· 9 years ago · Jan 24, 2017, 03:52 AM
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2Requiem for the Godsoul -- Understanding the World Setting of Kamigakari â‘ Race
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5Inheritors
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7The 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.
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9The 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.
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11Most 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.
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13In 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.
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15In 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.
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17(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.
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20Heroic Spirit
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22In 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."
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24Heroic 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."
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26After 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.
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28Because 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.
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30(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.
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32Though 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.
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34Normally, 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.
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37Divine Soul
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39Plants 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.
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41The 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.
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43(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.
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45As 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.
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47(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.)
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49(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.
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52Requiem for the Godsoul -- Understanding the World Setting of Kamigakari â‘¡ Sanctums
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54A 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.
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56There 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.
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58(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.
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60There 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.
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62The 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.
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64(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.
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66(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.
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68(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].
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70The 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.
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72Conversely, 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}.
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75Requiem for the Godsoul -- Sanctum Purge
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77In 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].
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79
80Rules of Sanctum Purge
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82Unless otherwise specified by the scenario or the GM, [Sanctum Purging] has the following rules.
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84 > All PCs Take Action Together
85 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.
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87 > All PCs Participate in [Checks] while [Out of Combat]
88 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!
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90 > All PCs Must Consent On Every Choice and Decision
91 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.
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93
94Terms of Sanctum Purge
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96The following is an explanation of each term used in the rules for [Sanctum Purge].
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98 > Sanctum Sheet
99 A sheet where the PCs' progress through [Sanctum Purging] is recorded.
100
101 > Area
102 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:
103
104 * Entrance Area
105 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].
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107 * Search Area
108 This type of [Area] represents each region of the [Sanctum]. By searching this [Area], the PCs progress towards the [Final Area].
109
110 * Exit Area
111 This [Area] serves as the [Sanctum]'s exit. The PCs are able to leave for the outside of the [Sanctum] from this [Area].
112
113 > Path
114 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].
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116 > Limit
117 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].
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119 [Time Action] | [Limit] Amount
120 ----------------------------+----------------
121 Avoid | 1d6
122 Long Rest | 2d6
123 Change Area | 1d6
124 Reattempt Check | 1d6
125 Combat | 1d6
126 Destroy or Mend Distortion | 1d6
127 GM/Episode Specified | Specified #
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129 > Sanctum Crisis
130 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.
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132 * [Sanctum Crisis] occurs at the point where the [Limit] value equals or exceeds the maximum designated during [3: Determine [Limit]].
133
134 * 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.
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136 * 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.)
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138 * 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.
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140 * [Damage] inflicted by a [Sanctum Crisis] can be reduced via the use of Talents and anything else as normal.
141
142 * [Sanctum Crisis] may affect even [G], [Materials], and [Items] that have been stored within a «Spirit Barrier».
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144 * [Bound Primals] are not affected by [Sanctum Crisis].
145
146 > Sanctum Events
147 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.
148
149Sanctum Crisis Table (d66)
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151| 11 ~ 12 | Space-Time Twist | Space and time twist in the current area. All PCs immediately return to the [Entrance Area].
152| 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].
153| 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:
154 20 x PC Average Level / Resist [Halves]).
155| 21 ~ 22 | Countless Eyes | Terrifying eyes appear all around the PCs. All PCs take [Shift: Darkness, Pain] until a [Long Rest].
156| 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].
157| 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.
158| 31 ~ 32 | Material Loss | Eerie light spills from the surroundings, causing the loss of all stored [Materials]. All PCs lose all stored [Materials].
159| 33 ~ 34 | Nothing | Nothing of note happens.
160| 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].
161| 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.
162| 43 ~ 44 | Leyline Destruction | Space warps as spirit energy surges wildly, causing [Spirit] to go crazy. All PCs immediately reroll [Spirit].
163| 45 ~ 46 | Localized Time Stop | Part of the PCs's 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].
164| 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.
165| 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
166 [Cost: None], then the GM may freely decide which one.
167| 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].
168| 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].
169| 63 ~ 64 | GM's Choice | The GM may freely pick any one result from this table and apply it.
170| 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."
171+---------+----------------------+
172
173
174Progression of [Sanctum Purge]
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176[Sanctum Purge] progresses according to the following.
177
1781: [Sanctum Purge] Start
1792: Form [Bonds]
1803: Determine [Limit]
1814: Search Each [Area]
182
183> 1: [Sanctum Purge] Start
184[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].
185
186> 2: Form [Bonds]
187Perhaps 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.
188
1891: One NPC from the NPC Tables
1902: One PC (in the order of PC1 → 2 → 3 → 4 → 5 → 1)
1913: Handout Connection
1924: The people of your game's city setting (for example, 'The People of Hisashiro')
1935: Godhunters
1946: Aramitama
1957: Any one PC or NPC that is not one of the above
196
197> 3: Determine [Limit]
198Once 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.
199
200> 4: Search Each [Area]
201After setting the maximum value of [Limit], until all PCs have achieved their [Purpose] as revealed in their [Handout], they will be searching within [Areas]. How to handle this is described in the next section.
202
203
204Searching Each [Area]
205----------------------------------------
206Searching [Areas] is handled in the following manner.
207
2081: Arrive in Area
2092: Sanctum Event Reveal
2103: Choose Confront or Avoid
2114: Handle Sanctum Event
2125: Determine Long Rest
2136: Reveal Paths
2147: Change Areas
2158: Advance Limit
216
2171: Arrive in Area
218The 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].
219
2202: Sanctum Event Reveal
221Unless "Resolved" is checked for the [Area], after the [Appearance Check], a [Sanctum Event] occurs.
222
2233: Choose Confront or Avoid
224After 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.
225
226[Confront]
227[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].
228
229[Check Assist]
230Excluding 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).
231
232For 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.
233
234[Avoid]
235[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.
236
2374: Handle Sanctum Event
238When 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."
239
2405: Determine Long Rest
241A [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."
242
243Long Rest Effects
244â—Ž [Recover] 50 {HP}
245â—Ž Erase all negative effects from [Distortions] and [Sanctum Crisis].
246â—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.
247
2486: Reveal Paths
249The 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.
250
2517: Change Areas
252The 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].
253
2548: Advanced Limit
255Once "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."
256
257Regardless 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].
258
259================================================================================
260Requiem for the Godsoul -- [Bound Primal] Details
261================================================================================
262The following section will explain the rules concerning [Bound Primals].
263
264◎ 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.
265â—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]).
266◎ Once the [Scene] ends, or if the user becomes [Incapacitated・Dead], then the [Bound Primal] simultaneously [Exits].
267â—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]."
268â—Ž [Bound Primals] gain resistance to sunlight.
269â—Ž [Bound Primals] can only use Talents once per Scene while [Out of Combat].
270â—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.
271
272Bound Primal Abilities
273----------------------------------------
274[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].
