500G (Potency: 1)
48398+: Heirloom/Luck+2: 1,000G (Potency: 2)
4840
4841Description
4842Guardian Spirits materialize when the ancient memories dwelling among souls gains a Shard. They primarily appear in the form of an ancestor or former bearer of a soul, and then guard over a home or individual. As the residual memories they are formed out of are not themselves a whole person, often the social norms and what the spirit itself fixates on can stretch over countless generations, leading them to go from one extreme to the next.
4843----------------------------------------
4844
4845Corpse Lion / Class: Undead / LV: 3 (1)
4846Size : 3
4847Wits : Low
4848Senses : Magic
4849Speech : No
4850Reaction : Hostile
4851ID : 15
4852Weakness : [Fire] [Light]
4853Movement : Walk
4854 | ACC | EVA | CNJ | RES | CHK
4855{Combat Stats} | 9 | 3 | 5 | 5 | 4
4856{Fixed Values} | 16 | 10 | 12 | 12 | 1
4857{Initiative} : 11 (6)
4858{HP} : 48
4859Armor : 2
4860Barrier : 0
4861
4862Attack Methods
4863[Weapon Attack]: Melee Attack / Engaged / 1#
4864- [Form: Sword] 3d6+12 physical damage to the target.
4865
4866«Surpassing Strike»: Physical Attack / Engaged / 1#
4867- [Form: Sword] 2d6+30 physical damage to the target.
4868
4869«Unnatural Regen»: End / User
4870- The target [Recovers] 10 {HP}.
4871
4872Materials (2d6)
48732~5: Corpse Beast Hide/Strength+1: 500G (Potency: 1)
48746~9: Corpse Beast Claw/PD+2: 1,000G (Potency: 2)
487510+: Corpse Beast Mane/Luck+2: 1,000G (Potency: 2)
4876
4877Description
4878A Mononoke created by taking the best parts from a variety of dead animals, then joining them haphazardly together using magic. Although called a lion, other than having the form of a large four-legged beast, it bears almost no resemblance to a lion. The strike that ignores all physical limitation that it can unleash from its huge body has power enough to not be taken lightly.
4879----------------------------------------
4880
4881Hell Soldiers x5 / Class: Undead / LV: 6 (2)
4882Size : 2
4883Wits : Normal
4884Senses : Heat
4885Speech : No
4886Reaction : Mercurial
4887ID : 17
4888Weakness : [Fire] [Light]
4889Movement : Walk
4890 | ACC | EVA | CNJ | RES | CHK
4891{Combat Stats} | 11 | 2 | 7 | 9 | 4
4892{Fixed Values} | 18 | 9 | 14 | 16 | 11
4893{Initiative} : 17 (8)
4894{HP} : 76
4895Armor : 7
4896Barrier : 4
4897
4898Attack Methods
4899[Weapon Attack]: Melee Attack / Engaged / 1#
4900- [Form: Spear] 2d6+20 physical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [2#]. 1/Combat.
4901
4902«Charge!»: Start / Combat Zone / Combat Zone
4903- "x#" Mononoke within [Range] can move up to 7 Sq.
4904
4905«Elemental Attack II»: Physical Attack / 2 Sq. / 1#
4906- [Form: Spear / Element: Cold] 2d6+42 physical damage to the target. 1/Round.
4907
4908«Army of Darkness»: Constant / User
4909- For each Mononoke with the same name that is [Engaged] with the target (including the target themselves), the target gains +1 to {Accuracy} checks, and +3 to physical damage. Also, the target [Halves] physical damage that is [Rank: 1 (1d6)] or less.
4910
4911Materials (2d6)
49122~10: Hellspear Head/PD+1: 500G (Potency: 1)
49138+: Hellspear Tassel/INIT+2: 1,000G (Potency: 2)
4914
4915Description
4916Oni that live in Yomi, the land of the dead in Japanese mythology. It's believed that they were the ones to loose Izanami on Izanagi in order to trap him. While they are not especially intelligent, they always show coordinated movement while in groups.
4917----------------------------------------
4918
4919Misaki Seven / Class: Undead / LV: 7 (2)
4920Size : 2
4921Wits : Clever
4922Senses : Magic
4923Speech : Yes
4924Reaction : Hostile
4925ID : 18
4926Weakness : [Fire] [Light]
4927Movement : Walk
4928 | ACC | EVA | CNJ | RES | CHK
4929{Combat Stats} | 11 | 3 | 11 | 4 | 5
4930{Fixed Values} | 18 | 10 | 18 | 11 | 12
4931{Initiative} : 18 (8)
4932{HP} : 72
4933Armor : 5
4934Barrier : 6
4935
4936Attack Methods
4937[Weapon Attack]: Melee Attack / Engaged / 1#
4938- [Form: Hammer] 2d6+24 physical damage to the target. [Additional Effect]: Change the [Range] of an [Attack Action] to [7 Sq.] 1/Combat.
