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Kamigakari Core Book Errata Update

The document provides errata and corrections for several pages of a Core Book. It notes issues with certain talent descriptions on pages 90-147 that should specify "Use While Active" instead of "Use On Active Check". It provides corrections for several specific talents descriptions on pages 114, 123, 128, 189, and 243. It also includes some additional notes about updates made to supplemental material for the Requiem for the Godsoul system.

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Carlos GB
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0% found this document useful (0 votes)
863 views351 pages

Kamigakari Core Book Errata Update

The document provides errata and corrections for several pages of a Core Book. It notes issues with certain talent descriptions on pages 90-147 that should specify "Use While Active" instead of "Use On Active Check". It provides corrections for several specific talents descriptions on pages 114, 123, 128, 189, and 243. It also includes some additional notes about updates made to supplemental material for the Requiem for the Godsoul system.

Uploaded by

Carlos GB
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Core Book Errata

Page 90~147, there's currently a mix-up with the Effect Class of 'Use On Active Check'. Currently
there ARE NO TALENTS in the core PDF that should have 'Use On Active Check', and rather, any
you see should be 'Use While Active'. This means they are not compatible with Mysteries of Battle.
Anything else you see with Use On Accuracy Check/Use On Conjure Check is fine.

Page 114, Crystal Transformation does NOT spend your [Start].

Page 123, Shadow Wind should have the following effect: Unique Effect. The target gains a +1d6
modifier to {Initiative}. This Talent does not spend [Start]. If used [Out of Combat] on a target
performing [Acrobatics], they succeed at the check regardless of the outcome of the [Roll] (treat as
[Result: 20].)

Page 128, Element Burst should be Element Blast (the Element Burst on page 126 is correctly
named)

Page 189, Millionaire gives +2 to [Maneuvers], not [Actions]. This is a holdover term I forgot to
change.

Page 243, Range of Attack Actions with No Range, the second "Melee Range" should in fact be
Magical Range.
New (5/27/2017): All Mononoke complete! All that's left in Requiem are the two sample episodes
and the designer's note in the back. I won't be uploading these, they'll just go straight into the PDF,
so this is the final update to Requiem's pastebin.
New (5/18/2017): Has it been that long? Whoa! Added tons of GM Section stuff!
New (2/3/2017): Item: Protectors, Accessories, Consumables, and Gear! (Note: I'm going to move
onto Damocles now and translate player options from it. The GM section stuff here still needs to be
translated, but will come later.)
New (1/29/2017): Item: Weapons
New (1/28/2017): High Talents, Covers
New (1/27/2017): Introduced TOC, copy 4-letter code and CTRL+F to swiftly move to that header.
Common Talents added. Table of Legendary Names added to "Additional Personality" section.
Fixed a few Talents, notably that Use While Active thing.

TOC
- Understanding the World Setting of Kamigakari ①Race [XP1A]
- Understanding the World Setting of Kamigakari ②Sanctums [XP1B]
- Sanctum Purge [XP1C]
- [Bound Primal] Details [XP1D]
- Additional Kushimitama Uses [XP1E]
- Info on «Combo Skill» [XP1F]
- Additional Personality [XP1G]
- Dragon Lord (Race) [XP1H]
- Divine Soul (Race) [XP1I]
- Heroic Spirit (Race) [XP1J]
- God Hand (Style) [XP1K]
- Contractor (Style) [XP1L]
- Divine Talker (Style) [XP1M]
- Common Talents [XP1N]
- High Talents [XP1O]
- Cover [XP1P]
- Items: Weapons [XP1Q]
* Form: Sword [XP1Q-1]
* Form: Spear [XP1Q-2]
* Form: Axe [XP1Q-3]
* Form: Hammer [XP1Q-4]
* Form: Ranged [XP1Q-5]
* Form: Magic [XP1Q-6]
- Items: Protectors, Accessories, Gear, Consumables [XP1R]
* Suits [XP1R-1]
* Accessories [XP1R-2]
* Consumables [XP1R-3]
* Gear [XP1R-4]
- GM Section: Special Episode Introductions [XP1S]
- GM Section: Sanctum Purge Episodes [XP1T]
- GM Section: General Sanctum Events [XP1U]
- GM Section: Events List [XP1V]
- GM Section: Boss Talents [XP1W]
- GM Section: Mononoke
* Humanoid [XP1Y-1]
* Beast [XP1Y-2]
* Insectoid [XP1Y-3]
* Plant [XP1Y-4]
* Mechanical [XP1Y-5]
* Undead [XP1Y-6]
* Mythical [XP1Y-7]
* Chaos [XP1Y-8]

=======================================================================
=========
Requiem for the Godsoul -- Understanding the World Setting of Kamigakari ①Race [XP1A]
=======================================================================
=========

Inheritors
----------------------------------------
The 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.

The 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.

Most 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.

In 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.

In 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 significance 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.

(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.

Heroic Spirit
----------------------------------------
In 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."

Heroic 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."

After 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.

Because 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.

(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.

Though 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.

Normally, 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.

Divine Soul
----------------------------------------
Plants 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.

The 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.

(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.

As 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.

(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.)

(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.

=======================================================================
=========
Requiem for the Godsoul -- Understanding the World Setting of Kamigakari ②Sanctums [XP1B]
=======================================================================
=========
A 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.

There 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.

(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.

There 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.

The 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.

(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.

(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.

(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].

The 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.

Conversely, 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}.

=======================================================================
=========
Requiem for the Godsoul -- Sanctum Purge [XP1C]
=======================================================================
=========
In 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].

Rules of Sanctum Purge


----------------------------------------
Unless otherwise specified by the scenario or the GM, [Sanctum Purging] has the following rules.

> All PCs Take Action Together


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.

> All PCs Participate in [Checks] while [Out of Combat]


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!

> All PCs Must Consent On Every Choice and Decision


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.

Terms of Sanctum Purge


----------------------------------------
The following is an explanation of each term used in the rules for [Sanctum Purge].

> Sanctum Sheet


A sheet where the PCs' progress through [Sanctum Purging] is recorded.

> Area
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:

* Entrance Area
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].

* Search Area
This type of [Area] represents each region of the [Sanctum]. By searching this [Area], the PCs
progress towards the [Final Area].

* Exit Area
This [Area] serves as the [Sanctum]'s exit. The PCs are able to leave for the outside of the
[Sanctum] from this [Area].

> Path
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].

> Limit
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].

[Time Action] | [Limit] Amount


----------------------------+----------------
Avoid | 1d6
Long Rest | 2d6
Change Area | 1d6
Reattempt Check | 1d6
Combat | 1d6
Destroy or Mend Distortion | 1d6
GM/Episode Specified | Specified #

> Sanctum Crisis


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.

* [Sanctum Crisis] occurs at the point where the [Limit] value equals or exceeds the maximum
designated during [3: Determine [Limit]].

* 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.

* 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.)

* 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.

* [Damage] inflicted by a [Sanctum Crisis] can be reduced via the use of Talents and anything
else as normal.

* [Sanctum Crisis] may affect even [G], [Materials], and [Items] that have been stored within
a «Spirit Barrier».

* [Bound Primals] are not affected by [Sanctum Crisis].

> Sanctum Events


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.

Sanctum Crisis Table (d66)


+---------+----------------------+
| 11 ~ 12 | Space-Time Twist | Space and time twist in the current area. All PCs immediately
return to the [Entrance Area].
| 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].
| 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:
20 x PC Average Level / Resist [Halves]).
| 21 ~ 22 | Countless Eyes | Terrifying eyes appear all around the PCs. All PCs take [Shift:
Darkness, Pain] until a [Long Rest].
| 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].
| 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.
| 31 ~ 32 | Material Loss | Eerie light spills from the surroundings, causing the loss of all stored
[Materials]. All PCs lose all stored [Materials].
| 33 ~ 34 | Nothing | Nothing of note happens.
| 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].
| 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.
| 43 ~ 44 | Leyline Destruction | Space warps as spirit energy surges wildly, causing [Spirit] to go
crazy. All PCs immediately reroll [Spirit].
| 45 ~ 46 | Localized Time Stop | Part of the PCs' bodies goes ashen, and they're unable to move it.
All PCs select one from [Timing: Prep, Defense, Unique] and from then on, are unable to spend that
[Timing].
| 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.
| 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
[Cost: None], then the GM may freely decide which one.
| 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].
| 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].
| 63 ~ 64 | GM's Choice | The GM may freely pick any one result from this table and apply it.
| 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."
+---------+----------------------+

Progression of [Sanctum Purge]


----------------------------------------
[Sanctum Purge] progresses according to the following.

1: [Sanctum Purge] Start


2: Form [Bonds]
3: Determine [Limit]
4: Search Each [Area]

> 1: [Sanctum Purge] Start


[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].

> 2: Form [Bonds]


Perhaps 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.

1: One NPC from the NPC Tables


2: One PC (in the order of PC1 → 2 → 3 → 4 → 5 → 1)
3: Handout Connection
4: The people of your game's city setting (for example, 'The People of Hisashiro')
5: Godhunters
6: Aramitama
7: Any one PC or NPC that is not one of the above

> 3: Determine [Limit]


Once 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.

> 4: Search Each [Area]


After setting the maximum value of [Limit], until all PCs have achieved their [Goal] as revealed in
their [Handout], they will be searching within [Areas]. How to handle this is described in the next
section.

Searching Each [Area]


----------------------------------------
Searching [Areas] is handled in the following manner.

1: Arrive in Area
2: Sanctum Event Reveal
3: Choose Confront or Avoid
4: Handle Sanctum Event
5: Determine Long Rest
6: Reveal Paths
7: Change Areas
8: Advance Limit

1: Arrive in Area
The 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].

2: Sanctum Event Reveal


Unless "Resolved" is checked for the [Area], after the [Appearance Check], a [Sanctum Event]
occurs.

3: Choose Confront or Avoid


After 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.

[Confront]
[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].

[Check Assist]
Excluding 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).

For 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.

[Avoid]
[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.

4: Handle Sanctum Event


When 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."

5: Determine Long Rest


A [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."
Long Rest Effects
◎ [Recover] 50 {HP}
◎ Erase all negative effects from [Distortions] and [Sanctum Crisis].
◎ 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.

6: Reveal Paths
The 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.

7: Change Areas
The 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].

8: Advance Limit
Once "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."

Regardless 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].

=======================================================================
=========
Requiem for the Godsoul -- [Bound Primal] Details [XP1D]
=======================================================================
=========
The following section will explain the rules concerning [Bound Primals].

◎ 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.
◎ 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]).
◎ Once the [Scene] ends, or if the user becomes [Taken Out・Dead], then the [Bound Primal]
simultaneously [Exits].
◎ "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]."
◎ [Bound Primals] gain resistance to sunlight.
◎ [Bound Primals] can only use Talents once per Scene while [Out of Combat].
◎ [Bound Primals] cannot be seen by those without any spiritual awareness (Innocents), and their
values are changed as according to "Bound Primal Abilities" below.

Bound Primal Abilities


----------------------------------------
[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].

> Wits
Change to [Clever], and they are controlled by the one who uses «Contract Summon».

> Speech
Change to [Yes].

> Reaction
Change to [Friendly].

> Check & Damage Calculation


All [Checks] are performed using {Fixed Values} (do not roll). Only roll dice for calculating
[Damage Calculation].

> {Initiative}
Change 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.

> {HP}
When a [Bound Primal] is reduced to 0 or less {HP}, they become [Dead] (in other words, they
cannot [Remove] this with [Items] or Talents).

> Timings
Once 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.

> Materials & XP


Change [Materials] and [XP] to [None], and even if the [Bound Primal] is defeated, no {Crest} is
gained.

> Applying Spirit Burn


Only 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).

=======================================================================
=========
Requiem for the Godsoul -- Additional Kushimitama Uses [XP1E]
=======================================================================
=========
The 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.
Additional Kushimitama Effects
----------------------------------------

> Arms Fusion


[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.

* Performing Arms Fusion


The 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].

Example: 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].

Outcome: [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].

* Materials
Each 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].

* Sell Value
After [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.

> Origin Awakening


[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].

* Performing Origin Awakening


The 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.
Use Example
GMs should take the following into account when deciding whether or not to allow the use of
[Origin Awakening].

◎ For some reason, the PC wishes to have something happen, like returning to their original form.
◎ Wanting to bring in [Styles] added in new related materials.
◎ Due to the situation, or a PC's death, it's necessary for the PCs to adjust their balance.

=======================================================================
=========
Requiem for the Godsoul -- Info on «Combo Skill» [XP1F]
=======================================================================
=========
The following section provides more detail on using «Combo Skill».

When 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.

Note 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.

* Range / Target
When 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.

* Cost
Be 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.

Example: ①Basis «Smiting Wave» Combo «Heroic Strike»


Cost: [E, O (total 2 dice)]
Effect: 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.

Example: ②Basis «Thunderous Tremor» Combo «Dragonpulse Blade» (Physical Attack)


Cost: [E, O, 6, 6] (total 4 dice)]
Effect: 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].
=======================================================================
=========
Requiem for the Godsoul -- Additional Personality [XP1G]
=======================================================================
=========
Additional [Personality] can be found here.

> Crest Form


This table determines what figure the pattern of a PC's Spirit Crest suggests, according to their
[Main] [Style].

God Hand (1d6)


---------------------------------
1 | Glove
2 | Sun or Moon
3 | Talon
4 | Fist
5 | Flowing Robe
6 | Cracked Boulder

Contractor (1d6)
---------------------------------
1 | Hoof
2 | Reins
3 | Saddle
4 | Blowing Wind
5 | Helmet
6 | Feathers or Wings

Divine Talker (1d6)


---------------------------------
1 | Bell
2 | Percusive Instrument
3 | Star
4 | Staff
5 | Stringed Instrument
6 | Ring or Bracelet

* Regarding <God Names>


The [Weapons] found in this book have a more definite shape and use, and therefore do not use
[God Name Table ②]. Instead, when determining <God Name> for an Artificial Regalia [Weapon],
for the [God Name Table ②] 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 ②].

Legendary Names
----------------------------------------
In 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.

Result Family Name Male First Name Female First Name


11 Mitsurugi Mutsu Rin
12 Shishiuchi Yamato Kaede
13 Hakugin Hayato Sakura
14 Takenouchi Makoto Haruka
15 Kodachi Daichi Misaki
16 Kuga Shun Mao
21 Onigata Ryou Mai
22 Mikan'nagi Takumi Nanami
23 Gomadou Hitoshi Chizuru
24 Ryuuen Takuma Akane
25 Kagamibe Kyou Asuka
26 Inugami Gou Shiori
31 Meigetsuin Aoi Yui
32 Doumeki Renji Moe
33 Osogami Tatsuya Ayaka
34 Araragi Ryuunosuke Azusa
35 Tamaki Akira Hitomi
36 Ganryuu Kei Saori
41 Teppoudzuka Masato Sara
42 Origami Naoya Yayoi
43 Fujiwara Jun Chiaki
44 Kurouza Musashi Haruna
45 Tsuchimikado Ryousuke Midori
46 Izayoi Keiji Futaba
51 Tenppourin Hideo Reina
52 Shigyou Hibiki Koyuri
53 Houri Ryoutarou Yuuna
54 Kouso Satoshi Shion
55 Ashiya Takashi Kasumi
56 Nanasha Katsumi Fuuka
61 Kiba Tetsuya Shino
62 Touma Gen Saya
63 Kitsunedzuka Hokuto Maya
64 Tenjinbayashi Hiroshi Akira
65 Mearashi Yakumo Otoha
66 Kusakabe Daigo Aya

=======================================================================
=========
Requiem for the Godsoul -- Dragon Lord (Race) [XP1H]
=======================================================================
=========
●◎※

Introduction
----------------------------------------
Dragon 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.

Racial Bonus
----------------------------------------
[Blood of Dragons]: Characters with this Race are able to acquire Dragon Lord Racial Talents. Also,
they are able to [Equip] [Restrict: Dragon Lord] [Items].

Stat Types S A I W L
+---------+---+---+---+---+---+
| Martial | 5 | 4 | 4 | 1 | 1 |
| Utility | 4 | 3 | 3 | 1 | 4 |
| Arcane | 4 | 3 | 4 | 3 | 1 |
+---------+---+---+---+---+---+

Ruinous Beauty
Timing : Attack
Range : Other
Target : Other
Cost : [E]
Making use of your devilish beauty charged with magical power, you control another's heart to
some extent.
Unique Effect. May only be used [Out of Combat]. The user may alter, or erase the thoughts and
memories of Innocents in the [Scene] (the GM decides the details).

Dragonpulse Destruction
Timing : Attack
Range : 7 Sq.
Target : 1#
Cost : [O]
Bestowing 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.
Use While Active. Make either of the following [Attack Actions] on the target.
[Physical Attack]: The user gains +1 [Rank].
[Magical Attack]: Inflict [Rank: 2] [Magical Damage] on the target (Resist [Halves]).

Dragonpulse Blade
Timing : Attack
Range : 5 Sq.
Target : Area
Cost : [E, O]
Firing a blade in the form of your dragonpulse, you mangle your opponents.
Use While Active. Make either of the following [Attack Actions] on the target.
[Physical Attack]: The user gains +1 to the result of the {Accuracy} check.
[Magical Attack]: Inflict [Rank: 1] [Magical Damage] on the target (Resist [Cancels]).

Dragonpulse Convergence
Timing : Unique
Range : User
Target : User
Cost : None
Wielding the power of a Dragon Lord, your dragonpulse converges, transforming into enormous
spirit energy.
Unique Effect. Use before the target [Influences]. The target may [Influence] all the dice used in
their [Roll] (if they rolled 2d6, they may [Influence] 2; if 3d6, then 3). This Talent may be used
once per combat (or scene).

Dragonpulse Shift
Timing : Unique
Range : User
Target : User
Cost : None
By manipulating your dragonpulse, you immediately change the properties of your spirit energy.
Unique Effect. The target may add or subtract 1 from the value of one [Spirit] die (cannot adjust
above 6 or below 1). This Talent may be used once per round.

Blessing of the Dragon Lord


Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [O]
Drawing on the divinity you possess as a Dragon Lord, you grant that blessing unto another.
Unique Effect. Use at any time on a target other than the user. The target gains 1 [Overflow]. This
Talent may be used once per combat (or scene).

Scales of the Dragon Lord


Timing : Defense
Range : User
Target : User
Cost : [E]
You wreathe your barrier in scales crystallized through your dragonpulse, defending against attacks.
Use On Damage Reduction. The target gains a +5 modifier to [Barrier].

Power of the Elemental Dragons


Timing : Constant
Range : User
Target : User
Cost : None
This Talent represents that you are a descendant of a dragon that possessed a particular origin
element, such as a fire dragon or frostwyrm.
Passive 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].

● Dragon God Battlelust


Timing : Start
Range : User
Target : User
Cost : [E]
Releasing the power of dragons sleeping within your body, you manifest terrifying physical combat
power, for a time.
Unique Effect. The target selects any value between 1-5, then increases [Physical Damage] and
[Armor] by that value, while lowering {Initiative} by the same value (this may not lower
{Initiative} below 0). For example, if a value of 2 is selected, then both [Physical Damage] and
[Armor] are increased by 2, while {Initiative} is reduced by 2.

● Dragonblood Release
Timing : Start
Range : User
Target : User
Cost : [O]
Releasing the power of dragons sleeping within your body, you manifest terrifying magical combat
power, for a time.
Unique Effect. The target selects any value between 1-5, then increases [Magical Damage] and
[Barrier] by that value, while lowering {Initiative} by the same value (this may not lower
{Initiative} below 0). For example, if a value of 3 is selected, then both [Magical Damage] and
[Barrier] are increased by 3, while {Initiative} is reduced by 3.

● Eyes of the Dragon Lord


Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [E]
Utilizing the eyes of a dragon that see through all, you grasp all of your opponent's weaknesses.
Use On Damage Reduction. «Ruinous Beauty» Required. Ignore all of the target's [Damage -X]
effects. This Talent may be used once per combat.

● Armor of the Dragon Lord


Timing : Constant
Range : User
Target : User
Cost : None
You crystallize your dragonpulse into magnificent armor across your whole body at the start of
battle, guarding you from enemy attacks.
Passive Effect. «Power of the Elemental Dragons» Required. The target gains a +3 modifier to
[Armor] and [Barrier]. Also, the target [Halves] all [Damage] they receive that is bestowed with
[Origin Element C].

● Dragon Lord Oppression


Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [Doubles]
Through 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.
Unique 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.

● King of the Dragonpulse


Timing : Constant
Range : User
Target : User
Cost : None
Awakening to the power of a Dragon Lord of eminence, you can freely control spirit energy with
the power of your dragonpulse.
Passive Effect. «Blessing of the Dragon Lord» Required. The target may use «Blessing of the
Dragon Lord» up to three times per combat (or scene).

=======================================================================
=========
Requiem for the Godsoul -- Divine Soul (Race) [XP1I]
=======================================================================
=========
●◎※

Introduction
----------------------------------------
Divine 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.

Racial Bonus
----------------------------------------
[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].

Stat Types S A I W L
+---------+---+---+---+---+---+
| Martial | 4 | 4 | 3 | 2 | 2 |
| Utility | 3 | 2 | 3 | 1 | 6 |
| Arcane | 1 | 2 | 4 | 5 | 3 |
+---------+---+---+---+---+---+

Divine Influence
Timing : Start
Range : User
Target : User
Cost : [Steps]
You are able to transform your personal appearance, or manipulate spirit energy to float through the
air.
Unique 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.

Purify Spirit
Timing : Attack
Range : Other
Target : Other
Cost : None
As a powerful Divine Soul, you purify the flow of spirit energy for those around you.
Unique 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.

Divine Sight
Timing : Attack
Range : Other
Target : Other
Cost : None
Meeting another's gaze, your heart connects with another, manipulating their thoughts and
memories.
Unique Effect. May only be used [Out of Combat]. The user may alter, or erase the thoughts and
memories of Innocents in the [Scene] (the GM decides the details.)

Divine Hearing
Timing : Unique
Range : User
Target : User
Cost : [E]
Communicating your thoughts to animals, you gain help and information in finding out anything.
Unique 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.

Divine Motion
Timing : Unique
Range : User
Target : User
Cost : [O]
You assimilate your body with spirit energy, allowing you to instantly travel to a particular location.
Use 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.

Scatter Disease
Timing : Attack
Range : 5 Sq.
Target : 1#
Cost : [O]
Using your divine power, you cause another's body to recover from the disease and wounds eroding
their body.
Magical Attack. [Remove] one of the following [Shifts] from the target.
1: [Shift: Darkness]
2: [Shift: Poison]
3: [Shift: Pain]
4: [Shift: Paralysis]

Divine Revival
Timing : Attack
Range : 5 Sq.
Target : 1#
Cost : [E]
You revive someone who has lost consciousness with your divine power.
Magical Attack. Remove the target's [Shift: Downed] and set their {HP} to 1. The target may refuse
this effect.

Harvest God
Timing : Attack
Range : 4 Sq.
Target : 1#
Cost : [O]
Spreading a sparkling water in mist form, you instantly cause another's nutritional status and their
wounds to recover.
Magical Attack. The target [Recovers] {HP} equal to [Rank: 1] [Magical Damage].

● Weather God
Timing : Attack
Range : Other
Target : Other
Cost : None
As a high-ranking god that oversees weather, you freely manipulate the spirit energy and weather in
a local area.
Unique 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.

● Keystone
Timing : Attack
Range : 10 Sq.
Target : 1# (1 Sq.)
Cost : [E]
Using 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.
Magical 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.

● Regalia Creation
Timing : Attack
Range : Other
Target : Other
Cost : [Doubles]
Utilizing the power of item creation, you are able to create Regalia or other items on the spot.
Unique 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.

● Divine Fate
Timing : Constant
Range : User
Target : User
Cost : None
You know the past of yourself and others, and by drawing on that knowledge, you become able to
wield special skills.
Passive 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].

● Spiritual Healing
Timing : Constant
Range : User
Target : User
Cost : None
This Talent represents that you are a Divine Soul particularly skilled in the divine power of healing.
Passive Effect. The target gains a +[any one of user's {Main Stats}] modifier to [Timing: Attack]
Talents that [Recover] {HP}.

● Divine Clarity
Timing : Constant
Range : User
Target : User
Cost : None
You set corruption free when defeating an Aramitama, cleaning souls in the area.
Passive 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.

=======================================================================
=========
Requiem for the Godsoul -- Heroic Spirit (Race) [XP1J]
=======================================================================
=========
●◎※

Introduction
----------------------------------------
Heroic 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.

Racial Bonus
----------------------------------------
[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].

Stat Types S A I W L
+---------+---+---+---+---+---+
| Martial | 5 | 5 | 2 | 2 | 1 |
| Utility | 4 | 3 | 3 | 1 | 4 |
| Arcane | 1 | 1 | 5 | 5 | 3 |
+---------+---+---+---+---+---+
«Hide Presence»
Timing : Start
Range : User
Target : User
Cost : [O]
The unique characteristics of Heroic Spirits make you an expert in hiding your presence, allowing
you to remain unseen in the eyes of Innocents.
Unique 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]).

«Heroic Strike»
Timing : Attack
Range : 7 Sq.
Target : 1#
Cost : [O]
Being a powerful Heroic Spirit, you can unleash deadly arts and spells that were once your
specialty.
Use While Active. Make either type of [Attack Action] on the target.
[Physical Attack]: The user gains +1 [Rank].
[Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).

«Alchemy Expert»
Timing : Attack
Range : Other
Target : Other
Cost : [Steps]
You are able to instantly create Artificial Regalia, a peculiarity for Heroic Spirits.
Unique 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.

«Spiritualization»
Timing : Unique
Range : User
Target : User
Cost : [E]
You momentarily assimilate your flesh with spirit energy itself, and thereby are able to travel long
distances instantly.
Use 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.

«Resistance to Myths»
Timing : Unique
Range : User
Target : User
Cost : [Doubles]
As 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.
Use On Damage Reduction. The target [Halves] [Magical Damage] they take. This Talent may be
used once per round.
«Base Creation»
Timing : Constant
Range : User
Target : User
Cost : None
Unique 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.
Passive 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].

«Mounted Specialty»
Timing : Constant
Range : User
Target : User
Cost : None
As 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.
Passive 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].

«Legendary Treasure»
Timing : Constant
Range : User
Target : User
Cost : None
As a Heroic Spirit, you possess a powerful weapon spoken of in legend, as well as the knowledge
that accompanies it.
Item. 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.

● «Personal Domain»
Timing : Start
Range : Combat Zone
Target : Combat Zone
Cost : [E, E]
You manifest the fortress once used as the staging ground for your forces, or the terrain your tactics
are specialized for, within a Spirit Barrier.
Unique 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].
①: The target gains +1 [Physical Rank], and to the result of {Accuracy} checks.
②: The target gains +1 [Magical Rank], and to the result of {Conjure} checks.

● «Region Lockdown»
Timing : Unique
Range : User
Target : User
Cost : [O]
As 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.
Unique 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.

● «Remembering Epic Deeds»


Timing : Unique
Range : User
Target : User
Cost : None
Your thoughts turn towards a time when you achieved greatness, and spirit energy erupts from
within your body.
Unique 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.

● «The Strike That Changed History»


Timing : Unique
Range : User
Target : User
Cost : [O]
You unleash your legendary arts, spells, or assassination strike, which once changed history.
Use 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.

● «Greater Resistance to Myths»


Timing : Constant
Range : User
Target : User
Cost : None
Unique among Heroic Spirits, you show high resilience against any kind of attack.
Passive Effect. «Resistance to Myths» Required. The target may also apply the effect of «Resistance
to Myths» to [Physical Damage].

● «Butcher»
Timing : Constant
Range : User
Target : User
Cost : None
As one who has slain legendary beings, you know how to kill certain beasts, and butcher anything
lesser than they.
Passive 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].

=======================================================================
=========
Requiem for the Godsoul -- God Hand (Group: Martial) (Style) [XP1K]
=======================================================================
=========
Characters who have this [Style] as their [Main] are able to equip items with [Restrict: Martial] and
[Restrict: God Hand].

ACC EVA CNJ RES INS PD MD INI HP


+-----+-----+-----+-----+-----+-----+-----+-----+-----+
| 2 | 1 | 0 | 0 | 0 | 4 | 0 | 6 | 38 |
+-----+-----+-----+-----+-----+-----+-----+-----+-----+
Combat Modifiers (When Main)

Those 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.

--------------------------------------------------------------------------------
TYPE A
This 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].
--------------------------------------------------------------------------------
●◎※

※ Heaven and Earth


Timing : Unique
Range : User
Target : User
Cost : [6]
By bringing together mind and body, you generate tremendous power and send your foe flying.
Use On Damage Calculation. The target gains +1 [Rank]. Also, the target may forcibly move any
[Target] that took [Damage] up to 3 Sq. from their current square, ignoring [Engagements]. This
Talent may be used once per round.

Storm Smite
Timing : Attack
Range : Item
Target : 1#
Cost : [6]
You rapidly enhance your power by unleashing an attack that places tremendous strain on your
weapons.
Physical Attack. The user gains +2 [Rank] at [Damage Calculation]. After [Timing: End], all
[Weapons] used for «Storm Smite» are unable to be [Equipped] until [Combat End].

Smiting Wave
Timing : Attack
Range : Charge 4 Sq.
Target : 1#
Cost : [E]
You hammer your opponent with a powerful strike while your whole body is wreathed in spirit
energy.
Physical Attack. The user gains a +[any one of user's {Main Stats}] modifier at [Damage
Calculation].
Spirit Armament
Timing : Unique
Range : User
Target : User
Cost : None
You flood an object with spirit energy, converting it into a temporary Artificial Regalia, then use it
to attack.
Unique Effect. This Talent cannot be used unless there is an [Obstacle] in a square adjacent to the
user. The [Obstacle] is destroyed, [Equipped] [Weapons] are changed to be [Stored], and then for
the rest of the combat, the user is [Equipped] with [Improvised Weapon].

Swift Art
Timing : Unique
Range : User
Target : User
Cost : [E]
You wreathe yourself in spirit energy, accelerating your mind and body, and then unleash a
technique of divine speed.
Use On Active Check. The target gains a +1 modifier to the result of the [Active Check]. This
Talent may be used once per round.

Hundred Strikes Art


Timing : Unique
Range : User
Target : User
Cost : [6]
You wreathe yourself in spirit energy, accelerating your mind and body, and then unleash a
tremendous barrage of strikes as your attack lands.
Use 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.

Extension of Self
Timing : Constant
Range : User
Target : User
Cost : None
Through supernatural power or training, any Regalia in your hands is just an extension of your fist.
Passive 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].

Hidden Pressure Points


Timing : Constant
Range : User
Target : User
Cost : None
Assessing the weak points your opponent's spirit crest and then striking those, you cause their spirit
energy to run wild and explosively scatter.
Passive Effect. The target adds the following to the effect of «Heaven and Earth»: "The user may
inflict [Shift: Dead] on all Mononoke with "x#" written in their name (multiple Mononoke treated
as one) that they dealt [Damage] to." («Dark Killing Arts» applies.)
● Explosive Breath
Timing : Prep
Range : User
Target : User
Cost : None
Making full use of a special breathing technique, you dramatically amplify your spirit energy.
Unique Effect. The target gains 2 [Overflow]. This Talent may be used once per session.

● Thunderous Tremor
Timing : Attack
Range : Engaged
Target : 1#
Cost : [6, 6]
Stomping or striking something, you cause the spirit energy within a body to reverberate,
amplifying the power of your technique.
Physical Attack. The user gains +3 [Rank] at [Damage Calculation]. This Talent may be used once
per round.

● Shrieking Throw
Timing : Constant
Range : User
Target : User
Cost : None
Sheathing a throwing weapon in spirit energy, you vastly enhance its power.
Passive 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].

● Regaliazation
Timing : Constant
Range : User
Target : User
Cost : None
Continually filling your limbs with spirit energy, you make your fists and feet akin to a powerful
Regalia.
Passive 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].

◎ Invite Ruin
Timing : Constant
Range : User
Target : User
Cost : None
Using an ultimate technique you devised yourself, you hammer your opponent with a strike that will
bring certain death.
Passive Effect. The target adds the following to the effect of «Heaven and Earth» "The user gains a
+[any one of the user's {Main Stats}] modifier at [Damage Calculation]. Also, the user may destroy
any [Obstacle] they deal [Damage] to."

◎ Inner Heaven
Timing : Constant
Range : User
Target : User
Cost : None
Causing your spirit energy to circulate in a spiral using a special breathing technique, you
dramatically enhance the efficiency of its use.
Passive Effect. The target is now able to use «Heaven and Earth» as [Cost: E], and [Style: God
Hand / Type: A / Timing: Attack] Style Talents as [Cost: 6].

--------------------------------------------------------------------------------
TYPE B
This Type specializes in defensive arts, throws, and joint locks. In order to use [God Hand: Type B]
Talents, you must be [Equipped] with [Unarmed].
--------------------------------------------------------------------------------
●◎※

※ Hua Jin
Timing : Unique
Range : User
Target : User
Cost : [6]
You soften your opponent's spirit energy by bringing together your body and mind as you defend,
then turn their attack aside.
Use 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.

Smiting Tornado
Timing : Attack
Range : Engaged
Target : 1#
Cost : [Doubles]
With a fierce twist, you throw the opponent to the ground. At the moment of impact, you bind the
opponent's body with spirit energy, so the force directly strikes their soul, rather than their flesh.
Physical 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].

Spirit Warhead
Timing : Attack
Range : Combat Zone
Target : Area
Cost : [E, 6]
Lifting 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.
Physical Attack. This Talent cannot be used unless there is an [Obstacle] in a square adjacent to the
user. The [Obstacle] is destroyed, and then the user makes a [Special Attack] against the target,
gaining a +[destroyed [Obstacle]'s [Armor] value] modifier at [Damage Calculation].

Smiting Drop
Timing : Attack
Range : Engaged
Target : 1#
Cost : [6, 6]
Grabbing your opponent, you throw them in a distinct way, smashing them into the ground. At the
moment of impact, you bind the opponent's body with spirit energy, so the force directly strikes
their soul, rather than their flesh.
Physical Attack. The user gains a +[any one of user's {Main Stats} x 2] modifier to [Physical
Damage].

Spirit Palm
Timing : Defense
Range : User
Target : User
Cost : [E]
You ward off your opponent's attack with your palm, coated in spirit energy, reducing the power of
the blow.
Use On Damage Reduction. The target reduces the [Damage] they would take by 3.

Spirit Retaliation
Timing : Unique
Range : User
Target : User
Cost : [O]
You manipulate your spirit energy while performing a particular movement following an evasion,
and send the shock of your opponent's attack back at them.
Use On Damage Reduction. The target inflict [Shift: Fallen] to [Range: Engaged / Target: 1#] that
made the [Attack Action]. This Talent may be used once per round.

Divine Dragon Defense


Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [Steps]
You manipulate the flow of spirit energy using a special technique, focusing a broad attack on you
alone.
Use On Damage Reduction. Change the [Target] of the [Attack Action] the target is making to [1#],
with the user taking the [Damage]. Treat this [Damage] as though a {Resist} check had been failed.
This Talent may be used once per round.

Feat of Training
Timing : Constant
Range : User
Target : User
Cost : None
The discipline you have gained while in the process of refining your techniques can be put to use
with particular actions.
Passive Effect. The target gains a +2 modifier to the result of {Strength} and {Agility} checks, as
well as +2 to [Barrier].

● Shortened Earth
Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : None
You move with lightning speed while avoiding a particular long-range attack by a hair's bredth.
Use On Damage Reduction. Only in the case where the target's [Attack Action] is either [Range: X
Sq. ・ Combat Zone], the user changes the [Damage] they take to [HP Damage: 5], and ignore
other effects that might've been inflicted. Then, the user moves up to 7 Sq. from their current
square, ignoring [Engagements]. This Talent may be used once per combat.

● Soul Grip
Timing : Unique
Range : Engaged
Target : 1#
Cost : [6]
You 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.
Unique Effect. Use when the target has taken [Shift: Fallen]. Inflict the effect of either ①or ②on the
target. This Talent may be used once per round. The target does not make a [Reactive Check].
①: The target loses 3d6 {HP}.
②: The target takes [Shift: Pain].

● Blindside Barrage
Timing : Unique
Range : Engaged
Target : 1#
Cost : [O, 6]
You slip into your opponent's blindspot the moment they recover from a condition shift, then
unleash an attack.
Unique Effect. Use when the target [Removes] a [Shift]. The user may make one [Timing: Attack /
Cost: X (or) X, X] Style Talent, treating it as though the [Cost] had already been paid. This Talent
may be used once per round.

● Feat of Resilience
Timing : Constant
Range : User
Target : User
Cost : None
By freely controlling spirit energy, you strengthen your body to become like steel.
Passive Effect. The target gains a +10 modifier to {HP}. Also, when using [Effect Class: Use On
Damage Reduction] Talents, the target reduces [Damage] they take by 4.

◎ Hua Jin Expert


Timing : Constant
Range : User
Target : User
Cost : None
Through proficiency in hardening, you can manifest more supernatural defensive and combat
power.
Passive Effect. The target is now able to use «Hua Jin» as though it were [Cost: O], and is able to
use «Hua Jin» up to three times per round. Also, when the target uses [Timing: Attack] Style
Talents, they gain +1 [Rank].

◎ Outer Heaven
Timing : Constant
Range : User
Target : User
Cost : None
By using a special breathing technique, you circulate enormous spirit energy throughout your entire
body, vastly enhancing the efficiency of your spirit energy.
Passive 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.

=======================================================================
=========
Requiem for the Godsoul -- Contractor (Group: Utility) (Style) [XP1L]
=======================================================================
=========
Characters 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].

ACC EVA CNJ RES INS PD MD INI HP


+-----+-----+-----+-----+-----+-----+-----+-----+-----+
| 1 | 1 | 1 | 1 | 1 | 2 | 2 | 6 | 32 |
+-----+-----+-----+-----+-----+-----+-----+-----+-----+
Combat Modifiers (When Main)

Those 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.

--------------------------------------------------------------------------------
TYPE A
This 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.]
--------------------------------------------------------------------------------
●◎※

※ «Rider & Steed As One»


Timing : Attack
Range : Item
Target : 1#
Cost : [4, 4]
Leading a decisive charge while wreathed in spirit energy, you smash your opponents.
Use While Active. Make either type of [Attack Action] against the target.
[Physical Attack]: The user gains +2 [Rank].
[Magical Attack]: Deal [Rank: 3] [Magical Damage] on the target (Resist [Halves]).

«Astonishing Rush»
Timing : Start
Range : User
Target : User
Cost : [4]
Leaping sky high in on your Bound Steed or wheeled vehicle, or else racing across a wall or ceiling,
you pass obstacles and opponents by.
Unique Effect. The target [Installs] themselves anywhere within 5 Sq. of their current square.

«Prepare to Charge»
Timing : Prep
Range : User
Target : User
Cost : [O]
Encouraging your Bound Steed, or revving the accelerator of your vehicle, you enhance the power
of your next charge.
Unique Effect. The target gains +1 [Rank] at [Damage Calculation].

«Full Power Breakthrough»


Timing : Attack
Range : Item
Target : 1#
Cost : [Doubles]
Pressing through a gap in the enemy's awareness, you break through their encirclement while
attacking.
Use While Active. The user makes either type of [Attack Action] while ignoring [Engagements].
[Physical Attack]: The user gains +1 [Rank].
[Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).

«Spirit Tracking»
Timing : Unique
Range : User
Target : User
Cost : [O]
Using the spirit energy characteristic of The One Who Binds, you track the opponent's spirit energy.
Use On Active Check. The target gains a +1 modifier to their [Active Check]. This Talent may be
used once per round.

«Explosive Leap»
Timing : Unique
Range : User
Target : User
Cost : [4]
After charging, you grasp hold of spirit energy and cause it to explode underfoot, leaping utilizing
the force.
Use 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.

«Mounted Combat»
Timing : Constant
Range : User
Target : User
Cost : None
You skillfully wield a melee weapon while riding.
Passive 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».

«Dragoon»
Timing : Constant
Range : User
Target : User
Cost : None
You skillfully wield a ranged weapon while riding.
Passive 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».

● «Relentless Advance»
Timing : Attack
Range : Item
Target : 1#
Cost : [E, 4]
While killing an opponent during your charge, you're also able to track another opponent down.
Physical 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.

● «Circling Blockade»
Timing : Unique
Range : Engaged
Target : 1#
Cost : [4]
Reading the flow of battle, you stop an opponent's attempt to break away or withdraw.
Unique 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.

● «Storm and Drive»


Timing : Unique
Range : Engaged
Target : 1#
Cost : [4]
You swiftly strike an opponent that enters your space, then charge.
Unique 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.
● «Reaper of the Battlefield»
Timing : Constant
Range : User
Target : User
Cost : None
When you combine the use of a larger weapon with your mastery of riding, you enhance the power
of your charges.
Constant 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».
①: Rather than [Mode: One Hand], [Equip] a [Mode: Switch Hand (apply the two-handed data)]
[Weapon].
②: In addition to [Mode: One Hand], [Equip] a [Form: Shield].

◎ «Heroic Charge»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [4]
Skillfully controlling your Bound Steed or vehicle, you make a fearsome charge, like a legendary
hero, and unleash a long-range attack.
Use 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.

◎ «Knight of Legend»
Timing : Constant
Range : User
Target : User
Cost : None
Passive Effect. Each time the target uses a [Style: Contractor / Timing: Attack] Talent, they treat one
portion of the [Cost] as already being paid.

--------------------------------------------------------------------------------
TYPE B
This 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.
--------------------------------------------------------------------------------
●◎※

※ «Contract Summon»
Timing : Constant
Range : User
Target : User
Cost : None
Instantly summon and control a divinity you've formed a contract with.
Passive 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.

«Sensory Share»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [Steps]
By sharing your senses with your Bound Primal, you can aid the actions of your allies.
Unique 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.

«Spirit Sunder»
Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : [4]
You enhance the power of techniques by combining its power with your Bound Primal.
Use 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].

«Bestow Spirit Wall»


Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [4]
As you grow more powerful, you're able to grant spirit energy armor to your Bound Primal.
Use On Damage Reduction. [Halve] only the [Magical Damage] the user's [Bound Primal] takes.
This Talent may be used once per round.

«Power Absorbtion»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [4]
By your Bound Primal's own will, it absorbs a wide area attack.
Use 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.

«Summoner & Primal As One»


Timing : Constant
Range : User
Target : User
Cost : None
With your Primal supplying your spirit energy and vice-versa, your coordination is enhanced, which
serves to enhance your own combat power.
Passive 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.

«Amplify Attacks»
Timing : Constant
Range : User
Target : User
Cost : None
By oversupplying your Primal with spirit energy, you vastly enhance its combat prowess.
Passive Effect. The target's [Bound Primal] gains a +[user's [World Influence LV] x 3] modifier at
[Damage Calculation] (to a max of +15).

«Empathic Growth»
Timing : Constant
Range : User
Target : User
Cost : None
Establishing an empathic link through spirit energy, you can cause your Bound Primal to grow as
you do.
Passive Effect. The target's [Bound Primal] gains a +[user's [World Influence LV]] modifier to the
result of its [Active Checks].

● «Amplify Defense»
Timing : Start
Range : User
Target : User
Cost : [4]
Wreathing your Bound Primal in spirit energy, you enhance its defenses.
Unique Effect. May only be used while the user's [Bound Primal] is [Appearing]. The user's [Bound
Primal] gains a +10 modifier to [Armor].

● «Summoner's Dance»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [4]
You vastly enhance the power of techniques by combining its power with your Bound Primal.
Use 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.

● «Ancient Being»
Timing : Constant
Range : User
Target : User
Cost : None
You summon a powerful Bound Primal that has existed since antiquity.
Passive 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].
● «Massive Size»
Timing : Constant
Range : User
Target : User
Cost : None
The Bound Primal you've made a contract with is a massive example of its class.
Passive 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).

◎ «Share the Burden»


Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [4]
Forcibly applying the Contractor's characteristic empathic abilities, you take on another's wounds.
Unique 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.

◎ «Mythical Summon»
Timing : Constant
Range : User
Target : User
Cost : None
You are a master summoner that can make a contract with mythical creatures that are very close to
gods.
Passive 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].

=======================================================================
=========
Requiem for the Godsoul -- Divine Talker (Group: Arcane) (Style) [XP1M]
=======================================================================
=========
Characters who have this [Style] as their [Main] are able to [Equip] [Items] with [Restrict: Arcane]
and [Restrict: Divine Talker].

ACC EVA CNJ RES INS PD MD INI HP


+-----+-----+-----+-----+-----+-----+-----+-----+-----+
| 0 | 0 | 2 | 2 | 1 | 2 | 3 | 6 | 29 |
+-----+-----+-----+-----+-----+-----+-----+-----+-----+
Combat Modifiers (When Main)

Those 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.
(TN Note: "Kotodama" is written with the kanji for "speaking" and "soul" and means something
like "wordsoul" or more specifically, the soul of words themselves. In essence it's an idea that
suggests that words have power and are living in of themselves. Some video games and anime take
this concept to its anime limit. For example in the game Persona 2, if enough people begin believing
in a rumor, it becomes reality. Another made up example would be shouting "You cannot pass!" and
literally that becoming true. Divine Talker is able to shape reality with words themselves thusly.)

--------------------------------------------------------------------------------
TYPE A
This Type strengthens the power of techniques by chanting mantras, or forming special mudra.
There are no restrictions to using [Divine Talker: Type A] Talents.
--------------------------------------------------------------------------------
●◎※

※ Esoteric Mantra
Timing : Prep
Range : User
Target : User
Cost : [O]
You chant esoteric kotodama, strengthening the materialization of your spirit energy.
Unique Effect. The target gains +1 [Rank] at [Damage Calculation]. This Talent does not spend
[Prep].

Origin Mudra
Timing : Prep
Range : User
Target : User
Cost : [E]
Forming the mudra that represents an Origin element, you bestow it upon your techniques.
Unique Effect. When the user first acquires «Origin Mudra», they select one [Element] (after, the
designated [Element] is referred to as [Origin Element D]). The target is bestowed with [Origin
Element D] at [Damage Calculation]. If they were already bestowed with [Origin Element D], then
they gain +1 [Rank].

Incarnation Mudra
Timing : Prep
Range : User
Target : User
Cost : [3, 3]
Forming a special mudra and making certain motions, you change the wavelength of your spirit
energy.
Unique Effect. For the rest of the round, the target changes [Attack Actions] to [Special Attacks].

Cry
Timing : Attack
Range : 17 Sq.
Target : 1#
Cost : [3]
You cause spirit energy to flood into your foe with a single word, piercing them with your
kotodama.
Magical Attack. Inflict [Rank: 2] [Magical Damage] on the target (Resist [Cancels]).
Archaism of the Sacraments
Timing : Unique
Range : User
Target : User
Cost : [3]
By speaking a single forgotten word, you expand a technique.
Unique 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.

Flowing Kotodama
Timing : Unique
Range : User
Target : User
Cost : [3]
The hidden techniques and spells you've mastered continue to roll off your tongue.
Unique Effect. Use after the target performs [Damage Calculation]. The target may use 1x [Timing:
Attack / Cost: X] Talent, treating the [Cost] as already paid. This Talent may be used once per
round.

Holy Word Strike


Timing : Unique
Range : User
Target : User
Cost : [O]
Using a special word, you enhance your own spirit energy.
Use On {Conjure} Check. The target gains +1 to the result of the {Conjure} check. This Talent may
be used once per round.

Spirit Mudra
Timing : Constant
Range : User
Target : User
Cost : None
By forming an ancestral mudra, you are able to regulate your spirit energy when combat is near.
Passive Effect. At the start of combat only, the target may add or subtract 1 from two [Spirit] dice
(adjusting a single die by 2 is allowed; cannot raise above 6 or lower below 1).

● Kotodama Purification
Timing : Attack
Range : 7 Sq.
Target : 1#
Cost : [3, 3]
By throwing a powerful kotodama against the materialization of spirit energy, you stop its
materialization.
Magical 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.

● Kotodama of Malediction
Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : [3]
The instant your opponent moves, you attack, creating words like chains.
Unique Effect. Use when the target makes a [Move Action], or when they use a Talent (other than
[Timing: Constant]) that allows them to move. The user may make 1x [Weapon Attack] against the
target. This Talent may be used once per round.

● Twisted Words of Anathema


Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [3]
When an opponent would be healed, you hinder their recovery with kotodama.
Unique 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.

● Simplified Mudra
Timing : Constant
Range : User
Target : User
Cost : None
By simplifying a special mudra, you make your spirit energy more efficient.
Passive Effect. The target is able to use [Timing: Prep] Style Talents as though they were [Cost: 3].

◎ The Soul of Words


Timing : Unique
Range : User
Target : User
Cost : [3]
By arriving at the essence of kotodama, you freely control certain techniques.
Unique Effect. Use after the target uses a [Timing: Attack] Talent. The target may use 1x [Timing:
Attack / Cost: X (OR) X, X] Talent, treating the [Cost] as already paid. This Talent may be used
once per round.

◎ Mudra Expert
Timing : Constant
Range : User
Target : User
Cost : None
Through complete understanding of mudras, you vastly enhance the power of your techniques.
Passive Effect. When the target gains the effect of a [Timing: Prep] Style Talent, the target gains +
[any one of user's {Main Stats}] modifier to the [Damage Calculation] of [Timing: Attack] Style
Talents. This effect does not apply to [Weapon Attacks].

--------------------------------------------------------------------------------
TYPE B
This Type strengthens oneself, enhancing a character's magical defenses with special songs. There
are no restrictions to using [Divine Talker: Type B] Talents.
--------------------------------------------------------------------------------
●◎※

※ Armored Hymn
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [Doubles]
By weaving a song, you wreathe an ally in an anti-magic barrier of light.
Use On Damage Reduction. The target [Halves] the [Magical Damage] they've taken. This Talent
may be used once per round.

Amplifying Psalm
Timing : Start
Range : User
Target : User
Cost : [3]
Resounding with a unique song, you amplify anti-magic effects.
Unique Effect. The target chooses any value between 1-10, and then increases [Barrier] by that
value, and decreases {Initiative} by the same value (this may not lower {Initiative} below 1). For
example, if 10 is selected, gain +10 [Barrier], and reduce {Initiative} by 10. This Talent does not
spend [Start].

Harmonic Excitation
Timing : Attack
Range : 17 Sq.
Target : 1#
Cost : [Steps]
Resounding with a unique song, you fold someone in etherlight, causing them to regain
consciousness lost from serious wounds.
Magical Attack. The target [Removes] [Shift: Downed], and sets their {HP} to 1. The target may
refuse this effect.

Invigorating Psalm
Timing : Attack
Range : Combat Zone
Target : 1#
Cost : [E, 3, 3]
With the powerful spirit energy hidden in your voice, you instantly heal another.
Magical Attack. The target [Recovers] {HP} equal to a [Rank: 5] [Magical Attack].

Psalm Bulwark
Timing : Defense
Range : 17 Sq.
Target : 1#
Cost : [3]
Singing in a unique voice, you construct a field before someone's eyes, protecting them from spells
and supernatural abilities.
Use On Damage Reduction. Change the target's [Barrier] value to be the same as the user's [Barrier]
value.

Harmonic Barrier
Timing : Unique
Range : User
Target : User
Cost : [3]
Singing in a unique voice, you materialize an invisible wall before yourself.
Use On Damage Reduction. The target [Halves] the [Damage] of a [Special Attack] they've taken.
This Talent may be used once per round.

Healing Amplification
Timing : Constant
Range : User
Target : User
Cost : None
Singing in a unique voice, you amplify healing effects.
Passive Effect. The target gains +5 to the [Recovery] effect from Talents.

Hymn of Protection
Timing : Unique
Range : 17 Sq.
Target : 1#
Cost : [Doubles]
Singing in a unique voice, you converge an area attack.
Use On Damage Reduction. Change the [Target] of the target's [Attack Action] to [1#], and the user
takes the [Damage]. Treat the [Damage] as though a {Resist} check had failed. This Talent may be
used once per round.

● Dirge of the Fallen Gods


Timing : Unique
Range : 17 Sq.
Target : 1#
Cost : [3]
Utilizing a secret art particular to Orators, you draw out the maximum potential of someone's
combat power.
Use On Damage Calculation. The target gains +[any one of user's {Main Stats} x 2] at [Damage
Calculation]. This Talent may be used once per combat.

● Twisted Words of Recovery


Timing : Unique
Range : User
Target : User
Cost : None
You change the meaning of your technique itself through words of power, dramatically enhancing
your healing power.
Unique 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.

● Attire of the Muse


Timing : Constant
Range : User
Target : User
Cost : None
Even a normal voice can change into the power of song, which will last eternally.
Passive Effect. The target gains +15 to {HP}.

● Prayer of Recovery
Timing : Constant
Range : User
Target : User
Cost : None
Changing the nature of your song, you are able to heal wounds and fatigue.
Passive Effect. The target grants the effect of one from ①~④below to the [Target] of their [Timing:
Attack] Talents that deal no [Damage] (such as «Harmonic Excitation» or «Invigorating Psalm»).
①: [Remove: Darkness]
②: [Remove: Poison]
③: [Remove: Pain]
④: [Remove: Paralysis]

◎ Singer of Blessings
Timing : Constant
Range : User
Target : User
Cost : None
Mastering a song of the sacraments, you continually materialize spirit energy, overflowing with it.
Passive Effect. Each time [Timing: Start] occurs, the target gains 1 [Overflow].

◎ Song of the Muse


Timing : Constant
Range : User
Target : User
Cost : None
Utilizing the spirit energy in song, you make certain distance techniques more efficient.
Passive Effect. The target may use «Armored Hymn», «Harmonic Barrier», and Talents with
[Range: 17 Sq / Target: 1#] as though they had [Cost: E].

=======================================================================
=========
Requiem for the Godsoul -- Common Talents [XP1N]
=======================================================================
=========
In this section can be found additional Common Talents. Common Talents may be acquired
regardless of [Style].

●◎※

«Spirit Augment»
Timing : Start
Range : User
Target : User
Cost : [E]
Supplying spirit energy through your Crest, you temporarily augment your combat prowess.
Unique Effect. The target gains a +1 modifier to the result of [Active Checks].

«Spirit Dash»
Timing : Start
Range : User
Target : User
Cost : [O]
Circulating amplified spirit energy throughout your whole body, you heighten your reflexes for a
moment, moving fast enough to leave afterimages.
Unique Effect. The target changes the [Speed] of their [Simple Moves] to [2 Sq.]

«Spirit Rush»
Timing : Attack
Range : Charge 4 Sq.
Target : 1#
Cost : [E, O]
Amplifying the spirit energy of your Artificial Regalia, you enhance your accuracy as you make
contact with the enemy in an instant.
Use While Active. The target gains a +2 bonus to the result of [Active Checks], and makes 1x
[Weapon Attack] against the target.

«Magecraft Melee»
Timing : Attack
Range : Charge 2 Sq.
Target : 1#
Cost : [E, O, O]
Applying spells of strength and swiftness to yourself, you unleash a terrifying melee strike in an
instant.
Physical Attack. The user gains a +[user's {Conjure} x 2] modifier to [Physical Damage]. This
Talent may be used once per round.

«Melee Spirit»
Timing : Constant
Range : User
Target : User
Cost : None
By circulating unique spirit energy within yourself, you strengthen your limbs to be akin to steel,
making your body itself into a powerful melee weapon.
Passive Effect. The target gains a +5 modifier to the [Damage Calculation] of their [Unarmed]. This
effect does not apply to [Weapons] that can be "treated as [Unarmed]."

«High Shift Resist»


Timing : Constant
Range : User
Target : User
Cost : None
You strengthen your resistance to shifts in your condition, and become able to remove even stronger
shifts.
Passive Effect. «Condition Resilience» Required. When the target acquires this Talent, they must
designate one from [Shift: Pain・Paralysis], then record this Talent like «High Shift Resist: X»
(where X is the chosen Shift). The target always has [Remove: Chosen Shift].

● «Extend»
Timing : Constant
Range : User
Target : User
Cost : None
When using a particular technique, you augment its power by making spirit energy materialize.
Passive Effect. When the target uses an [Effect Class: Use On Damage Calculation] Talent, they add
"Also, the target gains +1 [Rank]." to that Talent.

● «Combat Expertise»
Timing : Constant
Range : User
Target : User
Cost : None
You are an expert warrior who has gained more than enough skill, due to an abundance of
experience.
Passive Effect. This Talent may only be acquired by [Group: Martial] characters. The target, when
calculating their {HP}, changes the "[World Influence LV] x3" portion to "x5" and recalculates
using that. Also, the target may change any of their [Attack Action]'s [Range] to [Range: 1 Sq.]

● «Scout Expertise»
Timing : Constant
Range : User
Target : User
Cost : None
You are an expert scout, with magnificient support abilities.
Passive Effect. This Talent may only be acquired by [Group: Utility] characters. The target gains a +
[World Influence LV] modifier to their {Initiative}. Also, one per combat, at [Timing: Start] the
target may double their {Initiative} total.