275
276> Wits
277Change to [Clever], and they are controlled by the one who uses «Contract Summon».
278
279> Speech
280Change to [Yes].
281
282> Reaction
283Change to [Friendly].
284
285> Check & Damage Calculation
286All [Checks] are performed using {Fixed Values} (do not roll). Only roll dice for calculating [Damage Calculation].
287
288> {Initiative}
289Change 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.
290
291> {HP}
292When a [Bound Primal] is reduced to 0 or less {HP}, they become [Dead] (in other words, they cannot [Remove] this with [Items] or Talents).
293
294> Timings
295Once 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.
296
297> Materials & XP
298Change [Materials] and [XP] to [None], and even if the [Bound Primal] is defeated, no {Crest} is gained.
299
300> Applying Spirit Burn
301Only 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).
302
303================================================================================
304Requiem for the Godsoul -- Additional Kushimitama Uses
305================================================================================
306The 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.
307
308Additional Kushimitama Effects
309----------------------------------------
310
311> Arms Fusion
312[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.
313
314* Performing Arms Fusion
315The 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].
316
317Example: 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].
318
319Outcome: [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].
320
321* Materials
322Each 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].
323
324* Sell Value
325After [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.
326
327
328> Origin Awakening
329[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].
330
331* Performing Origin Awakening
332The 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.
333
334Use Example
335GMs should take the following into account when deciding whether or not to allow the use of [Origin Awakening].
336
337â—Ž For some reason, the PC wishes to have something happen, like returning to their original form.
338â—Ž Wanting to bring in [Styles] added in new related materials.
339â—Ž Due to the situation, or a PC's death, it's necessary for the PCs to adjust their balance.
340
341================================================================================
342Requiem for the Godsoul -- Info on «Combo Skill»
343================================================================================
344The following section provides more detail on using «Combo Skill».
345
346When 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.
347
348Note 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.
349
350* Range / Target
351When 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.
352
353* Cost
354Be 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.
355
356Example: ①Basis «Smiting Wave» Combo «Heroic Strike»
357Cost: [E, O (total 2 dice)]
358Effect: 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.
359
360Example: ② Basis «Thunderous Tremor» Combo «Dragonpulse Blade» (Physical Attack)
361Cost: [E, O, 6, 6] (total 4 dice)]
362Effect: 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].
363
364================================================================================
365Requiem for the Godsoul -- Additional Personality
366================================================================================
367Additional [Personality] can be found here.
368
369> Crest Form
370This table determines what figure the pattern of a PC's Spirit Crest suggests, according to their
371[Main] [Style].
372
373God Hand (1d6)
374---------------------------------
3751 | Glove
3762 | Sun or Moon
3773 | Talon
3784 | Fist
3795 | Flowing Robe
3806 | Cracked Boulder
381
382Contractor (1d6)
383---------------------------------
3841 | Hoof
3852 | Reins
3863 | Saddle
3874 | Blowing Wind
3885 | Helmet
3896 | Feathers or Wings
390
391Divine Talker (1d6)
392---------------------------------
3931 | Bell
3942 | Percusive Instrument
3953 | Star
3964 | Staff
3975 | Stringed Instrument
3986 | Ring or Bracelet
399
400* Regarding <God Names>
401The [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‘¡].
402
403
404Legendary Names
405----------------------------------------
406In 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.
407
408<TABLE>
409
410================================================================================
411Requiem for the Godsoul -- Dragon Lord (Race)
412================================================================================
413â—◎※
414
415Introduction
416----------------------------------------
417Dragon 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.
418
419
420Racial Bonus
421----------------------------------------
422[Blood of Dragons]: You are able to acquire Dragon Lord Racial Talents. Also, you are able to equip items with [Restrict: Dragon Lord].
423
424
425Stat Types S A I W L
426+---------+---+---+---+---+---+
427| Martial | 5 | 4 | 4 | 1 | 1 |
428| Utility | 4 | 3 | 3 | 1 | 4 |
429| Arcane | 4 | 3 | 4 | 3 | 1 |
430+---------+---+---+---+---+---+
431
432Ruinous Beauty
433Timing : Attack
434Range : Other
435Target : Other
436Cost : [E]
437Making use of your devilish beauty charged with magical power, you control another's heart to some extent.
438Unique 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.)
439
440Dragonpulse Destruction
441Timing : Attack
442Range : 7 Sq.
443Target : 1#
444Cost : [O]
445Bestowing 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.
446Use On Active Check. Make either of the following [Attack Actions] on the target.
447[Physical Attack]: The user gains +1 [Rank].
448[Magical Attack]: Inflict [Rank: 2] [Magical Damage] on the target (Resist [Halves].)
449
450Dragonpulse Blade
451Timing : Attack
452Range : 5 Sq.
453Target : Area
454Cost : [E, O]
455Firing a blade in the form of your dragonpulse, you mangle your opponents.
456Use On Active Check. Make either of the following [Attack Actions] on the target.
457[Physical Attack]: The user gains +1 to the result of the {Accuracy} check.
458[Magical Attack]: Inflict [Rank: 1] [Magical Damage] on the target (Resist [Cancels].)
459
460Dragonpulse Convergence
461Timing : Unique
462Range : User
463Target : User
464Cost : None
465Wielding the power of a Dragon Lord, your dragonpulse converges, transforming into enormous spirit energy.
466Unique Effect. Use before the target use [Spirit Influence]. The target may [Spirit Influence] all dice they rolled (if they rolled 2d6, they may [Influence] 2; if 3d6, then 3.) This Talent may be used once per combat or scene.
467
468Dragonpulse Shift
469Timing : Unique
470Range : User
471Target : User
472Cost : None
473By manipulating your dragonpulse, you immediately change the properties of your spirit energy.
474Unique Effect. The target may add or subtract 1 from the value of one [Spirit] die (this effect cannot raise it above 6, or lower it below 1.) This Talent may be used once per round.
475
476Blessing of the Dragon Lord
477Timing : Unique
478Range : Combat Zone
479Target : 1#
480Cost : [O]
481Drawing on the divinity you possess as a Dragon Lord, you grant that blessing unto another.
482Unique 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/scene.
483
484Scales of the Dragon Lord
485Timing : Defense
486Range : User
487Target : User
488Cost : [E]
489You wreathe your barrier in scales crystallized through your dragonpulse, defending against attacks.
490Use On Damage Reduction. The target gains a +5 modifier to [Barrier].
491
492Power of the Elemental Dragons
493Timing : Constant
494Range : User
495Target : User
496Cost : None
497This Talent represents that you are a descendant of a dragon that possessed a particular origin element, such as a fire dragon or frostwyrm.
498Passive 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].
499
500â— Dragon God Battlelust
501Timing : Start
502Range : User
503Target : User
504Cost : [E]
505Releasing the power of dragons sleeping within your body, you manifest terrifying physical combat power, for a time.