4939
4940«Gaze: Fallen»: Start / 4 Sq. / Area / No Resist
4941- The target takes [Shift: Fallen].
4942
4943«Life Drain II»: Physical Attack / Engaged / 1#
4944- [Form: Hammer] 3d6+17 physical damage to the target. If the target fails their [Reactive Check], the user [Recovers] 20 {HP}.
4945
4946«Energy Wave II»: Magical Attack / 5 Sq. / Area / Halves
4947- 2d6+21 magical damage. Targets that fail their [Reactive Check] take [Shift: Pain].
4948
4949«Seven as One»: Constant / User
4950- During the target's [Turn], it gains +1 [Timing: Attack].
4951
4952Materials (2d6)
49532~10: Rusted Metal Staff/CNJ+1: 1,000G (Potency: 2)
495411+: Bone Rosary/Intellect+4: 2,000G (Potency: 4)
4955
4956Description
4957A being made up of seven different humans skilled in the use of spirit energy that became ghosts and then clustered together. To clear away their own grief, they assault those with greater spirit energy than their own as a group, then sacrifice the weakest of themselves while growing stronger.
4958----------------------------------------
4959
4960Yomotsu-shikome / Class: Undead / LV: 10 (2)
4961Size : 2
4962Wits : High
4963Senses : Magic
4964Speech : Yes
4965Reaction : Mercurial
4966ID : 24
4967Weakness : [Light] [Phantom]
4968Movement : Walk
4969 | ACC | EVA | CNJ | RES | CHK
4970{Combat Stats} | 4 | 2 | 15 | 15 | 7
4971{Fixed Values} | 11 | 9 | 22 | 22 | 14
4972{Initiative} : 26 (11)
4973{HP} : 91
4974Armor : 7
4975Barrier : 4
4976
4977Attack Methods
4978[Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
4979- 2d6+34 magical damage to the target. [Additional Effect]: Change the [Range] of an [Attack Action] to [Combat Zone]. 1/Combat.
4980
4981«Command II»: Start / Combat Zone / Combat Zone
4982- "x#" Mononoke within [Range] gain +6 {Initiative}.
4983
4984«Dark Miasma»: Magical Attack / 7 Sq. / Area / Cancels
4985- [Element: Cold] 2d6+44 magical damage to the target. 1/Round.
4986
4987«Retreat»: End / User
4988- The target [Installs] into a square within [Range: 4 Sq.] 1/Combat.
4989
4990«Dark Tracker»: Constant / User
4991- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target may make [Magical Attacks] after [Combat Moves].
4992
4993Materials (2d6)
49942~7: Mountain Grape Vine/INIT+2: 1,000G (Potency: 2)
49958+: Tooth of a Comb/Null Darkness: 2,000G (Potency: 4)
4996
4997Description
4998A demon woman believed to live in Yomi, the land of the dead, and said to be the materialization of the impurity of Yomi. There's an old story saying that the goddess Izanami ordered the Yomotsu-shikome to track down the god Izanagi as he tried to flee from Yomi. She is a fast runner, with a greedy personality.
4999----------------------------------------
5000
5001Gashadokuro / Class: Undead / LV: 12 (3)
5002Size : 5
5003Wits : Normal
5004Senses : Magic
5005Speech : No
5006Reaction : Hostile
5007ID : 25
5008Weakness : [Fire] [Light]
5009Movement : Walk
5010 | ACC | EVA | CNJ | RES | CHK
5011{Combat Stats} | 18 | 2 | 5 | 17 | 5
5012{Fixed Values} | 25 | 9 | 12 | 24 | 12
5013{Initiative} : 18 (8)
5014{HP} : 153
5015Armor : 18
5016Barrier : 13
5017
5018Attack Methods
5019[Weapon Attack]: Melee Attack / Combat Zone / 1#
5020- [Form: Axe] 6d6+41 physical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an [Attack Action]'s [Target]. 1/Round.
5021
5022«Dark Miasma»: Start / 4 Sq. / Area / No Resist
5023- The target takes [Shift: Poison].
5024
5025«Rampage III»: Physical Attack / Combat Zone / Combat Zone
5026- [Form: Hammer] 5d6+51 physical damage to the target. 1/Round.
5027
5028«Counter»: Defense / User / No Evasion
5029- Use On {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target: 1#] takes [Form: Hammer] 3d6+39 physical damage.