● «Magecraft Expertise»
Timing : Constant
Range : User
Target : User
Cost : None
Passive Effect. This Talent may only be acquired by [Group: Arcane] characters. The target gains a
+5 modifier to [Magical Damage]. Also, once per session, the target may use one [Group: Arcane]
acquired Talent as though its [Cost] were already paid.

● «Utility Skill Master»


Timing : Constant
Range : User
Target : User
Cost : None
Being thoroughly and completely familiar with all-purpose techniques, you're able to use them with
a minimal amount of spirit energy.
Passive Effect. «Combat Reaction» Required. Each time the target uses a Common Talent, they may
treat one portion of the [Cost] as already paid.

● «One-Handed Weapon Master»


Timing : Constant
Range : User
Target : User
Cost : None
Mastering the handling of single and switch hand weapons, your power using those is enhanced.
Passive Effect. «Combat Reaction» Required. While the target is [Equipped] with a [Weapon] with
either [Mode: One Hand・Switch Hand], they gain a +1 modifier to the result of [Active Checks]
and [Rank]. Even if the target has multiple [Weapons] [Equipped], the effects of this Talent do not
stack.

● «Switch Hand Master»


Timing : Constant
Range : User
Target : User
Cost : None
Mastering the handling of switch hand weapons, you're able to use them as though they were two-
handed.
Passive Effect. «One-Handed Weapon Master» Required. The target can [Equip] [Mode: Switch
Hand] ([One Hand] not included) [Weapons] as though they were [Mode: Two-Hand] (however,
they may not apply «Reaper of the Battlefield»). Also, the target gains a +10 modifier at [Damage
Calculation]. Apply the [Two Hand] [PD/MD/Init] values written for the [Weapon].

● «Multiplexer»
Timing : Constant
Range : User
Target : User
Cost : None
By applying the theory behind particular techniques to your attacks and making full use of them,
you'll flourish in a variety of situations.
Passive Effect. The target gains a modifier to [Damage Calculation] equal to the number of the
user's automatically acquired ※ Style Talents x 2 (to a max of +10).

● «Multidefender»
Timing : Constant
Range : User
Target : User
Cost : None
Applying the theory behind particular techniques to defend, you'll have high defensive power
against all attacks.
Passive Effect. The target gains a modifier to [Armor] and [Barrier] equal to the number of the
user's automatically acquired ※ Style Talents x 2 (to a max of +10).

=======================================================================
=========
Requiem for the Godsoul -- High Talents [XP1O]
=======================================================================
=========

Level 5+ High Talents


----------------------------------------
Here can be found High Talents that may be acquired at the point a character reaches LV5 or higher.
Each time a character reaches a [LV] or [World Influence LV] that is a multiple of 5 (5, 10, 15, and
20), they are able to acquire only one of the High Talents found here (this is not an automatic
acquisition, and must be selected).

«Combo Skill»
Timing : Unique
Range : User
Target : User
Cost : None
You unleash a powerful combination attack you devised yourself.
Unique Effect. Use when the target declares an [Effect Class: Physical Attack] Talent. The target
may use and stack the effects of another [Effect Class: Physical Attack] Talent that they already
have acquired (each Talent's [Cost] must be paid individually). This Talent may be used once per
round.

«Killer Magic»
Timing : Unique
Range : User
Target : User
Cost : None
You sling your specially-devised sure-kill spell.
Unique Effect. Use when the target declares an [Effect Class: Magical Attack] Talent. The target
gains one of the following effects. This Talent may be used once per round.
①: +[any one of user's {Main Stats}] at [Damage Calculation]
②: +3 to result of {Conjure} check.

«Counterstrike»
Timing : Unique
Range : User
Target : User
Cost : None
You unleash your specially-devised ultimate counterattack.
Unique Effect. Use after the target succeeds at a [Reactive Check]. After the target's reaction is
resolved, the target may make 1x [Timing: Attack] on [Target: 1#] that performed the [Attack
Action].

«Enhanced Combat Prowess»


Timing : Constant
Range : User
Target : User
Cost : None
Seeking out your own fighting methods, you make unique adjustments to your tactics and improve
your combat power to its utmost limits.
Passive Effect. The target gains +2 [Physical Rank].

«Strengthened Vitality»
Timing : Constant
Range : User
Target : User
Cost : None
Living your life constantly prepared for battle at any time, you've gained a fierce tenacity.
Passive Effect. The target gains a +30 modifier to {HP}.

«Additional Dragon's Veins»


Timing : Constant
Range : User
Target : User
Cost : None
As a superb Awakened, you have abnormal spirit energy and can put it to use.
Passive Effect. The target adds 1 die to their [Essence]. This Talent may be acquired multiple times.
However, this effect may only increase the limit of [Spirit] by two dice (for a total of six dice).

«Specialized Arts»
Timing : Constant
Range : User
Target : User
Cost : None
Through studying a particular art over many years, you've made improvements to it and made it
your own.
Passive Effect. The target designates one Talent they have already acquired, and when they use that
Talent, they may treat it as thought one portion of the [Cost] has already been paid.

Level 10+ High Talents


----------------------------------------
Here can be found High Talents that may be acquired at the point a character reaches LV10 or
higher. When a character has reached a [LV] or [World Influence LV] of 10, they automatically
acquire one of the following Talents: «Quickening» «Style Ultimate» «Style Growth» (found in the
core book). Afterwards, each time [LV] or [World Influence LV] hits 10, 15, or 20, the character
may acquire any one of the below High Talents that aren't marked with a ※.

«Strengthen Capacity»
Timing : Prep
Range : User
Target : User
Cost : None
Through mental focus, you can freely control the flow of your spirit energy.
Passive Effect. The target may change two of their [Spirit] dice to any value.

«Dragon's Veins Tuning»


Timing : Constant
Range : User
Target : User
Cost : None
As a superb Awakened, you pride yourself over your ability to tune your magnificent spirit energy.
Passive Effect. When rerolling [Exhausted Spirit] after [Timing: End] (or after the [Scene] ends),
the target may select one rerolled die and change it to any value before returning it to [Spirit].

«Prodigious Vitality»
Timing : Constant
Range : User
Target : User
Cost : None
As a powerful Awakened, you pride yourself on your tenacious vitality.
Passive Effect. The target gains a +50 modifier to {HP}.

Level 15+ High Talents


----------------------------------------
Here can be found High Talents that may be acquired at the point a character reaches LV15 or
higher. At each point a character's [LV] or [World Influence LV] hits 15 or 20, they may acquire one
of the High Talents listed here (this is not an automatic acquisition, and must be selected).

«Annihilating Strike»
Timing : Unique
Range : User
Target : User
Cost : None
At the moment of your attack, you broaden its scope with enormous spirit energy, laying waste to
every enemy around you.
Unique Effect. Use at any time. The target changes the [Range/Target] of their [Attack Action] to
[Combat Zone]. If [Range/Target] is already [Combat Zone], then the target gains a +[any one of
user's {Main Stats}] to [Damage Calculation]. This Talent may be used once per combat.

«Materializing Wave»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : None
You unleash your latent talents, releasing a wave that causes spirit energy to materialize, which
strengthens your target's actions.
Unique Effect. Use after the target calculates [Result]. The target gains a +2d6 modifier to their
[Result] (these extra dice are not a [Roll] and cannot be [Influenced]). This Talent may be used once
per round.

«Killing Blow»
Timing : Unique
Range : User
Target : User
Cost : None
You place the whole of your being into a single strike, a technique learned only through true battle.
Use On Damage Calculation. The target gains a +[user's [World Influence LV] x 2] modifier at
[Damage Calculation]. This Talent may be used once per round.

=======================================================================
=========
Requiem for the Godsoul -- Cover [XP1P]
=======================================================================
=========

Cover 1
----------------------------------------
Dilettante □
Description: A hobbyist who has turned their hobby into a business. They often possessed
specialized skills. Dilettantes acquire the [Hobby Dividends] [Trait], and gain the following [Items].
[Hobby Dividends]
Effect: +2 to the result of {Strength} checks, and +1 to the result of {Luck} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Upperclass Residence (Rest Recovery Amount +5)
Safehouse (Rest Recovery Amount +1)
Automobile

Professor □
Description: A professor employed at a university, or similar place. They possess a wide array of
knowledge, though specialties may elude them. Professors acquire the [Discerning Eye] [Trait], and
gain the following [Items].
[Discerning Eye]
Effect: +2 to the result of {Intellect} checks, and +1 to the result of {Will} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Residence (Rest Recovery Amount +3)
Emergency Kit (Rest Recovery Amount +3)
Automobile

Bodyguard
Description: Bodyguards that have been hired to protect VIPs, politicians, and financial elites.
Bodyguards acquire the [Situational Awareness] [Trait], and gain the following [Items].
[Situational Awareness]
Effect: +1 to the result of {Strength} {Intellect} and {Luck} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Residence (Rest Recovery Amount +3)
Emergency Kit (Rest Recovery Amount +3)
Automobile

Driver
Description: A person who has made driving their profession, such as a taxi or truck driver, a pro
rider, or a chauffeur. Drivers acquire the [Driving Skills] [Trait], and gain the following [Items].
[Driving Skills]
Effect: +3 to the result of any {Main Stat} check made to operate a conveyance (discuss the details
with the GM).
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Residence (Rest Recovery Amount +3)
Emergency Kit (Rest Recovery Amount +3)
Automobile
Motorcycle

Yakuza△
Description: A gangster or yakuza known in the underworld of society. Although they publically
play at being legitimate business, they stain their hands with unlawful acts. Yakuza acquire the
[Unlawful] [Trait], and gain the following [Items].
[Unlawful]
Effect: +2 to the result of {Agility} checks, and +1 to the result of {Will} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Upperclass Residence (Rest Recovery Amount +5)
Safehouse (Rest Recovery Amount +1)
Stylish Clothes (+1 to the result of [Negotiation])
Automobile
Fugitive△
Description: A test subject that has escaped from the experimental facility of a corporation or
pharmaceutical company aware of Awakened. Or, someone who has escaped after being condemned
for a crime. Fugitives acquire the [On the Run] [Trait], and gain the following [Items].
[On the Run]
Effect: +2 to the result of {Agility} checks, and +2 to the result of {Luck} checks.
[Item]
Safehouse (Rest Recovery Amount +1)
Bag
Change of Clothes
Witch's Cure (Recover 25)

Cover 2
----------------------------------------
Tochigami△
Description: Divine Souls that have become the god of a particular piece of land, due to various
circumstances. How they usually look varies, but there are some who have adapted to modern
society and appear as a human. Tochigami acquire the [Offerings of Faith] [Trait], and gain the
following [Items].
[Offerings of Faith]
Effect: During [Session Start], gain one [Item: Consumable] of [Cost: 200G] or less.
[Item]
Restful Domain (Rest Recovery Amount +10)
Spirit Transit (Can become invisible and travel as fast as a car)
Etherlight Emission (Ignore "dark place" penalties)

Mamorigami
Description: Mamorigami have sworn an oath with a particular clan or faction to protect that clan, a
certain area, or some matter entirely, in exchange for worship. Mamorigami acquire the [Protecting
God] [Trait], and gain the following [Items].
[Protecting God]
Effect: +2 to the result of {Agility} and {Will} checks.
[Item]
Restful Domain (Rest Recovery Amount +10)
Spirit Transit (Can become invisible and travel as fast as a car)
Aura Sense (+1 to the result of [Sense])

Daiyoukai
Description: A powerful youkai that has reached the level of a Divine Soul. They are in truth a plant
or animal that has lived a very long time. Daiyoukai acquire the [Higher Being] [Trait], and gain the
following [Items].
[Higher Being]
Effect: +2 to the result of {Strength} and {Intellect} checks.
[Item]
Restful Domain (Rest Recovery Amount +10)
Spirit Transit (Can become invisible and travel as fast as a car)
Swelling Power (Render Innocents unconscious)

Avatar
Description: A being that experienced many things over its long years, and gained divinity thereby.
They are in truth a machine, tool, or other non-living matter that has existed for a very long time.
Avatars acquire the [Perpetual Existence] [Trait], and gain the following [Items].
[Perpetual Existence]
Effect: +2 to the result of {Intellect} and {Luck} checks.
[Item]
Restful Domain (Rest Recovery Amount +10)
Spirit Transit (Can become invisible and travel as fast as a car)
Aura Sense (+1 to the result of [Sense])

Imaginary Being
Description: Though lingering in books and legends, these Divine Souls are urban legends or
enigmatic beings that do not actually exist. Imaginary Beings acquire the [Imaginary Power] [Trait],
and gain the following [Items].
[Imaginary Power]
Effect: +1 to the result of {Strength} {Agility} {Intellect} and {Luck} checks.
[Item]
Restful Domain (Rest Recovery Amount +10)
Spirit Transit (Can become invisible and travel as fast as a car)
Swelling Power (Render Innocents unconscious)

Original
(Same as PDF)

Cover 3
----------------------------------------
Hero
Description: Once upon a time, a hero known throughout history, or in myths. This Cover is for
noble rulers and knights, and legendary warriors and swordsmen. Heroes acquire the [Incredible
Valor] [Trait], and gain the following [Items].
[Incredible Valor]
Effect: +3 to the result of {Strength} checks.
[Item]
Restful Domain (Rest Recovery Amount +10)
Spirit Transit (Can become invisible and travel as fast as a car)
Swelling Power (Render Innocents unconscious)

Leader
Description: Once upon a time, a charismatic leader that lead people, known throughout history and
in myths. This Cover is for kings said to be wise rulers, or the founders of religious sects. Leaders
acquire the [Charisma] [Trait], and gain the following [Items].
[Charisma]
Effect: +3 to the result of {Will} checks.
[Item]
Restful Domain (Rest Recovery Amount +10)
Spirit Transit (Can become invisible and travel as fast as a car)
Swelling Power (Render Innocents unconscious)

Warlord
Description: Once upon a time, a warrior or general who could boast of their awe-inspiring victories
in history and legend. This Cover is for legendary commanders who left their mark in history, or
heroes who saved entire countries. Warlords acquire the [Otherworldly Tactics] [Trait], and gain the
following [Items].
[Otherworldly Tactics]
Effect: +3 to the result of {Luck} checks.
[Item]
Restful Domain (Rest Recovery Amount +10)
Spirit Transit (Can become invisible and travel as fast as a car)
Aura Sense (+1 to the result of [Sense])

Arch-Wizard
Description: Once upon a time, a warlock or Magus who appeared in history or myth, wielding
powerful magecraft or sorcery. This Cover is for practitioners who wielded divine powers, or
prophets. Arch-Wizards acquire the [Sorcerous Wisdom] [Trait], and gain the following [Items].
[Sorcerous Wisdom]
Effect: +3 to the result of {Intellect} checks.
[Item]
Restful Domain (Rest Recovery Amount +10)
Spirit Transit (Can become invisible and travel as fast as a car)
Etherlight Emission (Ignores "dark place" penalties)

Monster
Description: Beings that were spoken of as monsters in legends. This Cover is for guardians of holy
sites, and demons, beasts, and heroes treated as monsters. Monsters acquire the [Sign of the Beast]
[Trait], and gain the following [Items].
[Sign of the Beast]
Effect: +3 to the result of {Agility} checks.
[Item]
Restful Domain (Rest Recovery Amount +10)
Spirit Transit (Can become invisible and travel as fast as a car)
Swelling Power (Render Innocents unconscious)

Original
(Same as PDF)

=======================================================================
=========
Requiem for the Godsoul -- Items: Weapons [XP1Q]
=======================================================================
=========

Melee Weapons / Form: Swords [XP1Q-1]


----------------------------------------
■ Defensive Sword
Restrict : None
Mode : One Hand
ACC : None
PD : +2
INIT : -1
Cost : 500G
[Form: Sword / Range: Engaged / Target: 1#]. A short sword Artificial Regalia adapted for defense.
While [Equipped], +2 to [Armor].

■ Killing Dagger
Restrict : None
Mode : One Hand
ACC : None
PD : +4
INIT : -3
Cost : 500G
[Form: Sword / Range: Engaged / Target: 1#]. A unique dagger Artificial Regalia with a sinister-
looking blade. While [Equipped], gain +10 to [Physical Damage] dealt against Mononoke with "x#"
in their [Name].

■ Small Sword
Restrict : None
Mode : Switch Hand
ACC : None
PD : +3 / +4
INIT : -1 / None
Cost : 1,000G
[Form: Sword / Range: Engaged / Target: 1#]. A thrusting blade or saber-type Artificial Regalia.
While [Equipped], the [Target] of the user's [Physical Attack] reduces their [Armor] by 5 (to a
minimum of 0).

■ Goumaken
Restrict : Martial
Mode : Switch Hand
ACC : None
PD : +6 / +7
INIT : -4 / -3
Cost : 1,000G
[Form: Sword / Range: Engaged / Target: 1#]. A long, sharp switch hand sword-type Artificial
Regalia. While [Equipped], once per combat, when making a [Physical Attack], gain +1 [Physical
Rank].

■ Creation Blade
Restrict : Elemental Adept
Mode : Two Hands
ACC : None
PD : +7
INIT : -4
Cost : 1,500G
[Form: Sword / Range: Engaged / Target: 1#]. An odachi Artificial Regalia with a transparent blade.
While [Equipped], when bestowed with an [Element] due to the effect of a Talent, gain +3 at
[Damage Calculation].

■ Giant Sword
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +9
INIT : -6
Cost : 1,500G
[Form: Sword / Range: Engaged / Target: 1#]. A massive two-handed sword Artificial Regalia like a
mass of iron. While [Equipped], once per combat, gain +5 [Armor].

■ Ancient Sword
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +7
INIT : None
Cost : 3,000G
[Form: Sword / Range: Engaged / Target: 1#]. A long sword or odachi-type Artificial Regalia once
possessed by a legendary knight or samurai. While [Equipped], once per combat, make 1x [Weapon
Attack] after [Damage Calculation].

■ Zantetsu
Restrict : Arc Slayer
Mode : Two Hands
ACC : None
PD : +9
INIT : None
Cost : 3000G
[Form: Sword / Range: Engaged / Target: 1#]. An odachi Artificial Regalia that displays incredible
cleaving power. While [Equipped], wielder may destroy any [Obstacle] they deal at least 1 point of
[Physical Damage] to.

<----- Arms System :: Additional Effects / Form: Sword ----->

◇ Spirit Draw
Cost: 1,500G / Trade: 2
Erupting with highly pressurized spirit energy, you execute a draw with divine speed.
While the [Weapon] is [Equipped], once per round, gain +1 to the result of {Accuracy} checks.

◇ Spirit Cleave
Cost: 1,500G / Trade: 2
Filling the blade with spirit energy at the moment of impact, you temporarily enhance its sharpness.
While the [Weapon] is [Equipped], once per combat, when making a [Physical Attack], gain +1
[Physical Rank].

Melee Weapons / Form: Spear [XP1Q-2]


----------------------------------------
■ Dokkosho
Restrict : None
Mode : One Hand
ACC : None
PD : +2
INIT : -2
Cost : 300G
[Form: Spear / Range: Engaged / Target: 1#]. A spear Artificial Regalia in the shape of a Buddhist
tool. While [Equipped], when making [Attack Actions] against [Class: Chaos], gain +1 [Rank].

■ Strengthened Sai
Restrict : None
Mode : One Hand
ACC : None
PD : +3
INIT : -3
Cost : 300G
[Form: Spear / Range: Engaged / Target: 1#]. A sai-type Artificial Regalia. While [Equipped],
[Targets] of the user's [Physical Attacks] reduce their [Armor] by 3 (to a minimum of 0).

■ Mancatcher Fork
Restrict : None
Mode : Switch Hand
ACC : None
PD : +3 / +4
INIT : -5 / -4
Cost : 800G
[Form: Spear / Range: Engaged / Target: 1#]. A spear-type Artificial Regalia with a crescent moon
shape at its tip. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 1 Sq.
([Engaged] becomes 2 Sq., [Charge 2 Sq.] becomes [Charge 3 Sq.], etc).

■ Zanbaken
Restrict : Martial
Mode : Switch Hand
ACC : None
PD : +4 / +5
INIT : -2 / -1
Cost : 800G
[Form: Spear / Range: Engaged / Target: 1#]. An Artificial Regalia with a long and wide blade.
While [Equipped], once per combat, when making a [Physical Attack], gain +1 [Physical Rank].

■ Long-Haft Weapon
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +3
INIT : -2
Cost : 1,200G
[Form: Spear / Range: Engaged / Target: 1#]. A long-handled weapon Artificial Regalia, which can
be installed with a variety of functions. While [Equipped], gain +5 [Armor].

■ Double Hooked Spear


Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : +4
INIT : -3
Cost : 1,200G
[Form: Spear / Range: Engaged / Target: 1#]. A spear-type Artificial Regalia where the spearhead is
a cross-shaped blade. While [Equipped], once per round, the [Target] of the user's [Physical Attack]
reduces the result of their {Evasion} check by 2.

■ Glaive
Restrict : None
Mode : Two Hands
ACC : +1
PD : +6
INIT : -1
Cost : 2,800G
[Form: Spear / Range: Engaged / Target: 1#]. An Artificial Regalia topped with a wide blade. While
[Equipped], increase the [Target] of the user's [Physical Attacks] by +1#.

■ Goumasou
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +7
INIT : -2
Cost : 2,800G
[Form: Spear / Range: Engaged / Target: 1#]. A masterwork heavy and sturdy spear that has been
Artificial Regaliaized. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 2
Sq ([Engaged] becomes 3 Sq., [Charge 2 Sq.] becomes [Charge 4 Sq.]).

<----- Arms System :: Additional Effects / Form: Spear ----->

◇ Spirit Vortex
The weapon is wreathed in spirit energy, and when you launch your strike with this added twist, it
pierces through armor.
Cost: 1,500G / Trade: 2
While the [Weapon] is [Equipped], once per combat, the [Target] of the user's [Physical Attack]
[Halves] their [Armor].

◇ Swirling Defense
Cost: 1,500G / Trade: 2
You defend against attacks while spinning the weapon as it's wreathed in spirit energy.
While the [Weapon] is [Equipped], once per combat, increase the result of the user's [Reaction
Check] by 2.

Melee Weapons / Form: Axe [XP1Q-3]


----------------------------------------
■ Sickle
Restrict : None
Mode : One Hand
ACC : None
PD : +3
INIT : -2
Cost : 600G
[Form: Axe / Range: Engaged / Target: 1#]. A one-handed scythe-type Artificial Regalia. While
[Equipped], once per round, gain +1 modifier to result of {Accuracy} checks.

■ Nata
Restrict : None
Mode : One Hand
ACC : None
PD : +4
INIT : -3
Cost : 600G
[Form: Axe / Range: Engaged / Target: 1#]. A nata-type Artificial Regalia. While [Equipped], once
per combat, while making a [Physical Attack], gain +1 [Physical Rank].

■ Machete
Restrict : None
Mode : Switch Hand
ACC : -1
PD : +5 / +6
INIT : -2 / -1
Cost : 1,200G
[Form: Axe / Range: Engaged / Target: 1#]. A type of Artificial Regalia patterned after a forestry
knife. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 1 Sq. ([Engaged]
becomes 2 Sq., [Charge 2 Sq.] becomes [Charge 3 Sq.])

■ Harpe
Restrict : None
Mode : Switch Hand
ACC : -1
PD : +6 / +7
INIT : -3 / -2
Cost : 1,200G
[Form: Axe / Range: Engaged / Target: 1#]. An Artificial Regalia that combines a sword and a
sickle. While [Equipped], once per round, the [Target] of the user's [Physical Attack] reduces the
result of their {Evasion} check by 1.

■ Spirit Buzzsaw
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +6
INIT : -5
Cost : 1,800G
[Form: Axe / Range: Engaged / Target: 1#]. A buzzsaw-type Artificial Regalia that is powered by
spirit energy. While [Equipped], the [Target] of the user's [Physical Attack] reduces their [Armor]
by 3 (to a minimum of 0).

■ Chainsaw
Restrict : Martial
Mode : Two Hands
ACC : -1
PD : +7
INIT : -4
Cost : 1,800G
[Form: Axe / Range: Engaged / Target: 1#]. A chainsaw-type Artificial Regalia. While [Equipped],
once per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].

■ Banishing Chainsaw
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +11
INIT : -2
Cost : 3,800G
[Form: Axe / Range: Engaged / Target: 1#]. A chainsaw-type Artificial Regalia with a pure white
blade that holds the power to slay evil. While [Equipped], once per combat, the [Target] of the
user's [Physical Attack] [Halves] their [Armor].

■ Battle Axe
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +13
INIT : -3
Cost : 5,500G
[Form: Axe / Range: Engaged / Target: 1#]. A huge axe Artificial Regalia, designed for combat.
While [Equipped], gain +2 to [Armor] and [Barrier].

<----- Arms System :: Additional Effects / Form: Axe ----->

◇ Spirit Cleave
Cost: 1,500G / Trade: 2
Filling the blade with spirit energy at the moment of impact, you temporarily enhance its sharpness.
While the [Weapon] is [Equipped], once per combat, when making a [Physical Attack], gain +1
[Physical Rank].

◇ Shielding Blade
Cost: 1,500G / Trade: 2
Special modifications have been applied to the blade of the weapon, allowing it to provide a sturdy
defense for a moment.
While [Equipped], once per combat, gain +5 to [Armor].

Melee Weapons / Form: Hammer [XP1Q-4]


----------------------------------------
■ Chain
Restrict : None
Mode : One Hand
ACC : None
PD : +2
INIT : -1
Cost : 400G
[Form: Hammer / Range: Engaged / Target: 1#]. A length of chain that is an Artificial Regalia.
While [Equipped], by spending 1x [Prep], can make a [Ranged Attack], changing the
[Range/Target] of the [Physical Attack] to [6 Sq./1#].

■ Knuckle Duster
Restrict : None
Mode : One Hand
ACC : None
PD : +3
INIT : -2
Cost : 400G
[Form: Hammer / Range: Engaged / Target: 1#]. A set of metal rings made into an Artificial Regalia,
worn on the hand and strengthened for striking. While [Equipped], treat as though [Equipped] with
[Unarmed].

■ Nunchaku
Restrict : Martial・Utility
Mode : Switch Hand
ACC : None
PD : +2 / +3
INIT : None / +1
Cost : 700G
[Form: Hammer / Range: Engaged / Target: 1#]. An Artificial Regalia that appears as metal rods
joined by a length of chain. While [Equipped], increase the [Target] of the user's [Physical Attack]
by 1#. Also, treat as though [Equipped] with [Unarmed].

■ Wrecking Ball
Restrict : Martial・Utility
Mode : Switch Hand
ACC : None
PD : +5 / +6
INIT : -3 / -2
Cost : 700G
[Form: Hammer / Range: Engaged / Target: 1#]. An Artificial Regalia that combines an iron ball
with a chain. While [Equipped], by spending 1x [Prep], can make a [Ranged Attack], changing the
[Range/Target] of the [Physical Attack] to [5 Sq./1#].

■ Spirit Baton
Restrict : Martial・Utility
Mode : Two Hands
ACC : None
PD : +6
INIT : -5
Cost : 1,300G
[Form: Hammer / Range: Engaged / Target: 1#]. A large extendable baton Artificial Regalia with a
sharpened tip. When charged with spirit energy, it glows. While [Equipped], the [Target] of the
user's [Physical Attack] reduces their [Armor] by 5 (to a minimum of 0).

■ Battle Hammer
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +8
INIT : -7
Cost : 1,300G
[Form: Hammer / Range: Engaged / Target: 1#]. A hammer Artificial Regalia designed for combat,
with a huge hammerhead. While [Equipped], once per combat, make 1x [Weapon Attack] against
[Range: Engaged / Target: 1#] that performed [Damage Calculation].

■ Arm Guard
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +7
INIT : -3
Cost : 3,400G
[Form: Hammer / Range: Engaged / Target: 1#]. An Artificial Regalia that, when equipped to both
arms and legs, aids with both offense and defense. While [Equipped], treat as though [Equipped]
with [Unarmed], and gain +2 [Armor].

■ Improvised Weapon
Restrict : God Hand
Mode : Two Hands
ACC : None
PD : +8
INIT : -2
Cost : Unsellable
[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».
While [Equipped], treat as though [Unarmed]. This [Weapon] cannot have the [Arms System]
applied to it, and is lost when [Combat Ends].

<----- Arms System :: Additional Effects / Form: Hammer ----->

◇ Spirit Propulsion
Cost: 1500G / Trade: 2
This weapon helps its wielder close gaps with a function that erupts with spirit energy like a rocket.
While [Equipped], once per combat, change the [Range] of the user's [Physical Attacks] to [Charge
4 Sq.]

◇ Spirit Receptor
Cost: 1500G / Trade: 2
This weapon can gain anti-magical defenses by sheathing itself in congealed spirit energy.
While [Equipped], once per combat, gain +5 [Barrier].

Ranged Weapons / Form: Ranged [XP1Q-5]


----------------------------------------
■ ※Enhanced Handgun
Restrict : None
Mode : One Hand
ACC : None
PD : (3)
INIT : -2
Cost : 500G
[Range: 6 Sq. / Target: 1#]. A handgun-style Artificial Regalia that has unique modifications
installed, allowing it to bestow bullets with spirit energy. While [Equipped], once per combat, when
making a [Physical Attack], gain +1 [Rank].

■ Bound Steed
Restrict : Contractor
Mode : Two Hands
ACC : -1
PD : +5
INIT : -3
Cost : 1,000G
[Range: Charge 4 Sq. / Target: 1#]. A bound steed that formed a contract and was summoned. It can
have a variety of appearances. While [Equipped], the user is able to make [Ranged Attacks] and
[Magical Attacks] after [Combat Moves].

■ Enhanced Bound Steed


Restrict : Contractor
Mode : Two Hands
ACC : None
PD : +6
INIT : -5
Cost : 1,500G
[Range: Charge 5 Sq. / Target: 1#]. A bound steed that was summoned due to an even stronger
contract. While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after
[Combat Moves]. Also, once per round, the [Target] of the user's [Physical Attack] reduce their
{Evasion} check by 1.

■ Hunting Bow
Restrict : Dark Hunter
Mode : Two Hands
ACC : +1
PD : +4
INIT : -5
Cost : 1,500G
[Range: 10 Sq. / Target: 1#]. A long bow Artificial Regalia designed for power. While [Equipped],
by spending 1x [Start] and 1x [Prep], for the rest of that round, when making [Attack Actions], gain
+1 [Rank].

■ Spirit Assassin Tools


Restrict : Martial
Mode : Two Hands
ACC : None
PD : +4
INIT : -2
Cost : 2,000G
[Range: {Strength} Sq. / Target: 1#]. Assassin tool Artificial Regalia that come in a variety of
forms. While [Equipped], treat as though [Equipped] with [Unarmed]. Also, when this [Weapon] is
thrown, it does not become unavailable.

■ Elite Bound Steed


Restrict : Contractor
Mode : Two Hands
ACC : None
PD : +7
INIT : -4
Cost : 2,500G
[Range: Charge 5 Sq. / Target: 1#]. A special bound steed summoned through a high level contract.
While [Equipped], the user is able to make [Ranged Attacks] and [Magical Attacks] after [Combat
Moves]. Also, gain +10 to [Physical Damage] dealt to Mononoke with "x#" written in their [Name].

■ Dragon Drive
Restrict : Martial・Utility
Mode : Two Hands
ACC : None
PD : +6
INIT : +4
Cost : 4,000G
[Range: Charge 6 Sq. / Target: 1#]. A special combat motorcycle for anti-divinity combat, under
development by B.E.G. and Far East Heavy Industries. While [Equipped], the user is able to make
[Ranged Attacks] and [Magical Attacks] after [Combat Moves].

■ Divine Bound Steed


Restrict : Contractor
Mode : Two Hands
ACC : None
PD : +7
INIT : +3
Cost : 4,000G
[Range: Charge 6 Sq. / Target: 1#]. A high level bound steed summoned due to a special contract.
This being is akin to a god. While [Equipped], the user is able to make [Ranged Attacks] and
[Magical Attacks] after [Combat Moves]. Also, once per combat, make 1x [Weapon Attack] after
[Damage Calculation].

<----- Arms System :: Additional Effects / Form: Ranged ----->

◇ Unique Tracking
Cost: 1500G / Trade: 2
A tracking function added to ranged weapons.
While the [Weapon] is [Equipped], once per combat, the [Target] of the user's [Physical Attack]
reduces the result of their [Reactive Check] by 2.

◇ Empathic Spirit
Cost: 1500G / Trade: 2
May only be added to [Restrict: Contractor] items. The bound steed synchronizes its spirit energy
with its rider.
While the [Weapon] is [Equipped], once per combat, may add or subtract 1 to any one [Spirit] die
(may not go above 6 or below 1).

Magical Weapon / Form: Magic [XP1Q-6]


----------------------------------------
■ Spell Tags
Restrict : Elder Mage
Mode : One Hand
CNJ : None
MD : +3
INIT : -2
Cost : 1,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 1]. A bundle of
tags with spells written on them. Pull a couple off and throw them. While [Equipped], once per
combat, increase the [Target] of the user's [Magical Attacks] by 1#.

■ Spirit Instrument
Restrict : Divine Talker
Mode : Switch Hand
CNJ : None
MD : +4 / +5
INIT : -2 / -1
Cost : 1,500G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: Wind / Rank: 2]. A musical
instrument Artificial Regalia that enhances the power of kotodama, the soul of words. While
[Equipped], once per combat, change one [Spirit] die to "3".

■ Unique Bound Steed


Restrict : Contractor
Mode : Two Hands
CNJ : None
MD : +4
INIT : -2
Cost : 1,500G
[Magical Attack / Range: Charge 4 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A
unique bound steed, its whole body wreathed in spirit energy. While [Equipped], the user is able to
make [Ranged Attacks] and [Magical Attacks] after [Combat Moves].

■ Magic Gun
Restrict : Contractor
Mode : Switch Hand
CNJ : None
MD : +4 / +5
INIT : -3 / -2
Cost : 2,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A handgun-
type Artificial Regalia that fires spirit energy. By shooting their own spirit energy out, it excites
spirit circulation, aiding magecraft and summoning. While [Equipped], [Bound Primals] gain a
+1d6 modifier to the [Damage Calculation] of their [Attack Actions].

■ Advanced Spell Tags


Restrict : Arcane
Mode : Two Hands
CNJ : None
MD : +5
INIT : -3
Cost : 2,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A bundle of
tags inscribed with advanced spells. Pull a couple off and throw them. While [Equipped], once per
combat, increase the [Target] of the user's [Magical Attacks] by 1#.

■ Kotodama Bow
Restrict : Divine Talker
Mode : Two Hands
CNJ : None
MD : +5
INIT : -2
Cost : 2,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: Light / Rank: 2]. A catalpa
bow Artificial Regalia specialized in exorcism. While [Equipped], the user is able to make [Ranged
Attacks] and [Magical Attacks] after [Combat Moves]. Also, once per combat, the [Target] of the
user's [Magical Attack] [Halves] their [Barrier].

■ Summoning Smartgun
Restrict : Contractor
Mode : Two Hands
CNJ : None
MD : +6
INIT : -2
Cost : 3,000G
[Magical Attack / Range: 10 Sq. / Target: 1# / Resist: Cancel / Element: Shock / Rank: 2]. A spirit
gun equipped with cyber functions. While [Equipped], treat as though [Equipped] with a [Restrict:
Digital Sorcerer] [Item], and [Bound Primals] gain a +1d6 modifier to the [Damage Calculation] of
their [Attack Actions].

■ Rare Bound Steed


Restrict : Contractor
Mode : Two Hands
CNJ : None
MD : +7
INIT : -3
Cost : 3,000G
[Magical Attack / Range: Charge 5 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A
rare bound steed, its entire body spirit energy. While [Equipped], the user is able to make [Ranged
Attacks] and [Magical Attacks] after [Combat Moves]. Also, once per combat, the [Target] of the
user's [Magical Attack] [Halves] their [Barrier].

<----- Arms System :: Additional Effects / Form: Magic ----->

◇ Spirit Blast
Cost: 1500G / Trade: 2
Causing an explosion at the moment of a spell's impact, its power is enhanced.
While the [Weapon] is [Equipped], once per combat, when making a [Magical Attack], gain +1
[Magical Rank].

◇ Hinder Resist
Cost: 1500G / Trade: 2
Activating unique spells, an opponent's resistance is hindered.
While the [Weapon] is [Equipped], once per combat, the [Target] of the user's [Magical Attack]
reduces the result of their {Resist} check by 2.

=======================================================================
=========
Requiem for the Godsoul -- Item: Protectors, Accessories, Gear, Consumables [XP1R]
=======================================================================
=========

Protectors/Form: Suit [XP1R-1]


----------------------------------------
Scion Battle Wear
Restrict : Scion
EVA : +1
INIT : -2
Armor : +4
Barrier : None
Cost : 4,000G
A stylish coat or suit modified into a powerful Artificial Regalia. As armor customized for Scions
and designed for physical combat, it's easy to tell at a glance that Godhunters who wear this mean
business.

Royal Gothic
Restrict : Darkstalker
EVA : None
INIT : +1
Armor : +1
Barrier : +2
Cost : 4,000G
A black hat, coat, top and bottom suits, and skirts. An Artificial Regalia fashioned after gothic
fashion and customized for Darkstalkers. A luxurious masterwork created using special etherdown
and Fool's Gold threads, a person will exude elegance just by wearing it.

Ethereal Cloth of the Daiyoukai


Restrict : Hanyou
EVA : None
INIT : +3
Armor : +1
Barrier : None
Cost : 4,000G
A vest or jacket Artificial Regalia created by weaving together a lavish amount of valuable
etherdown that once clad a daiyoukai, a great mythical creature. It can only be worn by those who
have inherited the blood of youkai, but when it is worn, that person will move like the wind.

Coat of Truth
Restrict : Magus
EVA : None
INIT : -1
Armor : +5
Barrier : None
Cost : 4,000G
A coat or robe Artificial Regalia customized for Magi, with magic circles inscribed on its interior. It
is a luxury item that will not permit anyone to wear it unless they are a Magus, and it accels in
physical defense, which is often a Magus's weak point.

Dragon Scale Shroud


Restrict : Dragon Lord
EVA : None
INIT : -2
Armor : +3
Barrier : +3
Cost : 4,000G
A rare scale mail-type Artificial Regalia made up of interlocking scales like jewels. It is armor
customized for Dragon Lords, which is as thin as a t-shirt, and can be worn under clothes. Though
from its slim profile one would not guess it, it offers sturdy defense.
Ancient Armor
Restrict : Heroic Spirit
EVA : None
INIT : -2
Armor : +4
Barrier : +2
Cost : 4,000G
Armor contempory to when a Heroic Spirit lived, or clothes that became armor by being infused
with spirit energy. It's said that only heroes may wear this supremely sturdy armor.

Divine Robe
Restrict : Divine Soul
EVA : None
INIT : +1
Armor : None
Barrier : +3
Cost : 4,000G
A robe, ceremonial dress, shirabyoshi or suikan, worn by gods. They are favored by high-ranking
tochigami and daiyoukai who have regained power. It is a sacramental masterwork believed only to
be worn by superb Divine Souls.

Hyper Grapple Suit


Restrict : God Hand
EVA : +1
INIT : +2
Armor : +1
Barrier : +1
Cost : 5,000G
A training uniform modified into an Artificial Regalia. They come in a variety of forms, such as
karate gi and wrestling tights. It's said to be something that cannot be worn carelessly.

Sacramental Leather Jumpsuit


Restrict : Contractor
EVA : None
INIT : +1
Armor : +3
Barrier : +2
Cost : 5,000G
Mononoke leather processed into riding leathers, then additionally modified into an Artificial
Regalia. It's easier to move in than it looks, and if worn by an expert Contractor, it's said they can
become one with the wind.

Kotodama Vestment
Restrict : Divine Talker
EVA : None
INIT : None
Armor : +2
Barrier : +4
Cost : 5,000G
A Buddhist priest-style robe Artificial Regalia woven with incantations and truespeak as
embroidery. It boasts high defense against spells, an effect that's even said to be comparable to the
barrier over a temple or shrine.
Accessories [XP1R-2]
----------------------------------------
Sanskrit Ring
Slot : Hand
Cost : 300G
A ring or bracelet engraved with a special sanskrit character.
While [Equipped], gain a +1 modifier to [Physical Damage].

Wallet Chain
Slot : Lower
Cost : 300G
A chain constructed out of special silver links that adorns a wallet or similar item.
While [Equipped], gain a +1 modifier to [Magical Damage].

Divine Cloth
Slot : Hand・Lower・Upper
Cost : 500G
A sacramental cloth that reacts to the use of spirit energy by forming into giant limbs and providing
assistance.
While [Equipped], gain a +1 modifier to {Initiative} and [Barrier].

Aria Headphones
Slot : Head
Cost : 500G
A headphone-style Artificial Regalia installed with spell programs.
While [Equipped], treat as though [Equipped] with a [Restrict: Digital Sorcerer] [Item].

Summon Card
Slot : Hand
Cost : 1,000G
A card-style Artificial Regalia that holds the power to strengthen Bound Steeds and Bound Primals.
While [Equipped], gain a +3 modifier to [Attack Actions] using [Weapons] with [Range: Charge X
Sq.], or to the [Damage Calculation] of [Bound Primal] [Attack Actions].

Ashura Record
Slot : Lower
Cost : 1,000G
A sacramental ledger that contains the names and forms of summoned primals.
While [Equipped], the character is able to summon [Bound Primals] of one LV higher than their
[World Influence LV] (for example, if [World Influence LV: 1], then they can summon [LV: 2]
Mononoke).

Regalia Sheath
Slot : Lower・Upper
Cost : 1,000G
A sheath or holster designed for use with various Artificial Regalia forms.
While [Equipped], gain a +1 modifier to the result of [Active Checks].

Smart Glasses
Slot : Head
Cost : 1,500G
A wearable computer in the form of glasses or contact lenses.
While [Equipped], gain a +2 modifier to [Magical Damage], and treat as though [Equipped] with a
[Restrict: Digital Sorcerer] [Item].

Spirit Ball
Slot : Hand
Cost : 1,500G
A ball-style Artificial Regalia that holds the power to strengthen Bound Steeds and Bound Primals.
While [Equipped], gain a +1d6 modifier to [Attack Actions] using [Weapons] with [Range: Charge
X Sq.], or to the [Damage Calculation] of [Bound Primal] [Attack Actions].

Jet Shoes
Slot : Feet
Cost : 2,000G
High-tech shoes equipped with a spirit energy propulsion function.
While [Equipped], gain a +2 modifier to {Initiative} and to the [Speed] of [Combat Moves].

Consumables [XP1R-3]
----------------------------------------
Purity Salt
Use : Other
Cost : 50G
Salt that has been blessed. By casting it over an area, abnormal spirit energy can be sensed and
suppressed.
Use as [Range: Engaged / Target: 1#]. Gain a +2 modifier to [Sense].

Fire Sprite
Use : Other
Cost : 50G
A special pill that will burn brightly by consuming spirit energy. Even if it gets wet, it will still burn.
For the rest of the scene, [Range: Combat Zone / Target: Combat Zone] ignores "dark place"
penalties.

Potion x5
Use : Other
Cost : 50G
A spiritual drug refined from special herbs. It can be used to recover wounds by drinking it, or
dousing the wound with it.
Use as [Range: Engaged / Target: 1#]. The target [Recovers] 5 {HP}.

Greek Fire
Use : Other
Cost : 100G
A magical oil created with lost techniques.
Use as a [Weapon Attack] with [Ranged Attack / Range: 4 Sq. / Target: 1#]. Targets who fail at
{Evasion}, each [End], lose 5 {HP}. The target may spend 1x [Prep] to clear this effect.

Black Seal
Use : Other・Distortion
Cost : 100G
A unique card or strip of paper inscribed with a single verse from a grimoire. Use as a [Weapon
Attack] with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. Targets who fail at {Evasion}
take [Rank: 1] [Magical Damage]. If used during [Mend], [Engaged/1#] gains a +2 modifier to their
{Strength} check.

White Seal
Use : Other・Distortion
Cost : 100G
A unique card or strip of paper inscribed with a single verse from a holy book. Use as a [Weapon
Attack] with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. Targets who fail at {Evasion}
take [Shift: Darkness]. If used during [Mend], [Engaged/1#] gains a +2 modifier to their {Agility}
check.

Red Seal
Use : Other・Distortion
Cost : 100G
A unique card or strip of paper inscribed with a single verse of truespeak. Use as a [Weapon Attack]
with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. Targets who fail at {Evasion} take
[Shift: Fallen]. If used during [Mend], [Engaged/1#] gains a +2 modifier to their {Intellect} check.

Blue Seal
Use : Other
Cost : 100G
A unique card or strip of paper inscribed with a single verse from an unknown language. Use as a
[Weapon Attack] with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. Targets who fail at
{Evasion} take [Shift: Poison] (refer to the Rating Chart). If used during [Mend], [Engaged/1#]
gains a +2 modifier to their {Will} check.

Elemental Augment Drug


Use : Other
Cost : 500G
A magic drug that strengthens [Elements], which works by being spread over a weapon.
Use as [Range: Engaged / Target: 1#]. For the rest of the combat, when one [Equipped] [Weapon] is
bestowed with an [Element], the target gains +1 [Rank].

Rage Ether
Use : Other
Cost : 1,500G
A spiritual drug that renders one's body and mind invincible.
Use as [Range: User / Target: User]. For the rest of the combat, the target gains [Remove: Fallen・
Pain・Paralysis], but loses 5 {HP} each [Timing: End]. This effect may be cleared by spending 1x
[Prep].

Gear [XP1R-4]
----------------------------------------
Jade Genbu
Use : Other
Cost : 2,000G
A statue of Genbu made from jade that enhances your physical abilities just by having it.
Gain a +1 modifier to the result of {Strength} checks.
Sunstone Suzaku
Use : Other
Cost : 2,000G
A statue of Suzaku made from sunstone that enhances your tracking abilities and reflexes just by
having it.
Gain a +1 modifier to the result of {Agility} checks.

Moonstone Seiryu
Use : Other
Cost : 2,000G
A statue of Seiryu made from moonstone that enhances your intellect and memory recall just by
having it.
Gain a +1 modifier to the result of {Intellect} checks.

Quartz Byakko
Use : Other
Cost : 2,000G
A statue of Byakko made from quartz that makes you give off a good impression and enhances your
negotiation abilities just by having it.
Gain a +1 modifier to the result of {Will} checks.

Seastone Kouryuu
Use : Other
Cost : 2,000G
A statue of a golden dragon made from seastone that is able to manifest ill fortune just by having
it.
Gain a +1 modifier to the result of {Luck} checks.

Etherlight Emission
Use : Other
Cost : Unsellable
You emit spirit energy light from your whole body.
Ignore "dark place" penalties.

Aura Sense
Use : Other
Cost : Unsellable
As a half-souled being, you can acutely sense the flow of spirit energy.
Gain a +1 modifier to the result of [Sense] checks.

Swelling Power
Use : Other
Cost : Unsellable
Releasing a strong power through some means, you instantly render Innocents unconscious.
Innocents who are exposed to this effect only lose consciousness, not their memories.

Restful Domain
Use : Rest (Meal)
Cost : Unsellable
You rest within your spirit barrier by changing into a spirit body.
[Rest Recovery Amount] +10.
Spirit Transit
Use : Other
Cost : Unsellable
You can freely move about within your spirit barrier, invisible to Innocents, by becoming a spirit
body. Also, by transitioning between gaps in space, you are able to move at roughly the speed of an
automobile, taking up to about six people with you.

=======================================================================
=========
Requiem for the Godsoul -- GM Section: Special Episode Introductions [XP1S]
=======================================================================
=========

Those souls that become [Heroic Spirits], as well as [Divine Souls], which are akin to gods and
youkai, are beings disconnected from the ways of humans. As such, the [Episode Introductions] for
them should be different from those done from normal PCs. When the GM attempts to create their
own episode that contains PC [Heroic Spirits] and [Divine Souls], they should try to keep the
following examples in mind when creating the [Handouts] and [Episode Introductions] for those
characters.

Heroic Spirit Examples


----------------------------------------
In many cases, [Heroic Spirits] who protect the world are summoned in order to resolve a specific
supernatural incident. Therefore, the Goal for a [Heroic Spirit] should be something like, "Fulfill the
summoner's wishes," "Protect the world," "Defeat the Aramitama." For the [Ending], the scene
should go something like this: after resolving the incident, the [Heroic Spirit] receives a <Shard> as
payment, then is consumed in pale blue spirit energy light, and disappears, returning to the
memories of the world. However if there's a reason for it (such as when playing a campaign, maybe
the true enemy has yet to be defeated, or something like that), then there is nothing wrong with
having the [Heroic Spirit] linger in the modern world. Should that be the case, then the GM should
freely set and direct the [Ending] as they like, fitting it in with the rest of the episode.

For the [Handout] and [Episode Introduction] of a [Heroic Spirit], consider the following setups.

> Being Summoned


A collaborator or a Godhunter you call a friend places their bets on you, and summons you to the
modern world.
Goal: Fulfill the NPC's request.

> Save the Victim


An NPC involved in a supernatural incident happens upon a relic or book relevant to you (as an
example, the NPC's favorite character in a historical browser game they're fans of just so happens to
be the PC), and that becomes the impetus for you to materialize in the world, save the NPC from
their predicament, and from there be involved in the supernatural incident.
Goal: Protect the world (or similar).

> Revived for Revenge


Because the [Boss] appearing in this supernatural incident was once your nemesis, or is a revenant
that has become your bitter foe, you materialize to seek revenge, with the goal of striking them
down.
Goal: Defeat your nemesis.

> Already Summoned


Having been summoned previously and already being acclimated to the modern world, every day,
as it is your fondest wish to reach the <Promise of Ascension>, you hunt down Aramitama.
Goal: Defeat the Aramitama.

Divine Soul Examples


----------------------------------------
Generally, the tochigami, guardian deities, and daiyoukai friendly towards humans that become
[Divine Souls] will hear the plea of a human who was a victim of a supernatural incident, and then
in order to secure belief in themselves, the [Divine Soul] will work to resolve that incident. There,
the Goal of a [Divine Soul] will most often be something along the lines of, "Fulfill the wishes of
your faithful," "Protect the people," or "Fulfill your godly duties." For a [Divine Soul]'s [Ending],
the scene should be something like, the human who pleaded for the [Divine Soul]'s intervention in
the incident gives their thanks, and peace returns to the city. Ultimately, the GM should set and
direct the [Ending] for the [Divine Soul] as they like, according to the needs of the episode.

For the [Handout] and [Episode Introduction] of a [Divine Soul], consider the following setups.

> A Wish from the Faithful


Ordinarily, your faithful seek salvation when they are in need or become involved in a supernatural
incident somehow. For example, the relative of a person who cleans your shrine every day suddenly
goes missing.
Goal: Grant the wish of your follower.

> Connections
A tochigami or a youkai from another region that you're friends with, or even a Godhunter you like,
gets involved with a supernatural incident, and their minions or family, or the person themselves,
ask you for help or to rescue them.
Goal: Save your friend.

> Something Unusual in Your Lands


An abnormality arises in the land or leyline you control. You work to eliminate the source of that
abnormality and correct it.
Goal: Protect your lands.

COLUMN: Regarding the Number of Sanctum Purges in a Campaign


The following section has details regarding [Sanctum Purge] episodes. However, when playing a
campaign, it's good to limit [Sanctum Purge] episodes to 2 or 3 per campaign, so as not to
strengthen the PCs' [Weapons] more than is necessary.

=======================================================================
=========
Requiem for the Godsoul -- GM Section: Sanctum Purge Episodes [XP1T]
=======================================================================
=========
The PCs will take on a [Sanctum Purge] for a variety of reasons. The following will give advice on
the creation of [Sanctum Episodes], episodes which are exclusively [Sanctum Purges].
The Shape of Sanctum Episodes
----------------------------------------
Sanctum Episodes look like the following. For examples of each of the following items, please refer
to the [Sample Sanctum Episode] later in this book.

> Handout
The GM creates a single [Handout], shared across the entire party. The GM may also decide to
create individual [Handouts] for a [Sanctum Episode], if they want.

> Info, Episode Outline, Episode Setting, PC Creation


In a [Sanctum Episode], there does not need to be any [Info] (however there's nothing wrong with
having some). Episode Outline, Episode Setting, and PC Creation are the same as a normal episode.

> Truth, Appearing NPCs


The Episode Setting will serve as the Truth, so a separate Truth is not necessary. Appearing NPCs is
the same as a normal episode.

> Episode Introductions


If the [Handout] is shared across the entire party, then the [Episode Introduction] should also be
shared.

> Sanctum Map


Set up a [Sanctum Map] for the PCs to challenge. The GM decides the number of [Areas] and the
Maximum Limit (both mentioned below). Then, they write down which [Areas] are connected to
other [Areas] via which [Paths], and whether any [Sanctum Events] will occur. Though in general
there should be one [Sanctum Event] per [Area], the GM may add additional events, or even have
events occur in an Area after it has already been searched, as meets the needs of the episode. Also,
the GM may use the [General Sanctum Events] found later in this book, or create their own original
events.

> Ending
The [Ending] is also shared across the entire party.

Progession of Sanctum Purge


----------------------------------------
The GM progresses [Sanctum Purge] according to the rules found earlier in this book.

> Understanding Sanctum Purge


First, the GM should have a certain degree of understanding of the rules for [Sanctum Purge]. After
that, if possible, it's recommended to play through the Sample Sanctum Episode at the end of this
book, in order to get an understanding of what it's like to progress the session.

> Dedicated Sanctum Purge Episode


When creating a Sanctum Episode, it's fine to make it so that its entire focus is on the [Sanctum
Purge] itself. In normal episodes there are individual [Handouts] and [Episode Introductions], but as
the [Handout] is shared in a Sanctum Episode, only a single [Episode Introduction] takes place. For
an example of this, please refer to the "Sample Sanctum Episode" at the end of the book.

An NPC making a polite request of the PCs is a good trick to use when making this shared [Episode
Introduction]. No matter their reason, an NPC acting rude or high-handed when asking something
of the PCs can make the players feel agitated, which might lead to them refusing the request.
Therefore, try to have the NPCs give reasons such as, they trust the PCs, or feel a strong friendship
with them, or are relying on them for help.

For the shared [Handout] and [Episode Introduction] of a Sanctum Episode, consider the following
setups.

* The PCs get a request from an old friend


The PCs get a call from an old friend--whether a tochigami, youkai, Godhunter, or collaborator--
informing them of an urgent situation, and are asked to undertake a [Sanctum Purge].

* An alliance of factions
A [Sanctum] has been proven to be the cause of a supernatural incident, and several factions join
together to collaborate against it, forming a team comprised of several ace Godhunters--who are of
course the PCs, who then undertake the [Sanctum Purge].

* PCs band together


The PCs, already being friends, search for a [Sanctum Purge] request in order to strengthen their
Artificial Regalia, and then undertake it. These requests typically take the form of the client being a
tochigami who had their [Sanctum] stolen by an Aramitama, or a collaborator or Godhunter who
has pinned down an evil Mononoke in their lair.

Number of Areas
----------------------------------------
When creating a Sanctum Episode, the number of [Areas] for the [Sanctum Map] is decided in
advance. A minimum of six [Areas] and a maximum of 8 is suggested. If any player is
inexperienced with the game, stick to having only six [Areas] for the [Sanctum Map].

Also, make certain there is an [Entrance Area], a [Exit Area], and a [Final Area].

Maximum Limit
----------------------------------------
The maximum [Limit] until [Sanctum Crisis] occurs is determined from the number of [Areas]
chosen. If this is the players' first attempt at a Sanctum, it's adviseable to set the difficulty at "Easy."
(These are calculated from having 6 [Areas]).

Make certain NOT to disclose the maximum [Limit] to PCs.

(Difficulty - Maximum)
Easy - 45
Normal - 40
Hard - 35

Calculating Maximum
----------------------------------------
If the GM is creating a [Sanctum Map] for an original Sanctum episode, calculate the maximum
[Limit] in the following manner.

◎ Each [Area] x 5
◎ Each [Distortion] x 4
◎ Each [Sanctum Event: Combat] x 3
◎ Any modifiers the GM decides on

(For example, if you have a Sanctum with 6 Areas, two Distortions, and two Combats, then the
maximum Limit would be 44. Note that the above 'difficulties' are set for the Sample Sanctum
Episode. If you want to make it easier on your players, increase the maximum Limit you just
calculated by around 5. If you want to make it more difficult, decrease it by 5 instead.)

Rewards
----------------------------------------
When the PCs undertake a [Sanctum Purge] request, there are cases where they will receive
compensation from the client. The GM should prepare a reward as follows, according to who the
client is, and then give it to the PCs. The GM may give any kind of reward, the following is just a
guideline. For example, an event item the GM creates themselves, or a particular rare [Material]
(the effect of which is determined as per the random charts in the base book).