506Unique 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} lowers also by 2.
507
508â— Dragonblood Release
509Timing : Start
510Range : User
511Target : User
512Cost : [O]
513Releasing the power of dragons sleeping within your body, you manifest terrifying magical combat power, for a time.
514Unique 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} lowers also by 3.
515
516â— Eyes of the Dragon Lord
517Timing : Unique
518Range : Combat Zone
519Target : 1#
520Cost : [E]
521Utilizing the eyes of a dragon that see through all, you grasp all of your opponent's weaknesses.
522Use On Damage Reduction. «Ruinous Beauty» Required. Ignore all of the target's [Damage -X] effects. This Talent may be used once per combat.
523
524â— Armor of the Dragon Lord
525Timing : Constant
526Range : User
527Target : User
528Cost : None
529You crystallize your dragonpulse into magnificent armor across your whole body at the start of battle, guarding you from enemy attacks.
530Use On Damage Reduction. «Power of the Elemental Dragons» Required. The target gains a +3 modifier to [Armor] and [Barrier]. Also, the target [Halves] all [Damage] they received that is bestowed with [Origin Element C].
531
532â— Dragon Lord Oppression
533Timing : Unique
534Range : Combat Zone
535Target : 1#
536Cost : [Doubles]
537Through 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.
538Unique 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.
539
540â— King of the Dragonpulse
541Timing : Constant
542Range : User
543Target : User
544Cost : None
545Awakening to the power of a Dragon Lord of eminence, you can freely control spirit energy with the power of your dragonpulse.
546Passive Effect. «Blessing of the Dragon Lord» Required. The target may use «Blessing of the Dragon Lord» up to three times per combat.
547
548================================================================================
549Requiem for the Godsoul -- Divine Soul (Race)
550================================================================================
551â—◎※
552
553Introduction
554----------------------------------------
555Divine 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.
556
557
558Racial Bonus
559----------------------------------------
560[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].
561
562
563Stat Types S A I W L
564+---------+---+---+---+---+---+
565| Martial | 4 | 4 | 3 | 2 | 2 |
566| Utility | 3 | 2 | 3 | 1 | 6 |
567| Arcane | 1 | 2 | 4 | 5 | 3 |
568+---------+---+---+---+---+---+
569
570Divine Influence
571Timing : Start
572Range : User
573Target : User
574Cost : [Steps]
575You are able to transform your personal appearance, or manipulate spirit energy to float through the air.
576Unique 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.
577
578Purify Spirit
579Timing : Attack
580Range : Other
581Target : Other
582Cost : None
583As a powerful Divine Soul, you purify the flow of spirit energy for those around you.
584Unique 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.
585
586Divine Sight
587Timing : Attack
588Range : Other
589Target : Other
590Cost : None
591Meeting another's gaze, your heart connects with another, manipulating their thoughts and memories.
592Unique 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.)
593
594Divine Hearing
595Timing : Unique
596Range : User
597Target : User
598Cost : [E]
599Communicating your thoughts to animals, you gain help and information in finding out anything.
600Unique 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.
601
602Divine Motion
603Timing : Unique
604Range : User
605Target : User
606Cost : [O]
607You assimilate your body with spirit energy, allowing you to instantly travel to a particular location.
608Use 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.
609
610Scatter Disease
611Timing : Attack
612Range : 5 Sq.
613Target : 1#
614Cost : [O]
615Using your divine power, you cause another's body to recover from the disease and wounds eroding their body.
616Magical Attack. [Remove] one of the following [Shifts] from the target.
6171: [Shift: Darkness]
6182: [Shift: Poison]
6193: [Shift: Pain]
6204: [Shift: Paralysis]
621
622Divine Revival
623Timing : Attack
624Range : 5 Sq.
625Target : 1#
626Cost : [E]
627You revive someone who has lost consciousness with your divine power.
628Magical Attack. Remove the target's [Shift: Downed] and set their {HP} to 1. The target may refuse this effect.
629
630Harvest God
631Timing : Attack
632Range : 4 Sq.
633Target : 1#
634Cost : [O]
635Spreading a sparkling water in mist form, you instantly cause another's nutritional status and their wounds to recover.
636Magical Attack. The target [Recovers] {HP} equal to [Rank: 1] [Magical Damage].
637
638â— Weather God
639Timing : Attack
640Range : Other
641Target : Other
642Cost : None
643As a high-ranking god that oversees weather, you freely manipulate the spirit energy and weather in a local area.
644Unique 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.
645
646â— Keystone
647Timing : Attack
648Range : 10 Sq.
649Target : 1# (1 Sq.)
650Cost : [E]
651Using 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.
652Magical 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.
653
654â— Regalia Creation
655Timing : Attack
656Range : Other
657Target : Other
658Cost : [Doubles]
659Utilizing the power of item creation, you are able to create Regalia or other items on the spot.
660Unique 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.
661
662â— Divine Fate
663Timing : Constant
664Range : User
665Target : User
666Cost : None
667You know the past of yourself and others, and by drawing on that knowledge, you become able to wield special skills.
668Passive 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].
669
670â— Spiritual Healing
671Timing : Constant
672Range : User
673Target : User
674Cost : None
675This Talent represents that you are a Divine Soul particularly skilled in the divine power of healing.
676Passive Effect. The target gains a +[any one of user's {Main Stats}] modifier to [Timing: Attack] Talents that [Recover] {HP}.
677
678â— Divine Clarity
679Timing : Constant
680Range : User
681Target : User
682Cost : None
683You set corruption free when defeating an Aramitama, cleaning souls in the area.
684Passive 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.
685
686================================================================================
687Requiem for the Godsoul -- Heroic Spirit (Race)
688================================================================================
689â—◎※
690
691Introduction
692----------------------------------------
693Heroic 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.
694
695
696Racial Bonus
697----------------------------------------
698[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].
699
700
701Stat Types S A I W L
702+---------+---+---+---+---+---+
703| Martial | 5 | 5 | 2 | 2 | 1 |
704| Utility | 4 | 3 | 3 | 1 | 4 |
705| Arcane | 1 | 1 | 5 | 5 | 3 |
706+---------+---+---+---+---+---+
707
708«Hide Presence»
709Timing : Start
710Range : User
711Target : User
712Cost : [O]
713The unique characteristics of Heroic Spirits make you an expert in hiding your presence, allowing you to remain unseen in the eyes of Innocents.
714Unique 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]).
715
716«Heroic Strike»
717Timing : Attack
718Range : 7 Sq.
719Target : 1#
720Cost : [O]
721Being a powerful Heroic Spirit, you can unleash deadly arts and spells that were once your specialty.
722Use While Active. Make either type of [Attack Action] on the target.
723[Physical Attack]: The user gains +1 [Rank].
724[Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).