5030
5031«Remnants of a Titan»: Constant / User
5032- During the target's [Turn], it gains +2 [Timing: Attack]. Also, it always has [Remove: Pain].
5033
5034Materials (2d6)
50352~7: Crystallized Miasma/Will+3: 1,500G (Potency: 3)
503610+: Shattered Summon Seal/Null Pain: 4,000G (Potency: 5)
5037
5038Description
5039An ancient, massive skeleton born from a massive amount of the regret of the dead who weren't given a proper burial and left as-is. The resentment that pervades it drives it to madness, and it brings death and destruction until everything around it is reduced to ashes.
5040----------------------------------------
5041
5042
5043================================================================================
5044Requiem for the Godsoul -- GM Section: Mythical Mononoke [XXXY-7]
5045================================================================================
5046Zashiki-warashi / Class: Mythical / LV: 1 (1)
5047Size : 1
5048Wits : High
5049Senses : Magic
5050Speech : Yes
5051Reaction : Friendly
5052ID : 7
5053Weakness : [Wind] [Phantom]
5054Movement : Walk
5055 | ACC | EVA | CNJ | RES | CHK
5056{Combat Stats} | 1 | 3 | 6 | 6 | 5
5057{Fixed Values} | 8 | 10 | 13 | 13 | 12
5058{Initiative} : 8 (5)
5059{HP} : 36
5060Armor : 1
5061Barrier : 4
5062
5063Attack Methods
5064[Weapon Attack]: Magical Attack / 4 Sq. / 1# / Cancels
5065- 1d6+7 magical damage to the target.
5066
5067«Influence Fate»: Unique / 5 Sq. / 1#
5068- The target adds or subtracts 1 from one [Spirit] die. 1/Round.
5069
5070«Fortune Call»: Constant / User
5071- [Range: Combat Zone / Target: Combat Zone] aside from the target gains +1 to {Luck} checks.
5072
5073Materials (2d6)
50742~7: None
50758~11: Azuki Bean Bag/MD+1: 500G (Potency: 1)
507612+: Hand-Sewn Kimono/Luck+3: 1,500G (Potency: 3)
5077
5078Description
5079A Mononoke with the form of a small child. It dwells in storehouses attached to people's homes, and is thought to be a good being that grants happiness and wealth to the residents of the home. However, it also has aspects of being a demon, as it will call misfortune upon the residents by "leaving" the home where it lives. There have been rare cases where one has haunted an individual rather than a home, as well.
5080----------------------------------------
5081
5082Mermaid / Class: Mythical / LV: 3 (1)
5083Size : 2
5084Wits : High
5085Senses : Magic
5086Speech : Yes
5087Reaction : Neutral
5088ID : 8
5089Weakness : [Fire] [Toxin]
5090Movement : Walk・Swim
5091 | ACC | EVA | CNJ | RES | CHK
5092{Combat Stats} | 2 | 3 | 8 | 7 | 4
5093{Fixed Values} | 9 | 10 | 15 | 14 | 11
5094{Initiative} : 14 (7)
5095{HP} : 43
5096Armor : 3
5097Barrier : 3
5098
5099Attack Methods
5100[Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
5101- 2d6+14 magical damage to the target.
5102
5103«Born from Water»: Start / Combat Zone / !3
5104- For the rest of the combat, the target gains [Move: Swim].
5105
5106«Elemental Spell I»: Magical Attack / 4 Sq. / 1# / Cancels
5107- [Element: Cold] 2d6+14 magical damage to the target. 1/Round.
5108
5109«Blessing of Water»: Defense / 5 Sq. / 1#
5110- The target [Halves] [Element: Cold] damage they take.
5111
5112«Element Nullify I»: Constant / User
5113- The target changes [Cold] damage it takes to 0, and ignores all other effects of such attacks.
5114
5115Materials (2d6)
51162~11: Mermaid Scales/Agility+1: 500G (Potency: 1)
511712+: Mermaid Heart/Bestow Cold: 1,500G (Potency: 3)
5118
5119Description
5120A being akin to a fairy born from the oceans and water. Its upper half is that of a person, and its lower half is that of a fish, but for short periods of time it can assume the form of a human entirely. Its flesh is both poisonous and good for a variety of medicines, so it's dangerous to handle it unaware. Mermaids have a tragic history of being hunted, so the whole species tends to avoid contact with humans as much as possible.