> Reward Guidelines

* Godhunters & Collaborators


If the client is a Godhunter or collaborator, then the reward typically comes in the form of <Fool's
Gold>. PCs are paid in the following fashion according to the average [World Influence LV] of the
group, with each PC receiving the listed amount.

World Influence LV | Advance | On Success


-------------------+---------+-----------
1~2 | 300G | 1,000G
3~4 | 500G | 1,500G
5~6 | 1,000G | 2,000G
7~8 | 1,500G | 3,000G
9+ | 2,000G | 4,000G

* Mononoke & Tochigami


If the client is a Mononoke or tochigami, then the reward typically comes in the form of multiple
[Materials] called <Treasures>. PCs are given [Materials] in the following fashion according to the
average [World Influence LV] of the group, with each PC receiving the listed amount. Note that all
of these [Materials] have [Effect: None].

World Influence LV | Advance | On Success


-------------------+-----------------+-----------
1~2 | (Potency 1) x 1 | (Potency 2) x 1
3~4 | (Potency 1) x 1 | (Potency 2) x 2
5~6 | (Potency 1) x 2 | (Potency 2) x 2
7~8 | (Potency 1) x 2 | (Potency 3) x 2
9+ | (Potency 1) x 3 | (Potency 3) x 2

=======================================================================
=========
Requiem for the Godsoul -- GM Section: General Sanctum Events [XP1U]
=======================================================================
=========

Reading a Sanctum Event


----------------------------------------
[General Sanctum Events] can be found starting on the next page. Before that is an explanation on
how to read the fields of [General Sanctum Events].

> Number "Title"


The number and title of a General Sanctum Event so that GMs can note them down for their
original episodes. This is the only field that is not told to the players.

> Narration
The narration of the [Sanctum Event]. Read this field aloud to the PCs, then after that the contents
of the [Avoid] and [Confront] fields (as well as the Check Success and Check Failure fields), then
allow the PCs to decide what to do.

> [Avoid]
This note whether or not the [Sanctum Event] may be avoided.

> [Confront]
This notes the action or [Maneuver] that should be done if the PCs choose to [Confront] the
[Sanctum Event]. Make sure to tell the PCs that they are allowed to use [Use: Distortion] [Items] for
the check.

> Check Success & Check Failure


This notes the effect that occurs when the [Check] for the [Sanctum Event] either fails or succeeds.
Each effect occurs to the targets listed on the following table. Note that in this case, when the
[Scene Player] rolls on the [Acquire Material Chart], that EACH PC in the party gains one of that
[Material]. For example, if [Material: PD+2 (Value: 1,000G)] is rolled, then a number of that
[Material] equal to the number of PCs is obtained.

Effect | Target
-------------------------+----------------
[Limit] | Current [Limit]
{HP} or {Crest} | All PCs
[Items] or [G] | All PCs
[Acquire Material Chart] | Unique

=======================================================================
=========
Requiem for the Godsoul -- GM Section: Event List [XP1V]
=======================================================================
=========
#1 "Vortex of Miasma"

Narration - You arrive in the [Area], a dreary, barren place. As you look, the area slowly becomes
shrouded in an eerie fog. It proves to be no ordinary fog, however, but rather a thing which
transforms stagnant spirit energy into a cursed poison--in other words, a miasma! Breathing it in
will at best bring a world of pain. All you can do is hold your breath, shroud yourself in spirit
energy, and charge on through!
[Avoid]: No
[Confront]: [Difficulty: 15] {Strength} or [Maneuver: Fortitude]
Check Success → No Effect
Check Failure → Lose 3d6 {HP}

----------------------------------------

#2 "Submerged Area"

Narration - You arrive in the [Area], a place that looks as though it is unnaturally submerged in
water. A strong glow of etherlight emits from the water's surface. However, it seems as though the
path out of here is underwater. It seems the only way forward is to dive down.

[Avoid]: No
[Confront]: [Difficulty: 13] {Strength} or [Maneuver: Swimming]
Check Success → No Effect
Check Failure → Lose 1d6 {HP}

----------------------------------------

#3 "Aim High"

Narration - You arrive in the [Area], a strange place where tall structures crowd together. While
making your way across with a careful eye on your surroundings, suddenly, you feel a slight
spiritual power. Apparently, something is at the very top of these structures.

[Avoid]: Yes
[Confront]: [Difficulty: 14] {Strength} or [Maneuver: Climb]
Check Success → Roll once on the [Acquire Material Chart], and gain that [Material].
Check Failure → Lose 2d6 {HP}

----------------------------------------

#4 "The True Path"

Narration - You arrive in the [Area], an eerie place where the walls are covered in strange patterns.
As you look, a path seems to come to a dead end. A sinister feeling wafts off the patterns on the
walls there... What will you do? Will you search around?

[Avoid]: Yes
[Confront]: [Difficulty: 16] {Strength} or [Maneuver: Assess]
Check Success → Reduce the current [Limit] by 2d6 (to a minimum of 0)
Check Failure → Lose 2d6 {Crest}

----------------------------------------

#5 "Tracks Found"

Narration - You arrive in the [Area], which resembles a desert covered in white sands. When you
take a good look around, you find a strange set of tracks winding through the sands. However, from
where the tracks lead, you can feel a powerful spiritual pressure. What could be over there? Will
you try to follow the tracks, or something else?

[Avoid]: Yes
[Confront]: [Difficulty: 13] {Agility} or [Maneuver: Tracking]
Check Success → Gain 1x [Rejuvenating Water]
Check Failure → Lose 2x [Consumables]

----------------------------------------

#6 "The Bound Door"

Narration - You arrive in the [Area], which appears as though part of an unusually wide room, with
doors standing in a row. As you search for the next path forward, you come across a meticulously
locked door. You aren't sure what could hidden behind it. What will you do?

[Avoid]: Yes
[Confront]: [Difficulty: 13] {Agility} or [Maneuver: Unlocking]
Check Success → Roll once on the [Acquire Material Chart], and gain that [Material]
Check Failure → Lose 1d6 {Crest}

----------------------------------------

#7 "Silent Kill"

Narration - You arrive in the [Area], a place that brings to mind the interior of a spacious mansion,
and continue on towards a path like a wide corridor. As you try to move down the corridor, you feel
spiritual power before you. It as though a Blighted One lies in wait. If you can conceal your
presence and get close, and then slay the creature with a single blow, you could proceed, but the
danger is high.

[Avoid]: Yes
[Confront]: [Difficulty: 13] {Agility} or [Maneuver: Concealment]
Check Success → Recover 1d6 {Crest}
Check Failure → Lose 2d6 {HP}

----------------------------------------

#8 "Crumbling Grounds"

Narration - You arrive in the [Area], a place like a bridge made of massive stones. As you examine
it, you see that the stone bridge is cracked here and there, and has a fragile appearance. If you were
to move over it, you could make it across by leaping over any crumbling portions... right?

[Avoid]: Yes
[Confront]: [Difficulty: 13] {Agility} or [Maneuver: Acrobatics]
Check Success → Change two [Spirit] dice to any value.
Check Failure → Lose 10 {HP}

----------------------------------------

#9 "Demonic Night Parade"


Narration - You arrive in the [Area], which is a wide but singular road, blocked on the left and the
right by massive walls. As you travel down it, an assembly of creatures drifts into view further up
the road. As you peer at what's coming, you find it to be a vast horde of the Blighted! If you can
hide yourself, or disguise your own form, you should be able to pass by without being noticed...
probably.

[Avoid]: No
[Confront]: [Difficulty: 12] {Intellect} or [Maneuver: Disguise]
Check Success → No Effect
Check Failure → Lose 1d6 {Crest} and {HP}

----------------------------------------

#10 "Strange Device"

Narration - You arrive in the [Area], which resembles a mechanical room filled with strange objects
and devices. Looking around, you find a device that seems as though it may have some kind of
spiritual effect... so will you try to figure out how to activate it? Or proceed onwards?

[Avoid]: Yes
[Confront]: [Difficulty: 15] {Intellect} or [Maneuver: Lore]
Check Success → Recover 1d6 {Crest}
Check Failure → Lose 1d6 {Crest}

----------------------------------------

#11 "Treasures Await"

Narration - You arrive in the [Area], a haphazard place with junk piled all around. Following the
path through the junk, you find that some of it seems as though they were once rare items infused
with spirit energy. There might be some things left that could be put to use. Will you try searching?

[Avoid]: Yes
[Confront]: [Difficulty: 16] {Intellect} or [Maneuver: Appraise]
Check Success → Gain 1x [Accessory] of [Cost: 500G] or lower
Check Failure → Lose 10 {HP}

----------------------------------------

#12 "Symbol Comprehension"


Narration - You arrive in the [Area], a place that gives off a mysterious air, where large stones
carved all over with strange symbols jut out of the ground. If you were able to comprehend the
symbols, you could perhaps trigger some kind of reaction. So will you try to figure them out?

[Avoid]: Yes
[Confront]: [Difficulty: 14] {Intellect} or [Maneuver: Identify]
Check Success → Gain [World Influence LV (Max 5)]d6 x 50 [G]
Check Failure → Lose [World Influence LV (Max 5)]d6 x 50 [G]

----------------------------------------
#13 "Elder Beast"

Narration - You arrive in the [Area], a dense forest filled with pure spirit energy that is nothing like
that of a Blighted One. In the depths of that forest appears a mystical spirit beast with a magnificent
horn. Somehow or another, it seems as though you've met with a tochigami. Will you try to
ingratiate yourself with it, and hear its story?

[Avoid]: Yes
[Confront]: [Difficulty: 17] {Will} or [Maneuver: Etiquette]
Check Success → Recover 2d6 {Crest}
Check Failure → Lose 2d6 {Crest}

----------------------------------------

#14 "A God's Blessing"

Narration - You arrive in the [Area], which seems to be on the premises of an uncommonly
beautiful, large shrine. Within the hall of worship appears a being bathed in a golden light. It seems
as though an aspect of a god that governs the creation of matter. If you are skilled at negotiation,
you may be able to purchase Artificial Regalia and medicine here.

[Avoid]: Yes
[Confront]: [Difficulty: 13] {Will} or [Maneuver: Negotiation]
Check Success → Able to buy and sell [Items]
Check Failure → No Effect

----------------------------------------

#15 "The Masses"

Narration - You arrive in the [Area], which seems like a large cavern that is protected by a pure
barrier. As you head further in, you find a large number of good Mononoke. As they haven't become
Blighted, it would be better to take charge and explain the situation, for now.

[Avoid]: Yes
[Confront]: [Difficulty: 11] {Will} or [Maneuver: Command]
Check Success → Roll once on the [Acquire Material Chart], and gain that [Material]
Check Failure → At the [Final Battle], add one [Mononoke] 1-2 levels below the PC's [World
Influence LV] average.

----------------------------------------

#16 "Moody Primal"

Narration - You arrive in the [Area], which resembles a magnificent shrine filled with pure spirit
energy that is nothing like that of a Blighted One. At the center of that shrine appears a mystic spirit
beast with a jeweled eye. Somehow or another, it seems as though you've met with a tochigami.
However, the tochigami's mood seems rather sour, due to some incident.

[Avoid]: Yes
[Confront]: [Difficulty: 16] {Will} or [Maneuver: Charm]
Check Success → Recover 30 {HP}
Check Failure → Lose 10 {HP}

----------------------------------------

#17 "Found a Clue"

Narration - You arrive in the [Area], and find a massive corridor big enough that it feels as though a
giant could pass through it unhindered. As you start forward, suddenly, a strange feeling of unease
washes over you. It seems as though you are caught up in something strange. It doesn't seem as
though there's anything here, but just in case, will you search around? Or will you hurry onwards?

[Avoid]: Yes
[Confront]: [Difficulty: 16] {Luck} or [Maneuver: Spot]
Check Success → Reduce current [Limit] by 2d6 (to a minimum of 0)
Check Failure → Increase [Limit] by 2d6

----------------------------------------

#18 "Distortion"

Narration - You arrive in the [Area], and a rather beautiful landscape spreads out before you. It
could only be one of the places that reside deep in the Nushi that created this [Sanctum]'s heart. It
doesn't seem as though there's anything here, but just in case, will you search around? Or will you
hurry onwards?

[Avoid]: Yes
[Confront]: Perform [Sense] for the [Distortion] the GM has prepared ahead of time, and then
resolve either [Mend] or [Destroy] (as per the base book rules).

----------------------------------------

#19 "Small Voices"

Narration - You arrive in the [Area], which looks like the roof of a palace or large mansion. As you
quietly make your way through to the next path, are able to hear voices coming from below your
feet. It seems as though some Blighted are communicating. Will you try to listen in?

[Avoid]: Yes
[Confront]: [Difficulty: 15] {Luck} or [Maneuver: Eavesdrop]
Check Success → Reduce current [Limit] by 1d6 (to a minimum of 0)
Check Failure → Increase [Limit] by 1d6

----------------------------------------

#20 "Dimensional Road"

Narration - You arrive in the [Area], where a single, eerie road winds its was through a strange
landscape. It appears as though it is a path that passes through another dimension. What will you
do? Will you follow the path?

[Avoid]: Yes
[Confront]: [Difficulty: 15] {Luck} or [Maneuver: Intuition]
Check Success → Reduce current [Limit] by 2d6 (to a minimum of 0)
Check Failure → Lose 2d6 {Crest}

----------------------------------------

#21 "Battle"

Narration - You arrive in the [Area], which proves to be an excessively wide space. Sensing
something in the center of the area, you hide and take a look. When you do, you find what seem to
be hostile beings. Will you fight them here? Or will you try to sneak around?

[Avoid]: Yes
[Confront]: [Combat] with [NPCs] the GM designates. The players [Install] their PCs into any of
the following squares: A6, A7, A8, B6, B7, B8. The GM [Installs] their designated NPCs into any
square.
Check Success → No Effect
Check Failure → The session ends

----------------------------------------

#22 "Final Battle"

Narration - You arrive in the [Area], and within the hateful nemesis you all have been pursuing this
whole time lies in wait. Taking your Regalia in hand, your body erupting with spirit energy... is now
the time to fight the final battle?

[Avoid]: Yes
[Confront]: [Combat] with [NPCs] the GM designates. The players [Install] their PCs into any of
the following squares: A6, A7, A8, B6, B7, B8. The GM [Installs] their designated NPCs into any
square.
Check Success → [Sanctum Purge] ends, and then the episode ends
Check Failure → The session ends

----------------------------------------

=======================================================================
=========
Requiem for the Godsoul -- GM Section: Boss Talents [XP1W]
=======================================================================
=========
«Dispersal Setup»
Timing : Prep
Range : User
Target : User
Cost : None
Through a special technique or a supernatural power, the boss expands how many its can target with
its attacks.
Unique Effect. The target increases the [Target] of their [Timing: Attack] [Actions] by +2#. If the
[Target] is already [Area・Combat Zone], it gains +1d6 at [Damage Calculation].

«Widen Range»
Timing : Unique
Range : User
Target : User
Cost : None
Using a forbidden power or a special technique, the boss instantly expands the range of its attack.
Unique Effect. The target may use this Talent at any time, but loses 5 {HP} when they do. The
target changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. This Talent may
be used once per round.

«Extra Arms・Legs»
Timing : Constant
Range : User
Target : User
Cost : None
Possessing multiple sets of powerful legs or arms, this boss can attack continually.
The target gains an additional [Timing: Attack]. When a PC is taking their [Turn], by spending all of
their [Timing: Attack], they may make a [Difficulty: 20] {Strength} or {Intellect} check, and if
successful, the effect of this Talent is lost for the rest of the [Combat] (for this [Combat] only).
Reveal these effects to the players if they are successful at [Identify]. Also, by changing the name of
this Talent (arms/legs), multiples of this Talent may be acquired.

«Supernatural Cannonball»
Timing : Constant
Range : User
Target : User
Cost : None
Levitating something with tremendous mystic power, or floating it using supernatural abilities, the
boss hurls an object at high speeds at an enemy.
Once every round, the target may destroy one adjacent [Obstacle] or Mononoke with "x#" in their
name to make a [Special Attack] on [Range: 7 Sq. / Target: 1#] with [Effect Class: Physical Attack /
Physical Damage: 2d6+"{Accuracy Fixed Value} x 2"]. Destroyed Mononoke may not be revived
with «Calamity Caller», but PCs still gain [XP] {Crest} and [Materials] as normal.

«Deadly Blow»
Timing : Constant
Range : User
Target : User
Cost : None
Whether through genius, training, or supernatural ability, for whatever reason this boss can unleash
certain-kill strikes.
Passive Effect. The target gains +1 to the [Active Check], and +5 to the [Damage Calculation] of
[Weapon Attacks]. If the target of the [Weapon Attack] is a [Mononoke], the user gains an
additional +[(LV x 5)] (maximum +30).

«Crest Erosion»
Timing : Constant
Range : User
Target : User
Cost : None
Placing a curse upon itself, when the boss's technique invocations are hindered, it erodes that
enemy's Crest.
Passive Effect. The [Range: Combat Zone / Target 1#] who uses a Talent to cancel a Talent the
target uses (such as «Shadow Bind» or «Shadow Break») loses 5 {Crest}.

«Art Adaptation»
Timing : Constant
Range : User
Target : User
Cost : None
Through a fearsome chaos technique, the boss has resistance against all kinds of techniques.
Passive Effect. The target delays the effect of all Talents other than [Timing: Constant] until
[Timing: Start] of the next round. For example, if the target is hit with «Violent Strike», then until
[Timing: Start] of the next round, the target does not take the effects of «Violent Strike» (or in other
words, it cancels the effect and [Damage] of «Violent Strike» until then).

=======================================================================
=========
Requiem for the Godsoul -- GM Section: Humanoid Mononoke [XP1Y-1]
=======================================================================
=========
Amanojaku / Class: Humanoid / LV: 1 (1)
Size : 2
Wits : High
Senses : Normal
Speech : Yes
Reaction : Mercurial
ID :7
Weakness : [Light] [Toxin]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 2 | 2 | 5 | 4 | 3
{Fixed Values} | 9 | 9 | 12 | 11 | 10
{Initiative} : 6 (4)
{HP} : 40
Armor :1
Barrier :0

Attack Methods
[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancel
- 2d6+9 magical damage to the target.

«Distance Manipulation»: Prep / User


- The target increases the [Range] of their [Attack Actions] by 4 Sq. (if Engaged, then move 4 Sq.;
if Combat Zone, change effect to +1d6 to damage).

«Element Magic I»: Magical Attack / 4 Sq. / 1# / Cancel


- [Element: Phantom] 2d6+9 magical damage to the target. 1/Round.

Materials (2d6)
2~6: None
7+: Fragment of Truth/Will+1: 500G (Potency: 1)
Description
A Mononoke about one meter tall, with a bump akin to a horn on its head. It is skilled at reading the
human heart, and tempts its victims into becoming obsessed with their darker natures, ultimately
causing them to be transformed into the same being as itself, an amanojaku. They thrive on the
negative emotions created from the conflict surrounding them, and it is that very nature that often
sees them becoming servants for Aramitama.

----------------------------------------

Fishmen x5 / Class: Humanoid / LV: 2 (1)


Size : 2
Wits : High
Senses : Heat
Speech : Yes
Reaction : Mercurial
ID : 10
Weakness : [Fire] [Toxin]
Movement : Walk・Swim
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 6 | 4 | 1 | 4 | 2
{Fixed Values} | 13 | 11 | 8 | 11 | 9
{Initiative} : 8 (5)
{HP} : 46
Armor :2
Barrier :0

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Spear] 2d6+14 physical damage to the target.

«Siege Formation»: Start / Combat Zone / Combat Zone


- "x#" Mononoke within [Range] gain +2 to {Accuracy} checks.

«Fishmen Strike»: Physical Attack / Engaged / 1#


- [Form: Hammer] 2d6+14 physical damage to the target, and this enemy may force targets that
took at least 1 point of damage to move 1 Sq. ignoring [Engagements].

Materials (2d6)
0~6: None
7~10: Glistening Scales/Armor+1: 500G (Potency: 1)
11+: Spiney Fin/HP+6: 1,000G (Potency: 2)

Description
A Mononoke with the appearance of a humanoid fish, having the head of one, plus scaley arms and
legs. They can interbreed with humans, and while as a hatchling they appear like a human,
gradually as they grow into an adult they make a total metamorphosis into their original form, and
after that, they return to the seas. Although their appearance imitates humans, they are
overwhelmingly powerful when in groups, and in particular they are highly dangerous when in
water.

----------------------------------------
Veteran Magical Girl / Class: Humanoid / LV: 4 (1)
Size : 2
Wits : Clever
Senses : Normal
Speech : Yes
Reaction : Mercurial
ID : 13
Weakness : [Toxin] [Phantom]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 7 | 2 | 3 | 5 | 3
{Fixed Values} | 14 | 9 | 10 | 12 | 10
{Initiative} : 11 (6)
{HP} : 43
Armor :3
Barrier :0

Attack Methods
[Weapon Attack]: Ranged Attack / 7 Sq. / 2#
- [Form: Ranged] 2d6+16 physical damage to the target.

«Flight Rune»: Start / 7 Sq. / 1#


- The target gains [Shift: Flight].

«Hidden Technique I»: Physical Attack / Combat Zone / 1#


- The user gains +3 to the {Accuracy} check, then deals [Form: Ranged] 25 points of physical
damage to the target. 1/Combat.

«Magical Barrier»: Unique / 7 Sq. / 1#


- Target gains +5 [Barrier]. 1/Round.

«Mana Crush»: Unique / User


- The target changes [Physical Damage] into [Magical Damage]. 1/Round.

Materials (2d6)
2~10: Magical Girl Battle Wear/Barrier+1: 500G (Potency: 1)
11+: Magical Girl Battle Staff/MD+2: 1,000G (Potency: 2)

Description
A magical girl who has grown spiritual through the accumulation of battle experience. Although
they now see the world for what it is, they continue to fight for a wish they cannot give up, or for
people they must protect. Though they try to avoid pointless battles, they will not hesitate to bring
their power to bear when they uncover evil.

----------------------------------------

Ippon Datara / Class: Humanoid / LV: 6 (2)


Size : 3
Wits : High
Senses : Magic
Speech : Yes
Reaction : Neutral
ID : 15
Weakness : [Magnet] [Phantom]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 10 | 2 | 10 | 7 | 3
{Fixed Values} | 17 | 9 | 17 | 14 | 10
{Initiative} : 14 (7)
{HP} : 89
Armor : 10
Barrier :5

Attack Methods
[Weapon Attack]: Magical Attack / Engaged / 1#
- [Form: Hammer] 4d6+19 physical damage to the target.

«Iron Mallet Strike»: Physical Attack / Engaged / 1#


- [Form: Hammer] 3d6+24 physical damage to the target, and this enemy may force targets that
took at least 1 point of damage to move up to 2 Sq. ignoring [Engagements].

«Throw Stone»: Magical Attack / 7 Sq. / 1# / Halves


- 2d6+15 magical damage to the target. 1/Round.

«Counter»: Defense / User / No Evasion


- Use On {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target:
1#] takes [Form: Hammer] 3d6+24 physical damage.

Materials (2d6)
2~10: Giant Eyelid/Intellect+1: 500G (Potency: 1)
11+: Rare Ore/Armor+3: 1,500G (Potency: 3)

Description
A Mononoke that gained power when a Shard came to reside in an ore or gemstone and gathered
spirit energy. A giant with one eye and one leg, it has the power to freely control metals. It is
worshiped by mountain people, and while it does not actively hurt people, neither does it give
mercy to those who violate its dominion.

----------------------------------------

Tenaga Ashinaga / Class: Humanoid / LV: 7 (2)


Size : 3
Wits : High
Senses : Normal
Speech : Yes
Reaction : Hostile
ID : 19
Weakness : [Wind] [Toxin]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 12 | 4 | 3 | 10 | 4
{Fixed Values} | 19 | 11 | 10 | 17 | 11
{Initiative} : 19 (8)
{HP} : 85
Armor :7
Barrier :4

Attack Methods
[Weapon Attack]: Special Attack / 4 Sq. / 1#
- [Form: Ranged] 3d6+27 physical damage to the target. [Additional Effect]: Change an [Attack
Action] to a [Special Attack]. 1/Combat.

«Gain Distance»: Start / User


- The target [Installs] into any square within [Range: 7 Sq.] 1/Combat.

«Clever Strike»: Physical Attack / Engaged / 1#


- The user gains +2 to the {Accuracy} check, then deals [Form: Hammer] 2d6+27 physical damage
to the target.

«Rampage II»: Physical Attack / Combat Zone / Area


- [Form: Hammer] 2d6+32 physical damage to the target. 1/Round.

«Two Gods, One Body»: Constant / User


- During the target's [Turn], it gains +1 [Timing: Attack].

Materials (2d6)
2~9: Giant Claw/Strength+1: 500G (Potency: 1)
10+: Clam Toy/Speed+2: 1,500G (Potency: 3)

Description
A pair of giant Mononoke, where one has extremely long arms and the other has extremely long
legs. They act as a pair, and are believed to sink ships and assault then eat humans using their long
limbs like whips. They are spoken of as a type of demon, but in some regions they serve as
messengers for the gods.

----------------------------------------

Raihousha / Class: Humanoid / LV: 11 (3)


Size : 2
Wits : Clever
Senses : Normal
Speech : Yes
Reaction : Mercurial
ID : 25
Weakness : None
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 1 | 16 | 16 | 4 | 3
{Fixed Values} | 9 | 24 | 24 | 12 | 11
{Initiative} : 23 (10)
{HP} : 89
Armor :9
Barrier :0

Attack Methods
[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancel
- 2d6+36 magical damage to the target. [Additional Effect]: Gain +10d6 to the [Damage] of an
[Attack Action]. 1/Session.

«Element Magic III»: Magical Attack / Combat Zone / Area / Halves


- 4d6+40 magical damage to the target. 2/Round.

«Barrier Interference»: Defense / 7 Sq. / 1#


- The target exchanges [Barrier] values with the user.

«Spell Annulment»: Unique / Combat Zone / 1#


- Cancel the [Magical Attack] the target is making.

«Three Eyes»: Constant / User


- During the target's [Turn], it gains +1 [Timing: Attac]. Also, it always has [Remove: Darkness ・
Fallen].

Materials (2d6)
2~8: Otherworldly Metal/MD+3: 1,500G (Potency: 3)
9+: Third Eye Gem/Null Darkness: 2,000G (Potency: 4)

Description
A being capable of using a rudimentary kind of spirit energy, and an extremely rare type of
Marebito from another world, lost in this one. It has a sensory organ like a jewel on its forehead. It
cannot use Spirit Burn, but its can temporarily make its spirit energy explode, using latent traits
different from the ones of this world.

----------------------------------------

Ura / Class: Humanoid / LV: 13 (3)


Size : 2
Wits : Clever
Senses : Magic
Speech : Yes
Reaction : Mercurial
ID : 24
Weakness : [Toxin]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 17 | 15 | 5 | 3 | 6
{Fixed Values} | 24 | 22 | 12 | 10 | 13
{Initiative} : 23 (10)
{HP} : 101
Armor :5
Barrier :5

Attack Methods
[Weapon Attack]: Physical Attack / Engaged / 1#
- [Form: Hammer] 3d6+39 physical damage to the target.

«Oni Lord's Hide»: Start / User / User


- The target declares one from [Form: Sword・Spear・Axe・Hammer], and for the rest of the turn,
[Halves] [Physical Damage] taken from that [Form].
«Battle Art IV»: Physical Attack / Engaged / Area
- The user gains +4 to the {Accuracy} check, then deals [Form: Sword] 3d6+54 physical damage to
the target.

«Lord of the Oni»: Constant / User


- During the target's turn, they gain +2 [Timing: Attack]. Also, 1/Round, may make a [Reaction
Check] against an [Attack Action] from outside [Engaged] using {Accuracy}.

Materials (2d6)
2~10: Oni Lord's Bone/Strength+4: 2,000G (Potency: 4)
11+: Princess's Hair Ornament/Null Pain: 4000G (Potency: 5)

Description
An oni lord who once ruled over the Kingdom of Kibi. In a conflict with Yamato, Kibitsuhiko-no-
Mikoto destroyed Ura, who then sealed his bones within a shrine. The bones were lost during
Purgatory Night, and twelve years later, after a certain island in the Seto Sea was purchased,
something calling themselves Ura erected a massive Sanctum there. While the goal of this Ura is
unknown at present, the factions are keeping a close eye on the situation.

----------------------------------------

=======================================================================
=========
Requiem for the Godsoul -- GM Section: Beast Mononoke [XP1Y-2]
=======================================================================
=========
Old Rat x10 / Class: Beast / LV: 1 (1)
Size : 1
Wits : Low
Senses : Heat
Speech : No
Reaction : Hostile
ID : 10
Weakness : [Magnet] [Phantom]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 6 | 4 | 1 | 1 | 2
{Fixed Values} | 13 | 11 | 8 | 8 | 9
{Initiative} : 14 (7)
{HP} : 31
Armor :0
Barrier :0

Attack Methods
[Weapon Attack]: Physical Attack / Engaged / 1#
- [Form: Sword] 1d6+10 physical damage to the target.

«Devouring Swarm»: Start / 4 Sq. / 1#


- Reduce the {HP} of [Obstacles] in range by 30 points. When an [Obstacle]'s {HP} is reduced to 0
through the repeated use of this effect, the [Obstacle] is destroyed.
«Demon Strike I»: Physical Attack / Engaged / 1#
- [Form: Sword] 2d6+14 magical damage to the target. Targets that fail their [Reaction Check] take
[Shift: Fallen].

Materials (2d6)
2~5: None
6~9: Soft Ears/Intellect+1: 500G (Potency: 1)
10+: Round Tail/Luck+2: 1,000G (Potency: 2)

Description
A rat Mononoke that under the influence of a Shard has grown to be around 60cm long. They're
very greedy, and seek to fill their appetites by following where their instinct takes them. Their
natures are virtually unchanged from normal rats, but because they are infused with the concept of
"rats ruin buildings by gnawing them down," they pose a serious threat to everything nearby when
they band together, so it's important to deal with them quickly.
----------------------------------------

Okuri-inu / Class: Beast / LV: 2 (1)


Size : 3
Wits : High
Senses : Magic
Speech : Yes
Reaction : Mercurial
ID : 13
Weakness : [Cold] [Toxin]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 7 | 5 | 5 | 1 | 4
{Fixed Values} | 14 | 12 | 12 | 8 | 11
{Initiative} : 13 (6)
{HP} : 44
Armor :2
Barrier :2

Attack Methods
[Weapon Attack]: Physical Attack / Engaged / 1#
- [Form: Spear] 2d6+13 physical damage to the target. [Additional Effect]: Change an [Attack
Action] to a [Special Attack], 1/Combat.

«Demon Dog Strike»: Physical Attack / Engaged / 1#


- [Form: Spear] 2d6+14 physical damage to the target. Targets that fail their [Reaction Check] take
[Shift: Fallen].

«Seventh Fall Curse»: Unique / 5 Sq. / 1#


- The target gains +1 to the result of their [Check]. 1/Round.

«Defense Barrier I»: Unique / 7 Sq. / 1#


- The target gains +5 [Barrier]. 1/Round.

Materials (2d6)
2~8: Sharp Fang/PD+1: 500G (Potency: 1)
9+: Dog Hide/Barrier+2: 1,000G (Potency: 2)
Description
A type of Mononoke that came to be when a Shard came to be inside of a dog. Evil Okuri-inu
follow behind humans, then assail them and devour their souls. However, there also exist those that
are friendly and help humans, or serve Divine Souls. When they live a long time, they begin to wear
accessories over their bodies, and gain more spirit energy in proportion to how much they wear.

----------------------------------------

Great Toad / Class: Beast / LV: 3 (1)


Size : 3
Wits : Normal
Senses : Heat
Speech : No
Reaction : Hostile
ID : 10
Weakness : [Fire] [Cold]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 7 | 3 | 2 | 4 | 4
{Fixed Values} | 14 | 10 | 9 | 11 | 11
{Initiative} : 12 (6)
{HP} : 48
Armor :3
Barrier :2

Attack Methods
[Weapon Attack]: Physical Attack / Engaged / 1#
- [Form: Hammer] 3d6+13 physical damage to the target.

«Bestow Weapon Resist II»: Start / 5 Sq. / 1#


- The target [Halves] physical damage taken from [Form: Axe・Hammer].

«Swallow Whole»: Physical Attack / Engaged / 1#


- [Form: Hammer] 2d6+21 physical damage to the target.

«Rainbow Fog»: Magical Attack / 7 Sq. / 1# / Halves


- [Element: Phantom] 2d6+10 magical damage to the target. Targets that fail their {Resist} check
take [Shift: Fallen].

Materials (2d6)
2~5: None
6~9: Toad Oil/Armor+1: 500G (Potency: 1)
10+: Elastic Tongue/Strength+2: 1,000G (Potency: 2)

Description
A type of giant toad Mononoke that reaches three meters in height. They are beings that acquire
spirit energy when a Shard comes to reside in a frog that has lived for hundreds of years. They
breathe out a fog that shimmers like a rainbow, and those who come into contact with it have their
thoughts grow hazy. They excrete a sacramental mucus from their skin, and by basking in that
mucus, they halve the effects of certain weapons.
----------------------------------------

Hihi / Class: Beast / LV: 4 (1)


Size : 3
Wits : Clever
Senses : Heat
Speech : Yes
Reaction : Hostile
ID : 14
Weakness : [Fire] [Toxin]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 10 | 9 | 1 | 1 | 3
{Fixed Values} | 17 | 16 | 9 | 8 | 10
{Initiative} : 15 (7)
{HP} : 64
Armor :5
Barrier :2

Attack Methods
[Weapon Attack]: Physical Attack / Engaged / 1#
- [Form: Sword] 4d6+16 physical damage to the target. [Additional Effect]: Change the [Target] of
an [Attack Action] to [Area], 1/Combat.

«Wind and Clouds»: Start / User


- The target [Installs] into any square within [Range: 7 Sq.] 1/Combat.

«Demon Strike I»: Physical Attack / Engaged / 1#


- [Form: Axe] 3d6+17 magical damage to the target. Targets that fail their [Reaction Check] take
[Shift: Fallen].

«Beast's Instinct»: Defense / User


- Use On {Evasion} Check. The target gains +2 to its {Evasion} check. 1/Round.

Materials (2d6)
2~8: Hihi's Upper Lip/Intellect+1: 500G (Potency: 1)
9+: Hihi's Jawbone/Strength+2: 1,000G (Potency: 2)

Description
A type of Mononoke that appears as a giant monkey roughly three meters tall. It came to being
when a Shard entered an aged monkey, and it has the propensity to target feminine souls, which it
favors. In addition to having high intellect, it has mystic power enough to easily tear apart humans,
as well as being able to control the wind and the clouds, and it often ensnares people in wicked
schemes.

----------------------------------------

Onikuma / Class: Beast / LV: 9 (2)


Size : 4
Wits : High
Senses : Heat
Speech : No
Reaction : Mercurial
ID : 19
Weakness : [Shock] [Phantom]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 15 | 10 | 4 | 3 | 4
{Fixed Values} | 22 | 17 | 11 | 10 | 11
{Initiative} : 25 (10)
{HP} : 128
Armor : 11
Barrier :6

Attack Methods
[Weapon Attack]: Physical Attack / Engaged / 1#
- [Form: Axe] 5d6+32 physical damage to the target. [Additional Effect]: Make 1x [Weapon Attack]
after [Damage Calculation], 1/Combat.

«Slam III»: Physical Attack / 2 Sq. / 2#


- [Form: Hammer] 3d6+42 physical damage to the target. The user may force targets that failed
their [Reactive Check] to [Install] into any square within 3 Sq.

«Cover»: Defense / Engaged / 1#


- Use On Damage Reduction. The user takes the damage that the target would have received
({Resist} checks automatically become failures). «Cover» has no effect on [Target: Area・Combat
Zone] [Attack Actions].

«Bear Storm»: Constant / User


- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target [Halves] physical damage
from [Form: Hammer].

Materials (2d6)
2~8: Thick Hide/Armor+2: 1,000G (Potency: 2)
9+: Huge Bear Claw/PD+3: 1,500G (Potency: 3)

Description
A being where an old bear transformed into a Mononoke. Reaching ten meters in length, it has
resilience and strength suitable for such a massive body. As they possess both a certain degree of
intelligence and agility that belies its size, even Godhunters find these creatures to be difficult foes.
----------------------------------------

Mizuchi / Class: Beast / LV: 11 (3)


Size : 5
Wits : Normal
Senses : Magic
Speech : Yes
Reaction : Mercurial
ID : 21
Weakness : [Fire] [Shock]
Movement : Walk・Swim
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 18 | 6 | 3 | 15 | 4
{Fixed Values} | 25 | 13 | 10 | 22 | 11
{Initiative} : 26 (11)
{HP} : 153
Armor : 15
Barrier : 14

Attack Methods
[Weapon Attack]: Physical Attack / Charge 4 Sq. / 1#
- [Form: Axe] 6d6+40 physical damage to the target.

«Mizuchi's Poisoned Fangs»: Physical Attack / Engaged / Area


- [Form: Sword] 3d6+40 physical damage to the target. If the target takes at least 1 point of damage
from this attack, they also take [Shift: Poison].

«Evil Eye»: Unique / 10 Sq. / 1#


- Use when the target declares a Talent. Cancel the effect of one non-[Timing: Constant] Talent the
target used.

«Clan of the Great Snake God»: Constant / User


- During the target's turn, it gains +1 [Timing: Attack]. Also, the target changes all [Cold] damage to
0, and ignores all other effects of such attacks.

Materials (2d6)
2~9: Mizuchi's Scales/Speed+1: 1,000G (Potency: 2)
10+: Mizuchi's Heart/Null Poison: 3,000G (Potency: 5)

Description
A snake Mononoke that grew massive and ageless by absorbing the energy from a leyline in a body
of water. Its entire body is covered in scales like steel, and venom drips from its claws, which are
like spear heads. It is believed that this Mononoke desires strength enough to become a dragon, and
will enact severe retribution on those who try to invade the leyline where it lives.

----------------------------------------

Okuchi no Makami / Class: Beast / LV: 13 (3)


Size : 2
Wits : Clever
Senses : Domain
Speech : Yes
Reaction : Neutral
ID : 25
Weakness : [Magnet] [Toxin]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 16 | 18 | 4 | 5 | 5
{Fixed Values} | 23 | 25 | 11 | 12 | 12
{Initiative} : 29 (12)
{HP} : 110
Armor :4
Barrier :3

Attack Methods
[Weapon Attack]: Ranged Attack / Charge 4 Sq. / 1#
- [Form: Ranged] 3d6+32 physical damage to the target. [Additional Effect]: Change an [Attack
Action] into a [Special Attack], 1/Round.

«Commander of Beasts»: Start / Combat Zone / Combat Zone


- Mononoke of the user's choice within [Range] gain +9 {Initiative} and +10 at [Damage
Calculation].

«Curse of Fangs and Claws»: Physical Attack / Engaged / Area


- [Form: Sword] 4d6+19 physical damage to the target. Targets who fail their [Reaction Check] take
-3 to their {Evasion} checks for the rest of the combat.

«Makami»: Constant / User


- During the target's turn, it gains +1 [Timing: Attack].

«Wild Instinct»: Unique / User


- The target may make an {Insight} check using {Accuracy}. 1/Round.

Materials (2d6)
2~9: Makami's Fangs/PD+3: 1,500G (Potency: 3)
10+: Makami's White Tail/Initiative+5: 3,000G (Potency: 5)

Description
A wolf god about one meter long with a pale coat, it lives together with its clan within an expansive
spirit barrier in the deep mountains. Although it dislikes humans due to past circumstances, it's
rumored that at times it will appear before certain humans, and offer them its blessing in exchange
for undertaking certain hardships.

=======================================================================
=========
Requiem for the Godsoul -- GM Section: Insectoid Mononoke [XP1Y-3]
=======================================================================
=========

Akaname / Class: Insectoid / LV: 1 (1)


Size : 2
Wits : Normal
Senses : Normal
Speech : No
Reaction : Mercurial
ID : 10
Weakness : [Fire] [Shock]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 5 | 2 | 6 | 1 | 2
{Fixed Values} | 12 | 9 | 13 | 8 | 9
{Initiative} : 8 (5)
{HP} : 41
Armor :1
Barrier :1

Attack Methods
[Weapon Attack]: Ranged Attack / 4 Sq. / 1#
- [Form: Ranged] 2d6+6 physical damage to the target.

«Corroding Mold»: Magical Attack / Combat Zone / Area / Cancels


- 2d6+9 magical damage to the target. Targets who take at least 1 point of damage from this attack
[Halve] their [Armor] for the rest of the combat.

«Odd Trajectory»: Constant / User


- The target may change any [Attack Action] to [Special Attack / Range: 4 Sq. / Target: 1#].

Materials (2d6)
2~5: None
6~9: Long Red Tongue/HP+3: 500G (Potency: 1)
10+: Enlongated Claws/Strength+2: 1,000G (Potency: 2)

Description
A Mononoke created when stagnant spirit energy, accumulating in a dark, dank, filthy place, seeped
into an insect that normally can be found at such places. Taking a human form roughly a meter in
height with chopped hair and red skin, it naturally tries to spread its filth by licking targets with its
long tongue.
----------------------------------------

Polterbugs x100 / Class: Insectoid / LV: 3 (1)


Size : 0
Wits : Low
Senses : Normal
Speech : No
Reaction : Hostile
ID : 11
Weakness : [Fire] [Shock]
Movement : Walk・Fly
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 7 | 3 | 1 | 2 | 1
{Fixed Values} | 14 | 10 | 8 | 9 | 8
{Initiative} : 9 (5)
{HP} : 43
Armor :0
Barrier :0

Attack Methods
[Weapon Attack]: Physical Attack / 7 Sq. / 1# / Cancels
- [Form: Ranged] 1d6+13 physical damage to the target.

«Envelop»: Physical Attack / Engaged / Area


- [Form: Spear] 2d6+13 physical damage to the target. 1/Round.

«Plague Carrier»: Unique / 7 Sq. / 1#


- Use On Active Check. If the target's first attack action deals at least 1 point of damage to its
victim, the victim takes [Shift: Poison].

«Like Fog»: End / User


- The target [Recovers] 10 {HP}.
Materials (2d6)
2~5: None
6~9: Polterbug Wings/MD+1 500G (Potency: 1)
10+: Enmity Crystal/Bestow Toxin: 1,500G (Potency: 3)

Description
Insect Mononoke born from the souls of animals or people who died while gripped in bitter
resentment. Many are referred to by the type of soul that created them, such as the jougen-mushi,
the okiku-mushi, or the Heike crab. They are commonly believed to be the source of plagues and
droughts, but there are those who, following the dying wish of the soul that created them, become
guardian deities.
----------------------------------------

Monstrous Insectoid / Class: Insectoid / LV: 4 (1)


Size : 2
Wits : Normal
Senses : Heat
Speech : No
Reaction : Hostile
ID : 15
Weakness : [Cold] [Wind]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 8 | 7 | 1 | 1 | 2
{Fixed Values} | 15 | 14 | 8 | 8 | 9
{Initiative} : 13 (6)
{HP} : 49
Armor :6
Barrier :1

Attack Methods
[Weapon Attack]: Physical Attack / Engaged / 1#
- [Form: Axe] 2d6+18 physical damage to the target. [Additional Effect]: Make 1x [Weapon Attack]
after [Damage Calculation]. 1/Combat.

«Twisted Transformation»: Start / User


- For the rest of the combat, the target gains +1d6 at [Damage Calculation].

«Binding Strike I»: Physical Attack / 3 Sq. / 1#


- [Form: Ranged] 2d6+14 physical damage to the target. Targets that fail their [Reaction Check]
take -2 to {Initiative} (stacks up to -6; Initiative cannot drop below 0).

«Diversion»: Unique / 3 Sq. / 1#


- The target gains +1 to {Accuracy} checks, and +3 to physical damage.

Materials (2d6)
2~10: Fake Multifaceted Eyes/Intellect+1: 500G (Potency: 1)
11+: Brainwashing Device/Bestow Shock: 1,500G (Potency: 3)

Description
What used to be a human, then had a special Shard embedded inside of them by a dark faction,
morphing them into a twisted Mononoke. Because it was originally an Innocent unused to having a
Shard, the finished product isn't very powerful. However, it often serves an even stronger
Mononoke or an Aramitama. They have lost their original personality, but in extremely rare cases,
there are some that regain their self-awareness.
----------------------------------------

Tomoebotaru / Class: Insectoid / LV: 5 (1)


Size : 2
Wits : High
Senses : Heat
Speech : Yes
Reaction : Mercurial
ID : 17
Weakness : [Cold] [Wind]
Movement : Walk・Fly
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 8 | 1 | 10 | 11 | 2
{Fixed Values} | 15 | 8 | 17 | 18 | 9
{Initiative} : 16 (7)
{HP} : 67
Armor :2
Barrier :1

Attack Methods
[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancel
- 2d6+21 magical damage to the target. [Additional Effect]: Change the [Target] of an [Attack
Action] to [Area]. 1/Combat.

«Agony Attack»: Physical Attack / Engaged / 1#


- [Form: Spear] 2d6+13 physical damage. Targets that take at least 1 point of damage from this
attack also take [Shift: Pain].

«Element Magic II»: Magical Attack / 4 Sq. / 3# / Cancel


- [Element: Light] 2d6+26 magical damage to the target. 1/Round.

«Entrancing Light»: Unique / 7 Sq. / 1#


- Target reduces the result of their active check by 2. 1/Round.

Materials (2d6)
2~9: Tomoe Crested Wings/Barrier+1: 500G (Potency: 1)
10+: Incandescent Organ/Bestow Light: 1,500G (Potency: 3)

Description
A being that was born when the soul of a human entered a firefly and became a Mononoke. Its name
comes from the pattern on its body that resembles two magatama jewels opposite each other. Its
nature is to change into a human, then act as live bait to kidnap other humans and take them to feed
their carnivorous larva. However, there are examples where, drawing upon the memories of the soul
within them, they will live in harmony with humans.
----------------------------------------

Blacklight Bug x3 / Class: Insectoid / LV: 7 (2)


Size : 3
Wits : High
Senses : Magic
Speech : No
Reaction : Hostile
ID : 18
Weakness : [Cold] [Toxin]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 11 | 10 | 1 | 2 | 3
{Fixed Values} | 18 | 17 | 8 | 9 | 10
{Initiative} : 19 (8)
{HP} : 104
Armor : 14
Barrier :3

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Hammer] 4d6+23 physical damage to the target.

«Hard Flight»: Start / User


- The target [Installs] into a square within [Range: 7 Sq.] 1/Combat.

«Slam II»: Physical Attack / Engaged / 2#


- [Form: Hammer] 3d6+28 physical damage to the target. The user may force targets that failed
their [Reactive Check] to [Install] into a square up to 2 Sq. away.

«Counter»: Defense / User / No Evasion


- Use On {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target:
1#] takes [Form: Hammer] 2d6+26 physical damage.

Materials (2d6)
2~9: Jagged Antenna/HP+3: 500G (Potency: 1)
10+: Black Thorax/Initiative+3: 1,500G (Potency: 3)

Description
A Mononoke born from a cockroach getting a Shard. Their quickness, tenacity, and propensity to
breed quickly make them a nuisance, much like humans. They are surprisingly intelligent and
adaptible, and underestimating them as mere insects will only end in pain.
----------------------------------------

Jorogumo / Class: Insectoid / LV: 9 (2)


Size : 3
Wits : Clever
Senses : Magic
Speech : Yes
Reaction : Mercurial
ID : 22
Weakness : [Wind] [Light]
Movement : Walk・Swim
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 15 | 14 | 4 | 3 | 2
{Fixed Values} | 22 | 21 | 11 | 10 | 9
{Initiative} : 20 (9)
{HP} : 91
Armor :6
Barrier :7

Attack Methods
[Weapon Attack]: Melee Attack / 2 Sq. / 1#
- [Form: Spear] 4d6+35 physical damage to the target. [Additional Effect]: Change the [Target] of
an [Attack Action] to [Area].

«Binding Strike II»: Physical Attack / 7 Sq. / 2#


- [Form: Ranged] 4d6+26 physical damage. Targets that fail their [Reaction Check] take -3 to
{Initiative} (stacks up to -9; Initiative cannot drop below 0).

«Nerve Toxin»: Unique / 7 Sq. / 1#


- Use On Active Check. If the target's attack action deals at least 1 point of damage to its victim, the
victim takes [Shift: Pain].

«Eight Scythe Legs»: Constant / User


- During the target's [Turn], it gains +1 [Timing: Attack].

Materials (2d6)
2~9: Tough Thread/MD+3: 1,500G (Potency: 3)
10+: Crimson Eye/Bestow Toxin: 2,000G (Potency: 4)

Description
A spider that gained a long life due to obtaining a Shard, then strengthened itself by lingering at a
leyline. It gained its name from a story about how it lures its victims to their doom by taking the
form of a woman, but in truth there are both male and female examples of this Mononoke. While
having a cruel yet tender personality, they will aid those who they take an interest in.
----------------------------------------

Nanunokami / Class: Insectoid / LV: 12 (3)


Size : 5
Wits : Clever
Senses : Domain
Speech : No
Reaction : Hostile
ID : 24
Weakness : [Cold] [Light]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 18 | 3 | 2 | 17 | 3
{Fixed Values} | 25 | 10 | 9 | 24 | 10
{Initiative} : 19 (8)
{HP} : 151
Armor : 15
Barrier : 10

Attack Methods
[Weapon Attack]: Melee Attack / 5 Sq. / 1#
- [Form: Hammer] 6d6+41 physical damage to the target. [Additional Effect]: Change the [Range]
of an [Attack Action] to [Combat Zone]. 1/Round.

«Confusion»: Start / Combat Zone / Combat Zone


- The target takes a -1 penalty to [Reactive Checks].

«Slam III»: Physical Attack / Engaged / Area


- [Form: Hammer] 3d6+51 physical damage to the target. The user may force targets that failed
their [Reactive Check] to [Install] into a square up to 3 Sq. away.

«Burrower at the Heart of the World»: Constant / User


- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target changes all [Fire] damage
to 0, and ignores all other effects of such attacks.

Materials (2d6)
2~7: Mental Receptor/Will+4: 2,000G (Potency: 4)
8+: Metal Egg/Bestow Fire: 2,000G (Potency: 4)

Description
A Mononoke with an appearance like a massive caterpillar exceeding thirty meters in length, with
tentacles sprouting from its body. It moves by burrowing through the ground, and has the ability to
cause earthquakes by influencing leylines. It also seems to exhibit a powerful ability to influence
minds. Although fire has little effect on it, it doesn't do well in large bodies of water, and there's
been cases where on was sealed in a lake or on a solitary island. From its shape and personality,
some wonder whether it isn't a nozuchi that has reached adulthood.
----------------------------------------

=======================================================================
=========
Requiem for the Godsoul -- GM Section: Plant Mononoke [XP1Y-4]
=======================================================================
=========

Korpokkur / Class: Plant / LV: 1 (1)


Size : 1
Wits : High
Senses : Normal
Speech : Yes
Reaction : Neutral
ID : 10
Weakness : [Toxin] [Phantom]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 1 | 2 | 5 | 4 | 2
{Fixed Values} | 8 | 9 | 12 | 11 | 9
{Initiative} : 5 (4)
{HP} : 18
Armor :0
Barrier :2

Attack Methods
[Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
- 1d6+9 magical damage to the target. [Additional Effect]: Change the [Target] of an [Attack
Action] to [2#]. 1/Combat.

«Hide»: Start / 5 Sq. / 1#


- The target gains [Shift: Hidden] at [Result: 20].

«Elemental Attack I»: Magical Attack / 4 Sq. / 1# / Cancels


- [Element: Wind] 2d6+9 magical damage to the target. 1/Round.

Materials (2d6)
2~7: None
8~10: Small Clothes/Luck+1: 500G (Potency: 1)
11+: Holy Tree Acorn / HP+6: 1,000G (Potency: 2)

Description
Small, humanoid Mononoke that are born from the rocks, trees, and flowers of verdant lands that
have been steeped over many years in the spirit energy of powerful leylines. They move quickly to
avoid being seen by humans, something they hate, and live quietly inside of Sanctums they've set
up in deep mountainous regions. They are generally considered to be harmless, but they deal with
those who break promises, or those who try to invade their territory, harshly.
----------------------------------------

Azukiarai / Class: Plant / LV: 3 (1)


Size : 1
Wits : Normal
Senses : Magic
Speech : Yes
Reaction : Neutral
ID : 11
Weakness : [Fire] [Shock]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 7 | 6 | 2 | 1 | 2
{Fixed Values} | 14 | 13 | 9 | 8 | 9
{Initiative} : 5 (4)
{HP} : 40
Armor :0
Barrier :2

Attack Methods
[Weapon Attack]: Ranged Attack / 5 Sq. / 1#
- [Form: Ranged] 2d6+13 physical damage to the target.

«Strange Noise»: Start / User


- The target [Halves] magical damage they take.

«Rampage I»: Physical Attack / Engaged / Area


- [Form: Hammer] 2d6+13 physical damage to the target. 1/Round.

«Cover»: Defense / Engaged / 1#


- Use On Damage Reduction. The user takes the damage that the target would have received
({Resist} checks automatically become failures). «Cover» has no effect on [Target: Area・Combat
Zone] [Attack Actions].

Materials (2d6)
2~8: Tree Fruit Set/Will+4: 500G (Potency: 1)
9+: Sacred Tree Sapling/EVA+1: 1,000G (Potency: 2)

Description
Azukiarai, or bean washers, are creatures formed when a soul fuses with the spirit of a plant and
becomes a Mononoke. They are commonly found watching over and tending to the vegetation of
holy mountains, wearing the form of an animal or a child. When humans approach, they warn them
away by making a noise using whatever seeds or fruit they have on hand, but they got their name
because that noise always sounds like someone washing azuki beans. Azukiarai have simple, mild
natures, but if it's to protect someone, they won't hesitate to step up.
----------------------------------------

Oshirasama / Class: Plant / LV: 4 (1)


Size : 1
Wits : High
Senses : Magic
Speech : Yes
Reaction : Friendly
ID : 11
Weakness : [Fire] [Shock]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 2 | 1 | 7 | 7 | 3
{Fixed Values} | 9 | 8 | 14 | 14 | 10
{Initiative} : 4 (3)
{HP} : 41
Armor :3
Barrier :3

Attack Methods
[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
- [Form: Hammer] 1d6+14 magical damage to the target.

«Warding God»: Start / Combat Zone / Combat Zone


- The target gains +1 to the result of their Reactive Checks.

«Attack Spell I»: Magical Attack / 7 Sq. / 1# / Halves


- 2d6+18 magical damage to the target. 1/Round.

«Shift Resist I»: Constant / User


- The target always has [Remove: Pain].

Materials (2d6)
Auto: Pure Mulberry Branch/Luck+1: 500G (Potency: 1)
2~10: Small Kimono/Barrier+1: 500G (Potency: 1)
11+: Pure White Mayudama/INS+1: 1,000G (Potency: 2)
Description
Oshirasama is a wooden doll worshiped as a god, which has become a Mononoke. It often appears
as a wooden doll roughly 30cm tall, wearing a kimono. It is a guardian god of human habitations,
such as homes or farmlands, and enjoys playing with small children. Generally speaking, it is a
friendly being with a peaceful personality, but it's also believed to inflict harsh curses upon those
who commit taboos.
----------------------------------------

Mitousama x5 / Class: Plant / LV: 5 (1)


Size : 2
Wits : Clever
Senses : Magic
Speech : Yes
Reaction : Mercurial
ID : 17
Weakness : [Shock] [Light]
Movement : Walk・Fly
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 9 | 1 | 10 | 3 | 5
{Fixed Values} | 16 | 8 | 17 | 10 | 12
{Initiative} : 16 (7)
{HP} : 71
Armor :1
Barrier :7

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Sword] 2d6+17 physical damage to the target. [Additional Effect]: Change the [Target] of
an [Attack Action] to [Area]. 1/Combat.

«Optic Armament»: Magical Attack / 4 Sq. / 3# / Cancel


- [Element: Light] 2d6+26 magical damage. 1/Round.

«Gravity Barrier»: Unique / 7 Sq. / 1#


- The target gains +10 [Armor]. 1/Round.

«Being From the Stars»: Constant / User


- The target changes [Phantom] damage it takes to 0, and ignores all other effects of such attacks.