725
726«Alchemy Expert»
727Timing : Attack
728Range : Other
729Target : Other
730Cost : [Steps]
731You are able to instantly create Artificial Regalia, a peculiarity for Heroic Spirits.
732Unique 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.
733
734«Spiritualization»
735Timing : Unique
736Range : User
737Target : User
738Cost : [E]
739You momentarily assimilate your flesh with spirit energy itself, and thereby are able to travel long distances instantly.
740Use 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.
741
742«Resistance to Myths»
743Timing : Unique
744Range : User
745Target : User
746Cost : [Doubles]
747As 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.
748Use On Damage Reduction. The target [Halves] [Magical Damage] they take. This Talent may be used once per round.
749
750«Base Creation»
751Timing : Constant
752Range : User
753Target : User
754Cost : None
755Unique 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.
756Passive 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].
757
758«Mounted Specialty»
759Timing : Constant
760Range : User
761Target : User
762Cost : None
763As 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.
764Passive 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].
765
766«Legendary Treasure»
767Timing : Constant
768Range : User
769Target : User
770Cost : None
771As a Heroic Spirit, you possess a powerful weapon spoken of in legend, as well as the knowledge that accompanies it.
772Item. 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.
773
774◠«Personal Domain»
775Timing : Start
776Range : Combat Zone
777Target : Combat Zone
778Cost : [E, E]
779You manifest the fortress once used as the staging ground for your forces, or the terrain your tactics are specialized for, within a Spirit Barrier.
780Unique 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].
781â‘ : The target gains +1 [Physical Rank], and to the result of {Accuracy} checks.
782â‘¡: The target gains +1 [Magical Rank], and to the result of {Conjure} checks.
783
784◠«Region Lockdown»
785Timing : Unique
786Range : User
787Target : User
788Cost : [O]
789As 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.
790Unique 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.
791
792◠«Remembering Epic Deeds»
793Timing : Unique
794Range : User
795Target : User
796Cost : None
797Your thoughts turn towards a time when you achieved greatness, and spirit energy erupts from within your body.
798Unique 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.
799
800◠«The Strike That Changed History»
801Timing : Unique
802Range : User
803Target : User
804Cost : [O]
805You unleash your legendary arts, spells, or assassination strike, which once changed history.
806Use 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.
807
808◠«Greater Resistance to Myths»
809Timing : Constant
810Range : User
811Target : User
812Cost : None
813Unique among Heroic Spirits, you show high resilience against any kind of attack.
814Passive Effect. «Resistance to Myths» Required. The target may also apply the effect of «Resistance to Myths» to [Physical Damage].
815
816◠«Butcher»
817Timing : Constant
818Range : User
819Target : User
820Cost : None
821As one who has slain legendary beings, you know how to kill certain beasts, and butcher anything lesser than they.
822Passive 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].
823
824================================================================================
825Requiem for the Godsoul -- God Hand (Group: Martial) (Style)
826================================================================================
827Characters who have this [Style] as their [Main] are able to equip items with [Restrict: Martial] and [Restrict: God Hand].
828
829 ACC EVA CNJ RES INS PD MD INI HP
830+-----+-----+-----+-----+-----+-----+-----+-----+-----+
831| 2 | 1 | 0 | 0 | 0 | 4 | 0 | 6 | 38 |
832+-----+-----+-----+-----+-----+-----+-----+-----+-----+
833Combat Modifiers (When Main)
834
835Those 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.
836
837--------------------------------------------------------------------------------
838TYPE A
839This 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].
840--------------------------------------------------------------------------------
841â—◎※
842
843※ Enlightenment
844Timing : Unique
845Range : User
846Target : User
847Cost : [6]
848Having become one with heaven and earth, you blow enemies away with the tremendous power you wield.
849Use On Damage Calculation. The target gains +1 [Rank]. Also, the target may forcibly move any [Target] that took [Damage] 3 squares in any direction, ignoring [Engaged]. This Talent may be used once per round.
850
851Storm Smite
852Timing : Attack
853Range : Item
854Target : 1#
855Cost : [6]
856You rapidly enhance your power by unleashing an attack that places tremendous strain on your weapons.
857Physical Attack. The user gains +2 [Rank] at [Damage Calculation]. All [Weapons] used for «Storm Smite», after [Timing: End], are unable to be [Equipped] until [Combat End].
858
859Smiting Wave
860Timing : Attack
861Range : Charge 4 Sq.
862Target : 1#
863Cost : [E]
864You hammer your opponent with a powerful strike while your whole body is wreathed in spirit energy.
865Physical Attack. The user gains a +[any one of user's {Main Stats}] modifier at [Damage Calculation].
866
867Spirit Armament
868Timing : Unique
869Range : User
870Target : User
871Cost : None
872You flood an object with spirit energy, converting it into a temporary Artificial Regalia, then use it to attack.
873Unique Effect. This Talent may only be used if 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].
874
875â– Improvised Weapon
876Restrict : God Hand
877Mode : Two Hands
878ACC : None
879PD : +8
880INIT : -2
881Cost : Unsellable
882[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».
883While [Equipped], treat as though [Unarmed]. This [Weapon] cannot have the [Arms System] applied to it, and is lost when [Combat Ends].
884
885Swift Art
886Timing : Unique
887Range : User
888Target : User
889Cost : [E]
890You wreathe yourself in spirit energy, accelerating your mind and body, and then unleash a technique of divine speed.
891Use On Active Check. The target gains a +1 modifier to the result of the [Active Check]. This Talent may be used once per round.
892
893Hundred Strikes Art
894Timing : Unique
895Range : User
896Target : User
897Cost : [6]
898You wreathe yourself in spirit energy, accelerating your mind and body, and then unleash a tremendous barrage of strikes as your attack lands.
899Use 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.
900
901Extension of Self
902Timing : Constant
903Range : User
904Target : User
905Cost : None
906Through supernatural power or training, any Regalia in your hands is just an extension of your fist.
907Passive 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].
908
909Crest Pressure Points
910Timing : Constant
911Range : User
912Target : User
913Cost : None
914Assessing the weak points your opponent's spirit crest and then striking those, you cause their spirit energy to run wild and explosively scatter.
915Unique Effect. The target adds, "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." to the effect of «Enlightenment». («Killing Arts Technique» applies.)
916
917â— Explosive Breath
918Timing : Prep
919Range : User
920Target : User
921Cost : None
922Making full use of a special breathing technique, you dramatically amplify your spirit energy.
923Unique Effect. The target gains two [Overflow]. This Talent may be used once per session.
924
925â— Thunderous Tremor
926Timing : Attack
927Range : Engaged
928Target : 1#
929Cost : [6, 6]
930Stomping or striking something, you cause the spirit energy within a body to reverberate, amplifying the power of your technique.
931Physical Attack. The user gains +3 [Rank] at [Damage Calculation]. This Talent may be used once per round.