5121----------------------------------------
5122
5123Yatagarasu / Class: Mythical / LV: 4 (1)
5124Size : 2
5125Wits : High
5126Senses : Domain
5127Speech : Yes
5128Reaction : Neutral
5129ID : 14
5130Weakness : [Cold] [Phantom]
5131Movement : Walk・Fly
5132 | ACC | EVA | CNJ | RES | CHK
5133{Combat Stats} | 2 | 8 | 9 | 3 | 4
5134{Fixed Values} | 9 | 15 | 16 | 10 | 11
5135{Initiative} : 15 (7)
5136{HP} : 44
5137Armor : 3
5138Barrier : 5
5139
5140Attack Methods
5141[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
5142- 2d6+16 magical damage to the target.
5143
5144«Guiding Messenger»: Start / Combat Zone / Combat Zone
5145- The target has [Remove: Darkness] for the round.
5146
5147«Elemental Spell I»: Magical Attack / 6 Sq. / 1# / Cancel
5148- [Element: Light] 2d6+16 magical damage to the target. 1/Round.
5149
5150«Wargod's Pedigree»: Unique / Combat Zone / 1#
5151- Add or subtract 1 from the value of the target's [Roll]. 1/Round.
5152
5153«Omen of Light»: Constant / User
5154- The target changes [Light] damage it takes to 0, and ignores all other effects of such attacks.
5155
5156Materials (2d6)
51572~10: Third Leg/MD+1: 500G (Potency: 1)
515811+: Black Tailfeather/Luck+3: 1,500G (Potency: 3)
5159
5160Description
5161A crow-type Mononoke with a third leg, and a wingspan of one and a half meters. As a messenger of the gods, it has guided kings and heroes alike since the days of old. It is likened to an incarnation of the sun, and repels evil with a sacred, golden light from its body. It adheres strongly to promises and vows, and is said to inflict severe punishment upon those who break them.
5162----------------------------------------
5163
5164Tochigami / Class: Mythical / LV: 5 (1)
5165Size : 2
5166Wits : High
5167Senses : Domain
5168Speech : Yes
5169Reaction : Neutral
5170ID : 17
5171Weakness : [Fire] [Toxin]
5172Movement : Walk
5173 | ACC | EVA | CNJ | RES | CHK
5174{Combat Stats} | 3 | 2 | 11 | 10 | 6
5175{Fixed Values} | 10 | 9 | 18 | 17 | 13
5176{Initiative} : 20 (9)
5177{HP} : 87
5178Armor : 7
5179Barrier : 5
5180
5181Attack Methods
5182[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
5183- [Form: Hammer] 6d6+41 physical damage to the target.
5184
5185«Leyline Avatar»: Start / Combat Zone / Combat Zone
5186- One time this round, each target may add or subtract 1 from the value of one die in their [Roll] (may not adjust above 6 or below 1; [Criticals] and [Fumbles] cannot be made to occur).
5187
5188«Breath of Gods»: Magical Attack / Combat Zone / 2# / Halves
5189- [Element: Light] 2d6+27 magical damage to the target. 1/Round.
5190
5191«Divine Soul Authority»: Constant / User
5192- The target ignores all [Damage] and other effects taken from non-Awakened sources. Also, the target may inflict [Shift: Dead] on "x#" it deals at least 1 point of damage to.
5193
5194Materials (2d6)
51952~7: Energy Gem/RES+1: 1,000G (Potency: 2)
519610+: Shrine's Idol/Barrier+3: 1,500G (Potency: 3)
5197
5198Description
5199A plant or animal under the influence of a leyline, that then became the guardian of that leyline. It protects a mid-sized leyline within a city, and is able to transform into a human as a temporary form. At times, when they are faced with an unmanageable incident, they'll ask Godhunters they're familiar with for aid.
5200----------------------------------------
5201
5202Phoenix / Class: Mythical / LV: 8 (2)
5203Size : 3
5204Wits : Clever
5205Senses : Domain
5206Speech : Yes
5207Reaction : Friendly
5208ID : 20
5209Weakness : [Cold] [Magnet]
5210Movement : Walk・Fly
5211 | ACC | EVA | CNJ | RES | CHK
5212{Combat Stats} | 2 | 6 | 14 | 14 | 6
5213{Fixed Values} | 9 | 13 | 21 | 21 | 13
5214{Initiative} : 22 (9)
5215{HP} : 85
5216Armor : 9
5217Barrier : 14
5218
5219Attack Methods
5220[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
5221- 3d6+22 magical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an [Attack Action]'s [Target]. 1/Round.
5222
5223«Lord of the Skies»: Start / Combat Zone / Combat Zone
5224- Remove the targets' [Shift: Flight] and [Move: Fly].
5225
5226«Breath of Fire»: Magical Attack / Combat Zone / Area / Halves
5227- [Element: Fire] 3d6+44 magical damage to the target. 1/Round.