Materials (2d6)
2~11: Mystery Metal Fragment/MD+1: 500G (Potency: 1)
12+: Metallic Coin/Halve Phantom: 2,000G (Potency: 4)

Description
A Mononoke that lives in caves deep in the mountains, or in mines, and resembles a huge
crustacean with six legs and wings growing out of its back. It has a mushroom-like cap on its head,
and from that and its ecology it is believed to be akin to a fungus. Despite that, it has unusually high
levels of intelligence. It has a fixation with just digging certain ores out of holes in the ground, and
basically avoids contact with humans. However, there are rare cases where one will form a
symbiotic relationship with people, and in some areas they are even worshiped as gods of mines.
----------------------------------------
Uefukazu-no-mikoto / Class: Plant / LV: 8 (2)
Size : 3
Wits : High
Senses : Domain
Speech : Yes
Reaction : Mercurial
ID : 18
Weakness : [Fire] [Shock]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 13 | 1 | 3 | 11 | 4
{Fixed Values} | 20 | 8 | 10 | 18 | 11
{Initiative} : 11 (6)
{HP} : 104
Armor : 12
Barrier : 10

Attack Methods
[Weapon Attack]: Melee Attack / 2 Sq. / 1#
- [Form: Spear] 3d6+30 physical damage to the target. [Additional Effect]: Change the [Range] of
an [Attack Action] to [Combat Zone]. 1/Round.

«Bar the Way»: Unique / Engaged / 1#


- When the user declares [Engaged] with a [Target], or when a [Target] declares [Engaged・
Breakaway・Withdraw] on the user, the user may immediately make 1x [Weapon Attack]. 2/Round.

«Gatekeeper of the Holy Grounds»: Unique / Combat Zone / 1#


- Use when the target declares a Talent. Cancel the effect of one [Timing: Start] Talent that the
target used.

«Avatar of the Torii»: Constant / User


- The target [Halves] physical damage from [Form: Sword・Spear].

Materials (2d6)
2~9: Shard of a Torii/Armor+2: 1,000G (Potency: 2)
8+: Holy Spear Decorative Cloth/INIT+3: 1,500G (Potency: 3)

Description
The uefukazu-no-mikoto is a Mononoke that was once a torii gate which guarded the entrance to a
holy site built over a massive leyline. Together with komainu and other such creatures, it plays a roll
in rejecting those evil creatures that try to approach, or those who is does not recognize as its
master. It's almost unheard of that a uefukazu-no-mikoto will move from its role as a gatekeeper,
but there have been reports of some being active on their own will when the site they are guarding
is destroyed, or when they are abandoned.
----------------------------------------

Tsubaki Tennyo / Class: Plant / LV: 10 (2)


Size : 2
Wits : Clever
Senses : Domain
Speech : Yes
Reaction : Neutral
ID : 24
Weakness : [Fire] [Toxin]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 16 | 14 | 5 | 4 | 6
{Fixed Values} | 23 | 21 | 12 | 11 | 13
{Initiative} : 19 (8)
{HP} : 92
Armor :5
Barrier : 11

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Sword] 2d6+35 physical damage to the target. [Additional Effect]: Change the [Target] of
an [Attack Action] to [Area]. 1/Round.

«Fallen Camellia»: Physical Attack / Engaged / 1#


- [Form: Sword / Element: Wind] 2d6+67 physical damage to the target. 1/Round.

«Breath of the Earth»: Defense / 7 Sq. / 1#


- The target always has [Remove: Darkness・Poison・Pain・Paralysis].

«Thousand Year Camellia»: Constant / User


- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target may change [Physical
Damage] into [Magical Damage], 1/Round.

Materials (2d6)
2~4: Old Wooden Dagger/Agility+4: 2,000G (Potency: 4)
5~9: Crimson Petals/HP+9: 1,500G (Potency: 3)
10+: Camellia Hairpin/Barrier+4: 2,0000 (Potency: 4)

Description
A being where a giant tree above a leyline in the deep mountains, or else the mountain itself,
becomes a Mononoke. As it appears in the form of an incomparably beautiful woman adorned in a
crimson feathered robe, the Mononoke is called a Tsubaki Tennyo, or Heavenly Woman of
Camellias. Because it rarely leaves its territory, eyewitness accounts are rare. However, there are
legends saying that the Tsubaki Tennyo has had, in the past, relations with humans, leaving behind
descendants.
----------------------------------------

Fusouju-no-Wakagi / Class: Plant / LV: 13 (3)


Size : 5
Wits : High
Senses : Domain
Speech : Yes
Reaction : Neutral
ID : 26
Weakness : [Fire] [Shock]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 5 | 2 | 17 | 18 | 5
{Fixed Values} | 12 | 9 | 24 | 25 | 12
{Initiative} : 13 (6)
{HP} : 155
Armor : 18
Barrier : 14

Attack Methods
[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
- 6d6+36 magical damage to the target. [Additional Effect]: Change the [Target] of an [Attack
Action] to [Combat Zone]. 1/Round.

«Energy Storm»: Start / Combat Zone / Combat Zone


- The target re-rolls all of their current [Spirit] (doesn't count exhausted spirit).

«Elemental Spell IV»: Magical Attack / Combat Zone / Area / Cancels


- [Element: Wind] 3d6+51 magical damage to the target. 2/Round.

«Breath of Life»: End / Combat Zone / Combat Zone


- The target [Recovers] 20 {HP}.

«Divine Tree of Takahara»: Constant / User


- During the target's [Turn], it gains +2 [Timing: Attack].

Materials (2d6)
2~9: Fusouju's Leaves/Halve Wind: 2,000G (Potency: 4)
10+: Fusouju's Bark/Armor+5: 3,000G (Potency: 5)

Description
A giant sapling tree that lived in the land of Divine Souls, Takahara, which was believed to exist in
the skies over Japan. The tree itself is essentially an enormous cluster of spirit energy, able to
become a leyline itself just by snaking its roots through the ground. Just one of its seeds is worth a
thousand gold, but the Mononoke born from the tree's leyline have settled around it, so just getting
close is extremely hazardous.
----------------------------------------

=======================================================================
=========
Requiem for the Godsoul -- GM Section: Mechanical Mononoke [XP1Y-5]
=======================================================================
=========

Ittan-momen / Class: Mechanical / LV: 1 (1)


Size : 4
Wits : Normal
Senses : Magic
Speech : No
Reaction : Mercurial
ID :8
Weakness : [Flame] [Shock]
Movement : Walk・Fly
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 7 | 6 | 2 | 6 | 1
{Fixed Values} | 14 | 13 | 9 | 13 | 8
{Initiative} : 15 (7)
{HP} : 46
Armor :5
Barrier :4

Attack Methods
[Weapon Attack]: Physical Attack / Engaged / 1#
- [Form: Spear] 4d6+11 physical damage to the target.

«Frenzy»: Physical Attack / Engaged / Area


- [Form: Hammer] 2d6+11 physical damage to the target. 1/Round.

«Magically Resistant Cloth»: Unique / 4 Sq. / 1#


- The target gains +5 [Barrier]. 1/Round.

Materials (2d6)
2~5: None
6~9: Ether Thread Embroidery/Barrier+1: 500G (Potency: 1)
10+: Shikigami Cloth/Evasion+1: 1,000G (Potency: 2)

Description
A type of shikigami created as sacred cloth. It looks like an unrolled roll of cloth ten meters long,
with a pair of small, spindly arms extending from it. It uses cloth that incorporates command
expressions, and so is able to carry out simple tasks on its own, like attacking someone or cleaning
something. As they are originally constructed from a material adapted to spirit energy, they will
sometimes develop self-awareness when influenced by a Shard.
----------------------------------------

Rokurokubi / Class: Mechanical / LV: 3 (1)


Size : 3
Wits : High
Senses : Normal
Speech : Yes
Reaction : Mercurial
ID :9
Weakness : [Shock] [Magnet]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 8 | 4 | 2 | 9 | 3
{Fixed Values} | 15 | 11 | 9 | 16 | 10
{Initiative} : 11 (6)
{HP} : 48
Armor :5
Barrier :3

Attack Methods
[Weapon Attack]: Physical Attack / Engaged / 1#
- [Form: Hammer] 3d6+14 physical damage to the target. [Additional Effect]: Make 1x [Weapon
Attack] after [Damage Calculation]. 1/Combat.

«Distance Manipulation»: Prep / User


- The target increases the [Range] of their [Attack Actions] by 4 Sq. (if Engaged, then move 4 Sq.;
if Combat Zone, change effect to +1d6 to damage).

«Headbutt»: Physical Attack / 2 Sq. / 1#


- [Form: Hammer] 2d6+14 physical damage to the target. The user may force targets that failed
their [Reactive Check] to [Install] into a square 1 Sq. away.

«Visual Confusion»: Unique / 7 Sq. / 1#


- The target takes -2 to their {Evasion} check. 1/Round.

Materials (2d6)
2~9: Broken Device/Intellect+1: 500G (Potency: 1)
10+: Base Fragment/ACC+1: 1,000G (Potency: 2)

Description
A Mononoke that came to be when a soul and a Shard came to dwell in a rope or chain used to hang
objects, or even the pulley over old-style wells. They can assume human form, and there are even
some who can live a normal life, thinking of themselves as human. Basically, they don't tend to
mean any harm, but depending on what they were used for, or who they were used by, they may be
driven into a rage.
----------------------------------------

Sprite / Class: Mechanical / LV: 4 (1)


Size : 2
Wits : Clever
Senses : Magic
Speech : Yes
Reaction : Mercurial
ID : 17
Weakness : [Fire] [Magnet]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 1 | 2 | 10 | 9 | 3
{Fixed Values} | 8 | 9 | 17 | 16 | 10
{Initiative} : 12 (6)
{HP} : 44
Armor :3
Barrier :2

Attack Methods
[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
- 2d6+14 magical damage to the target.

«Discharge»: Start / Combat Zone / Combat Zone


- The target reduces their {Initiative} by 3.

«Viral Propogation»: Magical Attack / 5 Sq. / Area / Halves


- 2d6+20 magical damage to the target. Targets that fail their [Reaction Check] take [Shift: Pain].

«Non-Entity Entity»: Constant / User


- The target [Halves] physical damage of [Rank: 2 (2d6)] or less.
«Backup Program»: End / User
- The target [Recovers] 10 {HP}.

Materials (2d6)
2~10: Storage Medium/MD+1: 500G (Potency: 1)
11+: Cooling Device/Bestow Cold: 1,500G (Potency: 3)

Description
A Mononoke created when the strong emotions of people lingering in electronic devices and on the
net gained a Shard and became real. That entity reconfigured itself into a program, one which can
now only blindly seek to act on the emotion it was born from. On the other hand, there is no end to
the rumors that say that the advancement of technology has led to Sprites that are almost the same
as humans.
----------------------------------------

Oboroguruma / Class: Mechanical / LV: 4 (1)


Size : 3
Wits : Normal
Senses : Magic
Speech : Yes
Reaction : Mercurial
ID : 17
Weakness : [Shock] [Magnet]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 9 | 10 | 1 | 2 | 3
{Fixed Values} | 16 | 17 | 8 | 9 | 10
{Initiative} : 16 (7)
{HP} : 54
Armor :5
Barrier :3

Attack Methods
[Weapon Attack]: Ranged Attack / Charge 4 Sq. / 1#
- [Form: Ranged] 4d6+16 physical damage to the target. [Additional Effect]: Change the [Range] of
an [Attack Action] to [Charge 10 Sq.] 1/Combat.

«Hell Tuning»: Start / User


- The target gains +2d6 to {Initiative}. 1/Combat.

«Monster Machine»: Physical Attack / Engaged / 1#


- [Form: Hammer] 3d6+16 physical damage to the target. The user may force targets that failed
their [Reactive Check] to [Install] into a square 1 Sq. away.

«Partner of Steel»: Unique / Combat Zone / 1#


- Use when the target declares a [Move Action]. The target may make a [Ranged Attack・Magical
Attack] after making a [Combat Move].

Materials (2d6)
2~9: Broken Break/Initiative+1: 500G (Potency: 1)
10+: Iron Soul/Speed+1: 1,000G (Potency: 2)
Description
A Mononoke that was born when a Shard found its way into a vehicle. Though in times past the
Oboroguruma was seen as a huge face affixed to an oxcart, in recent days a variety of other vehicles
have been seen, such as cars, motorcycles, and even tanks and trains. As a mass of iron big enough
to carry people, it poses a threat just by charging around.
----------------------------------------

Fallen Regalia / Class: Mechanical / LV: 5 (1)


Size : 2
Wits : High
Senses : Domain
Speech : Yes
Reaction : Mercurial
ID : 12
Weakness : [Shock] [Magnet]
Movement : Walk・Fly
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 11 | 7 | 9 | 4 | 1
{Fixed Values} | 18 | 14 | 16 | 11 | 8
{Initiative} : 16 (7)
{HP} : 71
Armor :8
Barrier :6

Attack Methods
[Weapon Attack]: Physical Attack / Engaged / 1#
- [Form: Sword] 3d6+22 physical damage to the target. [Additional Effect]: Gain +3d6 to the
[Damage] of an [Attack Action], 1/Combat.

«Rampage I»: Physical Attack / Engaged / Area


- [Form: Sword] 3d6+19 physical damage to the target. 1/Round.

«Ultimate Move Recreation»: Physical Attack / Combat Zone / 1#


- The user gains +3 to the {Accuracy} check, then deals [Form: Sword] 36 points of physical
damage to the target.

«Regalia of Destruction»: Constant / User


- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target may inflict [Shift: Dead]
onto "x#" Mononoke that it deals at least 1 point of damage to.

Materials (2d6)
2~9: Smashed Crossguard/ACC+1: 1,000G (Potency: 2)
10+: Spirit Crystal Fragment/Barrier+3: 1,500G (Potency: 3)

Description
Forged with Fool's Gold, and for many years existing only to destroy evil golds, this Regalia created
by humans is a shadow of what it once was. Having lost the one who wielded it, in order to grant its
wielder's final wish, or to fulfill the meaning of its existence, it will not stop until it is destroyed by
other beings like it.
----------------------------------------

Funadama / Class: Mechanical / LV: 10 (2)


Size : 5
Wits : High
Senses : Magic
Speech : Yes
Reaction : Mercurial
ID : 22
Weakness : [Fire] [Magnet]
Movement : Walk・Fly・Swim
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 4 | 2 | 15 | 15 | 7
{Fixed Values} | 11 | 9 | 22 | 22 | 14
{Initiative} : 16 (7)
{HP} : 127
Armor : 25
Barrier : 20

Attack Methods
[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancel
- 5d6+34 magical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an
[Attack Action]'s [Target]. 1/Round.

«Battlefield Ocean»: Start / Combat Zone / Combat Zone


- For the rest of the combat, the target is [Submerged].

«Bombardment»: Magical Attack / Combat Zone / Area / Halves


- [Element: Light] 2d6+34 magical damage to the target. 2/Round.

«Summon Fleet»: Constant / User


- During the target's [Turn], it gains +1 [Timing: Attack]. Also, 1/Session, it may change the
[Range/Target] of an [Attack Action] to [Combat Zone].

Materials (2d6)
2~5: Sharp Fang/PD+1: 500G (Potency: 1)
6~9: Sacred Tree Fruit/HP+3: 500G (Potency: 1)
10+: Squirrel Pelt/Luck+2: 1000G (Potency: 2)

Description
A Mononoke born when a Shard entered an object believed to have a spirit, in this case the spirit of
a pirate ship or warship or other large vessel used for battle, in which its passengers prayed to it for
safety. Becoming a Mononoke due to the feelings surrounding its sinking or decommissioning, even
after its "death" it still attempts to fulfill it mission. It can create a nostalgic ocean inside of its spirit
barrier using its own spirit energy, and fly through its waters or in the skies above. Even so, its soul
is rotting away, and it is slowly changing into an undead Mononoke.
----------------------------------------

Daidarabotchi / Class: Mechanical / LV: 14 (3)


Size : 5
Wits : High
Senses : Domain
Speech : Yes
Reaction : Mercurial
ID : 25
Weakness : [Shock] [Magnet]
Movement : Walk・Fly
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 21 | 5 | 2 | 17 | 5
{Fixed Values} | 28 | 12 | 9 | 24 | 12
{Initiative} : 21 (9)
{HP} : 161
Armor : 20
Barrier : 13

Attack Methods
[Weapon Attack]: Physical Attack / Combat Zone / 1#
- [Form: Hammer] 6d6+46 physical damage to the target. [Additional Effect]: [Halve] the [Armor]
or [Barrier] of an [Attack Action]'s [Target]. 1/Round.

«Slam III»: Physical Attack / Engaged / 1#


- [Form: Hammer] 3d6+56 physical damage to the target. The user may force targets that failed
their [Reactive Check] to [Install] into a square up to 3 Sq. away.

«Rampage III»: Physical Attack / Combat Zone / Combat Zone


- [Form: Ranged] 5d6+56 physical damage to the target. 2/Round.

«Machine God»: Constant / User


- During the target's [Turn], it gains +2 [Timing: Attack]. It always has [Remove: Pain], and
[Halves] physical damage from [Form: Sword・Spear].

Materials (2d6)
2~9: Gravity Control Device/Bestow Magnet: 1,500G (Potency: 3)
10+: Physical Wall Device/Armor+5: 3,000G (Potency: 5)

Description
A legendary giant from ancient times, whose footprints still dot the land. As it is constructed using a
metal of unknown origin, there are various theories regarding its origins floating around, from being
the legacy of a super-ancient civilization, to being something from another world or a distant future.
Today, the giant is still and silent, and it is rumored that it sleeps, awaiting the arrival of a certain
person.
----------------------------------------

=======================================================================
=========
Requiem for the Godsoul -- GM Section: Undead Mononoke [XP1Y-6]
=======================================================================
=========

Onibi x10 / Class: Undead / LV: 1 (1)


Size : 1
Wits : Low
Senses : Magic
Speech : No
Reaction : Hostile
ID :8
Weakness : [Wind] [Light]
Movement : Walk・Fly
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 5 | 2 | 6 | 5 | 2
{Fixed Values} | 12 | 9 | 13 | 12 | 9
{Initiative} : 7 (4)
{HP} : 41
Armor :0
Barrier :0

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Hammer] 1d6+9 physical damage to the target.

«Widen»: Prep / User


- The target changes the [Target] of an [Attack Action] to [Area].

«Energy Wave»: Magical Attack / 7 Sq. / 1# / Halves


- 2d6+14 magical damage to the target. Targets that fail their [Reaction Check] takes [Shift: Pain].

Materials (2d6)
2~7: None
8+: Memory Jewel/Will+1: 500G (Potency: 1)

Description
Onibi ("oni light") are the accumulated bits of spirit energy that disperses when a human turns into
ectoplasm. They typically look like small motes of floating blue fire. This particular type can also
be called inka, or "shadow fire," as they are influenced by the negative emotions felt at the instant
of ectoplasmification. They attack other humans while trying to return to their original soul, and can
be controlled by an Aramitama who possesses it. Also note that even if the Onibi is destroyed, the
original ectoplasmic body is not affected in any way.
----------------------------------------

Guardian Spirit / Class: Undead / LV: 2 (1)


Size : 2
Wits : Normal
Senses : Magic
Speech : Yes
Reaction : Mercurial
ID :6
Weakness : [Fire] [Light]
Movement : Walk・Fly
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 7 | 2 | 4 | 5 | 4
{Fixed Values} | 14 | 9 | 11 | 12 | 11
{Initiative} : 9 (5)
{HP} : 42
Armor :2
Barrier :3

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Spear] 2d6+9 physical damage to the target.
«Shackles of Karma»: Physical Attack / Engaged / 1#
- [Form: Hammer / Element: Magnet] 2d6+16 physical damage to the target. 1/Round.

«Cover»: Defense / Engaged / 1#


- Use On Damage Reduction. The user takes the damage that the target would have received
({Resist} checks automatically become failures). «Cover» has no effect on [Target: Area・Combat
Zone] [Attack Actions].

«Defense Barrier I»: Unique / 7 Sq. / 1#


- The target gains +5 [Barrier]. 1/Round.

Materials (2d6)
2~5: None
6~9: Inheritance/Barrier+1: 500G (Potency: 1)
8+: Heirloom/Luck+2: 1,000G (Potency: 2)

Description
Guardian Spirits materialize when the ancient memories dwelling among souls gains a Shard. They
primarily appear in the form of an ancestor or former bearer of a soul, and then guard over a home
or individual. As the residual memories they are formed out of are not themselves a whole person,
often the social norms and what the spirit itself fixates on can stretch over countless generations,
leading them to go from one extreme to the next.
----------------------------------------

Corpse Lion / Class: Undead / LV: 3 (1)


Size : 3
Wits : Low
Senses : Magic
Speech : No
Reaction : Hostile
ID : 15
Weakness : [Fire] [Light]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 9 | 3 | 5 | 5 | 4
{Fixed Values} | 16 | 10 | 12 | 12 | 1
{Initiative} : 11 (6)
{HP} : 48
Armor :2
Barrier :0

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Sword] 3d6+12 physical damage to the target.

«Surpassing Strike»: Physical Attack / Engaged / 1#


- [Form: Sword] 2d6+30 physical damage to the target.

«Unnatural Regen»: End / User


- The target [Recovers] 10 {HP}.
Materials (2d6)
2~5: Corpse Beast Hide/Strength+1: 500G (Potency: 1)
6~9: Corpse Beast Claw/PD+2: 1,000G (Potency: 2)
10+: Corpse Beast Mane/Luck+2: 1,000G (Potency: 2)

Description
A Mononoke created by taking the best parts from a variety of dead animals, then joining them
haphazardly together using magic. Although called a lion, other than having the form of a large
four-legged beast, it bears almost no resemblance to a lion. The strike that ignores all physical
limitation that it can unleash from its huge body has power enough to not be taken lightly.
----------------------------------------

Hell Soldiers x5 / Class: Undead / LV: 6 (2)


Size : 2
Wits : Normal
Senses : Heat
Speech : No
Reaction : Mercurial
ID : 17
Weakness : [Fire] [Light]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 11 | 2 | 7 | 9 | 4
{Fixed Values} | 18 | 9 | 14 | 16 | 11
{Initiative} : 17 (8)
{HP} : 76
Armor :7
Barrier :4

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Spear] 2d6+20 physical damage to the target. [Additional Effect]: Change the [Target] of
an [Attack Action] to [2#]. 1/Combat.

«Charge!»: Start / Combat Zone / Combat Zone


- "x#" Mononoke within [Range] can move up to 7 Sq.

«Elemental Attack II»: Physical Attack / 2 Sq. / 1#


- [Form: Spear / Element: Cold] 2d6+42 physical damage to the target. 1/Round.

«Army of Darkness»: Constant / User


- For each Mononoke with the same name that is [Engaged] with the target (including the target
themselves), the target gains +1 to {Accuracy} checks, and +3 to physical damage. Also, the target
[Halves] physical damage that is [Rank: 1 (1d6)] or less.

Materials (2d6)
2~10: Hellspear Head/PD+1: 500G (Potency: 1)
8+: Hellspear Tassel/INIT+2: 1,000G (Potency: 2)

Description
Oni that live in Yomi, the land of the dead in Japanese mythology. It's believed that they were the
ones to loose Izanami on Izanagi in order to trap him. While they are not especially intelligent, they
always show coordinated movement while in groups.
----------------------------------------

Misaki Seven / Class: Undead / LV: 7 (2)


Size : 2
Wits : Clever
Senses : Magic
Speech : Yes
Reaction : Hostile
ID : 18
Weakness : [Fire] [Light]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 11 | 3 | 11 | 4 | 5
{Fixed Values} | 18 | 10 | 18 | 11 | 12
{Initiative} : 18 (8)
{HP} : 72
Armor :5
Barrier :6

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Hammer] 2d6+24 physical damage to the target. [Additional Effect]: Change the [Range]
of an [Attack Action] to [7 Sq.] 1/Combat.

«Gaze: Fallen»: Start / 4 Sq. / Area / No Resist


- The target takes [Shift: Fallen].

«Life Drain II»: Physical Attack / Engaged / 1#


- [Form: Hammer] 3d6+17 physical damage to the target. If the target fails their [Reactive Check],
the user [Recovers] 20 {HP}.

«Energy Wave II»: Magical Attack / 5 Sq. / Area / Halves


- 2d6+21 magical damage. Targets that fail their [Reactive Check] take [Shift: Pain].

«Seven as One»: Constant / User


- During the target's [Turn], it gains +1 [Timing: Attack].

Materials (2d6)
2~10: Rusted Metal Staff/CNJ+1: 1,000G (Potency: 2)
11+: Bone Rosary/Intellect+4: 2,000G (Potency: 4)

Description
A being made up of seven different humans skilled in the use of spirit energy that became ghosts
and then clustered together. To clear away their own grief, they assault those with greater spirit
energy than their own as a group, then sacrifice the weakest of themselves while growing stronger.
----------------------------------------

Yomotsu-shikome / Class: Undead / LV: 10 (2)


Size : 2
Wits : High
Senses : Magic
Speech : Yes
Reaction : Mercurial
ID : 24
Weakness : [Light] [Phantom]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 4 | 2 | 15 | 15 | 7
{Fixed Values} | 11 | 9 | 22 | 22 | 14
{Initiative} : 26 (11)
{HP} : 91
Armor :7
Barrier :4

Attack Methods
[Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
- 2d6+34 magical damage to the target. [Additional Effect]: Change the [Range] of an [Attack
Action] to [Combat Zone]. 1/Combat.

«Command II»: Start / Combat Zone / Combat Zone


- "x#" Mononoke within [Range] gain +6 {Initiative}.

«Dark Miasma»: Magical Attack / 7 Sq. / Area / Cancels


- [Element: Cold] 2d6+44 magical damage to the target. 1/Round.

«Retreat»: End / User


- The target [Installs] into a square within [Range: 4 Sq.] 1/Combat.

«Dark Tracker»: Constant / User


- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target may make [Magical
Attacks] after [Combat Moves].

Materials (2d6)
2~7: Mountain Grape Vine/INIT+2: 1,000G (Potency: 2)
8+: Tooth of a Comb/Null Darkness: 2,000G (Potency: 4)

Description
A demon woman believed to live in Yomi, the land of the dead, and said to be the materialization of
the impurity of Yomi. There's an old story saying that the goddess Izanami ordered the Yomotsu-
shikome to track down the god Izanagi as he tried to flee from Yomi. She is a fast runner, with a
greedy personality.
----------------------------------------

Gashadokuro / Class: Undead / LV: 12 (3)


Size : 5
Wits : Normal
Senses : Magic
Speech : No
Reaction : Hostile
ID : 25
Weakness : [Fire] [Light]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 18 | 2 | 5 | 17 | 5
{Fixed Values} | 25 | 9 | 12 | 24 | 12
{Initiative} : 18 (8)
{HP} : 153
Armor : 18
Barrier : 13

Attack Methods
[Weapon Attack]: Melee Attack / Combat Zone / 1#
- [Form: Axe] 6d6+41 physical damage to the target. [Additional Effect]: [Halve] the [Armor] or
[Barrier] of an [Attack Action]'s [Target]. 1/Round.

«Dark Miasma»: Start / 4 Sq. / Area / No Resist


- The target takes [Shift: Poison].

«Rampage III»: Physical Attack / Combat Zone / Combat Zone


- [Form: Hammer] 5d6+51 physical damage to the target. 1/Round.

«Counter»: Defense / User / No Evasion


- Use On {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target:
1#] takes [Form: Hammer] 3d6+39 physical damage.

«Remnants of a Titan»: Constant / User


- During the target's [Turn], it gains +2 [Timing: Attack]. Also, it always has [Remove: Pain].

Materials (2d6)
2~7: Crystallized Miasma/Will+3: 1,500G (Potency: 3)
10+: Shattered Summon Seal/Null Pain: 4,000G (Potency: 5)

Description
An ancient, massive skeleton born from a massive amount of the regret of the dead who weren't
given a proper burial and left as-is. The resentment that pervades it drives it to madness, and it
brings death and destruction until everything around it is reduced to ashes.
----------------------------------------

=======================================================================
=========
Requiem for the Godsoul -- GM Section: Mythical Mononoke [XP1Y-7]
=======================================================================
=========
Zashiki-warashi / Class: Mythical / LV: 1 (1)
Size : 1
Wits : High
Senses : Magic
Speech : Yes
Reaction : Friendly
ID :7
Weakness : [Wind] [Phantom]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 1 | 3 | 6 | 6 | 5
{Fixed Values} | 8 | 10 | 13 | 13 | 12
{Initiative} : 8 (5)
{HP} : 36
Armor :1
Barrier :4

Attack Methods
[Weapon Attack]: Magical Attack / 4 Sq. / 1# / Cancels
- 1d6+7 magical damage to the target.

«Influence Fate»: Unique / 5 Sq. / 1#


- The target adds or subtracts 1 from one [Spirit] die. 1/Round.

«Fortune Call»: Constant / User


- [Range: Combat Zone / Target: Combat Zone] aside from the target gains +1 to {Luck} checks.

Materials (2d6)
2~7: None
8~11: Azuki Bean Bag/MD+1: 500G (Potency: 1)
12+: Hand-Sewn Kimono/Luck+3: 1,500G (Potency: 3)

Description
A Mononoke with the form of a small child. It dwells in storehouses attached to people's homes,
and is thought to be a good being that grants happiness and wealth to the residents of the home.
However, it also has aspects of being a demon, as it will call misfortune upon the residents by
"leaving" the home where it lives. There have been rare cases where one has haunted an individual
rather than a home, as well.
----------------------------------------

Mermaid / Class: Mythical / LV: 3 (1)


Size : 2
Wits : High
Senses : Magic
Speech : Yes
Reaction : Neutral
ID :8
Weakness : [Fire] [Toxin]
Movement : Walk・Swim
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 2 | 3 | 8 | 7 | 4
{Fixed Values} | 9 | 10 | 15 | 14 | 11
{Initiative} : 14 (7)
{HP} : 43
Armor :3
Barrier :3

Attack Methods
[Weapon Attack]: Magical Attack / 5 Sq. / 1# / Cancels
- 2d6+14 magical damage to the target.
«Born from Water»: Start / Combat Zone / !3
- For the rest of the combat, the target gains [Move: Swim].

«Elemental Spell I»: Magical Attack / 4 Sq. / 1# / Cancels


- [Element: Cold] 2d6+14 magical damage to the target. 1/Round.

«Blessing of Water»: Defense / 5 Sq. / 1#


- The target [Halves] [Element: Cold] damage they take.

«Element Nullify I»: Constant / User


- The target changes [Cold] damage it takes to 0, and ignores all other effects of such attacks.

Materials (2d6)
2~11: Mermaid Scales/Agility+1: 500G (Potency: 1)
12+: Mermaid Heart/Bestow Cold: 1,500G (Potency: 3)

Description
A being akin to a fairy born from the oceans and water. Its upper half is that of a person, and its
lower half is that of a fish, but for short periods of time it can assume the form of a human entirely.
Its flesh is both poisonous and good for a variety of medicines, so it's dangerous to handle it
unaware. Mermaids have a tragic history of being hunted, so the whole species tends to avoid
contact with humans as much as possible.
----------------------------------------

Yatagarasu / Class: Mythical / LV: 4 (1)


Size : 2
Wits : High
Senses : Domain
Speech : Yes
Reaction : Neutral
ID : 14
Weakness : [Cold] [Phantom]
Movement : Walk・Fly
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 2 | 8 | 9 | 3 | 4
{Fixed Values} | 9 | 15 | 16 | 10 | 11
{Initiative} : 15 (7)
{HP} : 44
Armor :3
Barrier :5

Attack Methods
[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
- 2d6+16 magical damage to the target.

«Guiding Messenger»: Start / Combat Zone / Combat Zone


- The target has [Remove: Darkness] for the round.

«Elemental Spell I»: Magical Attack / 6 Sq. / 1# / Cancel


- [Element: Light] 2d6+16 magical damage to the target. 1/Round.

«Wargod's Pedigree»: Unique / Combat Zone / 1#


- Add or subtract 1 from the value of the target's [Roll]. 1/Round.

«Omen of Light»: Constant / User


- The target changes [Light] damage it takes to 0, and ignores all other effects of such attacks.

Materials (2d6)
2~10: Third Leg/MD+1: 500G (Potency: 1)
11+: Black Tailfeather/Luck+3: 1,500G (Potency: 3)

Description
A crow-type Mononoke with a third leg, and a wingspan of one and a half meters. As a messenger
of the gods, it has guided kings and heroes alike since the days of old. It is likened to an incarnation
of the sun, and repels evil with a sacred, golden light from its body. It adheres strongly to promises
and vows, and is said to inflict severe punishment upon those who break them.
----------------------------------------

Tochigami / Class: Mythical / LV: 5 (1)


Size : 2
Wits : High
Senses : Domain
Speech : Yes
Reaction : Neutral
ID : 17
Weakness : [Fire] [Toxin]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 3 | 2 | 11 | 10 | 6
{Fixed Values} | 10 | 9 | 18 | 17 | 13
{Initiative} : 20 (9)
{HP} : 87
Armor :7
Barrier :5

Attack Methods
[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
- [Form: Hammer] 6d6+41 physical damage to the target.

«Leyline Avatar»: Start / Combat Zone / Combat Zone


- One time this round, each target may add or subtract 1 from the value of one die in their [Roll]
(may not adjust above 6 or below 1; [Criticals] and [Fumbles] cannot be made to occur).

«Breath of Gods»: Magical Attack / Combat Zone / 2# / Halves


- [Element: Light] 2d6+27 magical damage to the target. 1/Round.

«Divine Soul Authority»: Constant / User


- The target ignores all [Damage] and other effects taken from non-Awakened sources. Also, the
target may inflict [Shift: Dead] on "x#" it deals at least 1 point of damage to.

Materials (2d6)
2~7: Energy Gem/RES+1: 1,000G (Potency: 2)
10+: Shrine's Idol/Barrier+3: 1,500G (Potency: 3)
Description
A plant or animal under the influence of a leyline, that then became the guardian of that leyline. It
protects a mid-sized leyline within a city, and is able to transform into a human as a temporary
form. At times, when they are faced with an unmanageable incident, they'll ask Godhunters they're
familiar with for aid.
----------------------------------------

Phoenix / Class: Mythical / LV: 8 (2)


Size : 3
Wits : Clever
Senses : Domain
Speech : Yes
Reaction : Friendly
ID : 20
Weakness : [Cold] [Magnet]
Movement : Walk・Fly
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 2 | 6 | 14 | 14 | 6
{Fixed Values} | 9 | 13 | 21 | 21 | 13
{Initiative} : 22 (9)
{HP} : 85
Armor :9
Barrier : 14

Attack Methods
[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
- 3d6+22 magical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an
[Attack Action]'s [Target]. 1/Round.

«Lord of the Skies»: Start / Combat Zone / Combat Zone


- Remove the targets' [Shift: Flight] and [Move: Fly].

«Breath of Fire»: Magical Attack / Combat Zone / Area / Halves


- [Element: Fire] 3d6+44 magical damage to the target. 1/Round.

«Guidance of the Phoenix»: Unique / Combat Zone / 1#


- The target gains 1 [Overflow].

«Avatar of Fire»: Constant / User


- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target changes [Light] damage it
takes to 0, and ignores all other effects of such attacks.

Materials (2d6)
2~10: Rainbow Wings/Bestow Fire: 1,50G (Potency: 3)
11+: Phoenix Egg/HP+12: 2,000G (Potency: 4)

Description
An avian Mononoke resembling a peacock rising over three meters tall. As a sign of fortune, a
phoenix is born when a highly virtuous or wise leader appears, and it offers that person its guidance
after confirming their suitability, or so it is said. In the Wu Xing, the phoenix is identified as
Suzaku, and is believed to govern fire and the south.
----------------------------------------
Young Peng / Class: Mythical / LV: 10 (2)
Size : 5
Wits : Normal
Senses : Domain
Speech : Yes
Reaction : Mercurial
ID : 21
Weakness : [Toxin] [Phantom]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 16 | 1 | 4 | 15 | 6
{Fixed Values} | 23 | 8 | 11 | 22 | 13
{Initiative} : 17 (8)
{HP} : 191
Armor : 17
Barrier : 15

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Hammer] 5d6+35 physical damage to the target. [Additional Effect]: [Halve] the [Armor]
or [Barrier] of an [Attack Action]'s [Target]. 1/Combat.

«Peng's Flapping (Young)»: Start / Combat Zone / Combat Zone


- The target takes a -2d6 penalty to {Initiative}.

«Dustbath»: Physical Attack / Combat Zone / Combat Zone


- [Form: Hammer] 4d6+45 physical damage to the target. 2/Round.

«Still Growing»: End / User


- The target destroys one "x#" Mononoke within [Range: Engaged], and then [Recovers] 30 {HP}.

«Star-Crossing Bird»: Constant / User


- During the target's [Turn], it gains +1 [Timing: Attack].

Materials (2d6)
2~10: Giant Eggshell Fragment/Strength+3: 1,500G (Potency: 3)
11+: Soft Down/Halve Cold: 2,000G (Potency: 4)

Description
An immature Peng, a legendary giant bird spoken of in China and Japan. It can reach several
hundred meters in size even before adulthood, and with just one flap of its wings it can bring about
winds like a hurricane. It is believed that adult Pengs can fly 360,000 kilometers at a time, and there
are theories that claim it's a type of migratory bird that travels space, crossing from one star to the
next.
----------------------------------------

Kirin / Class: Mythical / LV: 12 (3)


Size : 3
Wits : Clever
Senses : Domain
Speech : Yes
Reaction : Friendly
ID : 24
Weakness : [Toxin]
Movement : Walk・Fly
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 2 | 18 | 15 | 17 | 6
{Fixed Values} | 9 | 25 | 22 | 24 | 13
{Initiative} : 34 (13)
{HP} : 123
Armor :6
Barrier :9

Attack Methods
[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
- 3d6+30 magical damage to the target.

«King of the Beasts»: Start / Combat Zone / Combat Zone


- The user inflicts [Shift: Immobile] on [Wits: Low] Mononoke.

«Primal of Benevolence»: Defense / 10 Sq. / 1#


- The target reduces the [Damage] they take by 10.

«Servants of the Kirin»: Constant / User


- Once per combat, by spending [Timing: Start], the user may [Install] and control one [Class:
Beast・Mythical] [Mononoke] of a [LV] less than its own into a square [Engaged] with the user. If
the summoned Mononoke cannot be [Installed] [Engaged], then this Talent has no effect.

Materials (2d6)
2~9: Kirin's Hide/Halves Shock: 2,000G (Potency: 4)
10+: Kirin's Curved Horns/Speed+4: 3,000G (Potency: 5)

Description
A divine beast resembling a deer around five meters in height, with the face of a dragon, the hooves
of a horse, and the hide of an ox. Rainbow hair sprouts from its golden hide, and the large horns
sprouting from its head are wrapped in flesh so as not to harm others. When it moves, it's said that it
charges through the sky, so as not to step on the grass or insects. It can be called the king of the
beasts.
----------------------------------------

=======================================================================
=========
Requiem for the Godsoul -- GM Section: Chaos Mononoke [XP1Y-8]
=======================================================================
=========
Human-Faced Tumor x3 / Class: Chaos / LV: 1 (1)
Size : 2
Wits : High
Senses : Magic
Speech : Yes
Reaction : Hostile
ID : 10
Weakness : [Light] [Toxin]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 6 | 6 | 2 | 3 | 2
{Fixed Values} | 13 | 13 | 9 | 10 | 9
{Initiative} : 13 (6)
{HP} : 41
Armor :2
Barrier :1

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Sword] 2d6+10 physical damage to the target.

«Remove Limits»: Start / User


- The target gains +2 to [Active Checks]. 1/Combat.

«Miasma Strike»: Physical Attack / Engaged / 1#


- [Element: Toxin / Form: Sword] 2d6+10 physical damage.

Materials (2d6)
2~9: Bloody Carving Knife/Agility+1: 500G (Potency: 1)
12+: Human-Faced Skin/Agility+3: 1,500G (Potency: 3)

Description
A general term for tumors that look like human faces that appear on the bodies of people and
animals. They appear within the bodies of creatures that have breathed in Chaos-generated miasma,
then gradually take over the victim until they turn into servants of Chaos. They are something akin
to a conceptual lifeform, and cannot be removed via a surgical proceedure, like just cutting off the
tumor. But they can be safely removed from the victim with a spirit energy-infused strike.
----------------------------------------

Nanahiro-onna / Class: Chaos / LV: 2 (1)


Size : 4
Wits : Normal
Senses : Heat
Speech : No
Reaction : Hostile
ID : 13
Weakness : [Magnet] [Light]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 7 | 2 | 4 | 8 | 3
{Fixed Values} | 14 | 9 | 11 | 15 | 10
{Initiative} : 16 (7)
{HP} : 52
Armor :5
Barrier :3

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Hammer] 4d6+12 physical damage to the target. [Additional Effect]: Change the [Range]
of an [Attack Action] to [7 Sq.] 1/Combat.
«Gaze: Fallen»: Start / 4 Sq. / Area / No Resist
- The target takes [Shift: Fallen].

«Rampage I»: Physical Attack / Engaged / Area


- [Form: Hammer] 2d6+12 physical damage to the target. 1/Round.

«Moment of Despair»: Unique / 7 Sq. / 1#


- Reduce the target's {Evasion} check by 2. 1/Round.

Materials (2d6)
Auto: Cursed Black Hair/Strength+1: 500G (Potency: 1)
2~9: None
10+: Broken Talisman/Will+2: 1,000G (Potency: 2)

Description
An apparition that appears in the form of a giant woman with long black hair and a pale face. Also
called the Tall Woman or the Long-Faced Woman, it's said to kill humans it entrances with its
creepy laugh. Some wonder whether this creature isn't a materialized curse or an incarnation of
miasma itself, but its true form is unknown.
----------------------------------------

Kada / Class: Chaos / LV: 4 (1)


Size : 4
Wits : High
Senses : Magic
Speech : No
Reaction : Mercurial
ID : 15
Weakness : [Fire] [Light]
Movement : Walk・Swim・Fly
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 10 | 1 | 3 | 9 | 4
{Fixed Values} | 17 | 8 | 10 | 16 | 11
{Initiative} : 17 (8)
{HP} : 64
Armor : 10
Barrier :3

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Axe] 4d6+19 physical damage to the target. [Additional Effect]: Make 1x [Weapon Attack]
after [Damage Calculation]. 1/Combat.

«Slam II»: Physical Attack / Engaged / 1#


- [Form: Hammer] 2d6+24 physical damage to the target. The user may force targets that took at
least 1 point of damage from this attack to move up to 2 Sq. in any direction, ignoring
[Engagements].

«Fast Attack»: Unique / User


- Use On {Accuracy} Check. The target gains +4 to their {Accuracy} check. 1/Combat.
Materials (2d6)
2~9: Stretchy Skin/Armor+1: 500G (Potency: 1)
10+: Wattle/Agility+2: 1,000G (Potency: 2)

Description
A Chaotic being with the wings of a bat and the body of a snake, said to be able to bring floods. It
moves quickly through the sky as though it were swimming, and it traps its prey by wrapping its
long, slender body about them and latching on with its claws. Its skin is surprisingly durable,
though weak to strong light. Reports indicate it is primarily active only at night. Other Chaotic
beings use it as a familiar.
----------------------------------------

Nurarihyon / Class: Chaos / LV: 5 (1)


Size : 2
Wits : Clever
Senses : Domain
Speech : Yes
Reaction : Mercurial
ID : 18
Weakness : [Wind] [Light]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 2 | 4 | 10 | 10 | 7
{Fixed Values} | 9 | 11 | 17 | 17 | 14
{Initiative} : 19 (8)
{HP} : 66
Armor :2
Barrier :3

Attack Methods
[Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
- 2d6+18 magical damage to the target. [Additional Effect]: Change the [Target] of an [Attack
Action] to [Area]. 1/Combat.

«Night of a Hundred Demons»: Start / Combat Zone / Combat Zone


- [Mononoke] within [Range] gain +5 {Initiative} and [Armor].

«Servants of Madness»: Magical Attack / Combat Zone / Combat Zone / No Resist


- The user changes any [Obstacles・NPCs] within range into [Chaos] Mononoke of a [LV] less than
its own and controls them. This effect ends if the user is made [Downed・Taken Out・Dead].

«Evil Eye»: Unique / 10 Sq. / 1#


- Use when the target declares a Talent. Cancel the effect of one Talent other than [Timing:
Constant] that the target used.

Materials (2d6)
2~9: Golden Kiseru Pipe/MD+2: 1,000G (Potency: 2)
10+: Boundless Mask/Bestow Phantom: 1,500G (Potency: 3)

Description
A Chaotic being whose name is synonymous with mystery. It enjoys deceiving and making light of
humanity. Though it usually takes the form of an old, bald man wearing a kimono, it will also
appear as a creature with a featureless face and body, proving its form is infinitely varied. It is often
whispered that this Mononoke is a shadow of a powerful Aramitama, because of this.
----------------------------------------

Umibouzu / Class: Chaos / LV: 9 (2)


Size : 5
Wits : Clever
Senses : Magic
Speech : No
Reaction : Mercurial
ID : 20
Weakness : [Fire] [Light]
Movement : Walk・Swim
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 14 | 13 | 5 | 4 | 6
{Fixed Values} | 21 | 20 | 12 | 11 | 13
{Initiative} : 22 (9)
{HP} : 120
Armor : 13
Barrier :9

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Spear] 6d6+26 physical damage to the target. [Additional Effect]: [Halve] the [Armor] of
the [Target] of an [Attack Action]. 1/Combat.

«Aerial Move»: Start / User


- The target [Installs] itself into a square within [Range: 7 Sq.] 1/Combat.

«Rampage II»: Physical Attack / Combat Zone / Area


- [Form: Ranged] 4d6+31 physical damage to the target. 2/Round.

«Twisted Regen»: End / User


- The target [Recovers] 10 {HP}.

«Fallen Child of a Sea God»: Constant / User


- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target changes [Phantom]
damage it takes to 0, and ignores all other effects of such attacks.

Materials (2d6)
2~9: Green Skin/Armor+2: 1,000G (Potency: 2)
10+: Growing Piece of Meat/HP+9: 1,500G (Potency: 3)

Description
An apparition that can call storms to sink ships. It generally appears as giant humanoid with a
smooth head, but other accounts report that it has appeared with tentacles like an octopus, scaled
wings, and hooked claws. There are rumors that aboriginal faiths that exist today make offerings,
provide sacrifices, and hold ceremonies dedicated to Umibouzu to avoid disasters.
----------------------------------------

Meatslurper / Class: Chaos / LV: 11 (3)


Size : 3
Wits : Clever
Senses : Magic
Speech : Yes
Reaction : Hostile
ID : 22
Weakness : [Fire] [Light]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 3 | 14 | 16 | 16 | 5
{Fixed Values} | 10 | 21 | 23 | 23 | 12
{Initiative} : 19 (8)
{HP} : 98
Armor : 10
Barrier :8

Attack Methods
[Weapon Attack]: Magical Attack / 7 Sq. / Area / Cancels
- 3d6+36 magical damage to the target. [Additional Effect]: +3d6 to the [Damage] of an [Attack
Action]. 1/Combat.

«Spirit Pollution»: Start / Combat Zone / Combat Zone


- When the target [Influences], they must keep two of the dice in the [Roll], rather than just one.

«Energy Wave»: Magical Attack / Combat Zone / 3# / Halves


- 2d6+30 magical damaage to the target. Targets that fail their [Reaction Check] take [Shift: Pain].

«God of Depravity and Decadence»: Constant / User


- During the target's [Turn], it gains +1 [Timing: Attack]. Also, the target [Halves] physical damage
taken from [Form: Hammer].

Materials (2d6)
2~9: Glowing Meat/Agility+3: 1,500G (Potency: 3)
10+: Soul Crystal/Intellect+4: 2,000G (Potency: 4)

Description
A Chaotic being with a sinister form, having a glistening, bloated bipedal body without a head, and
mouths on its palms. Reveling in depravity and immortality, it approaches others in an inviting form
to lower their guard, then while causing their spiritual corruption, absorbs their ectoplasm. It is a
wicked creature that takes the form of those it drains, then travels the world of humans, spreading
its corruption.
----------------------------------------

Great Heavenly Golden God / Class: Chaos / LV: 14 (3)


Size : 3
Wits : Clever
Senses : Domain
Speech : Yes
Reaction : Mercurial
ID : 25
Weakness : [Cold] [Light]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 4 | 2 | 19 | 18 | 7
{Fixed Values} | 11 | 9 | 26 | 25 | 14
{Initiative} : 32 (13)
{HP} : 116
Armor : 14
Barrier :7

Attack Methods
[Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
- 3d6+42 magical damage to the target. [Additional Effect]: [Halve] the [Armor] or [Barrier] of an
[Attack Action]'s [Target]. 1/Round.

«Energy Steal»: Start / Combat Zone / Combat Zone


- The target immediately moves one [Spirit] to their [Exhausted Spirit].

«Summon the Storm»: Magical Attack / Combat Zone / Combat Zone / Halves
- [Element: Wind] 4d6+78 magical damage to the target. 1/Round.

«Avatar of Wind»: Constant / User


- During the target's [Turn], it gains +2 [Timing: Attack]. Also, the target changes [Wind] damage it
takes to 0, and ignores all other effects of such attacks. Lastly, it may change its [Attack Actions] to
[Special Attack / Range: 4 Sq. / Target: 1#].

Materials (2d6)
Auto: Golden Seal/Speed+3: 2,000G (Potency: 4)
2~10: Golden Fur Coat/Armor+4: 2,000G (Potency: 4)
11+: White Stone Mask/MD+5: 3,000G (Potency: 5)

Description
A tall humanoid apparition wearing golden cloth. It wears a white mask, and it's believed that one
should absolutely not peer under that mask. As a god that governs typhoons, it is widely worshipped
in Japan. However, there are very few people who realize this figure closely resembles that of a
certain evil god.
----------------------------------------
New (2/21/2017): Added Protectors, Accessories, and Gear. Moving on to Chronos! For those of
you paying attention, I've already been doing some stuff with it, just not logging it.
New (2/11/2017): Added Form: Ranged and Form: Magic.
New (2/10/2017): Added Form: Axe and Form: Hammer.
New (2/9/2017): Added Form: Spear.
New (2/7/2017): Added Form: Sword.
New (2/6/2017): Added Covers, and Black Eagle Group faction write-up.
New (2/4/2017): Installed TOC, added Common Racial Talents.

TOC
- Understanding the World Setting of Kamigakari (Unfinished)
- The Awakened Factions [XP2B]
- NPC Introductions (Unfinished)
- Additional Rules 1 (Unfinished)
- Additional Rules 2 (Unfinished)
- Aliases (Unfinished)
- Handout Summary (Unfinished)
- Race: Cyborg [XP2H]
- Race: Demon Eyed [XP2I]
- Race: Marebito [XP2J]
- Common Racial Talents [XP2K]
- Covers [XP2L]
- Items: Weapons [XP2M]
* Form: Sword [XP2M-1]
* Form: Spear [XP2M-2]
* Form: Axe [XP2M-3]
* Form: Hammer [XP2M-4]
* Form: Ranged [XP2M-5]
* Form: Magic [XP2M-6]
- Items: Protectors, Accessories, Gear [XP2N]
* Protectors (Suits) [XP2N-1]
* Accessories [XP2N-2]
* Gear [XP2N-3]

=======================================================================
=========
Machine-God of Damocles -- The Awakened Factions [XP2B]
=======================================================================
=========

Black Eagle Group (B.E.G.)


----------------------------------------
Leader: Edward A. Blackeagle

Black Eagle Group, more commonly called B.E.G., is a transport and shipping conglomerate. The
current CEO of this corporation is "Freight King" Edward Aleister Blackeagle, and it is
headquartered in Seattle. Although outwardly it appears as though a freight company with top-class
earnings and influence, in truth the corporation is a global weapons dealer that uses its own
shipping lanes to transport those weapons.

B.E.G.'s goal is to develop powerful armament by analyzing the super technology of the
<Godforged Regalia> and put what it learns to use elsewhere, much of it being applied to battling
Awakened—that is, the development of Artificial Regalia. The CEO, Edward, leaves the handling
of the Artificial Regalia to his sons. While traveling across the world as businessmen, they sell
Artificial Regalia, and then buy Godforged Regalia, or in some cases steal them by force.

Due to that last one, they can be said to have a neutral standing with most "good" Godhunters and
Mononoke, and often come into conflict with Awakened factions that run counter to their goals,
such as <Arkham University> and the <Mage's Association>. However, Edward's sons are
accompanied by a "Private Platoon," normally called their "PP," which is made up of Godhunters
that are ex-military and former members of assassin organizations, which make them notoriously
difficult to attack or kill.

> Corporate War


Each corporate faction related to the sacraments continually attempt to steal research results and the
Godforged Regalia the others have acquired, using espionage, shady dealings, and outright assault.
Outwardly, these are disguised as though disputes, politically-motivated terrorist attacks, accidents,
or "natural disasters." In this fashion is the conflict between corporations, called the "Corporate
War," continued without the public ever knowing.

Edward's sons are divided into two groups: the hard-liners, who wish to actively participate in the
Corporate War (the NPC Cordelia is included in this faction), and the moderates who wish to avoid
the war altogether.

Because the Corporate War cannot be conducted openly, each corporation sends a select few
Awakened called "covert agents" in order to try and carry out tasks. When this is done, each
corporation has furnished their covert agents with uniquely developed Artificial Regalia,
experimental items that are the fruits of the corporation's research.

The number of Awakened has sharply increased ever since <Purgatory Night>, and so the Corporate
War has likewise become even more intense, which means the general public will be affected more
often, and other Awakened factions may become involved as well. When this happens, there's a risk
of the sacraments being revealed, or contact being made with gods, dangerous sealed entities, or
other things, which can develop into deadly supernatural incidents.

Heilong
----------------------------------------
Leader: 47

"Heilong" is a massive criminal organization with operations all across Asia, having established a
firm position within the underworld using their supernatural martial arts and magic—spirit energy
techniques in other words—for crime. The current boss of the organization is a man called '47' (as
he is the 47th head of the organization), yet his identity and real name are unknown. It's said that
Heilong has existed in some form or another since before the third centry BC, and it's believed that
Qin Shi Huang, the First Emperor of the Qin Dynasty, was a member.

Originally, the organization's goal was to find its ancestors, who had been sealed away by the
supreme god known as "Shangdi," and release them. However, following a decree from the
organization's head during the early part of the 12th century, they became an anti-government
organization aimed at overthrowing the current dynasty, and then after the World Wars, they became
the criminal organization they are today.

There are many Awakened within Heilong, and following the orders of 47, they carry out tasks such
as leading criminal activities, spying, demolitions, assassination, bodyguarding, and even cursing.
The Awakened members of Heilong are supernatural assassins called either <Sage> or <Kill-
Savant>, and if they are important within the underworld (including among Innocents), rumors will
abound about them. Because of this, Innocents in the underworld will hire Kill-Savants to inflict
harm upon more virtuous Innocents.

The Awakened within Heilong have lost their interest in searching for the <Promise of Ascension>,
and are infatuated with using the sacraments for evil. For that reason, Heilong, who sees the
sacraments as only a "means," have a conflicted relationship with the other Awakened factions, and
have become a hostile existence for good Godhunters and Mononoke.

> Kill-Savants
Drug dealings, money laundering, prostitution, gambling, trafficking, smuggling, assassination, and
more; Heilong has stained its hands with all kinds of criminal activities, and the enormous revenue
they have gained from those is set aside for financing their organization's operations. Assassination
is Heilong's specialty, and the fee for a single request can reach unimaginable sums. If a request is
made, a Kill-Savant, a supernatural assassin that is the pride of Heilong, will find the target and
dispatch them in the manner required by the client.

There are also cases where a powerful Kill-Savant will be hired as a bodyguard, when that happens
the Savant will guard the client while keeping vigilant for assassins, and when discovered, will not
only kill the assassin, but their client as well. Their power is terrifying, and when an opponent
identifies themselves as a Kill-Savant, it's said that even the Awakened of other factions will face
the battle knowing they may very well die.

=======================================================================
=========
Machine-God of Damocles -- Cyborg (Race) [XP2H]
=======================================================================
=========
●◎※

Introduction
----------------------------------------
Cyborgs are steel superhumans possessing a mechanical form called an "artificial body" that is
driven using spirit energy and a synthetic white blood as its source of power. Cyborg's [Stat Types]
each hold excellent performance in regards to combat or magic. Their outer appearance is largely
indistinguishable from a normal person, however there may be things such as a terminal plug on
their neck connecting to their brains. They gain their abilities by modifying their own bodies for
combat use. When using Cyborg Racial Talents, a high-pitched drive noise issues from within their
artificial bodies.

Racial Bonus
----------------------------------------
[Special Modifications]: You are able to acquire Cyborg Racial Talents. Also, you are able to
[Equip] [Restrict: Cyborg] [Items], and you change your [Class] to [Mechanical].