932
933â— Shrieking Throw
934Timing : Constant
935Range : User
936Target : User
937Cost : None
938Sheathing a throwing weapon in spirit energy, you vastly enhance its power.
939Passive 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].
940
941â— Regaliazation
942Timing : Constant
943Range : User
944Target : User
945Cost : None
946Continually filling your limbs with spirit energy, you make your fists and feet akin to a powerful Regalia.
947Passive 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].
948
949â—Ž Invite Ruin
950Timing : Constant
951Range : User
952Target : User
953Cost : None
954Using an ultimate technique you devised yourself, you hammer your opponent with a strike that will bring certain death.
955Passive Effect. The target adds "The user gains a +[any one of the user's {Main Stats}] modifier at [Damage Calculation]." to the effect of «Enlightenment». Also, they add "The user may destroy any [Obstacle] they deal damage to." to the effect of «Enlightenment».
956
957â—Ž Inner Heaven
958Timing : Constant
959Range : User
960Target : User
961Cost : None
962Causing your spirit energy to circulate in a spiral using a special breathing technique, you dramatically enhance the efficiency of its use.
963Passive Effect. The target is now able to use «Enlightenment» as [Cost: E], and [Style: God Hand / Type: A / Timing: Attack] Style Talents as [Cost: 6].
964
965--------------------------------------------------------------------------------
966TYPE B
967This Type specializes in defensive arts, throws, and joint locks. In order to use [God Hand: Type B] Talents, you must be [Equipped] with [Unarmed].
968--------------------------------------------------------------------------------
969â—◎※
970
971※ Hardening
972Timing : Unique
973Range : User
974Target : User
975Cost : [6]
976By becoming one with the heavens and the earth as you defend, you immediately absorb the spirit energy of your opponent, turning aside their attack.
977Use 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.
978
979Smiting Tornado
980Timing : Attack
981Range : Engage
982Target : 1#
983Cost : [Doubles]
984With a tremendous rotation, you throw the opponent to the ground. At the moment of impact, because the opponent's spirit energy is bound, the damage strikes directly at their souls, rather than their bodies.
985Physical 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].
986
987Spirit Warhead
988Timing : Attack
989Range : Combat Zone
990Target : Area
991Cost : [E, 6]
992Lifting 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.
993Physical Attack. This Talent may only be used if 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 to [Damage Calculation].
994
995Smiting Drop
996Timing : Attack
997Range : Engaged
998Target : 1#
999Cost : [6, 6]
1000Grabbing your opponent, you throw them with a signature method, smashing them into the ground. At the moment of impact, because the opponent's spirit energy is bound, the damage strikes directly at their souls, rather than their bodies.
1001Physical Attack. The user gains a +[any one of user's {Main Stats} x 2] modifier to [Physical Damage].
1002
1003Spirit Palm
1004Timing : Defense
1005Range : User
1006Target : User
1007Cost : [E]
1008You ward off your opponent's attack with your palm, coated in spirit energy, reducing the power of the blow.
1009Use On Damage Reduction. The target reduces the [Damage] they would take by 3.
1010
1011Spirit Retaliation
1012Timing : Unique
1013Range : User
1014Target : User
1015Cost : [O]
1016You manipulate your spirit energy while performing a particular movement following an evasion, and send the shock of your opponent's attack back at them.
1017Use On Damage Reduction. The target inflict [Shift: Fallen] to [Range: Engaged / Target: 1#] that performed the [Attack Action]. This Talent may be used once per round.
1018
1019Divine Dragon Defense
1020Timing : Unique
1021Range : Combat Zone
1022Target : 1#
1023Cost : [Steps]
1024You manipulate the flow of spirit energy using a special technique, focusing a broad attack on you alone.
1025Use On Damage Calculation. Change the [Target] of the [Attack Action] performed by the target to [1#], with the user taking the [Damage]. Treat this [Damage] as though a {Resist} check had been failed. This Talent may only be used once per round.
1026
1027Feat of Training
1028Timing : Constant
1029Range : User
1030Target : User
1031Cost : None
1032The discipline you have gained while in the process of refining your techniques can be put to use with particular actions.
1033The target gains a +2 modifier to the result of {Strength} and {Agility} checks, as well as +2 to [Barrier].
1034
1035â— Shortened Earth
1036Timing : Unique
1037Range : 7 Sq.
1038Target : 1#
1039Cost : None
1040You move with lightning speed while avoiding a particular long-range attack by a hair's bredth.
1041Use On Damage Calculation. Only in the case where the target's [Attack Action] is either [Range: X Sq. (OR) Combat Zone], the user changes the [Damage] they take to [HP Damage: 5], and ignore other effects that might've been inflicted.
1042
1043â— Soul Grip
1044Timing : Unique
1045Range : Engaged
1046Target : 1#
1047Cost : [6]
1048You 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.
1049Unique Effect. Use when the target has taken [Shift: Fallen]. Inflict either one of the following effects on the target. This Talent may only be used once per round. The target does not make a [Reactive Check].
10501: The target loses 3d6 {HP}.
10512: The target takes [Shift: Pain].
1052
1053â— Blindside Barrage
1054Timing : Unique
1055Range : Engaged
1056Target : 1#
1057Cost : [O, 6]
1058You slip into your opponent's blindspot the moment they recover from a condition shift, then unleash an attack.
1059Unique Effect. Use when the target [Removes] a [Shift]. The user may makes 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.
1060
1061â— Feat of Resilience
1062Timing : Constant
1063Range : User
1064Target : User
1065Cost : None
1066By freely controlling spirit energy, you strengthen your body to become like steel.
1067Passive Effect. The target gains a +10 modifier to {HP}. Also, when using [Effect Class: Use On Damage Calculation] Talents, the target reduces [Damage] they take by 4.
1068
1069â—Ž Hardening Expert
1070Timing : Constant
1071Range : User
1072Target : User
1073Cost : None
1074Through proficiency in hardening, you can manifest more supernatural defensive and combat power.
1075Passive Effect. The target is now able to use «Hardening» as though it were [Cost: O], and is able to use «Hardening» up to three times per round. Also, when the target uses [Timing: Attack] Style Talents, they gain +1 [Rank].
1076
1077â—Ž Outer Heaven
1078Timing : Constant
1079Range : User
1080Target : User
1081Cost : None
1082By using a special breathing technique, you circulate enormous spirit energy throughout your entire body, vastly enhancing the efficiency of your spirit energy.
1083Passive 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.
1084
1085================================================================================
1086Requiem for the Godsoul -- Contractor (Group: Utility) (Style)
1087================================================================================
1088Characters 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].
1089
1090 ACC EVA CNJ RES INS PD MD INI HP
1091+-----+-----+-----+-----+-----+-----+-----+-----+-----+
1092| 1 | 1 | 1 | 1 | 1 | 2 | 2 | 6 | 32 |
1093+-----+-----+-----+-----+-----+-----+-----+-----+-----+
1094Combat Modifiers (When Main)
1095
1096Those 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.