5228
5229«Guidance of the Phoenix»: Unique / Combat Zone / 1#
5230- The target gains 1 [Overflow].
5231
5232«Avatar of Fire»: Constant / User
5233- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target changes [Light] damage it takes to 0, and ignores all other effects of such attacks.
5234
5235Materials (2d6)
52362~10: Rainbow Wings/Bestow Fire: 1,50G (Potency: 3)
523711+: Phoenix Egg/HP+12: 2,000G (Potency: 4)
5238
5239Description
5240An avian Mononoke resembling a peacock rising over three meters tall. As a sign of fortune, a phoenix is born when a highly virtuous or wise leader appears, and it offers that person its guidance after confirming their suitability, or so it is said. In the Wu Xing, the phoenix is identified as Suzaku, and is believed to govern fire and the south.
5241----------------------------------------
5242
5243Young Peng / Class: Mythical / LV: 10 (2)
5244Size : 5
5245Wits : Normal
5246Senses : Domain
5247Speech : Yes
5248Reaction : Mercurial
5249ID : 21
5250Weakness : [Toxin] [Phantom]
5251Movement : Walk
5252 | ACC | EVA | CNJ | RES | CHK
5253{Combat Stats} | 16 | 1 | 4 | 15 | 6
5254{Fixed Values} | 23 | 8 | 11 | 22 | 13
5255{Initiative} : 17 (8)
5256{HP} : 191
5257Armor : 17
5258Barrier : 15
5259
5260Attack Methods
5261[Weapon Attack]: Melee Attack / Engaged / 1#
5262- [Form: Hammer] 5d6+35 physical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an [Attack Action]'s [Target]. 1/Combat.
5263
5264«Peng's Flapping (Young)»: Start / Combat Zone / Combat Zone
5265- The target takes a -2d6 penalty to {Initiative}.
5266
5267«Dustbath»: Physical Attack / Combat Zone / Combat Zone
5268- [Form: Hammer] 4d6+45 physical damage to the target. 2/Round.
5269
5270«Still Growing»: End / User
5271- The target destroys one "x#" Mononoke within [Range: Engaged], and then [Recovers] 30 {HP}.
5272
5273«Star-Crossing Bird»: Constant / User
5274- During the target's [Turn], it gains +1 [Timing: Attack].
5275
5276Materials (2d6)
52772~10: Giant Eggshell Fragment/Strength+3: 1,500G (Potency: 3)
527811+: Soft Down/Halve Cold: 2,000G (Potency: 4)
5279
5280Description
5281An immature Peng, a legendary giant bird spoken of in China and Japan. It can reach several hundred meters in size even before adulthood, and with just one flap of its wings it can bring about winds like a hurricane. It is believed that adult Pengs can fly 360,000 kilometers at a time, and there are theories that claim it's a type of migratory bird that travels space, crossing from one star to the next.
5282----------------------------------------
5283
5284Kirin / Class: Mythical / LV: 12 (3)
5285Size : 3
5286Wits : Clever
5287Senses : Domain
5288Speech : Yes
5289Reaction : Friendly
5290ID : 24
5291Weakness : [Toxin]
5292Movement : Walk・Fly
5293 | ACC | EVA | CNJ | RES | CHK
5294{Combat Stats} | 2 | 18 | 15 | 17 | 6
5295{Fixed Values} | 9 | 25 | 22 | 24 | 13
5296{Initiative} : 34 (13)
5297{HP} : 123
5298Armor : 6
5299Barrier : 9
5300
5301Attack Methods
5302[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
5303- 3d6+30 magical damage to the target.
5304
5305«King of the Beasts»: Start / Combat Zone / Combat Zone
5306- The user inflicts [Shift: Immobile] on [Wits: Low] Mononoke.
5307
5308«Primal of Benevolence»: Defense / 10 Sq. / 1#
5309- The target reduces the [Damage] they take by 10.
5310
5311«Servants of the Kirin»: Constant / User
5312- Once per combat, by spending [Timing: Start], the user may [Install] and control one [Class: Beast・Mythical] [Mononoke] of a [LV] less than its own into a square [Engaged] with the user. If the summoned Mononoke cannot be [Installed] [Engaged], then this Talent has no effect.
5313
5314Materials (2d6)
53152~9: Kirin's Hide/Halves Shock: 2,000G (Potency: 4)
531610+: Kirin's Curved Horns/Speed+4: 3,000G (Potency: 5)
5317
5318Description
5319A divine beast resembling a deer around five meters in height, with the face of a dragon, the hooves of a horse, and the hide of an ox. Rainbow hair sprouts from its golden hide, and the large horns sprouting from its head are wrapped in flesh so as not to harm others. When it moves, it's said that it charges through the sky, so as not to step on the grass or insects. It can be called the king of the beasts.