Stat Types S A I W L
+---------+---+---+---+---+---+
| Martial | 6 | 6 | 1 | 1 | 1 |
| Utility | 4 | 3 | 4 | 3 | 1 |
| Arcane | 1 | 1 | 6 | 6 | 1 |
+---------+---+---+---+---+---+

«Accel Function»
Timing : Start/Unique
Range : User
Target : User
Cost : [E]
By activating an acceleration device, you can temporarily achieve super speeds.
Unique Effect. The target gains an effect depending on the [Timing] used. This Talent may be used
once per combat (or scene).
[Start]: The target may move up to 2 squares, ignoring [Engagements].
[Unique]: Use On Check. The target gains +2 to the result of the check.

«Retractable Armament»
Timing : Attack
Range : 7 Sq.
Target : 1#
Cost : [O]
You cause armament to pop out of your body, such as a gun or missile pod stored within your head,
shoulder, or back, and augment your attack with it.
Use While Active. Make an [Attack Action] on the target, and gain a benefit according to its type.
[Physical Attack]: User gains +1 [Rank].
[Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).

«High Output Parts»


Timing : Unique
Range : User
Target : User
Cost : [E]
You display overwhelming power and speed due to high-performance artificial limbs fitted with
unique modifications.
Use On {Strength} or {Agility} Checks. The target succeeds at the {Strength} or {Agility} check
regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to
any value. This Talent may be used twice per session.

«Cyberdive»
Timing : Unique
Range : User
Target : User
Cost : [O]
You may instantly hack something through a super small-scale quantum computer installed in your
body in order to gain information or acquire support from a satellite.
Use On {Intellect} or {Will} Checks. The target succeeds at the {Intellect} or {Will} check
regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to
any value. This Talent may be used twice per session.

«Precise Adjustments»
Timing : Unique
Range : User
Target : User
Cost : [O]
When attacking, your artificial body itself makes fine adjustments for maximum effect, vastly
improving your power.
Use On Damage Calculation. The target gains +1 [Rank] at [Damage Calculation]. This Talent may
be used once per round (or scene).

«Armored Skin»
Timing : Unique
Range : User
Target : User
Cost : [Steps]
By fitting your skin with bulletproof, bladeproof, and blastproof materials, you display physical
resilience that can deny most anything.
Use On Damage Reduction. [Halve] the [Physical Damage] the target takes. This Talent may be
used once per round.

«Anti-Impact Function»
Timing : Constant
Range : User
Target : User
Cost : None
Utilizing a propulsion device, you mitigate shocks you receive.
Passive Effect. The target gains a +2 modifier to [Armor]. Also, the target may reduce effects that
would forcibly move them any number of squares by up to 2 squares. For example, if the target
would be forced to move two squares, they may change that to either one square, or no squares. If
this effect reduces the distance to no squares, then treat it as though the target was never subjected
to that effect.

«Extreme Run»
Timing : Constant
Range : User
Target : User
Cost : None
Due to a special calculation device installed in your body, while performing acrobatics and parkour,
you can move with the speed of an automobile.
Passive Effect. The target gains +2 to {Initiative}. Also, they are able to ignore [Bad Footing]
penalties, and while [Out of Combat], can move as fast as an [Automobile].

● «Destroy Mode»
Timing : Start
Range : User
Target : User
Cost : None
Removing the limiter on your spirit energy drive mechanism, you achieve super acceleration that
exceeds your tolerances. The effects are so great that it appears everything around you stands still.
Unique Effect. «Accel Function» Required. The target takes their [Turn] regardless of their
{Initiative}. This Talent does not spend the user's [Start] timing, and may be used once per combat
(or scene).

● «Full Metal Burst»


Timing : Attack
Range : Item
Target : 1#
Cost : [E, E]
You achieve incredible destructive power by kicking the output of your spirit energy drive
mechanism into high gear and wreathing your weapons and bullets in spirit energy.
Use While Active. Make an [Attack Action] on the target, and in addition to gaining an effect
according to the type of attack as below, the target is unable to apply any [Halve] effects at their
[Damage Reduction].
[Physical Attack]: The user gains +1 [Rank].
[Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Cancels]).

● «Massacre Function»
Timing : Unique
Range : User
Target : User
Cost : [E]
Temporarily dedicating every one of your artificial body's functions towards combat, you vastly
enhance the efficiency of target dispatch.
Use On Damage Calculation. The target gains the effect of either ①or ②. This Talent may be used
once per round (or scene).
①: The user gains +[any one of the user's {Main Stats}] to [Damage Calculation].
②: The user may apply [Shift: Dead] to all [Mononoke] with "x#" in their name that they dealt
[Damage] to.

● «Defense Break»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : None
You instantly analyze your opponent's defenses, and increase your power by stopping their actions.
Use when the target declares a Talent. «Cyberdive» Required. Cancel the effect of any one Talent
with [Timing: Defense] that the target uses. This Talent may be used once per combat (or scene).

● «Trajectory Analysis»
Timing : Unique
Range : User
Target : User
Cost : None
You analyze the path of a unique attack or an attack launched at high speeds, and evade with
minimal movement.
Use On {Insight} Check. The target may make an {Evasion} check in place of an {Insight} check,
treating the result of the {Evasion} check as though it were the result of an {Insight} check. This
Talent may be used once per round.

● «High-Performance Spirit Drive»


Timing : Constant
Range : User
Target : User
Cost : None
A specially made spirit energy drive mechanism installed on your body vastly enhances the
functions of your artificial body, which in turn improves the efficiency of your spirit energy.
Passive Effect. «High Output Parts» «Extreme Run» Required. Each time the target uses a [Race:
Cyborg / Timing: Unique] Talent (not including «Accel Function»), they may treat one portion of
the [Cost] as already paid.
=======================================================================
=========
Machine-God of Damocles -- Demon Eyed (Race) [XP2I]
=======================================================================
=========
●◎※

Introduction
----------------------------------------
The Demon Eyed are a race classified as an Inheritor. Demon Eyed are akin clans that have
inherited the blood of those that hold special power within their eyes in myths and legends, such as
gods, witches, monsters, and youkai. Their lineages boast physical and mental abilities well suited
for warriors or magicians, although they have a tendency to possess higher luck than anything.
Outwardly, they appear no different from a normal person, but many will have irises different than
normal. When they are wield Demon Eyed Racial Talents, strong spirit energy burns within their
pupils, and their eyes give off a strong, noticeable glow.

Racial Bonus
----------------------------------------
[Majestic Gaze]: You are able to acquire Demon Eyed Racial Talents. Also, you are able to [Equip]
[Restrict: Demon Eyed] [Items].

Stat Types S A I W L
+---------+---+---+---+---+---+
| Martial | 4 | 5 | 2 | 1 | 3 |
| Utility | 3 | 3 | 3 | 1 | 5 |
| Arcane | 1 | 1 | 5 | 4 | 4 |
+---------+---+---+---+---+---+

«Eyes of Ruin»
Timing : Attack
Range : Item
Target : 1#
Cost : [E]
Using the unique powers of the Demon Eyed, you instantly "see" the weakpoint on your opponent,
and pierce it with a physical attack.
Physical Attack. The user gains a +[any one of user's {Main Stats}] at [Damage Calculation]. This
Talent may be used once per round (or scene).

«Bewitching Gaze»
Timing : Attack
Range : 10 Sq.
Target : 1#
Cost : [Doubles]
You inflict others with powerful hallucinations using the power of the Demon Eyed, causing them
to harm themselves.
Magical Attack. Deal [Rank: 3] [Element: Phantom] [Magical Damage] to the target (Resist
[Cancels]).
«Hypnotic Eye»
Timing : Attack
Range : Other
Target : Other
Cost : [E]
Applying the hypnotic effect of your Demon Eyes, you alter the thougths of another, and erase their
memories.
Unique Effect. May only be used [Out of Combat]. The user may alter or erase the thoughts and
memories of Innocents in the [Scene] (the GM decides the details).

«Slow Time»
Timing : Defense
Range : User
Target : User
Cost : [O]
You perceive the flow of time at your leisure with the power of the Demon Eyed, reading your
opponent's attacks and evading them.
Use On Reactive Check. The target gains a +1 modifier to the result of [Reactive Checks].

«Trace Trajectory»
Timing : Unique
Range : User
Target : User
Cost : None
With the power of the Demon Eyed, you perceive the path of your opponent's attacks no matter
where they come from, then parry the strike to offset its power.
Unique Effect. Use when the target becomes the [Target] of a [Target: X#] [Weapon Attack]. The
target makes an [Opposed Check] against the result of the [Weapon Attack], making an [Active
Check] (treat it as a [Reactive Check]), and if they succeed, they cancel the [Damage] and other
effects of that [Weapon Attack]. This Talent may be used once per round (or scene).

«Eyes of Death»
Timing : Unique
Range : User
Target : User
Cost : None
With the power of the Demon Eyed, you "see" the lines of death, the weakpoints on your opponent,
then unleash a certain-kill strike there.
Unique Effect. Use after the target succeeds on an {Evasion} check. After reacting, the target may
make 1x [Timing: Attack] against the [Target] that made the [Attack Action]. This Talent may be
used once per combat (or scene).

«Clairvoyance»
Timing : Unique
Range : User
Target : User
Cost : [E]
With the power of the Demon Eyed, you instantly see through any distance. Or, you widen your
range with unique spirit energy.
Unique Effect. Use at any time. The target gains the effect of either ①or ②. This Talent may be used
once per round (or scene).
①: +2 to the result of [Tracking] [Spot] or [Eavesdrop]
②: Change the [Range] of a [Attack Action] to [6 Sq.]

«Eyes of the Reaper»


Timing : Unique
Range : User
Target : User
Cost : [O]
Perceiving the "lines" and the "point" where you can destroy your opponent's soul, you inflict a
mortal wound to them.
Use On Damage Calculation. The target may inflict [Shift: Dead] onto all Mononoke with "x#" in
their names (multiple Mononoke treated as one) that they've dealt [Damage] to. This Talent may be
used once per round (or scene).

● «Eyes of Instant Death»


Timing : Unique
Range : User
Target : User
Cost : None
Using a baleful gaze, you instantly kill an opponent, or inflict mortal wounds upon them.
Unique Effect. «Eyes of the Reaper» Required. Use when the target uses «Eyes of the Reaper». The
target may change the effect of «Eyes of the Reaper» to either ①or ②. This Talent may be used once
per combat (or scene).
①: Gain +[any one of user's {Main Stats}] at [Damage Calculation].
②: Roll 1d6. If something other than "1" or "2" is shown, the target may inflict [Shift: Dead] on a
single [Mononoke] that is not a [Boss] or [Aramitama], even if it doesn't have "x#" in its name.

● «Petrifying Eyes»
Timing : Start
Range : Combat Zone
Target : 1#
Cost : None
Refining the hypnotic effect of your eyes into a petrifying gaze, you cause your opponent's body to
temporarily turn to stone.
Unique Effect. «Hypnotic Eye» Required. The target's {Initiative} changes to 1. Also, until [End] of
the current round, the target may not receive the effects of Talents [Items] or [Additional Effects]
that adjust {Initiative}. This Talent may be used once per session.

● «Omnidirectional Sight»
Timing : Unique
Range : User
Target : User
Cost : None
Awakening to a more powerful level of the Demon Eyed, you extensively expand the effect of your
gaze.
Use While Active. «Clairvoyance» Required. The target changes the [Range/Target] of a [Race:
Demon Eyed / Timing: Attack] Talent to [Combat Zone / Area]. This Talent may be used once per
combat (or scene).

● «Precognition»
Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : [Doubles]
Enhancing the power of your demonic eyes, you see a little into the future, and through your
warnings and actions, can change the outcome you see.
Use when the target declares a Talent. «Trace Trajectory» Required. Cancel the effect of any one
Talent with [Timing: Prep・End・Unique] that the target used. This Talent may be used once per
combat (or scene).

● «Retrocognition»
Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : [Steps]
Enhancing the power of your demonic eyes, you peer into your opponent's past, and reading their
arts and rendering them powerless against you.
Unique Effect. «Slow Time» Required. Use after the target declares an [Attack Action]. Cancel the
target's [Attack Action]. This Talent may be used once per combat (or scene).

● «Dragon's Malediction»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [O]
Your gaze burns as an enemy, an ally, or yourself executes an art. Use when the target declares a
Talent. Requires «Eyes of Ruin» or «Bewitching Gaze». The user may perform a single [Race:
Demon Eyed / Timing: Attack] Talent, treating the [Cost] as already paid. This Talent may be used
once per combat (or scene).

=======================================================================
=========
Machine-God of Damocles -- Marebito (Race) [XP2J]
=======================================================================
=========
●◎※

Introduction
----------------------------------------
Marebito are visitors from another world or multiverse. They are either "chosen ones" born to carve
out a future for their own worlds, or "renegades of fate" who have gained great power. Therefore,
Marebito almost without exception are Awakened, and those that could be classified as Godhunters
are hostile to Aramitama and hate their very existence, and it seems as though no few number of
them have escaped to this world due to their own worlds being destroyed by an Aramitama.
[Marebito] must select their [Cover] from the [Cover 4] list.

Racial Bonus
----------------------------------------
[Rulebreaker]: Characters with this [Race] are able to acquire Marebito Racial Talents. Also, they
are able to [Equip] [Restrict: Marebito] [Items].

Stat Types S A I W L
+---------+---+---+---+---+---+
| Martial | 5 | 4 | 4 | 1 | 1 |
| Utility | 4 | 2 | 4 | 1 | 4 |
| Arcane | 1 | 3 | 5 | 3 | 3 |
+---------+---+---+---+---+---+

«Bloodlust of Demons»
Timing : Start
Range : Combat Zone
Target : Combat Zone
Cost : [Steps]
You emit a bizarre power held only by those who could be called a demon, crushing the spirit of
foes, and enflaming the spirit of your allies.
Unique Effect. The target gains a +2 modifier to the result of [Active Checks].

«Otherworldly Combat Arts»


Timing : Attack
Range : Item
Target : 1#
Cost : [E]
Utilizing fearsome combat arts developed in another world, you unleash a terrifying blow.
Physical Attack. The user gains +1 to [Physical Rank], and to the result of {Accuracy} checks.

«Otherworldly Magecraft»
Timing : Attack
Range : 7 Sq.
Target : 1#
Cost : [Steps]
Utilizing powerful spells acquired in another world, you crush your opponent with terrifying magic.
Magical Attack. Deal [Rank: 3] [Magical Damage] to the target (Resist [Halves]).

«Cloud Memories»
Timing : Attack
Range : Other
Target : Other
Cost : [O]
Using enormous spirit energy, you manipulate another's mind and memory.
Unique Effect. May only be used [Out of Combat]. The user may alter or erase the thoughts and
memories of Innocents in the [Scene] (the GM decides the details).

«Overflowing Spirit»
Timing : Unique
Range : User
Target : User
Cost : [E]
You widen the scope of your attack, filling it with excessively powerful spirit energy with just a
thought.
Unique Effect. The target changes the [Target] of their [Timing: Attack] Talent to [Area]. If already
something other than [Target: X#], they gain +2 at [Damage Calculation]. This Talent may be used
once per round (or scene).

«Forbidden Knowledge»
Timing : Unique
Range : User
Target : User
Cost : [O]
You calmly carry out a deed that should be called a sin, using forbidden knowledge from another
world. Marebito are not just feared for their amazing abilities, but for the knowledge they hold as
well.
Use On {Intellect} Or {Luck} Check. The target succeeds at the {Intellect} or {Luck} check
regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to
any value. This Talent may be used twice per session.

«Transcend Form»
Timing : Constant
Range : User
Target : User
Cost : None
Using otherworldly magic or unique abilities, you can transform your own physique and appearance
at will.
Passive Effect. The target gains a +2 modifier at [Damage Calculation]. Also, at any time, the target
may change their physical appearance to look like any human or animal (treat as [Maneuver:
Disguise / Result: 20]).

«Otherworldly Trait»
Timing : Constant
Range : User
Target : User
Cost : None
This Talent represents possessing a powerful ability unique to your world.
Passive Effect. At the time this Talent is acquired, the Talent selects one of the following ①~⑤
effects, and gains it.
①: +1 to two different {Main Stats}
②: Once every round, gain [Remove: Fallen].
③: +10 to max {HP}
④: 1/Session, change 1 [Spirit] die to [Overflow].
⑤: When the target rolls for progressing [Limit], reduce it by 1 (min 0).

● «Corridor of Heroes»
Timing : Prep
Range : User
Target : User
Cost : None
Applying the characteristic knowledge of Marebito, you twist space, and instantly move a certain
distance.
Unique Effect. «Forbidden Knowledge» Required. The target [Installs] in any square within 10 Sq.,
ignoring [Engagements]. This Talent does not spend [Prep], and may be used once per combat (or
scene).

● «Empty Strike»
Timing : Unique
Range : User
Target : User
Cost : [O]
You apply the enormous spirit energy of Marebito to sublimate physical arts into magical, and vice-
versa.
Use On Damage Calculation. «Cloud Memories» Required. The target changes their [Physical
Damage] into [Magical Damage], or their [Magical Damage] into [Physical Damage]. This Talent
may be used once per combat (or scene).

● «High Level Regeneration»


Timing : Start / End
Range : User
Target : User
Cost : [O]
Drawing on powerful spirit energy, you regenerate your body at an impossible rate.
Unique Effect. «Transcend Form» Required. With either [Timing], the target [Recovers] {HP} equal
to [any one of the user's {Main Stats}]. This Talent may be used once per round (or scene).

● «Ultimate Secret Art»


Timing : Unique
Range : User
Target : User
Cost : [E]
Having acquired the ultimate technique of another world, which you, as a hero or demon lord,
honed to its utmost limit, you are able to expand the effect of your arts massively.
Use While Active. «Overflowing Spirit» Required. The target changes the [Range/Target] of their
[Timing: Attack] Talent to [Combat Zone]. This Talent may be used once per combat (or scene).

● «Demon Lord's Barrier»


Timing : Start
Range : Combat Zone
Target : Combat Zone
Cost : [O]
Generating an effect akin to a barrier by condensing otherworldly power, you massively curtail
force directed at you and your allies.
Unique Effect. «Bloodlust of Demons» Required. The target gains a +[any one of user's {Main
Stats}] modifier to [Armor] and [Barrier]. This Talent may be used once per combat (or scene).

● «Chosen One»
Timing : Constant
Range : User
Target : User
Cost : None
This Talent represents that you are chosen being recognized by an overwhelming fate, no matter
which world you're in.
Passive Effect. «Otherworldly Trait» Required. Each time the target deals [Damage] using a
[Timing: Attack] Talent, they gain the effect of either ①or ②.
①: +1 [Rank]
②: Can inflict [Shift: Dead] on Mononoke with "x#" in their name.

=======================================================================
=========
Machine-God of Damocles -- Common Racial Talents [XP2K]
=======================================================================
=========
Herein can be found shared Racial Talents that can be acquired regardless of [Race]. Please note
that these Talents are not treated as though they are Racial Talents of a particular [Race] (for
example, [Scion]'s «Accursed Blood» would not work with these Talents).
●◎※

«Jumping Power»
Timing : Start
Range : User
Target : User
Cost : None
You can jump incredible distances, whether it's due to raw ability, a technique, or built-in
functionality.
Unique Effect. The target may move up to 3 Sq., ignoring [Engagements]. This Talent does not
spend [Start], and may be used once per combat (or scene).

«Power Acceleration»
Timing : Start
Range : User
Target : User
Cost : None
Wielding spirit energy, you accelerate your mind and body.
Unique Effect. The target gains a +1d6 modifier to {Initiative}.

«Spatial Move»
Timing : Prep
Range : User
Target : User
Cost : None
Wielding spirit energy, you instantly move to somewhere nearby.
Unique Effect. The target [Installs] in any square within 3 Sq. of their current square. This Talent
does not spend [Prep], and may be used once per combat (or scene).

«Self-Repair»
Timing : Prep
Range : User
Target : User
Cost : [O]
You can instantly restore your own wounds, whether it's due to raw ability, a technique, or built-in
functionality.
Unique Effect. The target [Recovers] {HP} equal to any one of their {Main Stats}. This Talent does
not spend [Prep], and may only be used once per round (or scene).

«Power Strike»
Timing : Attack
Range : Item
Target : 1#
Cost : [E]
Coating your weapon in spirit energy, you unleash a powerful strike.
Physical Attack. The user gains +1 [Physical Rank] at [Damage Calculation].

«Power Spell»
Timing : Attack
Range : Item
Target : 1#
Cost : [E]
You materialize spirit energy with your unique magecraft and magically attack your opponent.
Magical Attack. The target takes [Rank: 1] [Magical Damage] (Cancel [Halves]).

«Supernatural Attack»
Timing : Attack
Range : 5 Sq.
Target : Area
Cost : [Doubles]
Uprooting an electrical pole or hefting a car, you convert it into a temporary Artificial Regalia by
coating it with spirit energy, then launch it at your opponent.
Physical Attack. This Talent may only be used if the user has an [Obstacle] in one square adjacent to
them. The user destroys the [Obstacle] in a square adjacent to them, then makes a [Physical Attack]
on the target, gaining +1 [Rank] at [Damage Calculation].

«Crest Bequeath»
Timing : Attack
Range : Other
Target : Other
Cost : None
You burn off a portion of your Spirit Crest, donating it to your ally.
Unique Effect. May only be used while [Out of Combat]. An [Appearing] [Target: 1#] that the user
designates [Recovers] 3d6 {Crest} (cannot reduce to 2d6 or 1d6). The user then loses {Crest} equal
to the amount [Target: 1#] [Recovered]. This Talent may be used once per session.

«Aura Commandment»
Timing : End
Range : User
Target : User
Cost : None
You can manipulate and adjust your remaining spirit energy, whether it's due to raw ability, a
technique, or built-in functionality.
Unique Effect. The target may add or subtract 1 from the value of one of their [Spirit] dice (cannot
go above 6 or below 1). This Talent may be used once per round (or scene).

«Spirit Regen»
Timing : End
Range : User
Target : User
Cost : [E]
Making expert use of spirit energy, you trigger a powerful regenerative effect.
Unique Effect. The target [Recovers] {HP} equal to any one of their {Main Stats}. This Talent does
not spend [End], and may be used once per round (or scene).

«Power Emission»
Timing : Unique
Range : User
Target : User
Cost : None
By releasing spirit energy accumulated within your body, you emit a fearsome power for just a
moment.
Unique Effect. Use at any time. The target gains 1 [Overflow]. This Talent may be used once per
combat (or scene).

«Awesome Strength»
Timing : Unique
Range : User
Target : User
Cost : [O]
With awe-inspiring mystic power, you create an obstacle by tearing off a chunk of asphalt, hefting a
car, or yanking loose a boulder.
Unique Effect. Use at any time during the target's [Turn]. The target [Installs] one [Obstacle: Large
Boulder] in an adjacent square that does not already have a character or other [Obstacle] in it. This
Talent may be used once per round (or scene).

«Ultra Martial Arts»


Timing : Constant
Range : User
Target : User
Cost : None
Showing your mastery of physical arts that exceed human knowing, you cartwheel or flip away as
you evade an attack, gaining distance from your opponent.
Passive Effect. When the target succeeds at a [Reactive Check], they may move up to 2 Sq. in any
direction, ignoring [Engagements] (if «Dispersal» is acquired, can move a total of 4 Sq.)

«Unusual Recovery»
Timing : Constant
Range : User
Target : User
Cost : None
You possess unusual regenerative abilities, and while recovering, you display bizarre healing
powers.
Passive Effect. When the target [Recovers] {HP} due to the effect of a Talent, [Item], [Rest], or
[Long Rest], they gain a +5 modifier to the [Recovery] effect.

«Unclean»
Timing : Constant
Range : User
Target : User
Cost : None
You possess the characteristics of two races.
Passive Effect. The target increases one of their {Main Stats} by 1. Also, they select one [Race] in
addition to their current [Race], and may re-create their PC, combining the {Main Stats} of one
[Race] with the [Racial Bonus] of the other. For example, if a [Scion] chooses [Human], they may
recreate their PC using the [Racial Bonus] of [Human] and the {Main Stats} of [Scion]. (The player
may not apply both. While recreating, only the Racial Talents designated by the new [Racial Bonus]
may be acquired. At [Advancement], if «Unclean» is changed, this effect is canceled.)

● «Soul Steal»
Timing : Unique
Range : User
Target : User
Cost : None
When you defeat an Awakened, you take their spirit energy, whether it's due to raw ability, a
technique, or built-in functionality.
Unique Effect. Use after the target makes a [Target] they dealt [Damage] to any one of [Shift:
Downed・Taken Out・Dead]. The target gains 1 [Overflow]. Even if multiple [Targets] are eligible,
the target may only gain 1 [Overflow] at most. This Talent may be used once per round (or scene).

● «Excessive Power»
Timing : Unique
Range : User
Target : User
Cost : None
Whether due to talent or training, you wield excessive spirit energy.
Unique Effect. When the target uses a Talent, they treat one portion of the [Cost] as already paid.
This Talent may be used once per combat (or scene).

● «Powerful Semblance»
Timing : Constant
Range : User
Target : User
Cost : None
As one who possesses a special power, or as one who has gained power through discipline, you emit
a strong aura from your whole body.
Passive Effect. The target gains a +10 modifier to {HP}.

● «Performance»
Timing : Constant
Range : User
Target : User
Cost : None
You enhance the efficiency of your spirit energy through talent or training.
Passive Effect. The target may use Racial Talents with [Cost: Doubles] or [Cost: Steps] as though
they were [Cost: E].

● «Augment Materialization»
Timing : Constant
Range : User
Target : User
Cost : None
You augment your ability to materialize spirit energy through talent or training.
Passive Effect. When the target performs [Damage Calculation] while using a [Timing: Attack]
Racial Talent, they gain an additional +1 [Rank].

● «Spirit Exciter»
Timing : Constant
Range : User
Target : User
Cost : None
When using a particular ability or technique, you vastly enhance your combat prowess by letting
spirit energy affect your mind and body.
Passive Effect. This Talent has an effect on the target after using a [Timing: Start] Racial Talent.
After using a [Timing: Start] Racial Talent, for the rest of the combat (or scene) the target gains a +5
modifier at [Damage Calculation].

● «Spirit Vortex»
Timing : Constant
Range : User
Target : User
Cost : None
Passive Effect. This Talent has an effect on the target after using a [Timing: Start] Racial Talent.
After using a [Timing: Start] Racial Talent, for the rest of the combat (or scene) the target reduces
[Physical Damage] taken from [Ranged Attacks] by an amount equal to any one of their {Main
Stats}.

● «Fortuitous Strike»
Timing : Unique
Range : User
Target : User
Cost : [O]
When making a particular attack, by letting your own fortune affect you, you vastly increase the
power of your strikes.
Use On Damage Calculation. The target gains a +[user's {Luck}] modifier at [Damage Calculation].
This Talent may be used once per round.

=======================================================================
=========
Machine-God of Damocles -- Cover [XP2L]
=======================================================================
=========

Cover 1
----------------------------------------
Freelance Writer□
Description: A freelance writer who writes fiction and non-fiction. Freelance Writers acquire the
[Observation] [Trait], and gain the following [Items].
[Observation]
Effect: +1 to the result of {Agility} {Intellect} and {Luck} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Residence (Rest Recovery Amount +3)
Safehouse (Rest Recovery Amount +1)
Motorcycle
Bag
Recording Device

Cameraman□
Description: A cameraman that performs photography or video recording. Cameramen acquire the
[Observation] [Trait], and gain the following [Items].
[Camera Eye]
Effect: +1 to the result of {Strength} {Will} and {Luck} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Residence (Rest Recovery Amount +3)
Emergency Kit (Rest Recovery Amount +3)
Automobile
Camera
Bag

Corporate Soldier□
Description: A veteran combat operative belonging to a corporation. Corporate Soldiers acquire the
[Combat Experience] [Trait], and gain the following [Items].
[Combat Experience]
Effect: +1 to the result of {Will} checks, and +2 to the result of {Luck} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Residence (Rest Recovery Amount +3)
Spy Tools (+1 to {Agility} [Maneuvers])
Special Vehicle (Treat as an Automobile, and also Rest Recovery Amount +3)
Bag

Student Agent□
Description: A covert operative belonging to SpecProv or some other faction that pretends to be a
student. The player and GM should discuss together whether the student is elementary, middle, or
high school, or even college. Student Agents acquire the [Special Training] [Trait], and gain the
following [Items].
[Special Training]
Effect: +2 to the result of {Agility} checks, and +1 to the result of {Luck} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Change of Clothes
Residence (Rest Recovery Amount +3)
Safehouse (Rest Recovery Amount +1)
Motorcycle
Bag
Cosmetics Kit (+1 to [Disguise] checks)

Special Investigator□
Description: An investigator with SpecProv or some other faction that intervenes in supernatural
incidents, acting as a liasion with police. Special Investigators acquire the [Investigator] [Trait], and
gain the following [Items].
[Investigator]
Effect: +1 to the result of {Agility} {Intellect} and {Luck} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Upperclass Residence (Rest Recovery Amount +5)
Safehouse (Rest Recovery Amount +1)
Spy Tools (+1 to {Agility} [Maneuvers])
Motorcycle
Automobile
Bag

Soldier
Description: A soldier in a nation's military. This include Japanese Self-Defense Force soldiers
assigned to "SpecProv" as a special mission. Soldiers acquire the [Tactical Training] [Trait], and
gain the following [Items].
[Investigator]
Effect: +1 to the result of {Strength} checks, and +2 to the result of {Luck} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Residence (Rest Recovery Amount +3)
Emergency Kit (Rest Recovery Amount +3)
Spy Tools (+1 to {Agility} [Maneuvers])
Motorcycle
Automobile
Bag

Mercenary
Description: A mercenary that has signed a contract with a country, corporation, or faction.
Mercenaries acquire the [Mercenary's Intuition] [Trait], and gain the following [Items].
[Mercenary's Intuition]
Effect: +1 to the result of {Agility} checks, and +2 to the result of {Luck} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Residence (Rest Recovery Amount +3)
Emergency Kit (Rest Recovery Amount +3)
Spy Tools (+1 to {Agility} [Maneuvers])
Automobile
Bag

Corporate Operative
Description: A special operative belonging to a corporation. Corporate Operatives acquire the
[Corporate Espionage] [Trait], and gain the following [Items].
[Corporate Espionage]
Effect: +1 to the result of {Agility} {Intellect} and {Luck} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Residence (Rest Recovery Amount +3)
Spy Tools (+1 to {Agility} [Maneuvers])
Special Vehicle (Treat as an Automobile, and also Rest Recovery Amount +3)
Bag

Servant△
Description: A servant employed at an estate or mansion or the like. Servants acquire the [Corporate
Espionage] [Trait], and gain the following [Items].
[Domestic Affairs]
Effect: +1 to the result of {Agility} {Intellect} and {Will} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Change of Clothes
Residence (Rest Recovery Amount +3)
Emergency Kit (Rest Recovery Amount +3)
Automobile
Bag
Cosmetics Kit (+1 to [Disguise])
Steward△
Description: A steward or head butler who oversees the servants of a house. Stewards acquire the
[Handling Business] [Trait], and gain the following [Items].
[Handling Business]
Effect: +1 to the result of {Intellect} checks, and +2 to the result of {Will} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Change of Clothes
Stylish Clothes (+1 to [Negotiation])
Upperclass Residence (Rest Recovery Amount +5)
Emergency Kit (Rest Recovery Amount +3)
Automobile
Bag

Faction Leader△
Description: A leader of a faction, corporation, or country. The player and GM should discuss
together where the character belongs. Faction Leaders acquire the [Commander] [Trait], and gain
the following [Items].
[Commander]
Effect: +1 to the result of {Intellect} checks, and +2 to the result of {Will} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Stylish Clothes (+1 to [Negotiation])
Upperclass Residence (Rest Recovery Amount +5)
Safehouse (Rest Recovery Amount +1)
Automobile
Bag

Bureaucrat△
Description: A high-ranking civil servant. The player and GM should discuss the details together.
Bureaucrats acquire the [Limited Authority] [Trait], and gain the following [Items].
[Limited Authority]
Effect: +2 to the result of {Will} checks, and +1 to the result of {Luck} checks.
[Item]
Mobile (Can also speak with [Backstage] or [Exited] PC)
Upperclass Residence (Rest Recovery Amount +5)
Safehouse (Rest Recovery Amount +1)
Automobile
Bag

Cover 4
----------------------------------------
Ultimate Warrior
Description: A supernatural warrior from another world that could be called a hero or a demon.
Ultimate Warriors acquire the [Fearsome Warrior] [Trait], and gain the following [Items].
[Fearsome Warrior]
Effect: +2 to the result of {Strength} checks, and +1 to the result of {Intellect} checks.
[Item]
Illusionary ([Maneuver: Disguise / Result: 12])
Transition (Able to move as fast as an Automobile)
Large-Scale Barrier (Rest Recovery Amount +10)

Dragonslayer
Description: A warrior, explorer, or magician from another world that once slayed a dragon.
Dragonslayers acquire the [Fearsome Warrior] [Trait], and gain the following [Items].
[Top-Class Purger]
Effect: +1 to the result of {Strength} {Intellect} {Will} and {Luck} checks.
[Item]
Illusionary ([Maneuver: Disguise / Result: 12])
Drifting (While [Out of Combat], ignore "bad footing" penalties.)
Large-Scale Barrier (Rest Recovery Amount +10)

Adventurer
Description: Someone from another world who undertook various kinds of requests, and was called
an Adventurer. Adventurers acquire the [Adventure] [Trait], and gain the following [Items].
[Adventure]
Effect: +2 to the result of {Agility} checks, and +1 to the result of {Intellect} and {Luck} checks.
[Item]
Illusionary ([Maneuver: Disguise / Result: 12])
Drifting (While [Out of Combat], ignore "bad footing" penalties.)
Large-Scale Barrier (Rest Recovery Amount +10)

Magical Researcher
Description: An elite magician from another world who performs high-level research into magic.
Magical Researchers acquire the [Magic Research] [Trait], and gain the following [Items].
[Magic Research]
Effect: +2 to the result of {Intellect} checks, and +1 to the result of {Will} and {Luck} checks.
[Item]
Illusionary ([Maneuver: Disguise / Result: 12])
Drifting (While [Out of Combat], ignore "bad footing" penalties.)
Large-Scale Barrier (Rest Recovery Amount +10)

Supernatural Criminal
Description: A powerful magician who has mastered forbidden magicks and committed a great
crime in another world. Supernatural Criminals acquire the [Forbidden Knowledge] [Trait], and
gain the following [Items].
[Forbidden Knowledge]
Effect: +3 to the result of {Intellect} checks, and +1 to the result of {Will} checks.
[Item]
Illusionary ([Maneuver: Disguise / Result: 12])
Transition (Able to move as fast as an Automobile)
Large-Scale Barrier (Rest Recovery Amount +10)

=======================================================================
=========
Machine-God of Damocles -- Item: Weapons [XP2M]
=======================================================================
=========

Melee Weapons / Form: Swords [XP2M-1]


----------------------------------------
Damascus Knife
Restrict : None
Mode : One Hand
ACC : None
PD : +4
INIT : -1
Cost : 800G
[Form: Sword / Range: Engaged / Target: 1#]. A distinctive combat knife-style Artificial Regalia
with a beautiful pattern on the blade. Can be thrown as a [Ranged Attack]. When doing so, change
[Physical Attack / Range / Target] to [Special Attack / {Strength} Sq. / 1#].

Doutanuki
Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : +6
INIT : -3
Cost : 1,100G
[Form: Sword / Range: Engaged / Target: 1#]. A sharp and heavy Japanese sword forged for
practical use in combat, which has been converted into an Artificial Regalia. While [Equipped],
once per round, reduce the [Target] of the user's [Physical Attack]'s [Armor] by 5 (to a minimum of
0).

High-Frequency Blade
Restrict : Cyborg
Mode : Two Hands
ACC : None
PD : +7
INIT : -2
Cost : 1,100G
[Form: Sword / Range: Engaged / Target: 1#]. A sword Artificial Regalia that has incredible cutting
power due to high frequency waves reverberating down the blade. While [Equipped], reduce the
[Target] of the user's [Physical Attack]'s [Armor] by 3 (to a minimum of 0).

Godseye Blade
Restrict : Demon Eyed
Mode : Two Hands
ACC : None
PD : +8
INIT : -3
Cost : 1,100G
[Form: Sword / Range: Engaged / Target: 1#]. A straight-bladed chokutou Artificial Regalia that
amplifies the power of a Demon Eyed. It is a masterwork sword handed down through Demon Eyed
clans through their generations. While [Equipped], once per combat, change the [Target] of a [Race:
Demon Eyed / Timing: Attack] Talent to [Area].

Heat Knife
Restrict : Cyborg
Mode : One Hand
ACC : None
PD : +5
INIT : None
Cost : 2,250G
[Form: Sword / Range: Engaged / Target: 1#]. A combat knife-style Artificial Regalia that enhances
its cutting power by emitting extreme heat. While [Equipped], bestow [Element: Fire] to [Physical
Attacks]. Also, reduce the [Target] of the user's [Physical Attack]'s [Armor] by 3 (to a minimum of
0).

Seven-Branched Sword
Restrict : None
Mode : Switch Hand
ACC : None
PD : +7 / +8
INIT : -3 / -2
Cost : 2,250G
[Form: Sword / Range: Engaged / Target: 1#]. A chokutou Artificial Regalia that has six points
extending from the left and right side of the blade. While [Equipped], the user increases the
[Damage] they deal to Mononoke with "x#" written in their [Name] by 10.

Jeweled Sword of Airgetlam


Restrict : Demon Eyed
Mode : Two Hands
ACC : +1
PD : +8
INIT : -4
Cost : 2,250G
[Form: Sword / Range: Engaged / Target: 1#]. A unique sword that can only be equipped by one
who carries the eyes of a god. It repels sickness and brings luck. While [Equipped], once per
combat, [Range: Combat Zone / Target: 1#] gains [Remove: Darkness・Poison・Pain].

Nameless Godblade
Restrict : Arc Slayer
Mode : Two Hands
ACC : None
PD : +8
INIT : -2
Cost : 2,250G
[Form: Sword / Range: Engaged / Target: 1#]. A divine sword that holds the power to augment the
skills of a godslayer. While [Equipped], once per round, gain +5 to the [Damage Calculation] of
[Style: Arc Slayer / Timing: Attack] Talents.

Masterwork Tachi
Restrict : Martial・Utility
Mode : Switch Hand
ACC : +1
PD : +8 / +9
INIT : -1 / None
Cost : 5,000G
[Form: Sword / Range: Engaged / Target: 1#]. A long masterwork tachi Artificial Regalia that,
despite its age, combines a form crafted for war with unparalleled beauty. While [Equipped], once
per combat, when making a [Physical Attack], gain +2 [Physical Rank].

Onikirimaru
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +10
INIT : -1
Cost : 5,000G
[Form: Sword / Range: Engaged / Target: 1#]. A legendary inscribed blade that was used to
slaughter oni and goblins alike. While [Equipped], when making [Physical Attacks] against [Class:
Humanoid・Chaos], gain +1 [Physical Rank].

Elder Slayer
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +13
INIT : -2
Cost : 5,000G
[Form: Sword / Range: Engaged / Target: 1#]. A heavy greatsword Artificial Regalia forged to for
anti-Awakened combat. It requires great skill to handle, but its power is unmatched.

Kingsblade
Restrict : Marebito
Mode : Switch Hand
ACC : None
PD : +9 / +10
INIT : -2 / -1
Cost : 5,000G
[Form: Sword / Range: Engaged / Target: 1#]. A sword that gives off a radiant golden shine, once
possessed by the king of another world. While [Equipped], gain +5 [Armor].

Crystal Slasher
Restrict : Martial・Utility
Mode : Two Hands
ACC : None
PD : +12
INIT : +2
Cost : 8,000G
[Form: Sword / Range: Engaged / Target: 1#]. A longsword Artificial Regalia that has a crystalline
blade. When it is focused on, it emits a particular type of element from its blade. While [Equipped],
bestow either one of [Element: Light・Magnet] on [Physical Attacks].

Sword of the Universe


Restrict : Martial
Mode : One Hand
ACC : +1
PD : +8
INIT : +2
Cost : 8,000G
[Form: Sword / Range: Engaged / Target: 1#]. An acclaimed blade that drifted to this world from
another. While [Equipped], gain +5 [Barrier].

Angel's Greatsword
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +13
INIT : -1
Cost : 8,000G
[Form: Sword / Range: Engaged / Target: 1#]. A greatsword Artificial Regalia forged using the
sacraments. Due to the blessings bestowed upon it, it protects its wielder with an invisible wall of
force. While [Equipped], gain +5 [Armor].

Baneslayer Ichimonji
Restrict : Arc Slayer
Mode : Two Hands
ACC : None
PD : +14
INIT : None
Cost : 8,000G
[Form: Sword / Range: Engaged / Target: 1#]. A sword Artificial Regalia infused with a glow that
inflicts pain on evil. It augments the skills of a godslayer. While [Equipped], once per round, gain
+5 to the [Damage Calculation] of [Style: Arc Slayer / Timing: Attack] Talents.

Guardian King Blade


Restrict : None
Mode : One Hand
ACC : +1
PD : +10
INIT : +3
Cost : 10,000G
[Form: Sword / Range: Engaged / Target: 1#]. An Artificial Regalia that imitates the jeweled sword
of a Divine Soul known as a Guardian King. It is favored by veteran demon hunters.

High-Carbon Blade
Restrict : Martial・Utility
Mode : Two Hands
ACC : None
PD : +13
INIT : +3
Cost : 10,000G
[Form: Sword / Range: Engaged / Target: 1#]. A high-frequency, high-carbon blade created using
cutting-edge modern technology. Having been converted into an Artificial Regalia, it possesses
incredible hardness and cutting power. While [Equipped], reduce the [Target] of the user's [Physical
Attack]'s [Armor] by 3 (to a minimum of 0).

Holy Blade of the Traveler


Restrict : Martial・Utility
Mode : Switch Hand
ACC : None
PD : +13 / +14
INIT : +1 / +2
Cost : 10,000G
[Form: Sword / Range: Engaged / Target: 1#]. A holy sword that has drifted through many worlds,
bestowing its power to fell all foes in a single swing upon heroes it deems worthy. While
[Equipped], once per combat, when making a [Physical Attack], gain +2 [Physical Rank].
Epicwork Tachi
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +15
INIT : -1
Cost : 10,000G
[Form: Sword / Range: Engaged / Target: 1#]. A masterwork tachi Artificial Regalia taken to the
next level, secreting divinity and spells within. While [Equipped], when making [Physical Attacks]
against [Class: Humanoid・Chaos], gain +2 [Physical Rank].

Melee Weapons / Form: Spears [XP2M-2]


----------------------------------------
Onyx Naginata
Restrict : Martial・Utility
Mode : Switch Hand
ACC : +1
PD : +3 / +4
INIT : -4 / -3
Cost : 750G
[Form: Spear / Range: Engaged / Target: 1#]. A naginata-style Artificial Regalia with a sharp
crescent moon blade. The blade is dyed jet black. While [Equipped], increase the [Target] of the
user's [Physical Attacks] by 1#.

Spirit Sai
Restrict : Utility
Mode : One Hand
ACC : +1
PD : +4
INIT : -2
Cost : 1,750G
[Form: Spear / Range: Engaged / Target: 1#]. A sai-style Artificial Regalia with sharpened tips. Can
be thrown as a [Ranged Attack]. When that happens, change [Physical Attack / Range / Target] to
[Special Attack / {Strength} x2 Sq. / 1#].

Glory Hasta
Restrict : Martial・Utility
Mode : Two Hands
ACC : None
PD : +7
INIT : -2
Cost : 1,750G
[Form: Spear / Range: Engaged / Target: 1#]. An otherworldly spear Artificial Regalia with a letter
from an unknown script engraved on the blade. It's easy to handle on top of having high power.
While [Equipped], increase the [Target] of the user's [Physical Attacks] by 1#.

Mighty General's Spear


Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +5
INIT : None
Cost : 2,800G
[Form: Spear / Range: Engaged / Target: 1#]. A masterwork famous spear that was once used by a
Sengoku-era valorous warrior or general, then made into an Artificial Regalia. While [Equipped],
once per combat, change the [Target] of the user's [Physical Attack] to [Area].

Variable Multi-Part Spear


Restrict : Cyborg
Mode : Switch Hand
ACC : None
PD : +6 / +7
INIT : -1 / None
Cost : 2,800G
[Form: Spear / Range: Engaged / Target: 1#]. A spear-style Artificial Regalia that keeps its joints
flexible via constant voltage, and thereby can transform into a form like a whip. While [Equipped],
by spending 1x [Prep], can make a [Ranged Attack], changing its [Range/Target] to [5 Sq. / 1#].

Evilslayer Sai
Restrict : Martial・Utility
Mode : One Hand
ACC : None
PD : +5
INIT : +2
Cost : 3,100G
[Form: Spear / Range: Engaged / Target: 1#]. A sai-style Artificial Regalia that has a strong effect
against ghosts and goblins due to being consecrated. Can be thrown as a [Ranged Attack]. When
that happens, change [Physical Attack / Range / Target] to [Special Attack / {Strength} Sq. / 1#].

Zanyousou
Restrict : Scion
Mode : Two Hands
ACC : +1
PD : +8
INIT : -3
Cost : 3,100G
[Form: Spear / Range: Engaged / Target: 1#]. A sacramental spear forged in order to defeat evil
creatures. While [Equipped], when making a [Physical Attack] against [Class: Undead・Chaos],
gain +1 [Physical Rank].

Sankosho
Restrict : Martial・Utility
Mode : One Hand
ACC : None
PD : +6
INIT : +1
Cost : 4,000G
[Form: Spear / Range: Engaged / Target: 1#]. A sankosho, a secret implement of esoteric Buddhism,
made into an Artificial Regalia. While [Equipped], when making [Attack Actions] against [Class:
Chaos], gain +1 [Rank].

Sakahoko
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +13
INIT : -4
Cost : 4,000G
[Form: Spear / Range: Engaged / Target: 1#]. A long spear Artificial Regalia made in the image of
the Ame-no-Sakahoko. In addition to its length, it holds tremendous spirit energy, and each thrust is
accompanied by a roar like a beast's.

Strategic Sai
Restrict : Cyborg
Mode : One Hand
ACC : None
PD : +7
INIT : +2
Cost : 4,000G
[Form: Spear / Range: Engaged / Target: 1#]. A sai-style Artificial Regalia with a spirit energy
reactor built-in. Can be thrown as a [Ranged Attack]. When that happens, change [Physical Attack /
Range / Target] to [Special Attack / {Strength} Sq. / 1#]. Also, while [Equipped], bestow [Element:
Magnet] onto [Physical Attacks].

Teninsou
Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : +7
INIT : +2
Cost : 6,000G
[Form: Spear / Range: Engaged / Target: 1#]. A long spear Artificial Regalia that holds the power to
neutralize and absorb stagnant spirit energy. It has been specially consecrated. While [Equipped],
once per combat, gain +10 to [Armor].

Godfrost Naginata
Restrict : Martial・Utility
Mode : Switch Hand
ACC : +1
PD : +8 / +9
INIT : -1 / None
Cost : 6,000G
[Form: Spear / Range: Engaged / Target: 1#]. A naginata-style Artificial Regalia with a blade made
from the ice of a Dominion where it is eternally frozen. While [Equipped], bestow [Element: Cold]
onto [Physical Attacks]. When the effect of a Talent (and only a Talent) would bestow [Cold] as
well, gain +1 [Rank].

Mabeast Spear
Restrict : Hanyou
Mode : Two Hands
ACC : None
PD : +11
INIT : None
Cost : 6,000G
[Form: Spear / Range: Engaged / Target: 1#]. A holy spear forged to hunt magical beasts. It is
especially effective against bestial creatures. While [Equipped], when making a [Physical Attack]
against [Class: Beast・Chaos], gain +1 [Physical Rank].

Boneeater
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +11
INIT : -2
Cost : 6,000G
[Form: Spear / Range: Engaged / Target: 1#]. A naginata-style Artificial Regalia that's said to crush
bones loud enough to sound as though it is eating them. While [Equipped], reduce [Target] of the
user's [Physical Attacks] by 5 (to a minimum of 0).

Stormhowl
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +10
INIT : -1
Cost : 8,500G
[Form: Spear / Range: Engaged / Target: 1#]. A trident that governs storms and harvests. The prongs
—representing love, strength, and wisdom—grant blessings upon the user. While [Equipped], the
user is treated as fulfilling the use conditions for [Style: Elder Mage A] Style Talents.

Wilds of the Forest Lord


Restrict : Martial
Mode : Two Hands
ACC : None
PD : +11
INIT : -5
Cost : 8,500G
[Form: Spear / Range: Engaged / Target: 1#]. A long spear Artificial Regalia that is fused with rare
plant [Materials]. It protects those who possess supernatural power. While [Equipped], gain +5
[Armor] and [Barrier].

Gokosho
Restrict : Martial
Mode : One Hand
ACC : +1
PD : +8
INIT : -1
Cost : 8,500G
[Form: Spear / Range: Engaged / Target: 1#]. A gokosho, a secret implement of esoteric Buddhism,
made into an sai-type Artificial Regalia. Strong etherlight emits from its tip. While [Equipped],
once per combat, change the [Range/Target] of a [Physical Attack] to [Combat Zone / Area].

Red Condor
Restrict : Demon Eyed
Mode : Two Hands
ACC : +1
PD : +11
INIT : +2
Cost : 10,00G
[Form: Spear / Range: Engaged / Target: 1#]. A crimson long spear Artificial Regalia where the
shaft and tip are as one. It is believed to have been created by ancient peoples, and ancient writing is
engraved on its shaft. While [Equipped], three times per combat, change the [Range] of the user's
[Attack Action] to [Combat zone].

Thorn of Vengeance
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +13
INIT : None
Cost : 10,000G
[Form: Spear / Range: Engaged / Target: 1#]. A spear-style Artficial Regalia tangled with thorns. It
carries a curse that's said to return its bearer's wounds onto another. While [Equipped], once per
combat, make 1x [Weapon Attack] on [Item / 1#] that made a [Physical Attack] (the target may not
react).

Nuboko
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +15
INIT : None
Cost : 10,000G
[Form: Spear / Range: Engaged / Target: 1#]. A long spear Artificial Regalia that is especially
effective against the forces of chaos. Its tip is adorned with brilliant accessories that carry a sublime
light. While [Equipped], when making a [Physical Attack] on [Class: Chaos], gain +1 [Physical
Rank].

Melee Weapons / Form: Axes [XP2M-3]


----------------------------------------
Hand Chakram
Restrict : Martial・Utility
Mode : One Hand
ACC : None
PD : +4
INIT : +1
Cost : 1,800G
[Form: Axe / Range: Engaged / Target: 1#]. A giant chakram-style Artificial Regalia built with a
grip. While [Equipped], can e thrown as a [Ranged Weapon]. When this happen, change [Physical
Attack / Range / Target] to [Special Attack / {Strength} Sq. / 1#].

Blood Scythe
Restrict : Martial・Utility
Mode : Two Hands
ACC : -1
PD : +5
INIT : -1
Cost : 600G
[Form: Axe / Range: Engaged / Target: 1#]. A scythe-style Artificial Regalia fitted with unique
modifications. It can mow down an area with a single swipe. While [Equipped], increase the
[Target] of the user's [Physical Attacks] by 1#.

Twin Hand Blades


Restrict : Martial・Utility
Mode : Two Hands
ACC : None
PD : +5
INIT : None
Cost : 1,800G
[Form: Axe / Range: Engaged / Target: 1#]. An Artificial Regalia in the form of a pair of gloves
equipped with retractable blades. While [Equipped], treat as though [Equipped] with [Unarmed].

Thunder Bullova
Restrict : Martial・Utility
Mode : Two Hands
ACC : None
PD : +7
INIT : -2
Cost : 1,800G
[Form: Axe / Range: Engaged / Target: 1#]. A poleaxe-style Artificial Regalia that glows with a
green light. While [Equipped], bestow [Element: Shock] on [Physical Attacks]. When the effect of a
Talent (and only a Talent) would bestow [Cold] as well, gain +1 [Rank].

Killer Chainsaw
Restrict : Martial・Utility
Mode : Switch Hand
ACC : None
PD : +7 / +8
INIT : None / +1
Cost : 2,500G
[Form: Axe / Range: Engaged / Target: 1#]. A chainsaw-style Artificial Regalia that has been given
a powerful consecration. While [Equipped], once per combat, the [Target] of the user's [Physical
Attack] [Halves] their [Armor].

Demon Hunter's Axe


Restrict : Martial
Mode : Switch Hand
ACC : -1
PD : +8 / +9
INIT : -5 / -4
Cost : 2,500G
[Form: Axe / Range: Engaged / Target: 1#]. An axe-style Artificial Regalia built with a huge, curved
blade. It specializes in destroying chaotic foes. While [Equipped], when making a [Physical Attack]
against [Class: Chaos], gain +1 [Physical Rank].

Scythe of the White Night


Restrict : Martial
Mode : Two Hands
ACC : -1
PD : +8
INIT : -1
Cost : 3,800G
[Form: Axe / Range: Engaged / Target: 1#]. A scythe forged using rare metals. Faint etherlight, like
a midnight sun, radiates from the blade. While [Equipped], gain +5 [Barrier].

Mabeast Claws
Restrict : Martial・Utility
Mode : Two Hands
ACC : -1
PD : +7
INIT : None
Cost : 3,800G
[Form: Axe / Range: Engaged / Target: 1#]. An Artificial Regalia in the form of a pair of gloves
with sharp, hooked claws sprouting from the back of the hands. While [Equipped], treat as though
[Equipped] with [Unarmed].

Heat Chainsaw
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +7
INIT : -2
Cost : 3,800G
[Form: Axe / Range: Engaged / Target: 1#]. A chainsaw Artificial Regalia built with a superheating
function. While [Equipped], bestow [Element: Fire] on [Physical Attacks]. Also, [Targets] reduce
their [Armor] by 3 (to a minimum of 0).

Rancor Slayer
Restrict : Martial
Mode : Two Hands
ACC : -1
PD : +12
INIT : -5
Cost : 3,800G
[Form: Axe / Range: Engaged / Target: 1#]. A massive axe Artificial Regalia forged in order to take
down powerful Awakened. It's extremely heavy, but it holds power equal to that weight.

Sacred Beast Claws


Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +6
INIT : +4
Cost : 5,500G
[Form: Axe / Range: Engaged / Target: 1#]. An Artificial Regalia in the form of a pair of gloves
with sharp, hooked claws sprouting from the back of the hands. The claws have been consecrated.
While [Equipped], treat as though [Equipped] with [Unarmed].

High-Frequency Machete
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +10
INIT : +2
Cost : 5,500G
[Form: Axe / Range: Engaged / Target: 1#]. A forestry knife-style Artificial Regalia that emits high-
frequency waves along the blade by controlling spirit energy. While [Equipped], once per round,
[Targets] of the user's [Physical Attacks] reduce their [Armor] by 5 (to a minimum of 0).

Rune Scythe
Restrict : Martial
Mode : Two Hands
ACC : -1
PD : +11
INIT : +3
Cost : 5,500G
[Form: Axe / Range: Engaged / Target: 1#]. A scythe-style Artificial Regalia reinforced to its limit.
Unique runes engraved on the blade give off light. While [Equipped], twice per combat, increase
the [Target] of the user's [Physical Attacks] by 1#.

Evilslayer Battleaxe
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +12
INIT : None
Cost : 5,500G
[Form: Axe / Range: Engaged / Target: 1#]. A powerful battleaxe Artificial Regalia. Its blade,
holding the power to crush evil, is thick, and can be used as a shield to protect against spells. While
[Equipped], once per round, gain +5 [Barrier].

Divine Beast Claws


Restrict : Martial・Utility
Mode : Two Hands
ACC : None
PD : +8
INIT : +5
Cost : 7,500G
[Form: Axe / Range: Charge 1 Sq. / Target: 1#]. An Artificial Regalia in the form of a pair of gloves
with sharp, hooked claws sprouting from the back of the hands. The claws are made using the fangs
and claws of a divine beast. While [Equipped], treat as though [Equipped] with [Unarmed].

Destructive Heatblast
Restrict : Martial
Mode : Two Hands
ACC : -1
PD : +9
INIT : +6
Cost : 7,500G
[Form: Axe / Range: Engaged / Target: 1#]. A high-frequency machete with powerful modifications
made. Due to its high-frequency waves and its use of spirit energy, it burns as it cuts. While
[Equipped], bestow [Element: Fire] on [Physical Attacks]. Also, [Targets] reduce their [Armor] by 3
(to a minimum of 0).
Scythe of the Reaper
Restrict : Darkstalker
Mode : Two Hands
ACC : -1
PD : +11
INIT : +4
Cost : 7,500G
[Form: Axe / Range: Engaged / Target: 1#]. A scythe Artificial Regalia that holds the power of a god
of death. While [Equipped], once per combat, roll 1d6 after succeeding at an {Accuracy} check,
and if the result is anything other than a "1", the user may inflict [Shift: Dead] on any one
[Mononoke] that is not a [Boss] or [Aramitama].