1097
1098--------------------------------------------------------------------------------
1099TYPE A
1100This 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.]
1101--------------------------------------------------------------------------------
1102â—◎※
1103
1104※ «Rider & Steed As One»
1105Timing : Attack
1106Range : Item
1107Target : 1#
1108Cost : [4, 4]
1109Leading a decisive charge while wreathed in spirit energy, you smash your opponents.
1110Use While Active. Make either type of [Attack Action] against the target.
1111[Physical Attack]: The user gains +2 [Rank].
1112[Magical Attack]: Deal [Rank: 3] [Magical Damage] on the target (Resist [Halves]).
1113
1114«Astonishing Rush»
1115Timing : Start
1116Range : User
1117Target : User
1118Cost : [4]
1119Leaping sky high in on your Bound Steed or wheeled vehicle, or else racing across a wall or ceiling, you pass obstacles and opponents by.
1120Unique Effect. The target [Installs] themselves anywhere within 5 Sq. of their current square.
1121
1122«Prepare to Charge»
1123Timing : Prep
1124Range : User
1125Target : User
1126Cost : [O]
1127Encouraging your Bound Steed, or revving the accelerator of your vehicle, you enhance the power of your next charge.
1128Unique Effect. The target gains +1 [Rank] at [Damage Calculation].
1129
1130«Full Power Breakthrough»
1131Timing : Attack
1132Range : Item
1133Target : 1#
1134Cost : [Doubles]
1135Pressing through a gap in the enemy's awareness, you break through their encirclement while attacking.
1136Use While Active. The user makes either type of [Attack Action] while ignoring [Engagements].
1137[Physical Attack]: The user gains +1 [Rank].
1138[Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).
1139
1140«Spirit Tracking»
1141Timing : Unique
1142Range : User
1143Target : User
1144Cost : [O]
1145Using the spirit energy characteristic of The One Who Binds, you track the opponent's spirit energy.
1146Use On Active Check. The target gains a +1 modifier to their [Active Check]. This Talent may be used once per round.
1147
1148«Explosive Leap»
1149Timing : Unique
1150Range : User
1151Target : User
1152Cost : [4]
1153After charging, you grasp hold of spirit energy and cause it to explode underfoot, leaping utilizing the force.
1154Use 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.
1155
1156«Mounted Combat»
1157Timing : Constant
1158Range : User
1159Target : User
1160Cost : None
1161You skillfully wield a melee weapon while riding.
1162Passive 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».
1163
1164«Dragoon»
1165Timing : Constant
1166Range : User
1167Target : User
1168Cost : None
1169You skillfully wield a ranged weapon while riding.
1170Passive 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».
1171
1172◠«Relentless Advance»
1173Timing : Attack
1174Range : Item
1175Target : 1#
1176Cost : [E, 4]
1177While killing an opponent during your charge, you're also able to track another opponent down.
1178Physical 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.
1179
1180◠«Circling Blockade»
1181Timing : Unique
1182Range : Engaged
1183Target : 1#
1184Cost : [4]
1185Reading the flow of battle, you stop an opponent's attempt to break away or withdraw.
1186Unique 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.
1187
1188◠«Storm and Drive»
1189Timing : Unique
1190Range : Engaged
1191Target : 1#
1192Cost : [4]
1193You swiftly strike an opponent that enters your space, then charge.
1194Unique 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.
1195
1196◠«Reaper of the Battlefield»
1197Timing : Constant
1198Range : User
1199Target : User
1200Cost : None
1201When you combine the use of a larger weapon with your mastery of riding, you enhance the power of your charges.
1202Constant 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».
1203â‘ : Rather than [Mode: One Hand], [Equip] a [Mode: Switch Hand (apply the two-handed data)] [Weapon].
1204â‘¡: In addition to [Mode: One Hand], [Equip] a [Form: Shield].
1205
1206◎ «Heroic Charge»
1207Timing : Unique
1208Range : Combat Zone
1209Target : 1#
1210Cost : [4]
1211Skillfully controlling your Bound Steed or vehicle, you make a fearsome charge, like a legendary hero, and unleash a long-range attack.
1212Use 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.
1213
1214◎ «Knight of Legend»
1215Timing : Constant
1216Range : User
1217Target : User
1218Cost : None
1219Passive Effect. Each time the target uses a [Style: Contractor / Timing: Attack] Talent, they treat one portion of the [Cost] as already being paid.
1220
1221--------------------------------------------------------------------------------
1222TYPE B
1223This 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.
1224--------------------------------------------------------------------------------
1225â—◎※
1226
1227※ «Contract Summon»
1228Timing : Constant
1229Range : User
1230Target : User
1231Cost : None
1232Instantly summon and control a divinity you've formed a contract with.
1233Passive 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.
1234
1235«Sensory Share»
1236Timing : Unique
1237Range : Combat Zone
1238Target : 1#
1239Cost : [Steps]
1240By sharing your senses with your Bound Primal, you can aid the actions of your allies.
1241Unique 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.
1242
1243«Spirit Sunder»
1244Timing : Unique
1245Range : 7 Sq.
1246Target : 1#
1247Cost : [4]
1248You enhance the power of techniques by combining its power with your Bound Primal.
1249Use 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].
1250
1251«Bestow Spirit Wall»
1252Timing : Unique
1253Range : Combat Zone
1254Target : 1#
1255Cost : [4]
1256As you grow more powerful, you're able to grant spirit energy armor to your Bound Primal.
1257Use On Damage Reduction. [Halve] only the [Magical Damage] the user's [Bound Primal] takes. This Talent may be used once per round.
1258
1259«Power Absorbtion»
1260Timing : Unique
1261Range : Combat Zone
1262Target : 1#
1263Cost : [4]
1264By your Bound Primal's own will, it absorbs a wide area attack.
1265Use 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.
1266
1267«Summoner & Primal As One»
1268Timing : Constant
1269Range : User
1270Target : User
1271Cost : None
1272With your Primal supplying your spirit energy and vice-versa, your coordination is enhanced, which serves to enhance your own combat power.
1273Passive 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.
1274
1275«Amplify Attacks»
1276Timing : Constant
1277Range : User
1278Target : User
1279Cost : None
1280By oversupplying your Primal with spirit energy, you vastly enhance its combat prowess.
1281Passive Effect. The target's [Bound Primal] gains a +[user's [World Influence LV] x 3] modifier at [Damage Calculation] (to a max of +15).
1282
1283«Empathic Growth»
1284Timing : Constant
1285Range : User
1286Target : User
1287Cost : None
1288Establishing an empathic link through spirit energy, you can cause your Bound Primal to grow as you do.
1289Passive Effect. The target's [Bound Primal] gains a +[user's [World Influence LV]] modifier to the result of its [Active Checks].