5320----------------------------------------
5321
5322================================================================================
5323Requiem for the Godsoul -- GM Section: Chaos Mononoke [XXXY-8]
5324================================================================================
5325Human-Faced Tumor x3 / Class: Chaos / LV: 1 (1)
5326Size : 2
5327Wits : High
5328Senses : Magic
5329Speech : Yes
5330Reaction : Hostile
5331ID : 10
5332Weakness : [Light] [Toxin]
5333Movement : Walk
5334 | ACC | EVA | CNJ | RES | CHK
5335{Combat Stats} | 6 | 6 | 2 | 3 | 2
5336{Fixed Values} | 13 | 13 | 9 | 10 | 9
5337{Initiative} : 13 (6)
5338{HP} : 41
5339Armor : 2
5340Barrier : 1
5341
5342Attack Methods
5343[Weapon Attack]: Melee Attack / Engaged / 1#
5344- [Form: Sword] 2d6+10 physical damage to the target.
5345
5346«Remove Limits»: Start / User
5347- The target gains +2 to [Active Checks]. 1/Combat.
5348
5349«Miasma Strike»: Physical Attack / Engaged / 1#
5350- [Element: Toxin / Form: Sword] 2d6+10 physical damage.
5351
5352Materials (2d6)
53532~9: Bloody Carving Knife/Agility+1: 500G (Potency: 1)
535412+: Human-Faced Skin/Agility+3: 1,500G (Potency: 3)
5355
5356Description
5357A general term for tumors that look like human faces that appear on the bodies of people and animals. They appear within the bodies of creatures that have breathed in Chaos-generated miasma, then gradually take over the victim until they turn into servants of Chaos. They are something akin to a conceptual lifeform, and cannot be removed via a surgical proceedure, like just cutting off the tumor. But they can be safely removed from the victim with a spirit energy-infused strike.
5358----------------------------------------
5359
5360Nanahiro-onna / Class: Chaos / LV: 2 (1)
5361Size : 4
5362Wits : Normal
5363Senses : Heat
5364Speech : No
5365Reaction : Hostile
5366ID : 13
5367Weakness : [Magnet] [Light]
5368Movement : Walk
5369 | ACC | EVA | CNJ | RES | CHK
5370{Combat Stats} | 7 | 2 | 4 | 8 | 3
5371{Fixed Values} | 14 | 9 | 11 | 15 | 10
5372{Initiative} : 16 (7)
5373{HP} : 52
5374Armor : 5
5375Barrier : 3
5376
5377Attack Methods
5378[Weapon Attack]: Melee Attack / Engaged / 1#
5379- [Form: Hammer] 4d6+12 physical damage to the target. [Additional Effect]: Change the [Range] of an [Attack Action] to [7 Sq.] 1/Combat.
5380
5381«Gaze: Fallen»: Start / 4 Sq. / Area / No Resist
5382- The target takes [Shift: Fallen].
5383
5384«Rampage I»: Physical Attack / Engaged / Area
5385- [Form: Hammer] 2d6+12 physical damage to the target. 1/Round.
5386
5387«Moment of Despair»: Unique / 7 Sq. / 1#
5388- Reduce the target's {Evasion} check by 2. 1/Round.
5389
5390Materials (2d6)
5391Auto: Cursed Black Hair/Strength+1: 500G (Potency: 1)
53922~9: None
539310+: Broken Talisman/Will+2: 1,000G (Potency: 2)
5394
5395Description
5396An apparition that appears in the form of a giant woman with long black hair and a pale face. Also called the Tall Woman or the Long-Faced Woman, it's said to kill humans it entrances with its creepy laugh. Some wonder whether this creature isn't a materialized curse or an incarnation of miasma itself, but its true form is unknown.
5397----------------------------------------
5398
5399Kada / Class: Chaos / LV: 4 (1)
5400Size : 4
5401Wits : High
5402Senses : Magic
5403Speech : No
5404Reaction : Mercurial
5405ID : 15
5406Weakness : [Fire] [Light]
5407Movement : Walk・Swim・Fly
5408 | ACC | EVA | CNJ | RES | CHK
5409{Combat Stats} | 10 | 1 | 3 | 9 | 4
5410{Fixed Values} | 17 | 8 | 10 | 16 | 11
5411{Initiative} : 17 (8)
5412{HP} : 64
5413Armor : 10
5414Barrier : 3
5415
5416Attack Methods
5417[Weapon Attack]: Melee Attack / Engaged / 1#
5418- [Form: Axe] 4d6+19 physical damage to the target. [Additional Effect]: Make 1x [Weapon Attack] after [Damage Calculation]. 1/Combat.