Vampire Slaughter
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +13
INIT : +3
Cost : 10,000G
[Form: Axe / Range: Engaged / Target: 1#]. An axe-style Artificial Regalia, its blade of unique
metals inlaid with silver and consecrated, and fitted with a pistol grip. While [Equipped], twice per
combat, change [Physical Attack] to [Form: Ranged / Range: Combat Zone / Target: Area].

Spinning Fist
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +10
INIT : +4
Cost : 10,000G
[Form: Axe / Range: Charge 1 Sq. / Target: 1#]. An Artificial Regalia in the form of a pair of gloves
fitted with gear-style blades that rotate at high speeds with spirit energy. While [Equipped], treat as
though [Equipped] with [Unarmed].

Legendary Chainsaw
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +14
INIT : +2
Cost : 10,000G
[Form: Axe / Range: Engaged / Target: 1#]. A legendary chainsaw Artificial Regalia that can rip
false gods to pieces. While [Equipped], twice per combat, the [Target] of the user's [Physical
Attack] [Halves] their [Armor].

Melee Weapons / Form: Hammers [XP2M-4]


----------------------------------------
Sledgehammer
Restrict : Martial・Utility
Mode : Switch Hand
ACC : None
PD : +4 / +5
INIT : -5 / -4
Cost : 600G
[Form: Hammer / Range: Engaged / Target: 1#]. A huge battle hammer Artificial Regalia. While
[Equipped], [Targets] of [Physical Attacks] reduce their [Armor] by 5 (to a minimum of 0).

Morning Star
Restrict : Martial・Utility
Mode : Two Hands
ACC : None
PD : +5
INIT : -4
Cost : 900G
[Form: Hammer / Range: Engaged / Target: 1#]. An Artificial Regalia where an iron ball is linked to
a long chain or cord. While [Equipped], by spending 1x [Prep], can make a [Ranged Attack] by
changing the [Range/Target] of a [Physical Attack] to [5 Sq. / 1#].

Magic Guard
Restrict : None
Mode : Two Hands
ACC : +1
PD : +6
INIT : -2
Cost : 2,600G
[Form: Hammer / Range: Engaged / Target: 1#]. Regalized gloves and kneepads. While [Equipped],
treat as though [Equipped] with [Unarmed], and [Targets] of [Physical Attacks] reduce their
[Armor] by 3 (to a minimum of 0).

Rocket Hammer
Restrict : None
Mode : Two Hands
ACC : None
PD : +8
INIT : -2
Cost : 2,600G
[Form: Hammer / Range: Engaged / Target: 1#]. A warhammer Artificial Regalia with a jet
propulsion device built into the head. It has a nozzle on the rear face of the head, and by pulling a
trigger, compressed fuel is ignited. While [Equipped], once per combat (scene), change the [Range]
of a [Physical Attack] to [Charge 4 Sq.]

Origin Gloves
Restrict : Elemental Adept
Mode : Two Hands
ACC : None
PD : +5
INIT : +1
Cost : 2,60G
[Form: Hammer / Range: Engaged / Target: 1#]. Artificial Regalia in the form of combat gloves or
gauntlets, boots or gaiters, which enhance the power of the Origins. While [Equipped], treat as
though [Equipped] with [Unarmed]. Also, gain +3 at [Damage Calculation] when bestowed with an
[Element].
Mystic Staff
Restrict : Hanyou・Divine Soul
Mode : Switch Hand
ACC : +1
PD : +4 / +5
INIT : -2 / -1
Cost : 3,400G
[Form: Hammer / Range: Engaged / Target: 1#]. An illusioner's staff once possessed by a daiyoukai.
While [Equipped], bestow [Element: Phantom] on [Physical Attacks]. Also, once per scene, a target
can change into any form. (Treat as [Maneuver: Disguise / Result: 15], lasts for one scene. This
effect may be refused.)

Shooting Star
Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : +7
INIT : -3
Cost : 3,400G
[Form: Hammer / Range: Engaged / Target: 1#]. A morning star style Artificial Regalia fashioned
with a relic blade at its end. While [Equipped], by spending 1x [Prep], can make a [Ranged Attack]
by changing the [Range/Target] of a [Physical Attack] to [5 Sq. / 1#].

Banish Guard
Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : +10
INIT : -1
Cost : 4,100G
[Form: Hammer / Range: Engaged / Target: 1#]. Gloves or boots-style Artificial Regalia designed
for anti-Awakened combat. While [Equipped], treat as though [Equipped] with [Unarmed]. Also,
once per combat, the [Target] of the user's [Physical Attack] [Halves] their [Armor].

Rage of Thunder
Restrict : Martial・Utility
Mode : Two Hands
ACC : None
PD : +11
INIT : None
Cost : 4,100G
[Form: Hammer / Range: Engaged / Target: 1#]. A warhammer Artificial Regalia forged using
meteoric iron and Fool's Gold. Its head is infused with lightning. While [Equipped], bestow
[Element: Shock] onto [Physical Attacks]. Also, once per round, gain +1d6 at [Damage
Calculation].

Crested Gloves
Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : +6
INIT : +5
Cost : 6,800G
[Form: Hammer / Range: Engaged / Target: 1#]. A glove or shin guards made from special fibers,
with a crest drawn on them representing fire, the sun, or some other Origin. While [Equipped], treat
as though [Equipped] with [Unarmed]. Also, gain +5 at [Damage Calculation] when bestowed with
an [Element].

Rune Rod
Restrict : None
Mode : Two Hands
ACC : +1
PD : +10
INIT : +1
Cost : 6,800G
[Form: Hammer / Range: Engaged / Target: 1#]. A staff-type Artficial Regalia made from unique
materials. It is favorited by Magi who have mastered self-defense. While [Equipped], treat as
though [Equipped] with a [Magical Weapon]. Also, gain a +7 modifier to [Magical Damage].

Gennou's Hammer
Restrict : Martial・Utility
Mode : Switch Hand
ACC : +1
PD : +10 / +11
INIT : -1 / None
Cost : 6,800G
[Form: Hammer / Range: Engaged / Target: 1#]. An imitation fashioned after the greathammer that
destroyed the cursed Godforged Regalia called the Sesshouseki, or Killing Stone. It repels sickness
and rejects curses. While [Equipped], once per combat, grant [Remove: Darkness・Poison・Pain]
to [Range: Combat Zone / Target: 1#].

Onbashira
Restrict : Martial
Mode : Two Hands
ACC : -1
PD : +15
INIT : None
Cost : 6,800G
[Form: Hammer / Range: Engaged / Target: 1#]. A huge pillar fashioned from a sacred tree and
made into an Artificial Regalia, once used in holy festivals. In addition to its overwhelming mass, it
is extremely powerful.

Gravity Wave Gloves


Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +11
INIT : -2
Cost : 8,000G
[Form: Hammer / Range: Engaged / Target: 1#]. Glove-style Artificial Regalia installed with a
gravity generator. While [Equipped], by spending 1x [Prep], can [Install] one [Obstacle] of 40 {HP}
or less into an unoccupied adjacent square. Also, while [Equipped], treat as though [Equipped] with
[Unarmed].
Horseshoe Hammer
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +14
INIT : +3
Cost : 8,000G
[Form: Hammer / Range: Engaged / Target: 1#]. A warhammer-style Artificial Regalia created with
the horseshoe of a horse said to bring good luck. While [Equipped], once per combat (or scene),
before [Influencing], can reroll an {Accuracy} check's [Roll] (unless a [Critical] or [Fumble], then
cannot).

Emperor's Hammer
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +15
INIT : None
Cost : 8,000G
[Form: Hammer / Range: Engaged / Target: 1#]. An imitation of the hammer of a hero from another
world who received a Regalia from the gods and forged an empire that lasted a thousand years.
While [Equipped], once per session, [Targets] of a [Physical Attack] reduce their [Armor] to 0.

Abominable Bar-like Thing


Restrict : None
Mode : Switch Hand
ACC : +1
PD : +13 / +14
INIT : -2 / -1
Cost : 8,00G
[Form: Hammer / Range: Engaged / Target: 1#]. An iron rod shaped like an iron bar. It seems like
something from another world, and is treated as an Artificial Regalia for some reason. While
[Equipped], once per round, change the [Target] of a [Physical Attack] to [Area].

Divine Idol
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +12
INIT : +5
Cost : 10,000G
[Form: Hammer / Range: Engaged / Target: 1#]. A statue of some manner of god, whether from
ancient times, the here and now, West, East, or whatever, and then made into an Artificial Regalia.
The strength of its blessings and its power are fearsome. While [Equipped], once per combat, gain
+2 to the [Physical Rank] of a [Physical Attack].

Eyes of the Black Flame King


Restrict : Demon Eyed
Mode : Two Hands
ACC : +1
PD : +13
INIT : +4
Cost : 10,000G
[Form: Hammer / Range: Engaged / Target: 1#]. Crimson gloves with magical stones worked into
them that glow red. While [Equipped], twice per combat, inflict [Shift: Dead] on Mononoke that
have "x#" in their [Name] that the user has dealt at least 1 point of [Damage] to. Also, while
[Equipped] with this [Weapon], treat as though [Equipped] with [Unarmed].

Meteor
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +15
INIT : +2
Cost : 10,000G
[Form: Hammer / Range: Engaged / Target: 1#]. A morning star Artificial Regalia designed for anti-
Awakened combat. While [Equipped], by spending 1x [Prep], can make a [Ranged Attack] by
changing the [Range/Target] of a [Physical Attack] to [5 Sq. / 1#]. Also, while [Equipped] with this
[Weapon], treat as though [Equipped] with [Unarmed].

Ranged Weapons / Form: Ranged [XP2M-5]


----------------------------------------
※ Enforcement II
Restrict : None
Mode : One Hand
ACC : None
PD : (4)
INIT : -1
Cost : 1,000G
[Range: 7 Sq. / Target: 1#]. A consecrated Glock machine pistol. While [Equipped], once per
combat, change the [Target] of a [Physical Attack] to [Area].

Exorcist Bow
Restrict : Martial・Utility
Mode : Two Hands
ACC : None
PD : +5
INIT : -4
Cost : 1,300G
[Range: {Strength} x2 Sq. / Target: 1#]. A Japanese bow Artificial Regalia that carries powers of
exorcism. While [Equipped], when making [Physical Attacks] against [Class: Undead・Chaos],
gain +1 [Physical Rank].

※ Thunder Rain
Restrict : None
Mode : Switch Hand
ACC : None
PD : (5) / (6)
INIT : -3 / -2
Cost : 2,000G
[Range: 5 Sq. / Target: 1#]. A high-performance submachine gun like an Uzi, modified for anti-
Awakened use. While [Equipped], once per round, increase the [Target] of [Ranged Attacks] by 2#.
※ Black Predator
Restrict : None
Mode : One Hand
ACC : None
PD : (5)
INIT : -2
Cost : 2,000G
[Range: 8 Sq. / Target: 1#]. An M1911 series pistol made into an Artificial Regalia. Layered with
spells, it has excellent stopping power due to the bullets it fires being infused with spirit energy.
While [Equipped], [Targets] of [Physical Attacks] reduce their [Armor] by 2 (to a minimum of 0).

※ Dawnhunter
Restrict : None
Mode : One Hand
ACC : None
PD : (6)
INIT : None
Cost : 2,400G
[Range: 7 Sq. / Target: 1#]. A unique handgun based on the AMT Hardballer, which has been
bestowed with an effect similar to the light of the sun. It gives off a silver glow. While [Equipped],
when making [Physical Attacks] against [Class: Insectoid・Plant], gain +1 [Physical Rank].

※ Ultrahawk
Restrict : None
Mode : Switch Hand
ACC : None
PD : (7) / (8)
INIT : -2 / -1
Cost : 2,400G
[Range: 8 Sq. / Target: 1#]. A Python series revolver made into an Artificial Regalia. It uses a large-
bore bullet of unique make. While [Equipped], once per round, may force [Targets] who fail their
[Reaction Check] to move 1 Sq. in any direction (this movement ignores [Engagements]).

Blessed Silver Whip


Restrict : Utility
Mode : Two Hands
ACC : +1
PD : +7
INIT : -2
Cost : 3,500G
[Range: {Strength} +1 Sq. / Target: 1#]. A combat whip made by weaving together special fibers
and silver thread and then blessing it. It's especially favored by vampire hunters. [Physical Attacks]
made with this [Ranged Weapon] as treated as [Special Attacks].

※ Gespenst
Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : (8)
INIT : -2
Cost : 4,400G
[Range: 7 Sq. / Target: 1#]. An anti-Awakened assault rifle made to spell armament specifications,
based on the H&K G41. It is easy to handle and is high performance. While [Equipped], once per
round, increase the [Target] of [Ranged Attacks] by 2#.

※ Volkmech
Restrict : Martial・Utility
Mode : Two Hands
ACC : -1
PD : (12)
INIT : -2
Cost : 4,400G
[Range: 6 Sq. / Target: 1#]. An automatic rifle modified via consecration and made based on the
AKM. It's a bit heavy on the recoil, but has excellent rapid fire performance. While [Equipped],
once per round, change the [Target] of a [Ranged Attack] to [Area].

Acid Whip
Restrict : Cyborg
Mode : Two Hands
ACC : +1
PD : +8
INIT : -1
Cost : 5,000G
[Range: 6 Sq. / Target: 1#]. A whip-style Artificial Regalia built into the arm. It secretes a strong
acid from its surface. While [Equipped], once per round, [Targets] of [Physical Attacks] reduce their
[Armor] by 5 (to a minimum of 0).

Horn of Ruin
Restrict : Utility
Mode : Two Hands
ACC : +1
PD : +8
INIT : -3
Cost : 6,000G
[Range: 5 Sq. / Target: Area]. An imitation of a horn believed to signal the end of the world. When
blown, it doesn't emit sound but rather shockwaves. While [Equipped], once per combat, inflict
[Shift: Fallen] on targets that fail their [Reaction Check].

Pale Horse
Restrict : Martial・Utility
Mode : Two Hands
ACC : None
PD : +10
INIT : -3
Cost : 6,000G
[Range: Charge 4 Sq. / Target: 1#]. A combat motorcycle-style Artificial Regalia with thick plating.
It boasts incredible horsepower. While [Equipped], user is able to make [Ranged Attacks] and
[Magical Attacks] after a [Combat Move].

Weapon 10
Restrict : Utility
Mode : Two Hands
ACC : None
PD : +12
INIT : -5
Cost : 6,000G
[Range: {Agility} Sq. / Target: 1#]. A cross-shaped throwing weapon that flies at tremendous speed.
While [Equipped], once per combat, can make a [Weapon Attack] using a [Ranged Weapon] after
performing [Damage Calculation]. Also, throwing this [Weapon] does not render it unuseable.

Monomolecular Whip
Restrict : None
Mode : Two Hands
ACC : +1
PD : +6
INIT : +3
Cost : 8,000G
[Range: {Agility} Sq. / Target: 1#]. A monomolecular wire with a weight on the end. Due to being
Artificial Regaliaized, it possesses incredible cutting power. While [Equipped], [Targets] of the
user's [Physical Attacks] reduce their [Armor] by 3 (to a minimum of 0).

※ Vollkommen
Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : (10)
INIT : -1
Cost : 8,000G
[Range: 8 Sq. / Target: 1#]. A machinegun modified to operate as a spell armament, based on the
H&K MG43. Its stability, ruggedness, and shot reliability are all without question. While
[Equipped], once per round, increase the [Target] of [Ranged Attacks] by 2#.

※ Angelhowl
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : (12)
INIT : -3
Cost : 8,000G
[Range: 6 Sq. / Target: Area]. A consecrated machinegun, based on the FN Minimi. Its
overwhelming firepower has been likened to an angel's howl.

※ Screaming Wind
Restrict : Cyborg
Mode : Two Hands
ACC : None
PD : (12)
INIT : -1
Cost : 8,000G
[Range: 10 Sq. / Target: 1#]. A spirit energy laser gun developed for cyborg use. Emits a
tremendous noise along with a focused beam of spirit energy, blowing opponents away. While
[Equipped], once per round, may force [Targets] who fail their [Reaction Check] to move 1 Sq. in
any direction (this movement ignores [Engagements]).

Scattered Boulder
Restrict : None
Mode : Two Hands
ACC : +1
PD : +11
INIT : None
Cost : 10,000G
[Range: 6 Sq. / Target: Area]. An imitation of sacramental stones used by a legendary giant. While
[Equipped], once per round, change the [Range / Target] of a [Physical Attack] to [Combat Zone /
1#]. Also, throwing this [Weapon] does not render it unuseable.

※ Dragon's Breath
Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : (13)
INIT : -1
Cost : 10,000G
[Range: 8 Sq. / Target: 1#]. The S&W M500, A .50 caliber revolver, made into an Artificial Regalia.
Its recoil and power are both to be feared. While [Equipped], once per combat, gain a +[any one of
user's {Main Stats}] modifier to [Physical Damage].

※ Rail Gun
Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : (15)
INIT : -3
Cost : 10,000G
[Range: 10 Sq. / Target: 1#]. A launching platform that generates electromagnetic induction via
spirit energy, and then discharges a massive projectile. It looks like portable artillery, and its
destructive power matches that. While [Equipped], once per combat, the [Target] of the user's
[Physical Attack] [Halves] their [Armor].

Magical Weapons / Form: Magic [XP2M-6]


----------------------------------------
Spell Armament
Restrict : None
Mode : One Hand
CNJ : None
MD : +2
INIT : -1
Cost : 1,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A unique
armament for magecraft work that Magi created using Fool's Gold. Many of them call forth a
supernatural wind.

Spirit Chaingun
Restrict : Cyborg
Mode : Two Hands
CNJ : -1
MD : +6
INIT : -5
Cost : 2,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A chaingun-
style Artificial Regalia created for anti-Awakened use. It's hard to handle since it's heavier than it
looks, and those other than cyborgs have difficulty using it. While [Equipped], once per round,
increase the [Target] of the user's [Magical Attack] by 1#.

Treasure Ring
Restrict : Arcane
Mode : Two Hands
CNJ : -1
MD : +6
INIT : -4
Cost : 3,000G
[Magical Attack / Range: 5 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A ring-type
Artificial Regalia made using a special silver. It creates numerous magic circles, which fire
etherlight bullets. While [Equipped], once per combat, change the [Range / Target] of the user's
[Magical Attack] to [Combat Zone / Area].

Miracle Rosary
Restrict : None
Mode : Switch Hand
CNJ : None
MD : +4 / +5
INIT : -1 / None
Cost : 5,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A crucifix-
style Artificial Regalia that carries the power of miracles. While [Equipped], once per combat
(scene), can [Recover] using [Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element:
None / Rank: 1].

Multiworld Gem
Restrict : Arcane
Mode : Two Hands
CNJ : +1
MD : +7
INIT : -4
Cost : 5,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A magical
staff embedded with a sacramental jewel, one of many strung across multiple words. While
[Equipped], once per session, gain 1 [Overflow].

Fragment of E
Restrict : Arcane
Mode : Two Hands
CNJ : None
MD : +9
INIT : -4
Cost : 5,000G
[Magical Attack / Range: 6 Sq. / Target: 2# / Resist: Cancel / Element: None / Rank: 2] A codex of
secrets penned by a powerful Magus known as "E". While [Equipped], once per combat, [Targets]
that fail their {Resist} check lose 5 {HP}.

Batbrella
Restrict : Darkstalker
Mode : Switch Hand
CNJ : None
MD : +9 / +10
INIT : -5 / -4
Cost : 5,000G
[Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] An elegant
black parasol that can fire spirit energy bullets in the shape of bats. While [Equipped], once per
round, increase [Targets] of the user's [Magical Attacks] by 1#.

Ether 2000
Restrict : Digital Sorcerer
Mode : Two Hands
CNJ : +1
MD : +6
INIT : -4
Cost : 6,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: Magnet / Rank: 2] A device-
type Artificial Regalia specialized in spell combat that can make powerful magnetic attacks in a
wide area. While [Equipped], once per round, change the [Target] of the user's [Magical Attack] to
[Area].

The Great Secret


Restrict : Elder Mage
Mode : Two Hands
CNJ : None
MD : +7
INIT : -3
Cost : 6,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A grimoire
Artificial REgalia that can make powerful [Magical Attacks]. While [Equipped], once per round,
change the [Target] of the user's [Magical Attack] to [Area].

Exorcist Prayer Beads


Restrict : Arcane
Mode : Two Hands
CNJ : None
MD : +8
INIT : -4
Cost : 6,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: Fire / Rank: 2] An Artificial
Regalia in the form of a string of beads, using when invoking spells or powers related to Buddhism.
While [Equipped], once per round, [Targets] of the user's [Magical Attacks] reduce their [Barrier]
by 5 (to a minimum of 0).

Lineage of Blue
Restrict : Arcane
Mode : Two Hands
CNJ : +1
MD : +8
INIT : -4
Cost : 6,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A "tactical-
grade" grimoire written with the assumption of anti-Awakened combat. While [Equipped], once per
session, change the [Range / Target] of a [Magical Attack] to [Combat Zone].

Ring of Sabaoth
Restrict : Utility・Arcane
Mode : Two Hands
CNJ : None
MD : +10
INIT : -4
Cost : 6,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An
imitation of the symbol of an old sorcerer-king's pact with 72 demons. While [Equipped], gain a +5
modifier to [Barrier].

Labyrinth Talisman
Restrict : Arcane
Mode : Two Hands
CNJ : None
MD : +8
INIT : None
Cost : 8,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 1] An
iridescent magic talisman that is believed to have once been possessed by the lord of a labyrinth that
controlled another world. While [Equipped], gain +3 to [Armor] and [Barrier].

Etherlight Oonusa
Restrict : Arcane
Mode : Switch Hand
CNJ : +1
MD : +8 / +9
INIT : -4 / -3
Cost : 8,000G
[Magical Attack / Range: 5 Sq. / Target: 2# / Resist: Cancel / Element: None / Rank: 2] Paper or
cloth streamers filled with etherlight attached to a hexagonal or octagonal rod carved from a sacred
tree. It is a tool used in Shinto rites of purification. While [Equipped], [Targets] of the user's
[Magical Attacks] reduce their [Barrier] by 3 (to a minimum of 0).

Jewel of the Universe


Restrict : Hanyou・Divine Soul
Mode : Two Hands
CNJ : None
MD : +10
INIT : -2
Cost : 8,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 3] A glittering
jewel thought to preach about good and evil, illuminating the path one should follow. It is possessed
by daiyoukai and Divine Souls. While [Equipped], increase the [Target] of the user's [Magical
Attacks] by 1#.

Otherworldly Secrets
Restrict : Arcane
Mode : Two Hands
CNJ : +1
MD : +11
INIT : -5
Cost : 8,000G
[Magical Attack / Range: 6 Sq. / Target: Area / Resist: Cancel / Element: None / Rank: 2] A magical
codex that contains the secret, forbidden arts of another world. Though a book, its power is
undeniable. While [Equipped], once per combat, when making a [Magical Attack], gain +2
[Magical Rank].

Multi-Cast Device
Restrict : None
Mode : Two Hands
CNJ : None
MD : +12
INIT : -4
Cost : 8,000G
[Magical Attack / Range: 5 Sq. / Target: Area / Resist: Cancel / Element: Shock / Rank: 2] A
magical, mechanized staff. It's built with a function that immediately renews chants and magical
circles, releasing spirit energy to be used in spells. While [Equipped], twice per combat, the [Target]
of the user's [Magical Attack] [Halves] their [Barrier].

Tyrant's Bag
Restrict : Arcane
Mode : Two Hands
CNJ : None
MD : +10
INIT : None
Cost : 10,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2] A bag with a
demon from another dimension sealed inside. It attacks opponents at the possessor's direction.
While [Equipped], twice per combat, when making a [Magical Attack], gain +2 [Magical Rank].

The Seven Secret Scriptures


Restrict : Arcane
Mode : Two Hands
CNJ : +1
MD : +12
INIT : -4
Cost : 10,000G
[Magical Attack / Range: 10 Sq. / Target: 1# / Resist: Cancel / Element: Light / Rank: 2] A powerful
grimoire-type Artificial Regalia. Within are written the secrets of healing powers used by Divine
Souls. While [Equipped], when using a Talent that [Recovers] {HP}, increase the effect of the
[Recovery] by 10.

Hecate's Mercury
Restrict : Arcane
Mode : Two Hands
CNJ : None
MD : +13
INIT : -3
Cost : 10,000G
[Magical Attack / Range: 10 Sq. / Target: 1# / Resist: Cancel / Element: Toxin / Rank: 2] A special
mercury that has gained the blessings of a goddess of sorcery and the moon. It can be transformed
into a sharp blade or spear, or a massive warhammer, by supplying it with spirit energy. While
[Equipped], once per combat, gain +10 [Armor].

=======================================================================
=========
Machine-God of Damocles -- Protectors, Accessories, Gear, and Consumables [XP2N]
=======================================================================
=========

Protector/Form: Suit [XP2N-1]


----------------------------------------
Digital Suit
Restrict : Digital Sorcerer
EVA : None
INIT : -2
Armor : +2
Barrier : +2
Cost : 2,000G
A unique suit customized for Digital Sorcerers that allows them to set up and control display
screens, images, and keyboards in the air around them via a special hologram function. It can be
worn under one's clothes. While [Equipped], the character is treated as fulfilling the use condition
of [Digital Sorcerer] Style Talents.

AA Giftschlange
Restrict : Cyborg
EVA : -1
INIT : -2
Armor : +5
Barrier : +1
Cost : 2,000G
An Arachne Materials-made combat AA named for a venemous snake. In addition to reinforced
armor, it's loaded with rocket launchers and support machineguns. While [Equipped], once per
round, change the [Range/Target] of an [Attack Action] to [5 Sq. / Area].

AA Jinrai
Restrict : Cyborg
EVA : -2
INIT : +3
Armor : +2
Barrier : +1
Cost : 2,000G
A Far East Heavy Industries-made combat AA. It's equipped with miniature verniers at various
places on its lightened armor, allowing for high-mobility combat. While [Equipped], once per
round, after [Timing: Attack] can move up to 2 Sq. ignoring [Engagements].
AA Goldbug
Restrict : Cyborg
EVA : -2
INIT : -4
Armor : +5
Barrier : +5
Cost : 2,000G
A B.E.G.-made combat AA named after a golden insect. Although it's sluggish to move in, its
special, thick overlapping armored plates give it high defensive capabilities. While [Equipped],
once per round, reduce [Physical Damage] taken by 3.

Evil Eye Clothes


Restrict : Demon Eyed
EVA : +1
INIT : -3
Armor : +2
Barrier : +1
Cost : 2,000G
Clothes woven from special fibers that gathers the spirit energy emitted from its wearer, and then
channels it through their body into their eyes. This amplifies the power of a Demon Eyed. While
[Equipped], when using a [Race: Demon Eyed / Timing: Attack] Racial Talent, gain +1 to the result
of the active check.

Otherworldly Battle Outfit


Restrict : Heroic Spirit・Marebito
EVA : -1
INIT : -2
Armor : +4
Barrier : +2
Cost : 2,000G
Clothes or armor created with another world's techniques. It uses special metal and mysterious
fibers, so it is highly protective. While [Equipped], once per round, reduce [Physical Damage] taken
by 3.

Dawnlight Armor
Restrict : None
EVA : None
INIT : -2
Armor : +4
Barrier : +2
Cost : 3,500G
An Artificial Regalia created in imitation of an ancient Chinese set of armor. Specially prepared
metal is affixed to the chest and back plates, protecting one's vitals. While [Equipped], reduce
[Element: Light・Magnet] [Damage] taken by 5.

Bloody Battle Suit


Restrict : None
EVA : None
INIT : -2
Armor : +3
Barrier : +3
Cost : 3,500G
A biological armor created by forming fungal filament into threads, then weaving it together into a
suit or student uniform. It transforms into its battle form by absorbing its wearer's blood. While
[Equipped], by spending 1x [Start] and 3 {HP}, for the rest of combat the user gains +3 [Physical
Damage].

Hermit Hood
Restrict : None
EVA : +1
INIT : -3
Armor : +5
Barrier : None
Cost : 4,000G
A coat that emphasizes disguise and concealment. It's favorited by Magi who wish to avoid standing
out. While [Equipped], once per combat (or scene), for the rest of the combat (or scene), the target
gains [Shift: Hidden] even if they are in a square (or place) with no [Obstacles] (treat as [Maneuver:
Concealment / Result: 15]).

Spirit Corset
Restrict : None
EVA : None
INIT : -1
Armor : +3
Barrier : +2
Cost : 4,000G
A tailor-made corset crafted according to the user. It optimizes the flow of spirit energy by adjusting
the body's balance to the perfect point. While [Equipped], once per session, add or subtract 2 to two
[Spirit] dice (adjusting one by 4 is allowed; cannot adjust above 6 or below 1).

Black Clothes of the Traveler


Restrict : Heroic Spirit・Marebito
EVA : None
INIT : None
Armor : +1
Barrier : +5
Cost : 5,000G
Black clothes woven with the feathers of a massive bird that travels among the stars. It has an effect
of suppressing kinetic energy, and is favorited by travelers from other worlds. While [Equipped],
reduce [Physical Damage] taken from [Form: Axe・Hammer] by 5.

Full Metal Jacket


Restrict : None
EVA : +1
INIT : -2
Armor : +3
Barrier : +3
Cost : 5,000G
A suit or jacket woven from ultra-fine golden threads that have been infused with magic. Formally
adopted as the training uniform of some factions and anti-Awakened forces. While [Equipped], gain
+1 to the result of {Will} and {Resist} checks.

Guardian Spirit Clothes


Restrict : None
EVA : None
INIT : -4
Armor : +5
Barrier : +5
Cost : 5,000G
Clothes woven from hair infused with spirit energy, which came from the Nushi of a leyline or a
Divine Soul granting it to someone they favored. While [Equipped], gain +2 to the result of
[Maneuvers] that use {Luck}.

Extreme Battle Outfit


Restrict : Martial・Utility
EVA : None
INIT : -4
Armor : +5
Barrier : +5
Cost : 5,000G
A bloody battle outfit that uses an abundant amount of fibers from biological armor. By absorbing a
larger amount of blood, it can transform into a powerful combat mode. While [Equipped], by
spending 1x [Start] and 5 {HP}, for the rest of the combat, the user gains +4 at [Damage
Calculation].

Cyber Control Suit


Restrict : Digital Sorcerer
EVA : None
INIT : -4
Armor : +7
Barrier : +3
Cost : 5,000G
A digital suit intended for experienced users, installed with advanced spell programs that increase
one's processing speed. While [Equipped], the character is treated as fulfilling the use condition of
[Digital Sorcerer] Style Talents.

AA Heuschrecke
Restrict : Cyborg
EVA : None
INIT : -2
Armor : +4
Barrier : +4
Cost : 5,000G
An Arachne Materials-made high mobility-type combat AA named after a grasshopper. While
[Equipped], ignore "hazardous footing" penalties. Once per round, by spending 1x [Start], the
character can move up to 2 Sq. (if [Engaged], cannot move).

AA Desperado
Restrict : Cyborg
EVA : None
INIT : -5
Armor : +8
Barrier : +3
Cost : 5,000G
A B.E.G.-made combat AA named after an outlaw. In addition to heavy plating, it is installed with
highly efficient radar designed to support melee combat, as well as cutting-edge power assist
systems. While [Equipped], increase [Physical Damage] of [Attack Actions] made using [Melee
Weapons] by 3.

Faerie Feather
Restrict : None
EVA : +1
INIT : +2
Armor : +4
Barrier : +4
Cost : 8,000G
A stole-type Artificial Regalia created from fibers harvested from within a Sanctum. It is infused
with strong spirit energy, and gives off a faint light. While [Equipped], once per combat, by
spending 1x [Start], reduce [Range: 5 Sq. / Target: 1#]'s {Initiative} by 1d6 (to a minimum of 1).

Shiroito Odoshi
Restrict : None
EVA : None
INIT : +2
Armor : +5
Barrier : +5
Cost : 8,000G
Clothes made for anti-Awakened combat, colored white using special dyes. It comes in a variety of
forms. Its unique effect comes from the color affecting the etherthreads it's made from. While
[Equipped], gain +2 to the result of {Agility} checks, and to [Physical Damage].

Akaito Odoshi
Restrict : None
EVA : +1
INIT : +1
Armor : +5
Barrier : +4
Cost : 8,000G
Clothes made for anti-Awakened combat, colored red using special dyes. It comes in a variety of
forms. Its unique effect comes from the color affecting the etherthreads it's made from. While
[Equipped], gain +2 to the result of {Intellect} checks, and to [Magical Damage].

Admiral's Coat
Restrict : None
EVA : None
INIT : None
Armor : +7
Barrier : +5
Cost : 8,000G
A masterwork patterened after a uniform once worn by a hero who commanded a great army. While
[Equipped], once per session, by spending 1x [Start], for the rest of the round, [Range: Combat
Zone / Target: Combat Zone] gains +1d6 to {Initiative} and [Damage Calculation].

Mystic Mail
Restrict : Martial・Marebito
EVA : None
INIT : None
Armor : +8
Barrier : +4
Cost : 8,000G
A full-covering armor suit created with metals that can only be mined within a Sanctum. Various
hues ripple across its surface, induced by the wearer's spirit energy. While [Equipped], reduce
[Damage] taken from [Weapon Attacks] by 5.

AA Ashura
Restrict : Cyborg
EVA : None
INIT : None
Armor : +4
Barrier : +8
Cost : 8,000G
A Far East Heavy Industries-made combat AA. Numerous highly efficient artificial arms are
installed on its back, and by controlling these the wearer can gain tremendous combat power. While
[Equipped], once per round, gain the effect of either ①or ②. ①: +1d6 at [Damage Calculation]. / ②:
Reduce [Damage] taken by 1d6.

AA Ifrit
Restrict : Cyborg
EVA : None
INIT : -4
Armor : +10
Barrier : +6
Cost : 8,000G
A B.E.G.-made combat AA named for a fire elemental. In addition to the thick armor, multiple
powerful support machineguns are mounted on it. While [Equipped], once per round, change the
[Range/Target] of an [Attack Action] to [7 Sq. / Area].

Divine Outfit
Restrict : Martial
EVA : None
INIT : +1
Armor : +6
Barrier : +7
Cost : 10,000G
The pinnacle of a bloody battle outfit, believed to contain a divinity from outer space. By offering
your Crest rather than your blood as compensation, it changes into the ultimate combat form. While
[Equipped], by spending 1x [Start] and 3 {Crest}, for the rest of the combat, gain +5 at [Damage
Calculation].

Karakawa Armor
Restrict : Martial・Utility
EVA : +1
INIT : -2
Armor : +7
Barrier : +7
Cost : 10,000G
An imitation of the ancestral armor of the Taira clan, originally bestowed upon a Shingon priest by
Fudo-myoo. It is bound together with the hide of a sacred tiger. While [Equipped], reduce [Physical
Damage] taken from [Form: Ranged] by 10.

Nebulous Robe
Restrict : None
EVA : None
INIT : -2
Armor : +8
Barrier : +8
Cost : 10,000G
A chaos-created fabric made into clothes. It hold tremendous power, where even an Innocent who
wears it could gain power enough to influence the world, but it will drive its wearer insane after
some time. While [Equipped], when performing [Damage Calculation] on [Class: Chaos], gain +1
[Rank].

Dragonscale
Restrict : Martial・Marebito
EVA : +1
INIT : +2
Armor : +10
Barrier : None
Cost : 10,000G
Scale armor made by linking together rare dragon scales. As the scales are arranged in the same
pattern as they were on the dragon's body, it is believed it grants part of the dragon's own strength.
While [Equipped], reduce [Magical Damage] taken by 10.

Spirit Mobile Armor


Restrict : Martial・Utility
EVA : -1
INIT : -2
Armor : +10
Barrier : +8
Cost : 10,000G
A powe assist suit-style Artificial Regalia that reads the wearer's spirit energies and doubles their
physical capacity. Made by Far East Heavy Industries. This data is of a prototype. While
[Equipped], once per round, before spending [Timing: Prep], may move up to 2 Sq. ignoring
[Engagements].

Tatenashi
Restrict : Martial
EVA : None
INIT : -4
Armor : +10
Barrier : +10
Cost : 10,000G
An imitation of one of the armors of the Genji-hachiryou, eight armors that were heirlooms of the
Seiwa Genji. The armor is so robust that it's famed for its wearer not needing a shield of any kind
(Tatenashi means "shieldless"). While [Equipped], reduce [Damage] taken by 5.

Accessories [XP2N-2]
----------------------------------------
Wearable Computer
Slot : Head・Hand・Lower
Cost : 500G
A small, sturdy wearable computer that can be worn on the wrist or waist.
While [Equipped], gain +1 to [Barrier]. Also, once per scene, can speak with one character
regardless of whether they are [Appearing] [Backstage] [Exited] (the GM determines whether they
can be reached).

External ALU
Slot : Head
Cost : 500G
A calulation support device that can enhance the brain's processing speed by reading brainwaves
directly. It's worn on the head, over both ears.
While [Equipped], gain +2 at [Damage Calculation] that uses [Restrict: Cyborg] [Weapons].

Otherworldly Circlet
Slot : Head
Cost : 500G
A golden circlet decorated with a blue jewel and white feathers.
While [Equipped], gain +2 at [Damage Calculation] that uses [Restrict: Marebito] [Weapons].

Monocle Display
Slot : Head
Cost : 500G
A small display worn over a single eye like a monocle.
It provides tactical assistance. While [Equipepd], once per round, gain +5 to [Barrier].

Supportive Body Armor


Slot : Lower
Cost : 500G
Undersuit that enhances the body's explosive power when worn.
While [Equipped], gain +2 at [Damage Calculation] that uses [Item: Melee Weapons].

Seal of Bravery
Slot : Lower
Cost : 500G
A golden necklace fitted with a jewel that gives off a brilliant glow.
While [Equipped], gain +2 at [Damage Calculation] that uses [Restrict: Marebito] [Weapons].

Magic Ring
Slot : Hand
Cost : 500G
An otherworldly ring that serves as a magical weapon. It can be used as a conjuration focus.
While [Equipped], the character is treated as fulfilling the use condition of [Elder Mage A] Style
Talents.

Flying Shoes
Slot : Feet
Cost : 500G
Athletic or leather shoes made into an Artificial Regalia. They grant one magnificent jump height.
While [Equipped], character may choose to change the [Range] of [Attack Actions] to [Charge 1
Sq.]

Ritual Glasses
Slot : Head
Cost : 1,000G
Special glasses that serve as a magical weapon. It can be used as a conjuration focus.
While [Equipped], the character is treated as fulfilling the use condition of [Elder Mage A] Style
Talents. Also, gain +1 to [Magical Damage].

Gliding Cloak
Slot : Upper
Cost : 1,000G
A sacramental cloak that allows one to move as though they were gliding just by wearing it.
While [Equipped], once per combat, by spending 1x [Unique] during the character's [Turn], they
may move up to 2 Sq. ignoring [Engagements], before or after either [Prep・Attack].

Reinforcing Cloak
Slot : Upper
Cost : 1,000G
A special cloak that holds the power to vastly reinforce one's physical functions.
While [Equipped], gain +1 to {Initiative} [Armor] and [Barrier].

Dragonscale Ring
Slot : Hand
Cost : 1,000G
A sacramental ring inlaid with a gemstone imitating an otherworldly jewel called a Dragonscale.
While [Equipped], gain +3 to [Barrier].

Hexen Bracelet
Slot : Hand
Cost : 1,000G
A sacramental bracelet created using the secret arts of another world. It gives off faint etherlight,
and enhances its wearer's physical power.
While [Equipped], gain +3 to [Physical Damage].

Roller Gear
Slot : Feet
Cost : 1,000G
Special boots fitted with moveable rollers. Driven with spirit energy, allowing one to move at high
speeds.
While [Equipped], character may choose to change the [Range] of [Attack Actions] to [Charge 1
Sq.] Also, the character is treated as fulfilling the use condition of [Contractor A] Style Talents.

Enhancing ALU
Slot : Head
Cost : 1,500G
An ALU worn on the head that provides additional enhancement.
While [Equipped], gain +4 at [Damage Calculation] that uses [Restrict: Cyborg] [Weapons].

Jet Boots
Slot : Feet
Cost : 1,500G
Special boots fitted with jet propulsion. They allow a person to fly a certain distance, but are hard to
control.
While [Equipped], gain +2 {Initiative}. Also, character may choose to change the [Range] of
[Attack Actions] to [Charge 1 Sq.]

Oxygen Supply Device


Slot : Upper
Cost : 2,000G
A highly efficient athletic support device that automatically supplies oxygen. As battle begins, the
mouth and nose are covered with a steel plate.
While [Equipped], gain +2 to {Initiative} and [Armor].

Burst Boots
Slot : Feet
Cost : 2,500G
Steel boots equipped with a propulsion device that emits spirit energy.
While [Equipped], gain +2 {Initiative} and to the [Physical Damage] of [Unarmed]. Also, character
may choose to change the [Range] of [Attack Actions] to [Charge 1 Sq.]

Tactical Enhancement Helm


Slot : Head
Cost : 3,000G
A helmet fitted with an ALU and a simplified oxygen supply device. They often come with a design
reminiscent of a skull.
While [Equipped], gain +2 to {Initiative}, [Armor], and at [Damage Calculation] that uses [Restrict:
Cyborg] [Weapons].

Jeweled Ring
Slot : Hand
Cost : 4,000G
A ring-style Artificial Regalia inlaid with a jewel that enhances the power of the Origins.
While [Equipped], gain +4 at the [Damage Calculation] of [Attack Actions] bestowed with an
[Element].

Gear [XP2N-3]
----------------------------------------
Ornament
Use : Other
Cost : —
Common ornamentation that is not an Artificial Regalia, such as a necklace, ring, or earring. They
have various designs, usually involving precious metals and gemstones.

Winter Clothes
Use : Other
Cost : —
Thick, warm clothes worn while in cold climates.

Mobile Game
Use : Other
Cost : —
The latest mobage. It doesn't matter whether it's digital or analog. Because there's so many types,
it's perfect for killing time.

Formal Clothes
Use : Other
Cost : —
Classically formal clothes worn at formal occasions.
Gain +1 to the result of [Etiquette].

Swimwear
Use : Other
Cost : —
Classical swimwear worn while swimming.
Gain +1 to the result of [Swimming].

Hook Rope
Use : Other
Cost : —
A sturdy rope with a grappling hook attached that can be used for climbing.
Gain +1 to the result of [Climbing].

Compounding Kit
Use : Other
Cost : 50G
When suffering from a sacramental toxin, this compounding kit can mix medicines to remove it.
Gain +1 to the result of [Fortitude].

Camping Car
Use : Other・Rest (Meal)
Cost : 50G
A camping car that considerably improves living outdoors.
On top of being able to drive it [Out of Combat], when [Resting], gain +1 [Rest Recovery Amount].
Note that, like an [Automobile], it cannot be used as a [Weapon].

Scroll of One Hundred Spirits


Use : Other
Cost : 100G
A scroll where information regarding Mononoke is written.
Gain +1 to the result of [Identify].

Crystal Ball
Use : Other
Cost : 100G
A sacramental crystal ball that holds the power of an oracle.
Gain +1 to the result of [Intuition].

Optical Device
Use : Other
Cost : 100G
A special device that one can use to confirm their surroundings with, that uses invisible etherlight. It
comes in a variety of forms.
When used [Out of Combat], ignore "dark place" penalties.
Neuralizer
Use : Other
Cost : 100G
A device created with sacramental techniques that knocks out Innocents. Innocents subjected to this
effect only faint, and do not lose their memories (GM decides the details).

Spirit Energy Meter


Use : Other
Cost : 1,000G
A spirit energy meter device created through a fusion of the sacraments and science.
Gain +1 to the result of [Sense].

Sacred Bird Eye


Use : Other
Cost : 1,500G
A special telescope that can see distant objects up close, which vastly surpasses the zoom function
on modern cameras.
Gain +1 to the result of [Lore] and [Sense].

High-Grade Spirit Energy Meter


Use : Other
Cost : 2,500G
A highly efficient spirit energy meter device created with even more advanced techniques.
Gain +2 to the result of [Sense].

Special Vehicle
Use : Other・Rest (Meal)
Cost : Unsellable
A special vehicle made for covert corporate agents. Can be driven while [Out of Combat]. They
come in various types, such as normal passenger cars, vans, and trucks. It has space to rest inside,
and while [Resting] gain +3 to [Rest Recovery Amount]. Like an [Automobile], it cannot be used as
a [Weapon].

Illusionary
Use : Other
Cost : Unsellable
Using unique spells or special abilities, your clothes change into any form. ([Maneuver: Disguise /
Result: 12]).

Drifting
Use : Other
Cost : Unsellable
Using unique spells or special abilities, you cause yourself to float through the air. Only usable
while [Out of Combat]. Ignore "hazardous footing" penalties.

Transition
Use : Other
Cost : Unsellable
Using unique spells or special abilities, you transition through space. You are able to move at
roughly the speed of an automobile, taking up to about six people with you.
Large-Scale Barrier
Use : Rest (Meal)
Cost : Unsellable
You possess a barrier due to a spell, research facility, castle, or mansion, made for you to rest in.
Gain +10 [Rest Recovery Amount].

=======================================================================
=========
Machine-God of Damocles -- Mononoke Data
=======================================================================
=========
Heavy Drone / Class: Mechanical / LV: 3 (1)
Size : 4
Wits : Low
Senses : Magic
Speech : No
Reaction : Hostile
ID : 12
Weakness : [Shock] [Magnet]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 8 | 3 | 2 | 6 | 1
{Fixed Values} | 15 | 10 | 9 | 13 | 8
{Initiative} : 8 (5)
{HP} : 53
Armor : 10
Barrier :2

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Hammer] 2d6+15 physical damage to the target. [Additional Effect]: 1/Combat, [Install]
this enemy up to 3 Sq. away.

«Grant Physical Resist»: Start / 3 Sq. / 1#


- The target [Halves] physical damage they take of [Rank: 2 (2d6)] or lower.

«Full Fusillade»: Physical Attack / 5 Sq. / Area


- [Form: Ranged] 2d6+25 physical damage to target. Can force targets who fail {Evasion} check to
move up to 2 Sq. in any direction, ignoring [Engagements].

Materials (2d6)
2~8: None
9+: Drive Motor Wreckage/MD+2: 1,000G (Potency: 2)

A heavy drone that a company aware of the sacraments created to serve as an anti-Awakened
weapons platform. It has a form like an animal or insect. Its special alloy armor is effective against
Regalia, and the strikes it unleashes from its huge body are threats in of themselves. It's used in
assault operations and for area security, and is installed with a high-grade AI that seeks and destroys
enemies.
New (6/21/2017): Added a couple new Godforged that were asked for.
New (4/1/2017): Added suits, shields, accessories (and consumables, but that was another day). Is
the April Fools I did this in one night?
New (3/25/2017): Added Form: Hammer, Magic, as well as the Additional Effects for those and
also Form: Ranged.
New (3/12/2017): Added Form: Sword, Spear, Axe.
New (3/4/2017): Put up TOC. Added High Talents and Common Talents. If you haven't been paying
attention, then there's a slew of Godforged Regalia stuff too, and I edited Time Wizard powers and
added some stuff from the FAQ!

TOC
- Additional Rules (Using items while ignoring restrictions, changing Covers) (Unfinished)
- Additional Personality (Unfinished)
- Legion (Style) [XP3C]
- Legacy User (Style) [XP3D]
- Time Wizard (Style) [XP3E]
- High Talents [XP3F]
- Common Talents [XP3G]
- Items: Weapons [XP3H]
* Form: Sword [XP3H-1]
* Form: Spear [XP3H-2]
* Form: Axe [XP3H-3]
* Form: Hammer [XP3H-4]
* Form: Ranged [XP3H-5]
* Form: Magic [XP3H-6]
- Item: Suit, Shield, Accessory, Consumable [XP3I]
* Protector / Form: Suit [XP3I-1]
* Protector / Form: Shield [XP3I-2]
* Accessories [XP3I-3]
* Consumables [XP3I-4]
- Godforged Regalia Rules [XP3J]
- Godforged Regalia Data [XP3K]
- Godforged Powers: Weapon [XP3L]
- Godforged Powers: Protector [XP3M]
- Godforged Powers: Accessory [XP3N]
- Godforged Powers: Common [XP3O]

=======================================================================
=========
True Regalia of Chronos -- Legion (Group: Martial) (Style) [XP3C]
=======================================================================
=========
Characters who have this [Style] as their [Main] are able to equip items with [Restrict: Martial] and
[Restrict: Legion].

ACC EVA CNJ RES INS PD MD INI HP


+-----+-----+-----+-----+-----+-----+-----+-----+-----+
| 1 | 1 | 1 | 0 | 1 | 3 | 3 | 5 | 32 |
+-----+-----+-----+-----+-----+-----+-----+-----+-----+
Combat Modifiers (When Main)
Those who carry in their souls the Shards of ranged weapons--the bolts of lightning, the throwing
spears, and bows once used by the gods of old--acquire the [Style] of "Peerless Demon of Battle,"
more commonly known as the [Legion]. Those with the [Style] of [Legion] have distilled the
combat techniques and killing methods they have forged amid war and strife to a supernatural form,
and are able to fields those techniques at-will. Also, they have acquired matchless physical
capability and kinetic vision, and are able master intricate Artificial Regalia, stims, and even
explosives. In other words, [Legion] are soldiers of peerless skill, brilliant gunmen, and
demolitionists who could toy even with gods.

--------------------------------------------------------------------------------
TYPE A
This Type specializes in different kinds of attack actions. There are no restrictions to using [Legion:
Type A] Talents.
--------------------------------------------------------------------------------
●◎※

※ Focused Assault
Timing : Attack
Range : Item
Target : 1#
Cost : [5, 5]
Utilizing special combat techniques, you make an unparalleled focused assault.
Use On Active Check. The user performs two [Weapon Attacks] against the [Target]. The user may
apply effects that affect [Attack Actions], such as «Martial Arts Enhancement» (Scion Racial
Ability), but if making a [Ranged Attack・Magical Attack], this Talent cannot be used after a
[Combat Move].

Target Assessment
Timing : Start
Range : User
Target : User
Cost : None
Assessing multiple targets, you ignore accuracy in favor of hitting them all.
Unique Effect. When making an [Attack Action], the user selects a single value of 1, 2, or 3, and
then takes a penalty to their [Active Check] equal to that value. Then, they increase the # of
[Targets] of their [Attack Action] by the same value. (For example, if they select 2, then they take -2
to the [Active Check], but gain +2# [Target].) If the [Attack Action] is already [Target: Area,
Combat Zone], then instead the user takes -2 to the [Active Check], and gains +1 [Rank]. The
Talent does not expend the user's [Start] Timing.

Aim Where It's Weak


Timing : Attack
Range : Item
Target : 1#
Cost : [E]
Seeing through your opponent's armor or barrier to their weak points, you unleash a sudden strike at
those places.
Physical Attack. The user makes a [Physical Attack] against the target, and gains eight one of the
following effects at [Damage Calculation].
1: [Physical Rank] +1
2: [Target] [Armor] is [Halved]
Special Technique
Timing : Attack
Range : Item
Target : 1#
Cost : [E]
You unleash an attack timed to a gap in your opponent's awareness, or just with inhuman speed,
hindering your opponent's evasive maneuvers.
Physical Attack. The user makes a [Special Attack] against the target. This Talent may be used once
per round.

Combat Maneuver
Timing : Unique
Range : User
Target : User
Cost : [E]
Just after unleashing an attack, you nimbly move with a cartwheel, flip, or backspring.
Unique Effect. Use after the target makes an [Attack Action]. The target may move up to three
squares. This Talent may not be used while [Engaged], and may only be used once per round.

Focused Fire
Timing : Unique
Range : User
Target : User
Cost : [E]
By focusing a broad attack to a single point, you also focus the power.
Unique Effect. Use before the user makes an [Attack Action]. For each 1# the user reduces the
[Target] of their [Attack Action] by (to a minimum of 1#), they gain a +3 modifier at [Damage
Calculation] (to a maximum of 12). If the [Attack Action] is [Target: Area, Combat Zone], then
change the [Target] to [1#], and gain +1 [Rank]. This Talent lasts until [Timing: End] of the current
round, and may only be used once per round.

Field CQC
Timing : Unique
Range : User
Target : User
Cost : None
Using practiced, close-in fighting techniques, you knock down an opponent near you.
Unique Effect. Use after the target performs [Damage Calculation], or after they are successful at a
[Reactive Check]. The target inflicts [Shift: Fallen] on [Range: Engaged / Target: 1#] (no [Reactive
Check] is made.) This Talent may be used once per round.

Strategic Move
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [O]
Your ally moves according to your plan, strategically seizing advantageous terrain.
Unique Effect. Use when the target becomes the [Actor]. The target may move up to five squares (if
[Engaged], they cannot move, however if through the effect of another Talent they can ignore
[Engaged], then they can move; also, the target may refuse this effect.) This Talent may be used
once per round.
● Counterstrike
Timing : Unique
Range : User
Target : User
Cost : [5]
When you are wounded or are shifted, you turn aside while making a counter attack.
Unique Effect. Use after the target takes [Damage], or is inflicted with any one of [Shift: Darkness,
Fallen, Pain]. The target gains one of [Remove: Darkness, Fallen, Pain], and then may make one
[Weapon Attack]. This Talent may be used once per round.

● Ace in the Hole


Timing : Unique
Range : User
Target : User
Cost : None
You unleash an original secret move as a last resort, vastly enhancing the power of your attacks.
Use On Damage Calculation. After [Influencing], the target treats the highest value die applied at
[Damage Calculation] as though it were an 8 (even if the result is a 1, treat it as an 8, such that
[Rank: 4] would mean the damage would be 8 * 4 = 32.) This Talent may be used once per combat.

● Ranged Attack Proficiency


Timing : Constant
Range : User
Target : User
Cost : None
You are skilled in the operation of ranged weapons and weapons akin to those.
Passive Effect. While [Equipped] with a [Form: Ranged] [Weapon] (or a [Weapon] with "Gun" or
"Bow" in the name), the target gains a +5 modifier at [Damage Calculation]. Also, the target is now
able to [Equip] [Item: Weapon / Form: Ranged] [Weapons], or [Weapons] with "Gun" or "Bow" in
the name ignoring their [Restricts].

● Massacre
Timing : Constant
Range : User
Target : User
Cost : None
Through long years of training, you have distilled the combat techniques of a Legion so that they
are certain to bring death.
Passive Effect. The target gains a +5 modifier to {Initiative}. Also, when inflicting [Damage] to the
[Target] of [Style: Legion / Timing: Attack] Style Talents, the target may inflict [Shift: Dead] to all
Mononoke with "x#" written in their names (multiple Mononoke treated as a single entity). «Killing
Arts Technique» cannot be applied to this effect.

◎ Arms of the Asura


Timing : Constant
Range : User
Target : User
Cost : None
Due to the techniques learned through long years of military service, you know exactly when to use
the right tool for the right job.
Passive Effect. When using [Timing: Attack] Style Talents, the target gains +1 [Rank] at [Damage
Calculation]. Also, three times per round, the target may immediately swap one [Equipped]
[Weapon] for one [Stored] [Weapon], and [Equip] it.

◎ One Man Army


Timing : Constant
Range : User
Target : User
Cost : None
This Talent represents being a supernaturally skilled warrior that, alone, is the equivalent to a large
military force.
Passive Effect. When using [Group: Martial / Timing: Attack] Style Talents, the target may treat
them as though one portion of the [Cost] has already been paid.

--------------------------------------------------------------------------------
TYPE B
This Type specializes in tactical commands and fighting using explosives. There are no restrictions
to using [Legion: Type B] Talents.
--------------------------------------------------------------------------------
●◎※

※ Battle Command
Timing : Start
Range : 7 Sq.
Target : 1#
Cost : [Steps]
Through decisive battle command, you support the actions of your allies.
Unique Effect. The target gains the effect of either ①or ②. This Talent does not spend [Start], and
may be used once per round.
1: +1 [Overflow]
2: +5 {Initiative}

Obstacle Deployment
Timing : Start
Range : 7 Sq.
Target : 1# (1 Sq.)
Cost : [Steps]
By blowing up or effectively utilizing your surroundings, you can set up an obstacle on any terrain.
Unique Effect. The user [Installs] one [Obstacle] equivalent to a "Common Residence" in an
unoccupied square within [Range]. This Talent does not spend [Start], and may be used once per
round.

Spread Out!
Timing : Prep
Range : Combat Zone
Target : Combat Zone
Cost : [5]
Making decisive tactical commands, you urge your allies into advantageous positions.
Unique Effect. [Range: Combat Zone / Target: Combat Zone] other than the user may move up to 2
Sq. (If [Engaged], they cannot move. This effect may be refused.) This Talent does not spend
[Prep], and may be used once per round.
Tactical Strike
Timing : Attack
Range : Item
Target : 1#
Cost : [5]
Utilizing weapons or firearms, you unleash an attack to ensure a tactical advantage.
Use While Active. Make an [Attack Action] on the target, and gain the following effect as
appropriate. The user may forcibly move a target that took at least 1 [Damage] from this [Attack
Action] 1 Sq. in any direction, ignoring [Engagements].
[Physical Attack]: The user gains +1 [Rank].
[Magical Attack]: Deal [Rank: 2] [Magical Damage] on the target (Resist [Cancels]).