1290
1291◠«Amplify Defense»
1292Timing : Start
1293Range : User
1294Target : User
1295Cost : [4]
1296Wreathing your Bound Primal in spirit energy, you enhance its defenses.
1297Unique Effect. May only be used while the user's [Bound Primal] is [Appearing]. The user's [Bound Primal] gains a +10 modifier to [Armor].
1298
1299◠«Summoner's Dance»
1300Timing : Unique
1301Range : Combat Zone
1302Target : 1#
1303Cost : [4]
1304You vastly enhance the power of techniques by combining its power with your Bound Primal.
1305Use 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.
1306
1307◠«Ancient Being»
1308Timing : Constant
1309Range : User
1310Target : User
1311Cost : None
1312You summon a powerful Bound Primal that has existed since antiquity.
1313Passive 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].
1314
1315◠«Massive Size»
1316Timing : Constant
1317Range : User
1318Target : User
1319Cost : None
1320The Bound Primal you've made a contract with is a massive example of its class.
1321Passive 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).
1322
1323◎ «Share the Burden»
1324Timing : Unique
1325Range : Combat Zone
1326Target : 1#
1327Cost : [4]
1328Forcibly applying the Contractor's characteristic empathic abilities, you take on another's wounds.
1329Unique 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.
1330
1331◎ «Mythical Summon»
1332Timing : Constant
1333Range : User
1334Target : User
1335Cost : None
1336You are a master summoner that can make a contract with mythical creatures that are very close to gods.
1337Passive 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].
1338
1339================================================================================
1340Requiem for the Godsoul -- Divine Talker (Group: Arcane) (Style)
1341================================================================================
1342Characters who have this [Style] as their [Main] are able to equip items with [Restrict: Arcane] and [Restrict: Divine Talker].
1343
1344 ACC EVA CNJ RES INS PD MD INI HP
1345+-----+-----+-----+-----+-----+-----+-----+-----+-----+
1346| 0 | 0 | 2 | 2 | 1 | 2 | 3 | 6 | 29 |
1347+-----+-----+-----+-----+-----+-----+-----+-----+-----+
1348Combat Modifiers (When Main)
1349
1350Those 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.
1351
1352--------------------------------------------------------------------------------
1353TYPE A
1354This Type strengthens the power of techniques by chanting truespeak, or forming special mudra. There are no restrictions to using [Divine Talker: Type A] Talents.
1355--------------------------------------------------------------------------------
1356â—◎※
1357
1358※ Secret Words of the Gods
1359Timing : Prep
1360Range : User
1361Target : User
1362Cost : [O]
1363You chant using the hidden words of power, strengthening the materialization of your spirit energy.
1364Unique Effect. The target gains +1 [Rank] at [Damage Calculation]. This Talent does not expend the user's [Prep].
1365
1366Origin Mudra
1367Timing : Prep
1368Range : User
1369Target : User
1370Cost : [E]
1371Forming the mudra that represents an origin element, you bestow it upon your techniques.
1372Unique Effect. When the user first acquires this ability, they select one [Element] (after, that [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].
1373
1374Incarnation Mudra
1375Timing : Prep
1376Range : User
1377Target : User
1378Cost : [3, 3]
1379Forming a special mudra and making certain motions, you change the wavelength of your spirit energy.
1380Unique Effect. Until the end of the current round, the target changes [Attack Actions] to [Special Attacks].
1381
1382Cry
1383Timing : Attack
1384Range : 17 Sq.
1385Target : 1#
1386Cost : [3]
1387You cause spirit energy to flood into another with a single word, piercing them with your words of power.
1388Magical Attack. Inflict [Rank: 2] [Magical Damage] on the target (Resist [Cancels]).
1389
1390Archaism of the Sacraments
1391Timing : Unique
1392Range : User
1393Target : User
1394Cost : [3]
1395By speaking a single lost word, you expand a technique.
1396Unique 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.
1397
1398Continuous Words of Power
1399Timing : Unique
1400Range : User
1401Target : User
1402Cost : [3]
1403You continually use spells or hidden techniques you've mastered on your own.
1404Unique Effect. Use after the target performs [Damage Calculation]. The target may use 1 [Timing: Attack / Cost: X] Talent, treating it as though the [Cost] had already been paid. This Talent may be used once per round.
1405
1406Holy Word Strike
1407Timing : Unique
1408Range : User
1409Target : User
1410Cost : [O]
1411Using a special word, you enhance your own spirit energy.
1412Use On {Conjure} Check. The target gains a +1 modifier to the result of the {Conjure} check. This Talent may be used once per round.
1413
1414Spirit Mudra
1415Timing : Constant
1416Range : User
1417Target : User
1418Cost : None
1419By forming an ancestral mudra, you are able to regulate your spirit energy when combat is near.
1420Passive 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; this effect cannot raise it above 6 or lower it below 1.)
1421
1422â— Purifying Word
1423Timing : Attack
1424Range : 7 Sq.
1425Target : 1#
1426Cost : [3, 3]
1427By expressing a powerful word, you hinder the materialization of spirit energy.
1428Magical 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.
1429
1430â— Words of Malediction
1431Timing : Unique
1432Range : 7 Sq.
1433Target : 1#
1434Cost : [3]
1435The instant your opponent moves, you attack, creating words like chains.
1436Unique Effect. Use this Talent 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 one [Weapon Attack] against the target. This Talent may be used once per round.
1437
1438â— Twisted Words of Anathema
1439Timing : Unique
1440Range : Combat Zone
1441Target : 1#
1442Cost : [3]
1443When an opponent would be healed, you speak a word of power to hinder that healing.
1444Unique 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.
1445
1446â— Simplified Mudra
1447Timing : Constant
1448Range : User
1449Target : User
1450Cost : None
1451By simplifying a special mudra, you make your spirit energy more efficient.
1452Passive Effect. The target is able to use [Timing: Prep] Style Talents as though they were [Cost: 3].
1453
1454â—Ž Power Word Quintessence
1455Timing : Unique
1456Range : User
1457Target : User
1458Cost : [3]
1459By attaining the quintessence of words of power, you freely control certain techniques.
1460Unique Effect. Use after the target uses a [Timing: Attack] Talent. The target may use one [Timing: Attack / Cost: X (OR) X, X] Talent, treating the [Cost] as though it had already been paid. This Talent may be used once per round.
1461
1462â—Ž Mudra Expert
1463Timing : Constant
1464Range : User
1465Target : User
1466Cost : None
1467Through complete understanding of mudras, you vastly enhance the power of your techniques.
1468Passive Effect. When the target gains the effect of a [Timing: Prep] Style Talent, the target gains a +[any one {Main Stat}] modifier to the [Damage Calculation] of [Timing: Attack] Style Talents. This effect does not apply to [Weapon Attacks].