5419
5420«Slam II»: Physical Attack / Engaged / 1#
5421- [Form: Hammer] 2d6+24 physical damage to the target. The user may force targets that took at least 1 point of damage from this attack to move up to 2 Sq. in any direction, ignoring [Engagements].
5422
5423«Fast Attack»: Unique / User
5424- Use On {Accuracy} Check. The target gains +4 to their {Accuracy} check. 1/Combat.
5425
5426Materials (2d6)
54272~9: Stretchy Skin/Armor+1: 500G (Potency: 1)
542810+: Wattle/Agility+2: 1,000G (Potency: 2)
5429
5430Description
5431A Chaotic being with the wings of a bat and the body of a snake, said to be able to bring floods. It moves quickly through the sky as though it were swimming, and it traps its prey by wrapping its long, slender body about them and latching on with its claws. Its skin is surprisingly durable, though weak to strong light. Reports indicate it is primarily active only at night. Other Chaotic beings use it as a familiar.
5432----------------------------------------
5433
5434Nurarihyon / Class: Chaos / LV: 5 (1)
5435Size : 2
5436Wits : Clever
5437Senses : Domain
5438Speech : Yes
5439Reaction : Mercurial
5440ID : 18
5441Weakness : [Wind] [Light]
5442Movement : Walk
5443 | ACC | EVA | CNJ | RES | CHK
5444{Combat Stats} | 2 | 4 | 10 | 10 | 7
5445{Fixed Values} | 9 | 11 | 17 | 17 | 14
5446{Initiative} : 19 (8)
5447{HP} : 66
5448Armor : 2
5449Barrier : 3
5450
5451Attack Methods
5452[Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
5453- 2d6+18 magical damage to the target. [Additional Effect]: Change the [Target] of an [Attack Action] to [Area]. 1/Combat.
5454
5455«Night of a Hundred Demons»: Start / Combat Zone / Combat Zone
5456- [Mononoke] within [Range] gain +5 {Initiative} and [Armor].
5457
5458«Servants of Madness»: Magical Attack / Combat Zone / Combat Zone / No Resist
5459- The user changes any [Obstacles・NPCs] within range into [Chaos] Mononoke of a [LV] less than its own and controls them. This effect ends if the user is made [Downed・Taken Out・Dead].
5460
5461«Evil Eye»: Unique / 10 Sq. / 1#
5462- Use when the target declares a Talent. Cancel the effect of one Talent other than [Timing: Constant] that the target used.
5463
5464Materials (2d6)
54652~9: Golden Kiseru Pipe/MD+2: 1,000G (Potency: 2)
546610+: Boundless Mask/Bestow Phantom: 1,500G (Potency: 3)
5467
5468Description
5469A Chaotic being whose name is synonymous with mystery. It enjoys deceiving and making light of humanity. Though it usually takes the form of an old, bald man wearing a kimono, it will also appear as a creature with a featureless face and body, proving its form is infinitely varied. It is often whispered that this Mononoke is a shadow of a powerful Aramitama, because of this.
5470----------------------------------------
5471
5472Umibouzu / Class: Chaos / LV: 9 (2)
5473Size : 5
5474Wits : Clever
5475Senses : Magic
5476Speech : No
5477Reaction : Mercurial
5478ID : 20
5479Weakness : [Fire] [Light]
5480Movement : Walk・Swim
5481 | ACC | EVA | CNJ | RES | CHK
5482{Combat Stats} | 14 | 13 | 5 | 4 | 6
5483{Fixed Values} | 21 | 20 | 12 | 11 | 13
5484{Initiative} : 22 (9)
5485{HP} : 120
5486Armor : 13
5487Barrier : 9
5488
5489Attack Methods
5490[Weapon Attack]: Melee Attack / Engaged / 1#
5491- [Form: Spear] 6d6+26 physical damage to the target. [Additional Effect]: [Halve] the [Armor] of the [Target] of an [Attack Action]. 1/Combat.
5492
5493«Aerial Move»: Start / User
5494- The target [Installs] itself into a square within [Range: 7 Sq.] 1/Combat.
5495
5496«Rampage II»: Physical Attack / Combat Zone / Area
5497- [Form: Ranged] 4d6+31 physical damage to the target. 2/Round.
5498
5499«Twisted Regen»: End / User
5500- The target [Recovers] 10 {HP}.
5501
5502«Fallen Child of a Sea God»: Constant / User
5503- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target changes [Phantom] damage it takes to 0, and ignores all other effects of such attacks.