Demolition Tactics
Timing : Attack
Range : Item
Target : 1#
Cost : [E, 5]
Detonating pre-placed explosives in a certain order, you blow the target in whichever direction you
like.
Use While Active. Make an [Attack Action] on the target, and gain the following effect as
appropriate. The user may forcibly move a target that took at least 1 [Damage] from this [Attack
Action] 2 Sq. in any direction, ignoring [Engagements].
[Physical Attack]: The user gains +1 [Rank].
[Magical Attack]: Deal [Rank: 2] [Magical Damage] on the target (Resist [Cancels]).

Perfect Cover
Timing : Unique
Range : User
Target : User
Cost : None
Making full use of your cover, you enhance its defensive effects.
Use On Damage Reduction. This Talent cannot be used unless there is an [Obstacle] in a square
adjacent to the user. The target is able to apply [Shift: Cover] even against [Damage] taken from
[Engaged]. Also, the target reduces the [Damage] taken by an additional 10 (for a total of -15).
After, the target selects one [Obstacle] in a square adjacent to them, and destroys it. This Talent may
be used once per round.

Offense and Defense as One


Timing : Unique
Range : User
Target : User
Cost : [5]
Just after evading, you take a stance and then unleash a counterattack.
Unique Effect. Use after succeeding at an {Evasion} check. The target may make 1x [Weapon
Action] against [Range: Engaged / Target: 1#]. This Talent may be used once per round.

Assault Support
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [E]
You attack or go for a fake-out on your opponent, letting you ally move while the opponent is
distracted.
Unique Effect. Use when the target takes their [Turn]. The target may move up to 3 Sq., ignoring
[Engagements] (the target may refuse this effect). This Talent may be used once per round.

● Construct Fortification
Timing : Start
Range : Combat Zone
Target : 2# (2 Sq.)
Cost : [5]
By blowing up your surroundings or utilizing terrain effectively, you set up an advantageous
position for yourself.
Unique Effect. The user [Installs] one [Obstacle] equivalent to a "Common Residence" in two
unoccupied squares each within [Range].

● Collapse Obstacle
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [5]
Embedding explosives within obstacles, you detonate them as an opponent draws close to them,
stopping their movement.
Unique Effect. Use at any time, when the target moves into a square adjacent to an [Obstacle]. The
target's [Move Action] or movement gained through a Talent ends in that square (the target does not
get a [Reactive Check]). After, all [Obstacles] adjacent to the target are destroyed. This Talent may
be used once per round.

● Zone Collapse
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [5]
Embedding explosives within obstacles, you detonate them the moment gets close to one, blowing
them away.
Unique Effect. Use at any time, when the target moves into a square adjacent to an [Obstacle]. Deal
[Magical Damage: 15 x # of [Obstacles] adjacent to the target] (Max 60) to the target, and also
[Shift: Fallen] (the target does not get a [Reactive Check]). After, all [Obstacles] adjacent to the
target are destroyed. This Talent may be used once per combat.

● Flaming Explosion
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [5]
Exploding something simultaneously with an attack, you inflict mortal wounds on your opponent.
Use On Damage Calculation. The target gains a +[any one of user's {Main Stats} x 2] modifier at
[Damage Calculation]. This Talent may be used once per combat.

◎ Tactical Expert
Timing : Constant
Range : User
Target : User
Cost : None
Whether it's modern combat or guerilla combat, urban combat or magical combat, when it comes to
tactics in war, you know them all.
Passive Effect. The target gains a +5 modifier at [Damage Calculation]. Also, when using [Timing:
Start] Talents, the target treats one portion of the [Cost] as already paid.

◎ Ingenious Schemes
Timing : Constant
Range : User
Target : User
Cost : None
Making full use of your sly intellect and eye for tactics, you make highly sophisticated strategies.
Passive Effect. The target gains a +5 modifier to {Initiative}. Also, the target is now able to use
[Style: Legion / Timing: Unique] Style Talents as though they had [Cost: O].

=======================================================================
=========
True Regalia of Chronos -- Legacy User (Group: Utility) (Style) [XP3D]
=======================================================================
=========
Characters who have this [Style] as their [Main] are able to equip items with [Restrict: Utility].
Also, regardless of whether this [Style] is their [Main] or not, they may purchase and [Equip]
[Restrict: Legacy User].

ACC EVA CNJ RES INS PD MD INI HP


+-----+-----+-----+-----+-----+-----+-----+-----+-----+
| 1 | 1 | 1 | 1 | 0 | 2 | 2 | 5 | 38 |
+-----+-----+-----+-----+-----+-----+-----+-----+-----+
Combat Modifiers (When Main)

Those who carry the Shard of a Regalia favorited by the gods of old, and have also inherited the
existence, the [Godforged Regalia], that acts as a counterpart to that Shard, acquire the [Style] of
"Inheritors of the Sacred Treasures," more commonly known as the [Legacy User]. One with the
[Style] of [Legacy User] can, through the power of their Shard, draw out the various supernatural
abilities hidden within their armament. In other words, [Legacy Users] are holy swordsmen who
possess mighty sacred blades, or a miko from a clan that has inherited unique ritual implements, or
a pilot who boards a mysterious armored titan. Please refer to the [Godforged Regalia] section for
more details on the rules for these items.

--------------------------------------------------------------------------------
TYPE A
This Type controls weapon-style [Godforged Regalia]. You must be [Equipped] with a [Godforged
Regalia: Weapon] in order to use [Legacy User: Type A] Talents.
--------------------------------------------------------------------------------
●◎※

※ Sublime Etherlight
Timing : Unique
Range : User
Target : User
Cost : None
Enormous etherlight streams from your Regalia, enhancing spirit energy and your power. As it does,
a sound like a roar resounds through the area.
Use On Damage Calculation. The target gains +1 [Rank] at [Damage Calculation], and gains 1
[Overflow]. This Talent may be used once per combat (or scene).

Spirit Inversion
Timing : Prep
Range : User
Target : User
Cost : [E]
By utilizing the power of your Regalia, you create unique spirit energy.
Unique Effect. The target gains 1 [Overflow]. This Talent may be used once per round (or scene).

Phantom Flash
Timing : Attack
Range : Item
Target : Area
Cost : [Steps]
Drawing on the power of your Regalia, you create countless phantoms of it that are as deadly as the
real thing.
Use While Active. The user makes either type of [Attack Action] against the target (if already
[Area], then gain an additional +1 [Rank].)
[Physical Attack]: The user gains a +1 modifier to the result of their {Accuracy} check.
[Magical Attack]: Inflict [Rank: 1] [Magical Damage] to the target (Resist [Halves].)

Spirit Ray
Timing : Unique
Range : User
Target : User
Cost : None
Upon your attack, your Regalia bursts with overflowing etherlight, widening your range.
Unique Effect. Use at any time. The target changes the [Range] of their [Timing: Attack] Talent to
[Combat Zone] (if already [Combat Zone], gain +1 [Rank].) This Talent may be used once per
combat (or scene).

Etherlight Regalia
Timing : Unique
Range : User
Target : User
Cost : None
Pale etherlight radiates from your Regalia, and by basking in its glow, you can manipulate your
spirit energy.
Unique Effect. Use at any time. The target adds or subtracts 1 from any two of their [Spirit] dice
(adding or subtracting two from one die is allowed; this effect cannot raise above 6 or lower below
1.) This Talent may be used once per combat (or scene).

Reproduce Memories
Timing : Unique
Range : User
Target : User
Cost : [2]
Reading the memories that dwell within your Regalia, you reproduce the power of one of its former
wielders.
Unique Effect. Use at any time. The target may use an [Equipped] [Godforged Regalia: Weapon]
[Additional Effect] that has "X per combat" written in it one more time, regardless of whether
they've used it already or not. This Talent may be used once per round, but may only be applied
once per combat to a single [Additional Effect]. (For example, if applied to [Cleaving Wave], after,
the user cannot use «Reproduce Memories» on [Cleaving Wave] again for the rest of the combat,
but could use it on another effect.)

Regalia of Ruin
Timing : Unique
Range : User
Target : User
Cost : [2]
By drawing on the mighty spiritual power of your Regalia, you bring ruin to all it touches.
Unique Effect. The user gains one of the following effects. This Talent may be used once per round
(or scene).
1: Use at any time. One [Obstacle] within [Range: 5 Sq.] is destroyed, regardless of {HP}.
2: Use On Damage Calculation. When the user performs an [Attack Action], they get +1 [Rank].

Matched Pair
Timing : Constant
Range : User
Target : User
Cost : None
Due to various circumstances, you've received an additional Godforged Regalia.
Passive Effect. The target is able to purchase one more [Godforged Regalia: Weapon]. (In other
words, unless they have lost one, the target is able to store and equip up to two total [Godforged
Regalia: Weapons].)

● Cut the Thread of Life


Timing : Unique
Range : 5 Sq.
Target : 1#
Cost : [O]
By using your Regalia, you are able to temporarily sever the regeneration of impurities and the
blessings of health.
Use On Damage Reduction. Until [Timing: End] of the next round, the target takes a penalty that
reduces all [Recovery] received by 20 (to a minimum of 0). This Talent may be used once per round
(or scene).

● Overflowing Spirit
Timing : Unique
Range : User
Target : User
Cost : [2]
Charging the business end of your Regalia to its limit with spirit energy, for just a moment, it
becomes invisible.
Unique Effect. Use when the target becomes the [Actor]. The target gains [Shift: Assault] on the
first [Attack Action] of their turn. This Talent may be used once per round.

● Specialized Assault Arms


Timing : Constant
Range : User
Target : User
Cost : None
Your Regalia displays maximum killing power against a certain class of divinity.
Passive Effect. When the target first acquires this Talent, they designate one [Class] of Mononoke,
and then when performing [Attack Actions] against that [Class], they gain a +2 modifier to the
result of their [Active Check], and +1 [Rank] at [Damage Calculation].

● Armycrusher Regalia
Timing : Constant
Range : User
Target : User
Cost : None
Your Regalia carries unique spirit energy that instantly butchers small fry.
Passive Effect. The target gains a +5 modifier at [Damage Calculation]. Also, the target may inflict
[Shift: Dead] on Mononoke with "x#" written in their name (multiple Mononoke treated as a single
entity) that they deal [Damage] to («Killing Arts Technique» does not apply to this effect.)

◎ Raging Etherflame
Timing : Unique
Range : User
Target : User
Cost : [2]
Etherlight like fire bursts from your Regalia, reawakening your abilities.
Unique Effect. The target may use one [Style: Legacy User / Type: A / Timing: Unique / Cost:
None] Style Talent that has "X per combat" written in it, regardless of whether they've already used
it or not. This Talent may be used once per round (or scene).

◎ Regalia Awakening
Timing : Constant
Range : User
Target : User
Cost : None
When you awaken your Regalia, it emits tremendous etherlight, distilling spirit energy down to its
purest form.
Passive Effect. When the target uses «Sublime Etherlight», add the following effect to that Talent:
"The user gains a +[one [Equipped] [Godforged Regalia: Weapon]'s [PD] or [MD]] modifier at
[Damage Calculation]."

--------------------------------------------------------------------------------
TYPE B
This Type controls non-weapon [Godforged Regalia]. You must be [Equipped] with either of
[Godforged Regalia: Armor, Accessory] in order to use [Legacy User: Type B] Talents.
--------------------------------------------------------------------------------
●◎※

※ Sacred Treasure of Healing


Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : [2]
Drawing on the power of your Regalia, you cause wounds to quickly heal.
Use On Damage Reduction. Unless the target has [Shift: Downed・Taken Out・Dead], they
[Recover] 20 {HP}. This Talent may be used once per round (or scene).

Regalia of Protection
Timing : Defense
Range : 5 Sq.
Target : 1#
Cost : [2]
Drawing on the power of your Regalia, absorb the shock of an attack another receives yourself.
Use On Damage Reduction. The user receives the [Damage] and any other effect that the target
would have received in place of the target. Treat [Magical Attacks] as though the {Resist} check
had failed. This Talent has no effect against either [Target: Area・Combat Zone] [Attack Actions].

Unite Their Hearts and Minds


Timing : Unique
Range : Combat Zone
Target : Combat Zone
Cost : None
Using your Regalia, you convert the encouragement and feelings of your allies into spirit energy.
Unique Effect. The target may spend one of either their [Spirit・Overflow]. The user gains
[Overflow] equal to the amount of all [Spirit・Overflow] the targets spent. (For example, if [Target:
3#] each spend 1 [Spirit], the user gains 3 [Overflow]. The target may refuse this effect. Cannot gain
[Spirit] from [Bound Primals].) This Talent may be used once per session.

Etherlight Shield
Timing : Unique
Range : User
Target : User
Cost : [Doubles]
Using the etherlight hidden within your Regalia, you temporarily gain high spiritual defenses.
Use On Damage Reduction. The target [Halves] received [Magical Damage]. This Talent may be
used once per round (or scene).

Armor of Divine Majesty


Timing : Unique
Range : User
Target : User
Cost : [Steps]
Emitting enoromous spirit power from your Regalia, you gain absolute defense by wrapping that
power around you like armor.
Use On Damage Reduction. The target gains a +[one [Equipped] [Godforged Regalia: Suit・
Shield]'s [Armor] or [Barrier]] modifier to either their [Armor] or [Barrier]. This Talent may be
used once per round (or scene).

Etherlight Coating
Timing : Constant
Range : User
Target : User
Cost : None
Altering the effects of your etherlight shield, it will even have an effect against physical damage.
Passive Effect. «Etherlight Shield» Required. The target is able to apply the effect of «Etherlight
Shield» to [Physical Damage] as well.

Vessel of Life
Timing : Constant
Range : User
Target : User
Cost : None
The unique spiritual powers that dwell within your Regalia amplify your own vital energies.
Passive Effect. The target gains a +10 modifier to {HP}.

Ritual Set
Timing : Constant
Range : User
Target : User
Cost : None
Due to various circumstances, you've collected a set of powerful Godforged Regalia.
Passive Effect. The target is able to purchase one more of either [Godforged Regalia: Protector・
Accessory] (in other words, unless they have lost one, they are able to store and equip up to two
[Godforged Regalia: Protector・Accessory] total.)

● Implement of a Guardian Deity


Timing : Constant
Range : User
Target : User
Cost : None
Drawing on the characteristics of your Regalia to their fullest, you wield its power over a wider
area.
Passive Effect. The target is now able to use «Sacred Treasure of Healing» and «Regalia of
Protection» as though they had [Cost: O], and changes the [Range] of «Regalia of Protection» to [7
Sq.] (Through this effect, abilities like «Becalm Element» may be applied.)

● Regalia Proficiency
Timing : Constant
Range : User
Target : User
Cost : None
Through many years of training as a Legacy User, you have become skilled in the handling of
powerful Regalia.
Passive Effect. The target gains a +5 modifier to {HP}. Also, the target may use «Armor of Divine
Majesty» one additional time per round.

● Blessing of Vitality
Timing : Constant
Range : User
Target : User
Cost : None
This Talent represents that you are the possessor of a rare Regalia that blesses the life of its owner,
extending their lifespan.
Passive Effect. The target gains a +5 modifier to {HP}. Also, the target increases the [Recovery]
effect of «Sacred Treasure of Healing» by an additional 10.
● Self-Godforging
Timing : Constant
Range : User
Target : User
Cost : None
Causing your own body to change into a powerful Regalia, you gain likewise powerful spirit
energy.
Passive Effect. The target is able to use [Timing: Unique / Cost: Doubles・Steps (or a [Cost] that is
a specific numerical value like 1, 1 other than Doubles)] Style Talents as though they were [Cost:
E].

◎ Effect Dispersal
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [2]
Releasing unique spiritual power from your Regalia, you cancel out the abilities other Regalia
perform.
Unique Effect. Use when the target declares the use of an [Additional Effect]. The user selects one
[Additional Effect] with a "once per round/combat/session" limit that the target used, and cancels it.
This Talent may be used once per round.

◎ Regalia Roar
Timing : Unique
Range : User
Target : User
Cost : [Doubles]
Releasing the power of your Regalia, you return the shock you received back to your opponent.
When you do, a sound like a beast's roar resounds throughout.
Use On Damage Reduction. The user may make 1x [Weapon Attack], or one [Timing: Attack / Cost:
X (OR) X, X] Style Talent against the [Target] that performed [Damage Calculation] on them,
treating the [Cost] as already paid, and may also change the [Range] to [7 Sq.] This Talent may be
used once per round (or scene).

=======================================================================
=========
True Regalia of Chronos -- Time Wizard (Group: Arcane) (Style) [XP3E]
=======================================================================
=========
Characters who have this [Style] as their [Main] are able to equip items with [Restrict: Arcane] and
[Restrict: Time Wizard].

ACC EVA CNJ RES INS PD MD INI HP


+-----+-----+-----+-----+-----+-----+-----+-----+-----+
| 1 | 0 | 1 | 2 | 0 | 2 | 2 | 8 | 29 |
+-----+-----+-----+-----+-----+-----+-----+-----+-----+
Combat Modifiers (When Main)

Those who carry the Shards of ornaments, rings, and goblets used once by the gods of old acquire
the [Style] of "Wizard of Time and Space," more commonly known as the [Time Wizard]. One with
the [Style] of [Time Wizard] is able to weave unique magicks that control the time of their
surroundings. Due to that, [Time Wizards] can accelerate their own time, or slow the time of their
enemies. In other words, they are the wielders of time, scientists who have touched the secrets of
time itself, and great magicians who can manipulate cause and effect.

--------------------------------------------------------------------------------
TYPE A
This Type specializes in accelerating time. You must be [Equipped] with [Item: Accessory] in order
to use [Time Wizard: Type A] Talents.
--------------------------------------------------------------------------------
●◎※

※ Chronos Traitor
Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : [1]
With a temporal spell, you free another from the shackles of time.
Unique Effect. Use at any time. The target loses 5 {HP}, and afterwards, until [End] of the current
round they gain the effect of either ①or ②. This Talent may be used once per round (or scene) (the
target may refuse the effect).
①: The target gains +[any one of user's {Main Stats}] to {Initiative}.
②: On [Attack Action], target gains +1 [Rank].

Blink Move
Timing : Prep
Range : 3 Sq.
Target : 1#
Cost : [1]
Weaving a spatio-temporal spell over another, you cause them to move fast enough to produce
afterimages.
Unique Effect. The target may move up to 3 Sq., ignoring [Engagements]. This Talent does not
spend [Prep], and may be used once per round.

Chronos Slash
Timing : Attack
Range : 5 Sq.
Target : Area
Cost : [E, 1]
A spatio-temporal spell known for its wounding capabilities that slices into opponents by shifting
space around them.
Magical Attack. Make a [Special Attack] against the target, dealing [Rank: 2] [Magical Damage].
«Chronos Slash» can be [Canceled] by succeeding at [Reaction Check] using {Insight}.

Chronos Blast
Timing : Attack
Range : 7 Sq.
Target : 1#
Cost : [E, 1, 1]
An ultimate spatio-temporal spell that collapses space around your opponent.
Magical Attack. Make a [Special Attack] against the target, dealing [Rank: 4] [Magical Damage].
«Chronos Blast» can be [Canceled] by succeeding at [Reaction Check] using {Insight}. This Talent
may be used once per round (or scene).
Judgement
Timing : Defense
Range : Engaged
Target : 1#
Cost : [O]
Interceding as an opponent launches a spell, you cut away the space of the magical attack itself.
Unique Effect. Use before the target makes a {Resist} check. The user makes the {Resist} check in
place of the target. (If successful, the user takes any damage such as from [Halve], but is able to use
Talents like «Exceed Accel».) If the user fails the [Reactive Check], they take the [Damage]. This
Talent has no effect against [Target: Area・Combat Zone] [Attack Actions]. This Talent does not
spend [Defense]. The target may refuse this effect.

Flip Warp
Timing : Unique
Range : User
Target : User
Cost : [O]
After using a technique, you make an unstoppable high-speed move using a spatio-temporal spell.
Unique Effect. Use after the target uses a [Timing: Unique] Style Talent. The target may move up to
3 Sq., ignoring [Engagements]. This Talent may be used once per round (or scene).

Rapid Avoid
Timing : Unique
Range : User
Target : User
Cost : [Steps]
Using your space-time magecraft, you perceive an attack's trajectory and evade it.
Use On Reactive Check. The target may use either {Evasion} or {Resist} for the [Reactive Check],
treating the result of that check as the result of the [Reactive Check]. This Talent may be used once
per round (or scene).

Clock Action
Timing : Constant
Range : User
Target : User
Cost : None
Combining spatio-temporal spells with your personal martial arts style, you are able to manipulate
space when you evade.
Passive Effect. The target gains a +2 modifier to {Initiative}. Also, each time the target is successful
at a [Reactive Check], they may move up to 2 Sq., ignoring [Engagements] (if they have acquired
«Dispersal» or similar, they may move up to 4 Sq.)

● Exceed Accel
Timing : Unique
Range : User
Target : User
Cost : [1]
After reacting, you unleash an advanced temporal spell to counterattack.
Unique Effect. Use after the target succeeds at a [Reactive Check]. After reacting, the target loses
10 {HP}, and then may use one [Timing: Attack / Cost: X (OR) X, X] Style Talent, treating the
[Cost] as already paid. This Talent may be used once per round (or scene).
● Double Aria
Timing : Unique
Range : User
Target : User
Cost : [1]
Using a secret technique of space-time magic, you double your speed even as your body shrieks in
pain.
Unique Effect. The target loses 5 {HP}, and then gains the effect of either ①or ②. This Talent may
be used once per round (or scene).
①: Use at any time. Until [End] of the current round, the target gains a +[any one of user's {Main
Stats}] modifier to {Initiative}.
②: Use On Check. The target gains a +3 modifier to the result of that check.

● Triple Aria
Timing : Unique
Range : User
Target : User
Cost : [1]
You triple your speed by using a forbidden secret technique. When you do, as the world corrects
itself for your spell, the force scrapes at your flesh and bones.
Unique Effect. Use at any time. The target loses 5 {HP}, and then until [End] of the current round,
they gain the effect of either ①or ②. This Talent may be used once per round (or scene).
1: Ignore [Engagements].
2: After a [Combat Move], may make [Ranged Attacks] or [Magical Attacks].

● Laplace Code
Timing : Unique
Range : User
Target : User
Cost : [1]
For some reason, you have touched the secrets of time, and so are able to transcend the time of
others by using that secret.
Unique Effect. Use after the target spends [Timing: Attack]. The target may move up to 4 Sq.,
ignoring [Engagements], and then make another 1x [Timing: Attack]. This Talent may be used once
per combat (or scene).

◎ Quadruple Aria
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [1]
You take the initiative, quadrupling the speed of your personal flow of time without regard for the
pain on your own body, all to interfere with the opponent's techniques.
Use when the target declares a Talent. This Talent may only be used while the user is [Ready]. The
user takes their [Turn], before the effects of the target's Talent take place (after the [Turn] is over,
the target's Talent is handled normally). This Talent may be used once per combat (or scene).

◎ Fate Breaker
Timing : Constant
Range : User
Target : User
Cost : None
As a traitor to space and time that has mastered ultimate techniques, you are skilled in the
invocation of various spatio-temporal spells.
Passive Effect. The target is now able to use «Chronos Traitor» and «Judgement» as though they
had [Cost: None]. Also, the target is now able to use [Style: Time Wizard / Type: A / Timing:
Unique] Style Talents as though they were [Cost: E].

--------------------------------------------------------------------------------
TYPE B
This Type specialized in the slowing of time. You must be [Equipped] with [Item: Accessory] in
order to use [Time Wizard: Type B] Talents.
--------------------------------------------------------------------------------
●◎※

※ Kairos Coffin
Timing : Start
Range : Combat Zone
Target : 1#
Cost : [E, 1]
Through your own personal temporal spells, you suspend an opponent's time for just a moment.
Unique Effect. The target [Halves] their {Initiative} total (this does not change the speed of [Move
Actions]). This Talent does not spend [Start], and may be used once per combat (or scene).

Distribute
Timing : Start
Range : Combat Zone
Target : 1#
Cost : [1]
Using temporal magic, you donate your personal time to another.
Unique Effect. The user selects any one value between 1 and 10, reduces their {Initiative} total by
that much (to a minimum of 1), and then increases the target's {Initiative} total by the same amount
(for example, if 10 is chosen, the user's {Initiative} is reduced by 10, and the target's {Initiative} is
increased by 10). This Talent does not spend [Start].

Time Donate
Timing : Start
Range : Combat Zone
Target : 1#
Cost : [Doubles]
Using a special temporal spell, you convert your personal time into spirit energy, and then donate it
to another.
Unique Effect. When the user spends [Start], they select either 5 or 10, then reduce their {Initiative}
total by that amount (if they are unable to reduce it, they cannot use this Talent). After, the target
gains [chosen value / 5] [Overflow] (for example, if 10 is chosen, the user reduces their {Initiative}
by 10, and then the target gains 2 [Overflow]). This Talent may be used once per combat (or scene).

Kairos Bleed
Timing : Prep / Attack
Range : 5 Sq.
Target : 1#
Cost : [1]
Using a special spatio-temporal spell, you launch countless bullets of light that tear down space
itself.
Magical Attack. The user spends 1x [Timing] of either [Prep・Attack], then makes a [Magical
Attack] on the target, dealing [Rank: 1] [Magical Damage] (Resist [Halves]). This Talent may be
used once per round (or scene).

Kairos Disaster
Timing : Attack
Range : Combat Zone
Target : Combat Zone
Cost : [1, 1, 1]
Invoking a powerful spatio-temporal spell, you collapse all space around your opponents.
Magical Attack. Deal [Rank: 3] [Magical Damage] to the target (Resist [Halves]). This Talent may
be used once per round (or scene).

Time Trap
Timing : Unique
Range : User
Target : User
Cost : [E, 1]
Halting time when you use a technique, you place an attack and then let it fly as time resumes.
Unique Effect. Use after the target uses a [Timing: Unique] Style Talent. The target may make 1x
[Weapon Attack] on [Range: Item / Target: 1#]. This Talent may be used once per round (or scene).

Arts Stagnate
Timing : Start
Range : User
Target : User
Cost : [O]
Invoking a special temporal spell, you slow the time of a persistent technique.
Unique Effect. The target may extend the effect of one [Style: Time Wizard / Type: B / Timing:
Start] Style Talent that lasts X number of rounds, by +1 round. This Talent does not spend [Start].
This Talent may be used once per combat (or scene).

Time Wall
Timing : Constant
Range : User
Target : User
Cost : None
Dramatically slowing down an opponent's time, you cut down on how far they can move.
Passive Effect. The target adds the following effect to «Kairos Coffin»: "Also, the target cannot
make [Simple Moves], and changes the distance they can move with [Combat Moves] to 3 Sq., and
[Full Moves] to 5 Sq."

● Time Bind
Timing : Start
Range : Combat Zone
Target : 1#
Cost : [E, 1]
Influencing an opponent's time, you limit the attack actions that exert themselves broadly, freezing
them in time.
Unique Effect. Until [End] of the current round, the target cannot make [Range: Combat Zone /
Target: Combat Zone] [Attack Actions].
● Time Freeze
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [1]
You manipulate the time of a particular area through the execution of a spatio-temporal spell.
Use On Check. The target reduces the result of their check by 2. If used while [Out of Combat],
reduce the [Difficulty] of a check by 2. This Talent may be used once per round (or scene.)

● Upstream
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [Steps]
Invoking a special temporal spell, you reverse cause and effect by moving against the flow of time.
Unique Effect. Use after making an [Opposed Check] with the target. The user exchanges their
result with that of the target's. This Talent may be used once per combat (or scene).

● Time Axis
Timing : Constant
Range : User
Target : User
Cost : None
Having experienced a certain point in time being repeated for some reason, you are proficient the
invocation of magic utilizing that effect.
Passive Effect. The target is now able to use [Style: Time Wizard / Type: B / Timing: Start] Style
Talents as though they were [Cost: E].

◎ Time Twister
Timing : End
Range : User
Target : User
Cost : [1]
Invoking a forbidden spatio-temporal spell, you are able restart your condition from a certain point
in time.
Unique Effect. The target [Removes] all negative [Shifts] other than [Downed・Taken Out・Dead],
and [Recovers] 100 {HP} (do not exceed maximums). This Talent may be used once per session.

◎ Kairos Decline
Timing : Unique
Range : User
Target : User
Cost : None
Mastering the use of a secret spatial-temporal spell, cause time to be frozen at a certain point.
Unique Effect. Use when the target uses «Kairos Coffin». Change the [Range / Target] of «Kairos
Coffin» to [Combat Zone], and the effect to: "Change the target's {Initiative} to 1 (and, until [End]
of the current round, the target cannot receive any effects that adjust their {Initiative}, such as from
Talents, [Items], or [Additional Effects])." This Talent may be used once per session.

Special Bonus! FAQ Summary Re: Time Wizard


----------------------------------------
1. «Arts Stagnate» is used FIRST, declaring the Talent you wish to extend the duration of. Then,
you declare and use the designated Talent separately. I assume since it doesn't say otherwise, you
can't use it one round, then hold off on using the declared Talent for another round, as Start Timing
is assumed to only last a single round.

2. «Arts Stagnate» continues all effects of a Talent. This means in the case of ※«Kairos Coffin»
and «Distribute» and similar, their Initiative adjustment also persists.

3. In the specific case of «Time Donate», this also means the [Overflow] is gained again. So if you
pick 10, your Initiative stays down for 2 rounds, but your target gets 4 [Overflow] split across two
rounds.

=======================================================================
=========
True Regalia of Chronos -- High Talents [XP3F]
=======================================================================
=========

Level 10+ High Talents


----------------------------------------
Here can be found High Talents that may be acquired at the point a character reaches LV10 or
higher. Furthermore, when a character has reached a [LV] or [World Influence LV] of 10, they
automatically acquire one of the following Talents: «Quickening» «Style Ultimate» «Style Growth»
(found in the core book).

«Dragon's Veins Rebirth»


Timing : Unique
Range : User
Target : User
Cost : None
When you're in a crisis, you revive yourself by releasing the enormous spirit energy within yourself.
Use On Damage Reduction. The target changes the [HP Damage] they take to 0. Afterwards, the
target [Removes] all negative [Shifts] other than [Downed・Taken Out・Dead], and changes their
current {HP} value to 20. This Talent may be used once per session.

«Unlock Restrictions»
Timing : Constant
Range : User
Target : User
Cost : None
As someone who's lived through countless battles with the supernatural, you've mastered the use of
all kinds of weapons and equipment.
Passive Effect. The target gains +1 [Rank]. Also, the target is able to [Equip] all [Items] while
ignoring [Restrict], and does not take penalties to [Maneuvers] even while [Equipped] with
[Restrict: Martial] [Suits].

«Stand at the Pinnacle»


Timing : Constant
Range : User
Target : User
Cost : None
You are a shining example of an Awakened, able to draw out the full strength of your Shard.
Passive Effect. The target acquires one ◎-marked Style Talent from a [Style] they already possess
that isn't their [Main].

Level 15+ High Talents


----------------------------------------
Here can be found High Talents that may be acquired at the point a character reaches LV15 or
higher. At each point a character's [LV] or [World Influence LV] hits 15 or 20, they may acquire one
of the High Talents listed here (this is not an automatic acquisition, and must be selected).

«Nine Lives One Death»


Timing : Unique
Range : Combat Zone
Target : 1#
Cost : None
You grant to your target a defensive effect that can only be called "the ultimate defense," something
only those who have crossed the edge of death many times can know.
Use On Damage Reduction. The target [Halves] the [Damage] they take. This Talent may be used
once per round.

«Dragon's Veins Emission»


Timing : Unique
Range : User
Target : User
Cost : None
You forcibly emit the energy hidden within your Shard from your body, making even the most
stagnant spirit energy circulate.
Unique Effect. Use at any time. The target changes two of their [Exhausted Spirit] dice to any value,
and then returns them to their [Spirit] pool. This Talent may be used once per round (or scene).

«Life Allotment»
Timing : Unique
Range : User
Target : User
Cost : None
Circulating spirit energy throughout your whole body, you rise again, even after taking fatal
damage.
Use On Damage Calculation. The target changes the [HP Damage] they take to 0. Afterwards, the
target [Removes] all negative [Shifts] other than [Downed・Taken Out・Dead], and changes their
current {HP} value to [user's World Influence LV x 2] (do not exceed maximums). This Talent may
be used once per combat (or scene).

Level 20 High Talents


----------------------------------------
The following are High Talents that can be acquired at LV20. Note that when a character reaches
[LV] or [World Influence LV] they can automatically acquire «S E A L E D» (other than this Talent,
no other High Talents are automatically acquired, and must be selected).

※ «S E A L E D»
Timing : locked
Range : locked
Target : locked
Cost : locked
locked
locked

«Limit Break»
Timing : Start
Range : Combat Zone
Target : 1#
Cost : None
You release all of the vast spirit energy within you. All of it.
Unique Effect. Until [End] of the current round, the target changes the [Cost] of all Talents to
[None]. Characters with {Fixed Stats} may use Talents with [X/Rouund] or [X/Combat] restrictions
once, regardless of whether those Talents have been used already. This Talent may be used once per
session.

«Mortal Strike»
Timing : Unique
Range : User
Target : User
Cost : None
You unleash a strike that cuts fate itself.
Use On Damage Calculation. The target gains the effect of either ①or ②at [Damage Calculation].
However, if multiple [Targets] are specified ([Area], [Combat Zone], or [2# or more]), then «Mortal
Strike» only has an effect if the user willingly selects [Target: 1#]. This Talent may be used once per
session.
①: Change [Rank] to 10.
②: Gain +50 at [Damage Calculation].

«Fatal Effect»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : None
You twist fate through the of your enormous spirit energy, guiding the actions of another to success.
Use On Check. Change the outcome of the target's [Roll] to a [Critical]. If «Execution» is used
against «Fatal Effect», the effects cancel each other out, and the [Roll] is resolved like a normal
[Opposed Check]. If an [Active Check] is a [Critical], no [Reactive Check] can be made, so «Fatal
Effect» would have no effect on it. This Talent may be used once per session.

«Execution»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : None
Use On Check. Change the outcome of the target's [Roll] to a [Fumble]. If «Fatal Effect» is used
against «Execution», the effects cancel each other out, and the [Roll] is resolved like a normal
[Opposed Check]. This Talent may be used once per session.

«Absolute Guard»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : None
Deploying a barrier of powerful spirit energy in front of their eyes, you negate an attack meant for
your target.
Use On Damage Reduction. The target treats the [Damage] they took as 0, and cancels all other
effects of the attack. This Talent may be used once per session.

«Dragon Awaken»
Timing : End
Range : Combat Zone
Target : 1#
Cost : None
By activating the vast spirit energy within, you essentially resurrect another.
Unique Effect. The target [Removes] all negative [Shifts] aside from [Dead], and they change their
current {HP} to 200 (do not exceed maximums). This Talent may be used once per session.

=======================================================================
=========
True Regalia of Chronos -- Common Talents [XP3G]
=======================================================================
=========

Common Talents
----------------------------------------
The following are additional Common Talents. When a character is able to acquire a Style Talent,
they are able to select a Common Talent instead.

«Concealed Drug»
Timing : End
Range : User
Target : User
Cost : [E]
Concealing drugs within your armor, you use them at a critical moment.
Unique Effect. «Armor Proficiency» Required. The target may use one [Stored] [Item:
Consumable].

«Clever Moment»
Timing : Unique
Range : User
Target : User
Cost : [E]
As a veteran Awakened, you're able to show a moment of cleverness no matter the situation.
Unique Effect. «Strength in Pain» Required. Use before the target [Influences]. The target may
reroll, redoing the outcome of their [Roll] (not including [Criticals] or [Fumbles]). After rerolling,
they may [Influence]. This Talent may be used once per round (or scene).

«Intuitive Aim»
Timing : Constant
Range : User
Target : User
Cost : None
You have precise aim, following the intuition you've honed on the battlefield.
Passive Effect. The target gains a modifier to the result of [Active Checks] equal to their {Luck}
value / 3.

«Storm Assault»
Timing : Constant
Range : User
Target : User
Cost : None
You can improve the efficacy of your next attack by utilizing the momentum of a combat move.
Passive Effect. When making a [Physical Attack] after a [Combat Move], gain +1 [Physical Rank].

«One-Handed Weapon Focus»


Timing : Constant
Range : User
Target : User
Cost : None
You draw out the efficiency of one-handed weapons by using your own unique combat method
where you fight using only one hand.
Passive Effect. When the target is [Equipped] with only one [Item: Weapon / Mode: One Hand]
(this does not include [Mode: Switch Hand], and cannot be equipped with any other [Weapon] or
[Shield]), they gain a +5 modifier to [Damage Calculation].

● «Spirit-Controlled Rush»
Timing : Constant
Range : User
Target : User
Cost : None
Through mastery of combat movement, you are able to control your spirit energy as you do the
distance between you and your opponent.
Passive Effect. «Storm Assault» Required. The target gains +2 to {Initiative}. Also, after the target
makes a [Combat Move], they may add or subtract 1 from one [Spirit] die (cannot adjust above 6 or
below 1).

● «Power Absorption»
Timing : Constant
Range : User
Target : User
Cost : None
Utilizing your own body, you're able to absorb and circulate released spirit energy.
Passive Effect. «High Shift Resist» Required. When the target uses a Talent with a "x times per
session" restriction, they may change two of their [Spirit] dice to any value.

Common Racial Talents


----------------------------------------
The following are additional Common Racial Talents. When a character is able to acquire a Style
Talent, they are able to select a Common Racial Talent instead. Please note that these Talents are not
treated as Racial Talents belonging to a particular [Race] ([Scion]'s «Accursed Blood» would not
work with these Talents)).
«Power Maneuver»
Timing : Start
Range : User
Target : User
Cost : None
By using your movement abilities, you take the initiative.
Unique Effect. The target makes an [Appearance Check] with [Difficulty: 12] («Scion's Advent»,
etc, may be used), and if they are successful, they gain +5 to {Initiative}. This Talent does not spend
[Start].

«Power Eye»
Timing : Prep
Range : 7 Sq.
Target : Area
Cost : [E]
Filling your eyes with strong spiritual power, you immediately pierce another's concealment.
Unique Effect. Deal [Remove: Hidden] to the target.

«Breath of Power»
Timing : Unique
Range : User
Target : User
Cost : None
Utilizing your own special breathing method, you instantly double the amount of spirit energy you
accumulate.
Unique Effect. When the target performs [Action ⑪: Gather Spirit], they may change one additional
[Spirit] die (for a total of two dice) to any value. This Talent may be used once per round.

«Spirit Smite»
Timing : Unique
Range : User
Target : User
Cost : [E]
When wielding a melee weapon, you focus your spirit energy along its business end using your
special abilities, improving its power.
Use On Damage Calculation. «Weapon Proficiency» Required. The target gains +5 at the [Damage
Calculation] of [Timing: Attack] Style Talents using a [Melee Weapon]. This Talent may be used
once per round (or scene).

● «Guidance of Fortune»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [O]
You possess unique abilities that allow you to give your luck to others.
Use On {Main Stat} Check. May only target someone other than the user. The target gains a
modifier to the result of their {Main Stat} check equal to [user's {Luck} / 3]. This Talent may be
used once per round (or scene).

● «Eyes of the Golden Kite»


Timing : Constant
Range : User
Target : User
Cost : None
By filling your eyes with powerful spirit energy, you see through an enemy's weakpoints as you
prepare to strike.
Passive Effect. «Power Eye» Required. Until [End] of the turn where the target spend 1x [Timing:
Prep], the target gains a +1 modifier to both [Physical Rank], and to the result of the [Active
Checks] of [Physical Attacks] made using [Timing: Attack] Style Talents.

● «Power Smash»
Timing : Constant
Range : User
Target : User
Cost : None
When making a melee attack, you fill your weapon with spirit energy to enhance it, smashing your
opponent at the moment of impact.
Passive Effect. «Spirit Smite» Required. The target changes the effect of «Spirit Smite» to the
following: "The target gains a +[any one of user's {Main Stats}] modifier at the [Damage
Calculation] of [Timing: Attack] Style Talents using a [Melee Weapon].

=======================================================================
=========
True Regalia of Chronos -- Item: Weapon [XP3H]
=======================================================================
=========

Melee Weapon / Form: Sword [XP3H-1]


----------------------------------------
These [Melee Weapon] type Artificial Regalia have been used as ritual implements and weapons
since ancient times. For the purposes of this game, single-edged blades, doubled-edged blades, and
knives all count as "Swords."

■ Savant Blade
Restrict : None
Mode : One Hand
ACC : None
PD : +4
INIT : -1
Cost : 1,500G
[Form: Sword / Range: Engaged / Target: 1#]. A liuyedao-style Artificial Regalia with a thick blade.
It's a favorite among East Asian Godhunters. While [Equipped], reduce the [Target] of the user's
[Physical Attack]'s [Armor] by 3 (to a minimum of 0).

■ Antennae Kris
Restrict : Utility, Arcane
Mode : Switch Hand
ACC : None
PD : +4 / +5
INIT : None / +1
Cost : 2,250G
[Form: Sword / Range: Engaged / Target: 1#]. A kris designed for ritual use that has been made into
an Artificial Regalia. While [Equipped], when making a [Magical Attack], gain +5 to [Magical
Damage].

■ Baneslayer Rapier
Restrict : Martial
Mode : One Hand
ACC : +1
PD : +6
INIT : +1
Cost : 3,000G
[Form: Sword / Range: Engaged / Target: 1#]. A thrusting sword-style Artificial Regalia with
baneslayer sigils carved into its blade. European nobility Godhunters prefer it. While [Equipped],
once per session, reduce the [Target] of the user's [Physical Attack]'s [Armor] to 0.

■ Mystic Saber
Restrict : Martial
Mode : Switch Hand
ACC : +1
PD : +6 / +7
INIT : +1 / +2
Cost : 5,000G
[Form: Sword / Range: Engaged / Target: 1#]. A saber-style Artificial Regalia with a long, sharp
blade. Said blade glows faintly, and is sturdier than it looks. While [Equipped], once per session
after [Influencing], treat the [Roll] result applied at [Damage Calculation] as though it were a "5".

■ Spellblade
Restrict : Utility, Arcane
Mode : Two Hands
ACC : +1
PD : +7
INIT : None
Cost : 5,000G
[Form: Sword / Range: Engaged / Target: 1#]. A sword-type Artificial Regalia that can be used as a
conjuration focus. It comes in various forms according to magical tradition, such as an Athame
knife or coin blade. While [Equipped], treat as though [Equipped] with a [Magical Weapon], and
when making a [Magical Attack], gain +5 to [Magical Damage].

■ Silver Claymore
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +12
INIT : -5
Cost : 5,000G
[Form: Sword / Range: Engaged / Target: 1#]. A greatsword made from sacred silver. It is favorited
by old European highland clansmen. While [Equipped], when making a [Physical Attack] against
[Class: Undead・Chaos], gain +1 [Physical Rank].

■ Exalted Spellblade
Restrict : Arcane
Mode : Two Hands
ACC : +1
PD : +9
INIT : +1
Cost : 8,000G
[Form: Sword / Range: Engaged / Target: 1#]. A superior spellblade that holds greater spiritual
power. While [Equipped], treat as though [Equipped] with a [Magical Weapon], and when making a
[Magical Attack], gain +7 to [Magical Damage].

■ Executioner
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +11
INIT : -1
Cost : 8,000G
[Form: Sword / Range: Engaged / Target: 1#]. A thick two-handed blade that has no tip. Once used
by European executioners, it's now been converted into an Artificial Regalia. While [Equipped],
twice per combat, may inflict [Shift: Dead] on any Mononoke with "x#" written in their [Name] that
the user has dealt at least 1 point of [Damage] to.

■ Majestic Flamberge
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +18
INIT : -7
Cost : 15,000G
[Form: Sword / Range: Engaged / Target: 1#]. Etherlight pours from the flame-shaped blade of this
two-handed sword Artificial Regalia. It is utilized in ceremonies that have persisted since the olden
days in Europe. While [Equipped], once per combat, when making a [Physical Attack], gain +15
[Physical Damage].

<----- Arms System :: Additional Effects / Form: Sword ----->

◇ Featherblade
Cost: 1,500G / Trade: 2
The wielder alone can handle this blade as though a feather, instantly slicing through [Obstacles].
While [Equipped], once per ound, the user may inflict 1 point of [Physical Damage] on one adjacent
[Obstacle], ignoring [Armor].

◇ Armorpiercer
Cost: 1,500G / Trade: 2
This blade is sharp enough to slice through armor.
While [Equipped], once per combat, the [Target] of the user's [Physical Attack] [Halves] their
[Armor].

◇ One-Handed Specialty
Cost: 1,500G / Trade: 2
The weapon is modified to be specialized for one-handed combat.
May only be applied to [Mode: One Hand]. While [Equipped] with only one [Item: Weapon / Mode:
One Hand] (cannot be equipped with any other [Weapon] or [Shield]), the [Weapon] gains +5 to
[PD].

Howling Blade
Cost: 2,000G / Trade: 3
Spells layered into the blade makes this weapon even lighter.
[Featherblade] Required. The user may use [Featherblade]'s effect one additional time per round.

Bondsplitter
Cost: 2,000G / Trade: 3
This weapon's power to carve through objects has been additionally enhanced.
[Rocksplitter] Required. Change the effect of [Rocksplitter] to the following: "Destroy [Obstacles]
of 40 {HP} or less that the user deals at least 1 point of [Physical Damage] to."

Tsubanari
Cost: 3,000G / Trade: 5
Spells are layered into the tsuba or crossguard of the weapon, which rings out when it senses
danger.
While [Equipped], gain +1 to the result of {Insight} checks, and to the result of [Sense {Luck}]
checks.

Power Blade
Cost: 3,000G / Trade: 5
This weapon has been modified to emit spirit energy along its blade, and when wielded, allows one
to make mid-range power attacks.
While the [Weapon] is [Equipped], once per round, change the [Range] of the user's [Physical
Attack] to [3 Sq.]

Add Element
Cost: 4,000G / Trade: 7
Spells are layered into the blade of this weapon, letting it draw on the power of the Origins while it
cuts.
Add any one [Element] to this [Weapon].

Etherhide Grip
Cost: 4,000G / Trade: 7
This weapon has a sacramental cloth or leather wrapping around its grip, created with valuable
etherhide.
Increase the [Weapon]'s [ACC] by 1.

Skysplitter
Cost: 4,000G / Trade: 7
This weapon's power to carve through objects has been enhanced to its limit.
[Bondsplitter] Required. Change the effect of [Bondsplitter] to the following: "Destroy [Obstacles]
of 60 {HP} or less that the user deals at least 1 point of [Physical Damage] to."

Dwelling Etherlight
Cost: 6,000G / Trade: 9
Strong etherlight with a blessing of strength pours off the blade of this weapon, enhancing its
functions to their limit.
While the [Weapon] is [Equipped], gain +2 to [Armor] and [Barrier].
Primal Grip
Cost: 8,000G / Trade: 12
By using the precious hide of a Primal for a wrapping on this weapon's grip, it gains divine power.
Increase the [Weapon]'s [PD] and [INIT] by 2.

Custom Seal
Cost: 10,000G / Trade: 16
Adding a special seal onto the blade of this weapon, the user is able to pierce through their
opponent's defenses for just a moment by draining their spirit energy.
While [Equipped], once per session, the [Target] of the user's [Physical Attack] cannot apply
[Halve] effects at [Damage Reduction].

Melee Weapon / Form: Spear [XP3H-2]


----------------------------------------
[Melee Weapons] with a sharpened blade at the end of a long haft. Because they're easy to use,
many like to use them, whether man or woman, young or old.

■ Power Bill
Restrict : None
Mode : Two Hands
ACC : None
PD : +5
INIT : None
Cost : 750G
[Form: Spear / Range: Engaged / Target: 1#]. A polearm Artificial Regalia with a sharp hook on its
sickle-like head. It is easy to handle, and often found in the hands of vanguard Godhunters in
Europe. While [Equipped], once per combat, inflict [Shift: Fallen] onto [Targets] that fail their
[Reaction Check].

■ Ancient Sarissa
Restrict : Martial
Mode : Switch Hand
ACC : +1
PD : +4 / +5
INIT : -1 / None
Cost : 2,800G
[Form: Spear / Range: Engaged / Target: 1#]. A long spear that a legendary king gave to his
soldiers, that has been converted into an Artificial Regalia. It is easy to handle, and can strike at a
distance. While [Equipped], increase the [Range] of the user's [Physical Attacks] by 2 Sq. (If
[Engaged], it becomes 3 Sq., if [Charge 2 Sq.], it becomes [Charge 4 Sq.])

■ Maduvu
Restrict : Martial・Utility
Mode : One Hand
ACC : None
PD : +4
INIT : +2
Cost : 3,100G
[Form: Spear / Range: Engaged / Target: 1#]. A thrusting Artificial Regalia where the horns of a
mabeast are affixed to a small shield. South Asian Godhunters have had a preference for them since
ancient times. While [Equipped], gain +3 [Armor].

■ Ether Halberd
Restrict : Martial・Utility
Mode : Two Hands
ACC : None
PD : +10
INIT : -1
Cost : 4,000G
[Form: Spear / Range: Engaged / Target: 1#]. A polearm Artificial Regalia topped with an axe blade
and a hook. It's been a long-standing favorite of European Godhunters. While [Equipped], increase
the [Range] and the [Target] of the user's [Physical Attacks] by +1 Sq. and +1# respectively.

■ Fakir's Horns
Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : +10
INIT : -1
Cost : 6,000G
[Form: Spear / Range: Engaged / Target: 1#]. A large thrusting-style Artificial Regalia that
combines the large horns of a Primal. In South Asia, they are a favorite among Godhunters dressed
as mendicant priests. While [Equipped], once per combat, make 1x [Weapon Attack] after
performing [Damage Calculation].

■ Sacramental Glaive
Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : +12
INIT : -3
Cost : 6,000G
[Form: Spear / Range: Engaged / Target: 1#]. A polearm Artificial Regalia with a long blade and
sharp spearhead. It was preferred by ancient European guardsmen. While [Equipped], once per
round, increase [Target] of the user's [Physical Attack] by 2#.

■ Traditional Guisarme
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +13
INIT : -4
Cost : 8,500G
[Form: Spear / Range: Engaged / Target: 1#]. A polearm Artificial Regalia that combines a long
hook with a spearhead. It specializes in powerful sweeping attacks. While [Equipped], once per
round, change the [Target] of the user's [Physical Attack] to [Area].

■ Guardsman Partizan
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : +15
INIT : -2
Cost : 10,000G
[Form: Spear / Range: Engaged / Target: 1#]. A long spear Artificial Regalia that was favorited by
Godhunters belonging to an ancient European kingdom. While [Equipped], once per session, after
[Influencing], treat the [Roll] result applied at [Damage Calculation] as though it were a "5".

■ Armycrusher Corseque
Restrict : Martial
Mode : Two Hands
ACC : None
PD : +15
INIT : +2
Cost : 15,000G
[Form: Spear / Range: Engaged / Target: 1#]. A rare double-hooked spear Artificial Regalia believed
to have originated from near the Mediterranean Sea. It excels not only in stabbing, but cutting as
well. While [Equipped], once per round, the [Target] of the user's [Physical Attack] [Halves] their
[Armor].

<----- Arms System :: Additional Effects / Form: Spear ----->

◇ Hook Modification
Cost: 1,500G / Trade: 2
The weapon has a rigid hook added onto its head or butt, and that can be used to trip an opponent.
May only be applied to [Mode: Switch Hand・Two Hands]. While [Equipped], once per combat,
may inflict [Shift: Fallen] onto [Targets] that failed their [Reactive Check].

◇ Piercing Spear
Cost: 1,500G / Trade: 2
This weapon's spearhead has been modified to be sharper and sturdier.
While the [Weapon] is [Equipped], [Targets] reduce their [Armor] by 2 (to a minimum of 0).

◇ Telescoping Shaft
Cost: 1,500G / Trade: 2
The weapon's structure has been cleverly modified, allowing its reach to be adjusted by extending it
during use.
While [Equipped], increase the [Range] of the user's [Physical Attacks] by 1 Sq. (If [Engaged], it
becomes 2 Sq., if [Charge 2 Sq.], it becomes [Charge 3 Sq.])

Special Haft
Cost: 2,000G / Trade: 3
By installing special modifications into the haft of this weapon, it becomes easy to swing it around.
May only be applied to [Mode: Switch Hand・Two Hands]. While [Equipped], once per combat,
change the [Target] of the user's [Physical Attack] to [Area].

Full Metal Construction


Cost: 2,000G / Trade: 3
By making the haft into a solid piece of metal, it enhances this weapon's defensive capabilities.
While [Equipped], gain +2 [Armor].

Add Element
Cost: 3,000G / Trade: 5
Spells are layered into the spearhead of this weapon, letting it draw on the power of the Origins
when it pierces.
Add any one [Element] to this [Weapon].

Piercing Reinforcement
Cost: 3,000G / Trade: 5
Special spirit energy dwells within the weapon's spearhead, enhancing its penetrative effect.
May only be applied to [Mode: Switch Hand・Two Hands]. While the [Weapon] is [Equipped],
[Targets] reduce their [Armor] by 2 (to a minimum of 0).

Impact Spearhead
Cost: 4,000G / Trade: 7
Due to spiritual power residing in the spearhead of this weapon, it releases a shockwave as it hits.
While the [Weapon] is [Equipped], once per round, the user may force [Targets] that fail their
[Reactive Check] to move one square in any direction (this movement ignores [Engagements]).

Supple Haft
Cost: 4,000G / Trade: 7
By converting the haft of the weapon into being uniquely flexible, the user is able to use it to move
in a high jump.
May only be applied to [Mode: Two Hands]. While [Equipped], once per combat after spending
[Prep], the user may [Install] themselves in any square up to 2 Sq. away.

Piercing Amplification
Cost: 4,000G / Trade: 7
By layering even more powerful spells onto the weapon, its penetrative ability is enhanced to its
utmost limit.
May only be applied to [Mode: Switch Hand]. While the [Weapon] is [Equipped], [Targets] reduce
their [Armor] by 2 (to a minimum of 0).

Typhoon
Cost: 6,000G / Trade: 9
While swirling the weapon around, the weapon generates a barrier of wind.
[Special Haft] Required. May only be applied to [Mode: Two Hands]. While [Equipped], once per
combat, [Halve] [Physical Damage] taken from [Ranged Weapons].

Eye of the Storm


Cost: 8,000G / Trade: 12
While swirling the weapon around, the weapon generates a barrier of spiritual power.
[Special Haft] Required. May only be applied to [Mode: Two Hands]. While [Equipped], once per
combat, [Halve] [Magical Damage] taken from [Magical Weapons].

Spearhead of Death
Cost: 10,000G / Trade: 16
By layering a precious spell over the spearhead of this weapon, its user can for a moment see
exactly where to strike to hit the opponent's vitals.
May only be applied to [Mode: Switch Hand・Two Hands]. While [Equipped], once per session,
change the target's [Armor] to 0.

Melee Weapon / Form: Axe [XP3H-3]


----------------------------------------
A [Melee Weapon] type Artificial Regalia with a broad blade, meant for chopping attacks. Although
somewhat difficult to handle, they have unmatched power.

■ Ancestral Francisca
Restrict : Martial・Utility
Mode : One Hand
ACC : -1
PD : +6
INIT : +1
Cost : 1,800G
[Form: Axe / Range: Engaged / Target: 1#]. A throwing axe used by the Franks, made into an
Artificial Regalia. Once filled with spirit energy, it flies in a strange trajectory. While [Equipped],
may be thrown as a [Ranged Weapon]. When that happens, change this weapon to [Form: Ranged /
Range: {Strength} Sq. / Target: 2#].

■ Holy Celtis
Restrict : Martial・Utility
Mode : Switch Hand
ACC : None
PD : +6 / +7
INIT : +1 / +2
Cost : 2,500G
[Form: Axe / Range: Engaged / Target: 1#]. A single-bladed axe Artificial Regalia once favorited by
Godhunters of ancient Etruria. Due to the blessing of a holy spirit, it is already consecrated. While
[Equipped], when making [Physical Attacks] against [Class: Chaos], gain +1 [Physical Rank].

■ Power Kukuri
Restrict : Martial
Mode : One Hand
ACC : -1
PD : +7
INIT : None
Cost : 3,800G
[Form: Axe / Range: Engaged / Target: 1#]. A type of hatchet that is believed to have been used by
the warriors of Gurkhas, and has now been made into an Artificial Regalia. It has unparalleled
wounding power. While [Equipped], gain +10 to [Damage] inflicted on [Mononoke] with "x#" in
their [Name].