1469
1470--------------------------------------------------------------------------------
1471TYPE B
1472This Type strengthens yourself, enhancing your magical defenses with special songs. There are no restrictions to using [Divine Talker: Type A] Talents.
1473--------------------------------------------------------------------------------
1474â—◎※
1475
1476※ Armored Hymn
1477Timing : Unique
1478Range : Combat Zone
1479Target : 1#
1480Cost : [Doubles]
1481By weaving a song, you wreathe an ally in an anti-magic barrier of light.
1482Use On Damage Reduction. [Halve] the [Magical Damage] the target received. This Talent may be used once per round.
1483
1484Amplifying Chant
1485Timing : Start
1486Range : User
1487Target : User
1488Cost : [3]
1489Resounding with a unique song, you amplify anti-magic effects.
1490Unique 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 0.)
1491
1492Harmonic Charge
1493Timing : Attack
1494Range : 17 Sq.
1495Target : 1#
1496Cost : [Steps]
1497Resounding with a unique song, you wrap another in spiritual light, causing them to regain consciousness lost from serious wounds.
1498Magical Attack. The target [Removes] [Shift: Downed], and sets their {HP} to 1. The target may refuse this effect.
1499
1500Invigorating Chant
1501Timing : Attack
1502Range : Combat Zone
1503Target : 1#
1504Cost : [E, 3, 3]
1505With the powerful spirit energy hidden in your voice, you instantly heal another.
1506Magical Attack. The target [Recovers] {HP} equal to a [Rank: 5] [Magical Attack].
1507
1508Chant Wall
1509Timing : Defense
1510Range : 17 Sq.
1511Target : 1#
1512Cost : [3]
1513Singing in a unique voice, you erect a field before another, protecting them from spells and supernatural abilities.
1514Use On Damage Reduction. The target's [Barrier] value changes to become the same as your [Barrier] value.
1515
1516Harmonic Barrier
1517Timing : Unique
1518Range : User
1519Target : User
1520Cost : [3]
1521Singing in a unique voice, you materialize an invisible wall before yourself.
1522Use On Damage Reduction. [Halve] the damage of a [Special Attack] you have taken. This Talent may be used once per round.
1523
1524Healing Amplification
1525Timing : Constant
1526Range : User
1527Target : User
1528Cost : None
1529Singing in a unique voice, you amplify healing effects.
1530Passive Effect. The target gains a +5 modifier to the [Recovery] effect of Talents.
1531
1532Hymn of Protection
1533Timing : Unique
1534Range : 17 Sq.
1535Target : 1#
1536Cost : [Doubles]
1537Singing in a unique voice, you converge an area attack.
1538Use On Damage Reduction. The target changes the [Target] of their [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.
1539
1540â— Dirge of the Fallen Gods
1541Timing : Unique
1542Range : 17 Sq.
1543Target : 1#
1544Cost : [3]
1545Utilizing a secret art particular to Orators, you draw out the maximum potential of another's combat power.
1546Use On Damage Calculation. The target gains a +[any one of the user's {Main Stats} x 2] modifier at [Damage Calculation]. This Talent may be used once per combat.
1547
1548â— Twisted Words of Recovery
1549Timing : Unique
1550Range : User
1551Target : User
1552Cost : None
1553You change the meaning of your technique itself through words of power, dramatically enhancing your healing power.
1554Unique 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.
1555
1556â— Attire of the Muse
1557Timing : Constant
1558Range : User
1559Target : User
1560Cost : None
1561Even a normal voice can change into the power of song, which will last eternally.
1562Passive Effect. The target gains a +15 modifier to {HP}.
1563
1564â— Prayer of Recovery
1565Timing : Constant
1566Range : User
1567Target : User
1568Cost : None
1569Changing the nature of your song, you are able to heal wounds and fatigue.
1570Passive Effect. The target grants one of the following effects to the [Target] of their [Timing: Attack] Talents that deal no damage.
15711: [Remove: Darkness]
15722: [Remove: Poison]
15733: [Remove: Pain]
15744: [Remove: Paralysis]
1575
1576â—Ž Singer of Blessings
1577Timing : Constant
1578Range : User
1579Target : User
1580Cost : None
1581Mastering a song of the sacraments, you continually materialize spirit energy, overflowing with it.
1582Passive Effect. Each time [Timing: Start] occurs, the target gains 1 [Overflow].
1583
1584â—Ž Song of the Muse
1585Timing : Constant
1586Range : User
1587Target : User
1588Cost : None
1589Utilizing the spirit energy in song, you make certain distance techniques more efficient.
1590Passive Effect. The target may use «Armored Hymn», «Harmonic Barrier», and Talents with [Range: 17 Sq / Target: 1#] as though they had [Cost: E].
1591
1592================================================================================
1593Requiem for the Godsoul -- Mononoke (Chaos)
1594================================================================================
1595
1596Nurarihyon / Class: Chaos / LV: 5 (1)
1597Size : 2
1598Wits : Cunning
1599Senses : Domain
1600Speech : Yes
1601Reaction : Mercurial
1602ID : 18
1603Weakness : [Wind] [Light]
1604Movement : Walk
1605 | ACC | EVA | INV | RES | CHK
1606{Combat Stats} | 2 | 4 | 10 | 10 | 7
1607{Fixed Values} | 9 | 11 | 17 | 17 | 14
1608
1609{Initiative} : 19 (8)
1610{HP} : 66
1611Armor : 2
1612Barrier : 3
1613
1614Attack Methods
1615[Weapon Attack]: Magical Attack / 10 Sq. / 2#
1616- 2d6+18 magical damage to the target. [Additional Effect]: 1/Combat, change to [Targrt: Area].
1617
1618«Hundred Demon March»: Start / Combat Zone / Combat Zone
1619- [Mononoke] within range gain +5 to [Armor] and {Initiative}.
1620
1621«Follower of Madness»: Magical Attack / Combat Zone / Combat Zone / No Resist Possible
1622- 1/Session, any [Obstacles or NPCs] can be changed into changed into [Chaos] Mononoke with a [LV] less than the user's, who controls them. This effect ends when the user is [Taken Out or Dead].
1623
1624«Evil Eye»: Unique / 10 Sq. / 1#
1625- Use when the target declares a Talent. The effect of a Talent that doesn't have [Timing: Constant] is canceled.
1626
1627Materials (2d)
16282~10: Metal Kiseru/MD+2: 1000G (Potency: 2)
162911+: Mask of the Boundless/Bestow Phantom: 1500G (Effect Value: 3)
1630
1631- A chaos entity that has a name synonymous with being elusive. It enjoys deceiving and ridiculing the human heart. Though it usually takes the form of an old, bald man wearing a kimono, it will also take the form with a featureless face and body, proving its form can be infinitely varied. Because of these characteristics, it is often whispered that this Mononoke is one of the shadows of a powerful Aramitama.