5504
5505Materials (2d6)
55062~9: Green Skin/Armor+2: 1,000G (Potency: 2)
550710+: Growing Piece of Meat/HP+9: 1,500G (Potency: 3)
5508
5509Description
5510An apparition that can call storms to sink ships. It generally appears as giant humanoid with a smooth head, but other accounts report that it has appeared with tentacles like an octopus, scaled wings, and hooked claws. There are rumors that aboriginal faiths that exist today make offerings, provide sacrifices, and hold ceremonies dedicated to Umibouzu to avoid disasters.
5511----------------------------------------
5512
5513Meatslurper / Class: Chaos / LV: 11 (3)
5514Size : 3
5515Wits : Clever
5516Senses : Magic
5517Speech : Yes
5518Reaction : Hostile
5519ID : 22
5520Weakness : [Fire] [Light]
5521Movement : Walk
5522 | ACC | EVA | CNJ | RES | CHK
5523{Combat Stats} | 3 | 14 | 16 | 16 | 5
5524{Fixed Values} | 10 | 21 | 23 | 23 | 12
5525{Initiative} : 19 (8)
5526{HP} : 98
5527Armor : 10
5528Barrier : 8
5529
5530Attack Methods
5531[Weapon Attack]: Magical Attack / 7 Sq. / Area / Cancels
5532- 3d6+36 magical damage to the target. [Additional Effect]: +3d6 to the [Damage] of an [Attack Action]. 1/Combat.
5533
5534«Spirit Pollution»: Start / Combat Zone / Combat Zone
5535- When the target [Influences], they must keep two of the dice in the [Roll], rather than just one.
5536
5537«Energy Wave»: Magical Attack / Combat Zone / 3# / Halves
5538- 2d6+30 magical damaage to the target. Targets that fail their [Reaction Check] take [Shift: Pain].
5539
5540«God of Depravity and Decadence»: Constant / User
5541- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target [Halves] physical damage taken from [Form: Hammer].
5542
5543Materials (2d6)
55442~9: Glowing Meat/Agility+3: 1,500G (Potency: 3)
554510+: Soul Crystal/Intellect+4: 2,000G (Potency: 4)
5546
5547Description
5548A Chaotic being with a sinister form, having a glistening, bloated bipedal body without a head, and mouths on its palms. Reveling in depravity and immortality, it approaches others in an inviting form to lower their guard, then while causing their spiritual corruption, absorbs their ectoplasm. It is a wicked creature that takes the form of those it drains, then travels the world of humans, spreading its corruption.
5549----------------------------------------
5550
5551Great Heavenly Golden God / Class: Chaos / LV: 14 (3)
5552Size : 3
5553Wits : Clever
5554Senses : Domain
5555Speech : Yes
5556Reaction : Mercurial
5557ID : 25
5558Weakness : [Cold] [Light]
5559Movement : Walk
5560 | ACC | EVA | CNJ | RES | CHK
5561{Combat Stats} | 4 | 2 | 19 | 18 | 7
5562{Fixed Values} | 11 | 9 | 26 | 25 | 14
5563{Initiative} : 32 (13)
5564{HP} : 116
5565Armor : 14
5566Barrier : 7
5567
5568Attack Methods
5569[Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
5570- 3d6+42 magical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an [Attack Action]'s [Target]. 1/Round.
5571
5572«Energy Steal»: Start / Combat Zone / Combat Zone
5573- The target immediately moves one [Spirit] to their [Exhausted Spirit].
5574
5575«Summon the Storm»: Magical Attack / Combat Zone / Combat Zone / Halves
5576- [Element: Wind] 4d6+78 magical damage to the target. 1/Round.
5577
5578«Avatar of Wind»: Constant / User
5579- During the target's [Turn], it gains +2 [Timing: Attack]. Also, the target changes [Wind] damage it takes to 0, and ignores all other effects of such attacks. Lastly, it may change its [Attack Actions] to [Special Attack / Range: 4 Sq. / Target: 1#].
5580
5581Materials (2d6)
5582Auto: Golden Seal/Speed+3: 2,000G (Potency: 4)
55832~10: Golden Fur Coat/Armor+4: 2,000G (Potency: 4)
558411+: White Stone Mask/MD+5: 3,000G (Potency: 5)
5585
5586Description
5587A tall humanoid apparition wearing golden cloth. It wears a white mask, and it's believed that one should absolutely not peer under that mask. As a god that governs typhoons, it is widely worshipped in Japan. However, there are very few people who realize this figure closely resembles that of a certain evil god.
5588----------------------------------------