■ Abyss Scythe
Restrict : Martial
Mode : Two Hands
ACC : -1
PD : +11
INIT : +3
Cost : 5,500G
[Form: Axe / Range: Engaged / Target: 2#]. A scythe Artificial Regalia that holds the darkness of
the abyss. Due to the spirit energy concealed within its blade, it can slice through space itself with
just a swing. While [Equipped], once per round, change the [Target] of the user's [Physical Attack]
to [Area].

■ Crescent Tomahawk
Restrict : Utility
Mode : One Hand
ACC : None
PD : +9
INIT : +4
Cost : 7,500G
[Form: Axe / Range: Engaged / Target: 1#]. An axe Artificial Regalia, with a crescent-shaped blade.
It's a frequently used by Native American spirit warriors. While [Equipped], may be thrown as a
[Ranged Weapon]. When that happens, change this weapon to [Form: Ranged / Range: {Strength}
Sq. / Target: 1#].

■ Silver Kora
Restrict : Martial
Mode : Switch Hand
ACC : -1
PD : +11 / +12
INIT : +4 / +5
Cost : 7,500G
[Form: Axe / Range: Engaged / Target: 1#]. A large hatchet-knife that the Gurkha created. Its axe-
like edge gives it a high defenseive capability. While [Equipped], reduce [Damage] taken from
[Weapon Attacks] by 5.

■ Houtengeki
Restrict : Martial
Mode : Two Hands
ACC : -1
PD : +15
INIT : +3
Cost : 10,000G
[Form: Axe / Range: Engaged / Target: 1#]. A polearm favorited by ancient East Asian military
commanders of old, and now made into an Artificial Regalia. It bears a crescent-shaped spearhead
for a blade, which are described as the "Moon's Fangs." While [Equipped], once per round,
[Targets] of the user's [Physical Attacks] reduce their [Armor] by 5 (to a minimum of 0).

■ Etherlight Bardiche
Restrict : Martial
Mode : Two Hands
ACC : -1
PD : +17
INIT : +1
Cost : 10,000G
[Form: Axe / Range: Engaged / Target: 1#]. A polearm-style Artificial Regalia that conceals the
power to slay false gods. While [Equipped], when making a [Physical Attack] on [Class:
Humanoid・Undead・Chaos], gain +1 [Physical Rank].

■ Seiryuu Destroyer Blade


Restrict : Martial
Mode : Two Hands
ACC : -1
PD : +20
INIT : None
Cost : 12,000G
[Form: Axe / Range: Engaged / Target: 1#]. A polearm-style Artificial Regalia used in the ancient
East Asia. It's essentially a short handle attached to an odachi blade. While [Equipped], once per
combat, after [Influencing], treat the [Roll] result applied at [Damage Calculation] as though it were
a "5".

<----- Arms System :: Additional Effects / Form: Axe ----->

◇ Sacrament Fastening
Cost: 1,500G / Trade: 2
The fasteners that reinforce the overall strength of the weapon's body have been replaced with a
sacramental metal.
The [Weapon] gains +2 to its [INIT].

◇ Rushdown Method
Cost: 1,500G / Trade: 2
By affixing a spirit energy nozzle to the reverse side of the axehead, it will propel the user forward
during a charge.
While [Equipped], once per combat, change the [Range] of a [Physical Attack] to [Charge 2 Sq.]

◇ Additional Hammerhead
Cost: 1,500G / Trade: 2
The weapon has a bludgeoning face added on, and by using that the user can send their opponent
flying.
While [Equipped], once per combat, the user may force [Targets] who fail their [Reactive Check] to
move 1 Sq. in any direction (this movement ignores [Engagements]).

Metal Reinforcement
Cost: 2,000G / Trade: 3
The weapon's blade or haft is covered in a sacramental metal, enhancing its defense against the
physical.
While [Equipped], reduce [Physical Damage] taken from [Weapon Attacks] by 5.

Etherstone Ornament
Cost: 2,000G / Trade: 3
The weapon's blade or haft has sacramental etherstone ornamentation, enhancing its defense against
the magical.
While [Equipped], reduce [Magical Damage] taken from [Weapon Attacks] by 5.

Mass Reinforcement
Cost: 3,000G / Trade: 5
Due to sacramental forging, though the weapon has the same weight and heft, it's as easy to wield as
a feather.
[Super Heavyweight] Required. The effect of [Super Heavyweight] may be used one additional
time per round.

Built-In Chain
Cost: 3,000G / Trade: 5
By installing a chain into the haft, the user can attack even distant opponents.
While [Equipped], once per round, change the [Range] of the user's [Physical Attacks] to [5 Sq.]

Add Element
Cost: 4,000G / Trade: 7
Spells are layered into the blade of this weapon, letting it draw on the power of the Origins while it
cleaves.
Add any one [Element] to this [Weapon].

Long Haft Modification


Cost: 4,000G / Trade: 7
By adding custom modifications to the haft and grip of the weapon, the user can lengthen the reach
of their attacks.
While [Equipped], increase the [Range] of the user's [Physical Attacks] by 1 Sq.

Power Accessory
Cost: 4,000G / Trade: 7
By adding an accessory infused with spiritual power to the haft or grip of the weapon, it gains a
sacramental blessing.
Increase the [ACC] of the [Weapon] by 1.

Dwelling Etherlight
Cost: 6,000G / Trade: 9
Strong etherlight with a blessing of strength pours off the blade of this weapon, enhancing its
functions to their limit.
While the [Weapon] is [Equipped], gain +2 to [Armor] and [Barrier].

Glimmering Blade
Cost: 8,000G / Trade: 12
By reforging the blade with a special technique, etherlight infuses the blade, causing spirit energy to
permeate through it more efficiently.
While [Equipped], [Targets] reduce their [Armor] by 5 (to a minimum of 0).

Spatial Cleave
Cost: 10,000G / Trade: 16
Unique spells have been layered on the blade of the weapon, allowing it to, for just a moment,
cleave physical space itself.
While [Equipped], once per session, destroy any [Obstacles] of choice within [Range: Combat Zone
/ Target: Combat Zone].

Melee Weapon / Form: Hammer [XP3H-4]


----------------------------------------
A [Melee Weapon] type Artificial Regalia designed for demolishing. They're easy to handle, and are
destructive.

■ Mirage Flail
Restrict : Martial・Utility
Mode : Two Hands
ACC : -1
PD : +5
INIT : -2
Cost : 900G
[Form: Hammer / Range: Engaged / Target: 1#]. A flail-type Artificial Regalia where the Origin of
enchantment dwells. While [Equipped], bestow [Element: Phantom] onto [Physical Attacks]. If a
Talent has already bestowed [Phantom], gain +1 [Physical Rank].
■ Leyline Mace
Restrict : None
Mode : Switch Hand
ACC : +1
PD : +5 / +6
INIT : -1 / None
Cost : 2,600G
[Form: Hammer / Range: Engaged / Target: 1#]. A metal mace-style Artificial Regalia. It's made
from a unique metal that enhances the permeation of spirit energy. While [Equipped], once per
session, the user may add or subtract 1 from two [Spirit] dice (adjusting one die by 2 is allowed;
cannot adjust above 6 or below 1).

■ Purifying Hammer
Restrict : Martial・Utility
Mode : One Hand
ACC : None
PD : +6
INIT : None
Cost : 3,400G
[Form: Hammer / Range: Engaged / Target: 1#]. An East Asian bludgeoning weapon equipped with
a spherical weight on the end. It emits spirit energy when it strikes something. While [Equipped],
once per combat, the user may force [Targets] who failed their {Evasion} check to move 1 Sq. in
any direction (this movement ignores [Engagements]).

■ Toxic Morgenstern
Restrict : Martial
Mode : Switch Hand
ACC : +1
PD : +10 / +11
INIT : -1 / None
Cost : 4,100G
[Form: Hammer / Range: Engaged / Target: 1#]. A mace-style Artificial Regalia, its protusions laced
with a sacramental poison. It's an extremely dangerous weapon, so not many use it. While
[Equipped], bestow [Element: Toxin] onto [Physical Attacks]. If a Talent has already bestowed
[Toxin], gain +1 [Physical Rank].

■ Berserker's Warhammer
Restrict : Martial
Mode : Switch Hand
ACC : None
PD : +13 / +14
INIT : None / +1
Cost : 6,800G
[Form: Hammer / Range: Engaged / Target: 1#]. A warhammer that has been consecrated. It is
popular among European Godhunters. While [Equipped], [Targets] of the user's [Physical Attacks]
reduce their [Armor] by 3 (to a minimum of 0).

■ Purifying Baton
Restrict : Martial
Mode : One Hand
ACC : +1
PD : +10
INIT : +3
Cost : 8,000G
[Form: Hammer / Range: Engaged / Target: 1#]. A metal bludgeoning weapon like a rod that's been
converted into an Artificial Regalia. It releases spirit energy as it strikes. While [Equipped], once
per combat, the user may force [Targets] who failed their {Evasion} check to move up to 2 Sq. in
any direction (this movement ignores [Engagements]).

■ Dragon Crested Three-Sectioned Staff


Restrict : Martial・Utility
Mode : Switch Hand
ACC : +1
PD : +13 / +14
INIT : None / +1
Cost : 8,000G
[Form: Hammer / Range: Engaged / Target: 1#]. A three-sectioned staff Artificial Regalia adorned
with an Oriental dragon design. It is a masterwork item treated as an heirloom by East Asian
Godhunters. While [Equipped], once per combat, make 1x [Weapon Attack] after performing
[Damage Calculation].

■ Obsidian Staff
Restrict : Utility・Arcane
Mode : Two Hands
ACC : +1
PD : +15
INIT : +2
Cost : 10,000G
[Form: Hammer / Range: Engaged / Target: 1#]. A staff-type Artificial Regalia carved from
sacramental obsidian. Its bearer's magical power is enhanced. While [Equipped], treat as though
[Equipped] with a [Magical Weapon], and when making a [Magical Attack], gain +7 to [Magical
Damage].

■ Higan's Hammer
Restrict : Martial
Mode : Switch Hand
ACC : +1
PD : +15 / +16
INIT : +2 / +3
Cost : 12,000G
[Form: Hammer / Range: Engaged / Target: 1#]. A wooden bludgeon-style Artificial Regalia that
was constructed using the wood of an ancient holy tree. It is particularly effective against the
undead and chaotic entities. While [Equipped], when making a [Physical Attack] against [Class:
Undead・Chaos], gain +2 [Physical Rank].

<----- Arms System :: Additional Effects / Form: Hammer ----->

◇ Parry Specification
Cost: 1,500G / Trade: 2
By layering in a special spell into the weapon, it's able to respond to sudden attacks.
While [Equipped], once per combat, [Halve] [Damage] taken from [Weapon Attacks].

◇ Expansion Function
Cost: 1,500G / Trade: 2
The weapon's head can instantly grow giant, allowing for wide-area attacks.
While [Equipped], once per combat, change the [Target] of the user's [Physical Attack] to [Area].

◇ Emission Device
Cost: 1,500G / Trade: 2
The weapon has an emission device installed in its head, allowing it to fire a shell or ignite
propellant on impact, enhancing its power.
While [Equipped], once per combat, after [Influencing], treat the [Roll] result applied at [Damage
Calculation] as though it were a "4".

Compressed Energy
Cost: 2,000G / Trade: 3
Compressed spirit energy can be made to burst from the head of this weapon, instantly piercing
[Obstacles].
While [Equipped], once per ound, the user may inflict 1 point of [Physical Damage] on one adjacent
[Obstacle], ignoring [Armor].

Add Element
Cost: 2,000G / Trade: 3
Spells are layered into the head or plating of the weapon, letting it draw on the power of the Origins
on impact.
Add any one [Element] to this [Weapon].

Powerful Blessing
Cost: 3,000G / Trade: 5
This weapon has the blessing of Mother Earth bestowed upon it, enhancing its wielder's life
energies.
While [Equipped], increase the user's maximum {HP} by 5 (when the weapon is [Stored], adjust
both maximum and current values; when it is re-equipped, current value is not [Recovered]).

Reload
Cost: 3,000G / Trade: 5
The weapon has an automatic reloading function installed to its emission device, allowing it to fire
once again.
[Emission Device] Required. The effect of [Emission Device] can be used one additional time per
combat.

Parry Reinforcement
Cost: 4,000G / Trade: 7
By reinforcing the parry functions of the weapon, it can be used repeatedly.
[Parry Specification] Required. The effect of [Parry Specification] can be used one additional time
per combat.

Symbolism
Cost: 4,000G / Trade: 7
Infusing the weapon with divinity as a religious icon, its possessor gains even greater life energies.
[Powerful Blessing] Required. Change the effect of [Power Blessing] to increase maximum {HP}
by 10.

Range Extension
Cost: 6,000G / Trade: 9
Wires or chains are built into the head or haft of the weapon, allowing it to attack even at long
distances.
While [Equipped], once per round, change the [Range] of the user's [Physical Attacks] to [6 Sq.]

Pile Driver
Cost: 8,000G / Trade: 12
By changing the drill installed into the weapon's strike surface into a pile driver, it can achieve even
greater force.
[Drill] Required. Increase the [Weapon]'s [PD] by 2.

Enhanced Coating
Cost: 8,000G / Trade: 12
By adding another layer to the sacramental paint, it can double its effectiveness.
[Sacrament Coating] Required. Change the effect of [Sacrament Coating] to increase [Armor] by 6.

Ritual Accessory
Cost: 10,000G / Trade: 16
By tailoring the body of the weapon itself for use as an implement in rituals, its user gains
incredible life energy.
[Symbolism] Required. Change the effect of [Symbolism] to increase maximum {HP} by 15.

Ranged Weapon / Form: Ranged [XP3H-5]


----------------------------------------
Artificial Regalia treated as projectile weapons, such as bow & arrow, throwing weapons, guns, and
motorcycles, are collectively called [Ranged Weapons]. All [Ranged Weapons] have [Form:
Ranged].

■ ※Hellfire
Restrict : None
Mode : One Hand
ACC : None
PD : (3)
INIT : -2
Cost : 500G
[Range: 7 Sq. / Target: 1#]. An anti-false god handgun manufactured based on the SIG P226. While
[Equipped], once per combat, when making a [Physical Attack], the user may force [Targets] that
failed their [Reactive Check] to move 1 Sq. in any direction (this movement ignores
[Engagements]).

■ ※Vorona
Restrict : None
Mode : Switch Hand
ACC : None
PD : (3) / (4)
INIT : -1 / None
Cost : 1,000G
[Range: 5 Sq. / Target: 1#]. An assault rifle-style Artificial Regalia manufactured based on the
AK47. Although fairly old, its performance is unquestioned to this very day. East Asian Godhunters
sometimes use it. While [Equipped], once per round, increase [Target] of the user's [Physical
Attacks] by 1#.
■ ※Cleric
Restrict : None
Mode : One Hand
ACC : None
PD : (5)
INIT : -2
Cost : 1,000G
[Range: 7 Sq. / Target: 1#]. A semi-automatic handgun Artificial Regalia manufactured based on the
Beretta M92FS. It's a favorite with soldiers, as well as the Knights-Templar. While [Equipped],
once per combat, while making a [Physical Attack], gain +1 [Physical Rank].

■ ※Silent Chief
Restrict : Martial
Mode : Switch Hand
ACC : None
PD : (4) / (5)
INIT : -3 / -2
Cost : 2,000G
[Range: 8 Sq. / Target: 1#]. A crossbow-style Artificial Regalia manufactured based on a full-sized
crossbow. While [Equipped], while making a [Physical Attack], gain +1 [Physical Rank]; however,
this [Weapon] may only be used to make a [Physical Attack] once per round.

■ ※Peacemaker
Restrict : Martial・Utility
Mode : One Hand
ACC : -1
PD : (5)
INIT : None
Cost : 2,000G
[Range: 7 Sq. / Target: 1#]. A revolver-style Artificial Regalia manufactured based on the Colt
Single Action Army. While [Equipped], once per combat, until [End] of the current round the user
gains +1d6 to {Initiative}.

■ ※Wildkatze
Restrict : Martial
Mode : Switch Hand
ACC : -1
PD : (6) / (7)
INIT : -3 / -2
Cost : 2,000G
[Range: 5 Sq. / Target: 1#]. A PDW, or personal defense weapon-style Artificial Regalia
manufactured based on the H&K MP7. It boasts high suppressive fire capability. While [Equipped],
once per round, change the [Target] of the user's [Physical Attack] to [Area].

■ ※Dusk Killer
Restrict : Martial・Utility
Mode : One Hand
ACC : +1
PD : (5)
INIT : -1
Cost : 2,500G
[Range: 7 Sq. / Target: 1#]. A reinforced semi-automatic handgun Artificial Regalia manufactured
based on the Hardballer. It has a characteristic black barrel. While [Equipped], when making a
[Physical Attack] against [Class: Beast・Undead], gain +1 [Physical Rank].

■ ※Starkville
Restrict : Martial・Utility
Mode : One Hand
ACC : None
PD : (6)
INIT : None
Cost : 2,500G
[Range: 5 Sq. / Target: 1#]. A semi-automatic handgun Artificial Regalia manufactured based on the
Walther P38. A masterwork that laid the foundation for modern handguns, it is old but high
performance. While [Equipped], once per combat, increase [Target] of the user's [Physical Attack]
by 1#.

■ ※Justice
Restrict : Martial
Mode : Two Hands
ACC : -1
PD : (7) / (8)
INIT : -3 / -2
Cost : 2,500G
[Range: 6 Sq. / Target: 1#]. An assault rifle-style Artificial Regalia based on the latest-model M16.
Official weapon of the American anti-Awakened forces. While [Equipped], once per round, increase
[Target] of the user's [Physical Attack] by 1#.

■ ※Salvation
Restrict : Martial・Utility
Mode : Switch Hand
ACC : +1
PD : (6) / (7)
INIT : -1 / None
Cost : 3,50G
[Range: 6 Sq. / Target: 1#]. A submachine gun Artificial Regalia based on the KRISS Vector. Due to
its superb recoil control, it precisely fires a special 45 ACP round. While [Equipped], twice per
round, gain either one of the following effects: increase [Target] of the user's [Physical Attack] by
1#, or gain +1 to the result of an {Accuracy} check.

■ ※Lapis
Restrict : Martial・Utility
Mode : Switch Hand
ACC : None
PD : (6) / (7)
INIT : None / +1
Cost : 3,500G
[Range: 5 Sq. / Target: 1#]. A PDW-style Artificial Regalia based on the P90. It has short range, but
excellent handling. When this [Weapon] is [Equipped] as [One Hand], the [Mode] changes to be
[One Hand] (use the [One Hand] values in this case, and also «Ambidexterity» may be applied to
this weapon).

■ ※Sacred Gun of the Golden Bough


Restrict : Utility
Mode : Switch Hand
ACC : +1
PD : (7) / (8)
INIT : -2 / -1
Cost : 3,500G
[Range: 10 Sq. / Target: 1#]. A rifle Artificial Regalia crafted from blessed silver and consecrated
golden boughs, based on the Enfield. While [Equipped], once per combat, when making a [Physical
Attack], can inflict [Shift: Dead] on Mononoke with "x#" in their [Name] that failed their [Reactive
Check].

■ ※Rouge Araignée
Restrict : Martial・Utility
Mode : Switch Hand
ACC : +1
PD : (6) / (7)
INIT : -1 / None
Cost : 4,400G
[Range: 6 Sq. / Target: 1#]. An assault rifle Artificial Regalia based on the FA-MAS rifle. While
[Equipped], once per round, increase [Target] of the user's [Physical Attack] by 2#.

■ ※Divine Hunter
Restrict : Martial・Utility
Mode : Switch Hand
ACC : +1
PD : (7) / (8)
INIT : -1 / None
Cost : 4,400G
[Range: 6 Sq. / Target: 1#]. A large-caliber revolver Artificial Regalia based on the S&W M29. It
uses consecrated magnum bullets. While [Equipped], increase [Damage] inflicted against non-
[Boss] [Mononoke] by 10.

■ ※Flareburst
Restrict : Martial・Utility
Mode : Switch Hand
ACC : +1
PD : (8) / (9)
INIT : -2 / -1
Cost : 4,400G
[Range: 4 Sq. / Target: Area]. A shotgun Artificial Regalia based on the Ithaca M37. It uses spirit
energy-infused shot, and has lethal effect over a wide area. While [Equipped], once per round, gain
a +2 modifier to the result of a [Physical Attack]'s {Accuracy} check.

■ ※Shadowstrike
Restrict : Martial・Utility
Mode : Switch Hand
ACC : None
PD : (8) / (9)
INIT : None / +1
Cost : 5,000G
[Range: 8 Sq. / Target: 1#]. A crossbow-style Artificial Regalia that can load a bolt and charge it
with spirit energy simultaneously. While [Equipped], when making a [Physical Attack], gain +1
[Physical Rank]; however, this [Weapon] may only be used to make a [Physical Attack] once per
round.

■ ※Dark Tower
Restrict : Martial
Mode : One Hand
ACC : +1
PD : (9)
INIT : None
Cost : 5,000G
[Range: 7 Sq. / Target: 1#]. A jet black Peacemaker revolver, enhanced with special modifications.
While [Equipped], once per combat, until [End] of the current round, the user gains +2d6
{Initiative}.

■ ※Durchbruch
Restrict : Martial
Mode : Switch Hand
ACC : +1
PD : (9) / (10)
INIT : -3 / -2
Cost : 5,000G
[Range: 6 Sq. / Target: 1#]. A utilitarian automatic rifle Artificial Regalia based on the Steyr AUG.
It handles easily, and is high-performance. While [Equipped], once per round, change [Target] of
the user's [Physical Attack] to [Area].

■ Brave Bow
Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : +10
INIT : -3
Cost : 5,000G
[Range: {Strength}+1 Sq. / Target: 1#]. A hunting bow-style Artificial Regalia, consecrated many
times over. It provides resistance against attacks from particular classes of Mononoke. While
[Equipped], reduce [Damage] taken from [Class: Undead・Chaos] by 5.

■ ※Light Warrior
Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : (8)
INIT : -1
Cost : 6,000G
[Range: 6 Sq. / Target: 1#]. An automatic rifle Artificial Regalia based on the M4 Carbine. It is
given only to the elite among the American anti-Awakened forces. While [Equipped], once per
round, gain either of the following effects: increase [Target] of the user's [Physical Attack] by 1#, or
increase [Range] of the user's [Physical Attack] by 2 Sq.

■ ※Punishment
Restrict : Martial
Mode : Two Hands
ACC : -1
PD : (9)
INIT : None
Cost : 6,000G
[Range: 5 Sq. / Target: Area]. A grenade launcher-style Artificial Regalia based on the ARWEN 37.
While [Equipped], once per round, gain +2 to the result of a [Physical Attack]'s {Accuracy} check.

■ ※Sangue Efferata
Restrict : Martial・Utility
Mode : Two Hand
ACC : +1
PD : (10)
INIT : -3
Cost : 6,000G
[Range: 4 Sq. / Target: Area]. A shotgun-style Artificial Regalia based on the SPAS. While
[Equipped], once per round, gain +2 to the result of a [Physical Attack]'s {Accuracy} check.

■ ※Handcannon
Restrict : Martial
Mode : One Hand
ACC : +1
PD : (8)
INIT : None
Cost : 8,000G
[Range: 5 Sq. / Target: 1#]. A handgun Artificial Regalia based on the Desert Eagle. It's a handgun
with high firepower, using large-caliber anti-Awakened magnum bullets. While [Equipped], once
per round, [Targets] of the user's [Physical Attack] reduce their [Armor] by 3 (to a minimum of 0).

■ ※Blast Carbine
Restrict : Martial・Utility
Mode : Switch Hand
ACC : None
PD : (8) / (9)
INIT : None / +1
Cost : 8,000G
[Range: 6 Sq. / Target: 1#]. A submachine gun based on the Calico M960. Its rapid-fire capabilities
are to be feared. While [Equipped], once per round, increase [Target] of the user's [Physical Attack]
by 3#.

■ ※Mage Killer
Restrict : Martial
Mode : Switch Hand
ACC : +1
PD : (11) / (12)
INIT : -4 / -3
Cost : 8,000G
[Range: 10 Sq. / Target: 1#]. A single-shot handgun designed for anti-Magus use, based on the
Contender. While [Equipped], while making a [Physical Attack], gain a bonus at [Damage
Calculation] equal to the [Target]'s {Conjure} base value. However, this [Weapon] may only be
used to make a [Physical Attack] once per round.

■ Thundercrack Greatbow
Restrict : Martial・Utility
Mode : Two Hands
ACC : +1
PD : +11
INIT : None
Cost : 10,000G
[Range: {Agility} Sq. / Target: 1#]. An exorcist bow Artificial Regalia made using catalpa wood.
When fired, a metallic chime sounds, manifesting purifying powers. While [Equipped], by spending
1x [Prep] when making an [Attack Action], gain +1 [Rank].

■ ※Killing Ghost
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : (12) / (13)
INIT : -1 / None
Cost : 10,000G
[Range: 9 Sq. / Target: 1#]. A crossbow-style Artificial Regalia based on an enhanced sporting
crossbow. While [Equipped], when making a [Physical Attack], gain +1 [Physical Rank]; however,
this [Weapon] may only be used to make a [Physical Attack] once per round.

■ ※Disaster
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : (14)
INIT : -2
Cost : 10,000G
[Range: 4 Sq. / Target: Area]. An anti-Mononoke automatic shotgun Artificial Regalia based on the
AA12. Its overwhelming firepower is such that it instantly makes spirit bodies out of weak
Mononoke. While [Equipped], increase [Damage] dealt to non-[Boss] [Mononoke] by 20.

■ ※Dragonslayer
Restrict : Martial
Mode : Two Hands
ACC : +1
PD : (16)
INIT : -2
Cost : 12,000G
[Range: 12 Sq. / Target: 1#]. A large-caliber sniper rifle Artificial Regalia based on the Barrett M82.
While [Equipped], when making a [Physical Attack], gain +2 [Physical Rank]; however, this
[Weapon] may only be used to make a [Physical Attack] once per round.

<----- Arms System :: Additional Effects / Form: Ranged ----->

◇ Penetration
Cost: 1,500G / Trade: 2
The weapon can penetrate armor via special modifications.
While [Equipped], [Targets] of the user's [Physical Attacks] reduce their [Armor] by 2 (to a
minimum of 0).

◇ Suppression
Cost: 1,500G / Trade: 2
Due to a special mechanism, the weapon can inflict high casualties upon Mononoke.
While [Equipped], increase [Physical Damage] against non-[Boss] [Mononoke] by 5.

◇ Spare Weapon
Cost: 1,500G / Trade: 2
May only be applied to [Mode: One Hand]. While [Stored], once per combat, change a currently
[Equipped] [Weapon] to be [Stored], then [Equip] the [Weapon] that has this [Additional Effect].

Burst Fire
Cost: 2,000G / Trade: 3
The weapon's suppression effects are enhanced.
[Suppression] Required. Change the effect of [Suppression] to increase [Physical Damage] against
non-[Boss] [Mononoke] by 10.

Enhanced Precision
Cost: 2,000G / Trade: 3
The weapon's aiming functions are enhanced.
[Rapid Aim] Required. Change the effect of [Rapid Aim] to the following: "By spending 1x
[Unique], until [End] of the round, the user gains +1d6 to {Initiative}."

Control Device
Cost: 3,000G / Trade: 5
The weapon's handling is improved thanks to a control device.
While [Equipped], the user gains +1 to the result of {Accuracy} checks for [Physical Attacks].

Homing Function
Cost: 3,000G / Trade: 5
The weapon is equipped with a homing device.
While [Equipped], once per round, [Targets] of the user's [Physical Attacks] reduce their {Evasion}
checks by 1.

Maneuverability
Cost: 4,000G / Trade: 7
Through modifying the weapon to stress maneuverability, it becomes easier to fire after moving.
While [Equipped], increase the [Speed] of [Simple Moves] by 1 Sq. (for a total of 2 Sq.)

Add Element
Cost: 4,000G / Trade: 7
Spells are layered into bullets or arrows of this weapon, letting it draw on the power of the Origins
on impact.
Add any one [Element] to this [Weapon].

Enlargement
Cost: 4,000G / Trade: 7
By enlarging the weapon, its functions are enhanced.
Increase the [Weapon]'s [ACC] by 1, and [PD] by 2.

Unique Materials
Cost: 6,000G / Trade: 9
The weapon is reforged using new and unique materials, such as hihi'irokane or adamantine.
While [Equipped], gain +3 to [Armor] and [Barrier].
Incantation Etching
Cost: 6,000G / Trade: 12
By adding etchings of incantations to the weapon, the force of spells can be amplified.
[Magical Conversion] Required. Change the effect of [Magical Conversion] to the following:
"Increase the [Weapon]'s [CNJ] by 1, and its [MD] by 7."

Emblem
Cost: 10,000G / Trade: 16
By carving your own Spirit Crest onto the weapon, you enhance its affinity for spirit energy, which
improves its power.
While [Equipped], when making a [Physical Attack], gain +1 [Physical Rank].

Magical Weapons / Form: Magic [XP3H-6]


----------------------------------------
■ Magecraft Mobile
Restrict : Digital Sorcerer
Mode : One Hand
CNJ : None
MD : +4
INIT : -3
Cost : 1,000G
[Magical Attack / Range: 5 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. The latest-
model smartphone-type Artificial Regalia. Lately, it's been all the rage in the occult world.

■ Exorcist's Rosary
Restrict : None
Mode : Switch Hand
CNJ : None
MD : +3 / +4
INIT : -5 / -4
Cost : 2,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A rosary-
style Artificial Regalia that is especially effective against evil Awakened. While [Equipped], when
making a [Magical Attack] against [Class: Undead・Chaos], gain +1 [Rank].

■ Fetish Doll
Restrict : Arcane
Mode : Two Hands
CNJ : None
MD : +4
INIT : -2
Cost : 2,000G
[Magical Attack / Range: 10 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 1]. A doll-
type Artificial Regalia used as a medium for speaking with the dead and performing sympathetic
curses. It comes in a variety of forms. While [Equipped], once per round, when making a [Magical
Attack], gain +5 to [Magical Damage].

■ Magical Compound
Restrict : Legion
Mode : Two Hands
CNJ : None
MD : +5
INIT : -3
Cost : 2,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A special
plastic explosive refined from spiritual drugs. While [Equipped], once per round, the user may
forcibly move [Targets] that failed their {Resist} check 1 Sq. in any direction (this movement
ignores [Engagements]).

■ Power Clock
Restrict : Time Wizard
Mode : Switch Hand
CNJ : -1
MD : +4 / +5
INIT : -1 / None
Cost : 2,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A wrist
watch or similar made into an Artificial Regalia. While [Equipped],the character is treated as
fulfilling the use condition of [Digital Sorcerer] Style Talents, and additionally, once per combat,
until [End] of the current round, they gain +1d6 to {Initiative}.

■ Ancestral Mirror
Restrict : Utility・Arcane
Mode : Two Hands
CNJ : -2
MD : +5
INIT : -1
Cost : 3,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An old
mirror handed down through a family for generations, and has been made into an Artificial Regalia.
Etherlight shoots from its surface, harming enemies. While [Equipped], once per round, increase the
[Range] of the user's [Magical Attack] by 2 Sq.

■ Ghostly Warrior
Restrict : Utility・Arcane
Mode : Two Hands
CNJ : -1
MD : +6
INIT : -4
Cost : 3,000G
[Magical Attack / Range: 4 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A zombie
or jiangshi made into an Artificial Regalia. [Disguise] can make it pass for a normal human. While
[Equipped], once per round, when making a [Magical Attack], gain +5 [Magical Damage].

■ Spell Tablet
Restrict : Digital Sorcerer
Mode : Two Hands
CNJ : None
MD : +5
INIT : -3
Cost : 4,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. The latest-
model tablet Artificial Regalia that comes base installed with spell programs. It displays holograms
in the air with just a touch. While [Equipped], once per combat, change the value of one [Spirit] die
to "1".

■ Rune Medal
Restrict : Arcane
Mode : Two Hands
CNJ : None
MD : +6
INIT : -4
Cost : 4,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A medallion
made of metal with various runes etched into it. It can be used as a medium for runic magic. While
[Equipped], gain +2 to [Barrier], and +2 to the result of {Agility} and {Intellect} checks.

■ Adeptas Jewel
Restrict : None
Mode : Switch Hand
CNJ : None
MD : +6 / +7
INIT : -1 / None
Cost : 5,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A highly
rare jewel made into a spell medium. Aglow with etherlight, it is extremely beautiful. While
[Equipped], once per round, increase the [Target] of the user's [Magical Attack] by 1#.

■ Scroll of Secrets
Restrict : Arcane
Mode : Two Hands
CNJ : None
MD : +7
INIT : -2
Cost : 5,000G
[Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An arcane
scroll enscribed with East Asian hidden arts, such as those found in ninjutsu, mysticism, or hermetic
traditions. While [Equipped], once per round, [Targets] of the user's [Magical Attacks] reduce their
[Barrier] by 3 (to a minimum of 0).

■ Gallant Mascot
Restrict : None
Mode : Switch Hand
CNJ : None
MD : +7 / +8
INIT : -2 / -1
Cost : 5,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A gallant
mascot creature that serves its possessor, who becomes it master, faithfully. While [Equipped], once
per round, increase the [Range] of the user's [Magical Attacks] by 3 Sq.

■ Enhanced Shikigami
Restrict : Arcane
Mode : Two Hands
CNJ : None
MD : +6
INIT : -1
Cost : 6,000G
[Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A familiar
employed by onmyoujutsu practitioners made into an Artificial Regalia. While [Equipped], once per
round, increase the [Target] of the user's [Magical Attack] by 2#.

■ Demon Khakkhara
Restrict : Utility・Arcane
Mode : Switch Hand
CNJ : None
MD : +5 / +6
INIT : None / +1
Cost : 6,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A
khakkhara-type Artificial Regalia that holds sacred power. It is used as a spell medium in shugendo
and Buddhist mysticism. While [Equipped], when making a [Magical Attack] against a [Class:
Undead・Chaos], gain +1 [Magical Rank].

■ Sacramental Scroll
Restrict : Arcane
Mode : Two Hands
CNJ : +1
MD : +7
INIT : -4
Cost : 6,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A scroll of
secrets enscribed with powerful arts. While [Equipped], once per round, [Targets] of the user's
[Magical Attack] reduce their [Barrier] by 5 (to a minimum of 0).

■ Hourglass
Restrict : Time Wizard
Mode : Switch Hand
CNJ : -1
MD : +7 / +8
INIT : None / +1
Cost : 6,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An
hourglass-style Artificial Regalia. While [Equipped], the character is treated as fulfilling the use
conditions of [Restrict: Digitial Sorcerer] Style Talents, and additionally, once per round, until
[End] of the current round, [Range: 6 Sq. / Target: 1#] gains +1d6 to {Initiative}.

■ Spirit Explosive
Restrict : Legion
Mode : Two Hands
CNJ : None
MD : +8
INIT : -3
Cost : 6,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A small
explosive Artificial Regalia. While [Equipped], the user may forcibly move [Target: 1#] that failed
their {Resist} check 1 Sq. in any direction (this movement ignores [Engagements]).
■ Energy Cannon
Restrict : Cyborg
Mode : Two Hands
CNJ : +1
MD : +8
INIT : -5
Cost : 6,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An artillery
cannon modified for individual use, and installed on a heavy drone. While [Equipped], when
making a [Magical Attack], gain +1 [Magical Rank]; however, this [Weapon] may only be used to
make a [Magical Attack] once per round.

■ Spiritual Instrument
Restrict : Arcane
Mode : Two Hands
CNJ : +1
MD : +6
INIT : -2
Cost : 8,000G
[Magical Attack / Range: 5 Sq. / Target: Area / Resist: Cancel / Element: None / Rank: 2]. A musical
instrument made using the wood of a holy tree or etherstone. It amplifies the power of songs and
spells. While [Equipped], gain +5 [Barrier]. Also, the character is treated as fulfilling the use
conditions of [Digital Sorcerer] Style Talents.

■ Elder Chalice
Restrict : Arcane
Mode : Two Hands
CNJ : None
MD : +6
INIT : +2
Cost : 8,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A chalice-
style Artificial Regalia engraved with runes or sacramental letters. It enhances healing powers.
While [Equipped], gain +5 to [Recovery] effects from [Items] used on the user.

■ Mystic Beast's Skull


Restrict : Arcane
Mode : Two Hands
CNJ : None
MD : +7
INIT : +1
Cost : 8,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. The skull of
a legendary mythical Mononoke made into an Artificial Regalia. It is a type of powerful medium
used with ancestral magic and hexes. While [Equipped], once per round, change the [Target] of the
user's [Magical Attack] to [Area].

■ Enhanced Mobile
Restrict : Digital Sorcerer
Mode : Two Hands
CNJ : +1
MD : +8
INIT : -2
Cost : 8,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A magecraft
mobile enhanced to its utmost capabilities. While [Equipped], increase the [Target] and [Range] of
the user's [Magical Attack] by 1# and 1 Sq. each (respectively).

■ Ghostly Hero
Restrict : Utility・Arcane
Mode : Two Hands
CNJ : -1
MD : +9
INIT : +1
Cost : 8,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An
advanced ghostly warrior that holds even greater power. In extremely rare cases, some are even able
to communicate. While [Equipped], once per round, when making a [Magical Attack], gain +5
[Magical Damage].

■ Heavenly General
Restrict : Arcane
Mode : Two Hands
CNJ : +1
MD : +8
INIT : None
Cost : 10,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A high-
ranking shikigami employed by practitioners of onmyoujutsu.

■ Majestic Tablet
Restrict : Digital Sorcerer
Mode : Two Hands
CNJ : +1
MD : +10
INIT : -2
Cost : 10,000G
[Magical Attack / Range: 6 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A lighter,
stronger, highly efficient spell tablet. It is highly popular among the foremost Digital Sorcerers.
While [Equipped], once per session, change the value of two [Spirit] dice to "1".

■ The Secret Hour


Restrict : Time Wizard
Mode : Two Hands
CNJ : -1
MD : +12
INIT : None
Cost : 10,000G
[Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. A codex
inscribed with the secrets of time. While [Equipped], once per round, until [End] of the current
round, [Range: 8 Sq. / Target: 1#] gains +2d6 to {Initiative}.

■ Linked Energy Cannons


Restrict : Cyborg
Mode : Two Hands
CNJ : None
MD : +14
INIT : -4
Cost : 10,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An energy
cannon modified for linked fire. It has even greater firepower. While [Equipped], when making a
[Magical Attack], gain +2 [Magical Rank]; however, this [Weapon] may only be used to make a
[Magical Attack] once per round.

■ Staff of the Golden Bough


Restrict : Elder Mage
Mode : Two Hands
CNJ : +1
MD : +15
INIT : -5
Cost : 10,000G
[Magical Attack / Range: 7 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2].

■ Ancient Divine Mirror


Restrict : Arcane
Mode : Two Hands
CNJ : None
MD : +16
INIT : -4
Cost : 12,000G
[Magical Attack / Range: 8 Sq. / Target: 1# / Resist: Cancel / Element: None / Rank: 2]. An
ancestral mirror that has, over a long existence, picked up its own divinity. Its etherlight is said to be
able to split clouds from the sky. While [Equipped], increase the [Range] of the user's [Magical
Attacks] by 2 Sq.

<----- Arms System :: Additional Effects / Form: Magic ----->

◇ Talisman
Cost: 1,500G / Trade: 2
By layering the protection of fortune into the implement, its wielder can gain that blessing for an
instant.
While [Equipped], once per session, the user may reroll one [Roll] prior to [Influencing] (cannot be
applied to [Criticals] or [Fumbles]).

◇ Mobile Circle
Cost: 1,500G / Trade: 2
The implement can make the magic circles it erects around its wielder follow them just a little,
allowing its wielder to lengthen their stride when they invoke magic.
While [Equipped], once per combat, increase the [Speed] of a [Simple Move] by 1 Sq.

◇ Range Enhancement
Cost: 1,500G / Trade: 2
By adding custom modifications into the implement, it can stretch out the range of your spells.
May only be applied to [Mode: Two Hands]. While [Equipped], increase [Range] of user's [Magical
Attacks] by 1 Sq.
Tactical Deployment
Cost: 2,000G / Trade: 3
The tactical aid functions built into the implement are strengthened, allowing it to be used on others.
[Tactical Aid] Required. Change the [Range/Target] of [Tactical Aid] to [6 Sq. / 1#].

Deathcurse Specification
Cost: 2,000G / Trade: 3
By enhancing the implement's curse strength, its destructive power against weaklings is enhanced.
While [Equipped], gain +5 [Magical Damage] against non-[Boss] [Mononoke].

Life Amp
Cost: 3,000G / Trade: 5
Utilizing the implement's spirit energy, the wielder's own vital energies are enhanced.
While [Equipped], increase the user's maximum {HP} by 5 (when the weapon is [Stored], adjust
both maximum and current values; when it is re-equipped, current value is not [Recovered]).

Etherhide Accessory
Cost: 3,000G / Trade: 5
By adding an accessory made weaving together an abundance of etherhide, the wielder can gain a
powerful blessing.
Increase the [Weapon]'s [CNJ] by 1.

Lightening
Cost: 4,000G / Trade: 7
By making the frame of the implement lighter, it vastly improves its handling.
While [Equipped], increase the [Weapon]'s [INIT] by 2.

Etherstone Accessory
Cost: 4,000G / Trade: 7
By adding an accessory made from sacramental etherstone, the implement gains a spiritual blessing.
While [Equipped], gain +5 [Barrier].

Spread Circle
Cost: 6,000G / Trade: 9
By adding a custom modification to the implement's magic circle deployment functions, the wielder
can invoke spells over a greater area.
While [Equipped], increase the [Target] of user's [Magical Attacks] by 1#.

Small-Scale Barrier
Cost: 6,000G / Trade: 9
By deploying a small-scale barrier around the wielder, the implement can grant resistance against
particular [Physical Attacks].
While [Equipped], reduce [Physical Damage] from [Weapon Attacks] by 5.

Energy Supply
Cost: 6,000G / Trade: 9
A fuction is built into the implement that allows it to accumulate spirit energy, which can be drawn
from in times of emergency.
While [Equipped], once per session, gain 1 [Overflow].

Defense Form
Cost: 10,000G / Trade: 16
While reacting, by having the implement take on a defensive form, the wielder gains extra
protection.
While [Equipped], once per round, gain +5 [Armor] and [Barrier].

=======================================================================
=========
True Regalia of Chronos -- Item: Suit, Shield, Accessory, Consumable [XP3I]
=======================================================================
=========

Protector / Form: Suit [XP3I-1]


----------------------------------------
[Form: Suit] [Protectors] that protect one's body. When not [Equipped] with [Form: Suit], a
character doubles the [HP Damage] they take from Talents.

Spiritual Clothes
Restrict : None
EVA : None
INIT : -3
Armor : +1
Barrier : +2
Cost : 1,000G
Various clothes that have been made into an Artificial Regalia, whether they are ethnic dress, or
priestly vestments. Godhunters all over the world wear all kinds of spiritual clothes.

Traditional Formal Wear


Restrict : None
EVA : None
INIT : -3
Armor : +3
Barrier : None
Cost : 1,000G
High class men's and women's wear with an old-fashioned design, made into Artificial Regalia. It is
popular among collaborators and Godhunters from overseas, particularly those from Europe.

Reinforced Bodysuit
Restrict : None
EVA : +1
INIT : -4
Armor : +2
Barrier : +2
Cost : 2,000G
A finely crafted bodysuit that has additional reinforcement. There are types that look like jumpsuits,
and innersuits that can be worn under clothes.

Shinobi Clothes
Restrict : Dark Hunter
EVA : None
INIT : +1
Armor : +1
Barrier : +1
Cost : 2,000G
Thin clothes worn by ninja, that have been made into an Artificial Regalia. While [Equipped], once
per combat, gain +5 to the result of [Maneuver: Concealment].

Anti-God Combat Vest


Restrict : Legion
EVA : +1
INIT : -1
Armor : +2
Barrier : None
Cost : 2,000G
A tactical vest specialized in anti-Awakened combat. At a glance, it doesn't look any different from
a normal vest. While [Equipped], gain +3 to the [Physical Damage] of [Form: Ranged].

Time Traveler Coat


Restrict : Time Wizard
EVA : None
INIT : -2
Armor : +3
Barrier : +2
Cost : 2,000G
A coat with temporal spells placed over it. Its wearer is protected from the burdens of time
acceleration and expansion. While [Equipped], once per combat until [End] of the current round,
gain +1d6 to {Initiative}.

Seeker Vest
Restrict : None
EVA : +1
INIT : -2
Armor : +3
Barrier : +1
Cost : 3,500G
A vest woven with threads that come from a Mononoke found only in Sanctums. While [Equipped],
once per combat, can perform [Action ⑦: Use Item] at [Timing: Prep] without spending [Prep].

Green Overcoat
Restrict : None
EVA : None
INIT : None
Armor : +2
Barrier : +2
Cost : 3,500G
An overcoat made by weaving together the sturdy, flexible vines of a Mononoke known as a
Yamabiko. While [Equipped], reduce [Element: Wind・Phantom] [Damage] by 5.

Etherhide Hanten
Restrict : None
EVA : None
INIT : None
Armor : +3
Barrier : +1
Cost : 3,500G
A hanten-style protector made using the fluffy down of a spiritual bird. It is resistant to heat, and is
warm in the winter while cool in the summer. While [Equipped], reduce [Element: Fire・Cold]
[Damage] by 5.

White Robe of Wisdom


Restrict : None
EVA : None
INIT : -1
Armor : +2
Barrier : +3
Cost : 4,000G
A robe with a unique spell that enhances intelligence woven into it. While in most cases they're
presented as a white robe, they also come as school uniforms and coats. While [Equipped], gain +2
to the result of {Intellect} checks.

Charming Clothes
Restrict : None
EVA : None
INIT : -3
Armor : +3
Barrier : +4
Cost : 4,000G
Clothes bestowed with a spell of fascination. Many are made into formal wear, such as tuxedos and
gowns. While [Equipped], gain +2 to the result of {Will} checks.

Shinobi Battle Wear


Restrict : Dark Hunter
EVA : None
INIT : +1
Armor : +3
Barrier : None
Cost : 4,000G
Modernized shinobi clothes created with sacramental techniques. They have a variety of kinds,
from old fashioned black to innersuit types. This is gear custom-tailored for anti-demon ninjas.
While [Equipped], gain +2 to the result of {Agility} checks.

Bamboo Mail
Restrict : None
EVA : None
INIT : -2
Armor : +4
Barrier : +2
Cost : 4,000G
Armor made via special manufacturing techniques using sacred bamboo that grew over a leyline. It
is supple and flexible, and is lighter and sturdier than ordinary metal. While [Equipped], reduce
[Physical Damage] from [Form: Sword・Spear・Ranged] by 5.

Power Coat
Restrict : None
EVA : None
INIT : -1
Armor : +5
Barrier : None
Cost : 4,000G
A coat-type Artificial Regalia made using etherhide. It has a variety of designs, including trench,
duffle, and pilot coats. While [Equipped], once per combat (or scene), gain +2 to the result of a
[Reactive Check].

Simple Reinforced Clothes


Restrict : None
EVA : None
INIT : -3
Armor : +5
Barrier : +2
Cost : 4,000G
Reinforced clothes that have an internally-installed tiny pump and actuator which provide muscular
support. It vastly improves one's physical abilities. While [Equipped], gain +2 to the result of
{Strength} checks.

Morphing Clothes
Restrict : None
EVA : +1
INIT : None
Armor : +2
Barrier : +2
Cost : 5,000G
Outerwear or clothes that a daiyoukai made using etherhide. Due to its spiritual power, it holds the
ability to change humans. While [Equipped], once per combat (or scene), the wearer is able to
change into the shape of any person (treat as [Maneuver: Disguise / Result: 15], lasts for a whole
scene).

Temporal Robes
Restrict : Time Wizard
EVA : None
INIT : None
Armor : +2
Barrier : +4
Cost : 5,000G
Sorcerous robes worn by space-time spellcasters as a uniform. They come in a variety of styles.
While [Equipped], once per round until [End] of that round, gain +1d6 {Initiative}.

Tactical Jacket
Restrict : None
EVA : None
INIT : +1
Armor : +4
Barrier : +1
Cost : 5,000G
Military combat clothes designed specifically for anti-Awakened combat. While [Equipped], reduce
[Damage] from [Form: Ranged] by 2. Also, once per combat (or scene), can perform [Action ⑦:
Use Item] at [Timing: Prep] without spending [Prep].

Divine Blouson
Restrict : None
EVA : None
INIT : -1
Armor : +5
Barrier : +2
Cost : 5,000G
Although it outwardly appears as stylish outerwear, it is a classic piece of protective wear made
using etherhide and [Materials], and has a divine protective spell inscribed on its inside. while
[Equipped], once per combat (or scene), reduce [Physical Damage] taken by 10.

Special Bulletproof Clothes


Restrict : None
EVA : None
INIT : -4
Armor : +6
Barrier : +4
Cost : 5,000G
Bulletproof clothes made using etherhide and aramid fibers. It provides excellent protection against
bullets. While [Equipped], once per round, reduce [Physical Damage] from [Form: Ranged] by 5.

Land Warrior Suit


Restrict : Legion
EVA : +1
INIT : -4
Armor : +7
Barrier : +1
Cost : 5,000G
An efficient bodysuit installed with a cutting-edge tactical information sharing system. The armor
itself provides various kinds of tactical support. While [Equipped], gain +3 to the [Damage
Calculation] of [Style: Legion] Style Talents.

Kuraito Odoshi
Restrict : None
EVA : +1
INIT : +1
Armor : +4
Barrier : +5
Cost : 8,000G
Anti-Awakened combat clothes colored black with special dyes. It comes in a variety of styles. Its
special effect comes from its color, obtained using etherthread. While [Equipped], gain +2 to the
result of {Strength} checks, and to [Physical Damage].

Eternity Clothes
Restrict : Time Wizard
EVA : None
INIT : None
Armor : +4
Barrier : +8
Cost : 8,000G
Clothes with high level temporal magic woven into them. Because it is separated from the flow of
time, it will never decay. While [Equipped], once per session, treat one portion of the [Cost] of a
[Style: Time Wizard] Style Talent as already paid.
Primal Leather Jacket
Restrict : None
EVA : +1
INIT : None
Armor : +5
Barrier : +5
Cost : 8,000G
A leather jacket made using the tanned hide of a virtuous divine beast. It is popular among modern
Godhunters, as it is a stylish designer jacket. While [Equipped], once per combat (or scene), reduce
[Damage] taken by 5.

Muscle Suit
Restrict : None
EVA : +1
INIT : +1
Armor : +6
Barrier : +3
Cost : 8,000G
An innersuit-style Artificial Regalia with artificial gel-muscles and an exoskeleton built in. It grants
extraordinary physical abilities by wearing it. While [Equipped], gain +2 to the result of {Strength}
and {Agility} checks.

Aoito Odoshi
Restrict : None
EVA : None
INIT : None
Armor : +6
Barrier : +6
Cost : 8,000G
Anti-Awakened combat clothes colored blue with special dyes. It comes in a variety of styles. Its
special effect comes from its color, obtained using etherthread. While [Equipped], gain +2 to the
result of {Will} checks, and to [Magical Damage].

Majestic Defense Suit


Restrict : Legion
EVA : None
INIT : +1
Armor : +7
Barrier : +4
Cost : 8,000G
A special combat function stabproof/bulletproof suit, created using sacramental techniques. It has a
slim profile and can be worn comfortably under clothes. While [Equipped], reduce [Physical
Damage] taken from [Form: Sword・Axe・Ranged] by 5.

Tactical Suit
Restrict : Martial
EVA : +1
INIT : +2
Armor : +5
Barrier : +5
Cost : 10,000G
Military combat clothes with even higher performance value. While [Equipped], reduce [Physical
Damage] taken from [Form: Ranged] by 5. Also, once per combat (or scene), can perform [Action
⑦: Use Item] at [Timing: Prep] without spending [Prep].

Feathered Robe of Dreams


Restrict : None
EVA : None
INIT : None
Armor : +7
Barrier : +7
Cost : 10,000G
A feathered robe taken from a world connected with dreams via a unique method. It shines like a
brilliant rainbow, and its weight can hardly be felt at all. While [Equipped], reduce [Damage] taken
from [Class: Beast・Insectoid・Mythic・Chaos] by 5.

Nanoskin Suit
Restrict : Martial
EVA : None
INIT : None
Armor : +9
Barrier : +5
Cost : 10,000G
A muscle suit that has been dramatically strengthened. It mostly comes in the form of a black
innersuit that incorporates a full-body control device. While [Equipped], gain +2 to the result of
{Strength} and {Agility} checks, and to [Physical Damage].

Dragon Palace Robe


Restrict : None
EVA : +1
INIT : -2
Armor : +6
Barrier : +10
Cost : 12,000G
The daughters of a sea god wove the rare cloth used to construct this robe Artificial Regalia. It
allows its wearer to move through water unhindered. While [Equipped], ignore penalties from
[Swimming]. Also, gain +3 to the result of [Maneuver: Swimming] checks.

Sacred Spider Robe


Restrict : None
EVA : None
INIT : +2
Armor : +7
Barrier : +7
Cost : 12,000G
A Divine Soul spider with a name known to Godhunters wove the cloth used to create this robe
using its own etherthread. The one who wears it gains abilities similar to a spider. While
[Equipped], gain +3 to the result of [Maneuver: Climbing] ({Strength}) checks, and to the result of
[Maneuver: Concealment・Acrobatics] ({Agility}).

Hachiman Ironshell
Restrict : Martial
EVA : None
INIT : None
Armor : +10
Barrier : +6
Cost : 12,000G
A modern style of steel armor that has gained the blessing of the great god Hachiman, god of war
and blacksmiths alike. It has a slim profile, and can be disguised easily as outerwear. While
[Equipped], reduce [Physical Damage] taken from [Form: Sword・Spear] by 10.

Thermoptic Clothes
Restrict : Martial
EVA : +1
INIT : None
Armor : +6
Barrier : +11
Cost : 15,000G
Highly efficient thermoptic clothes created through a fusion of science and magic. While
[Equipped], once per combat (or scene), the wearer may gain [Shift: Hidden] even if they are not
adjacent to an [Obstacle] or hiding place (treat as [Maneuver: Concealment / Result: 20]).

Reinforced Energy Exoskeleton


Restrict : Martial
EVA : None
INIT : -1
Armor : +10
Barrier : +10
Cost : 15,000G
Reinforced clothes that are resistant to just about everything. It changes into a form akin to full
body armor when worn. While [Equipped], reduce [Damage] taken by 5. Also, the wearer always
has [Remove: Poison].

Hiraishi
Restrict : Martial
EVA : +1
INIT : -5
Armor : +12
Barrier : +10
Cost : 15,000G
A copy of a legendary armor believed to have been possessed by the king of the Dragon Palace
once, reproduced using sacramental techniques. While [Equipped], reduce [Damage] taken from
[Form: Ranged] by 10.

Spellbreaker Armor
Restrict : Martial
EVA : None
INIT : -1
Armor : +5
Barrier : +15
Cost : 20,000G
Full body armor created using plentiful amounts of rare spellsteel, making use of the latest
techniques of magic and science. While [Equipped], reduce [Magical Damage] taken by 10.

Holy Soul Robe


Restrict : Martial
EVA : +1
INIT : -3
Armor : +10
Barrier : +10
Cost : 20,000G
A grand Nushi that once guarded a leyline changed itself into this armor, knowing it would never
regain its original form. It is believed that it chooses who wears it with its own will, and carries the
power of the leyline it once protected with it. While [Equipped], when making a [Physical Attack],
gain +1 [Physical Rank].

Sacred Jacket
Restrict : Martial
EVA : None
INIT : -1
Armor : +15
Barrier : +5
Cost : 20,000G
An Artificial Regalia jacket made from relics that once laid dormant from each country in the
world. Because it has the blessing of a benevolent deity, its wearer obtains absolute defense. While
[Equipped], reduce [Physical Damage] taken by 10.

Protector / Form: Shield [XP3I-2]


----------------------------------------
[Form: Shield] [Protectors] that protect the body when held in the hand. This book contains special
gloves that are treated as [Form: Shield].

Muleta
Restrict : None
Mode : One Hand
EVA : +1
INIT : None
Armor : None
Barrier : None
Cost : 1,000G
A cloth "shield" used by matadors. Rather than be used for defense, it's used to distract. While
[Equipped], once per round, when becoming the [Target] of a [Range: Engaged・Charge X Sq.]
[Attack Action], gain +1 to the result of the {Evasion} check.

Buckler
Restrict : None
Mode : One Hand
EVA : None
INIT : -3
Armor : +4
Barrier : +1
Cost : 1,000G
A metal shield Artificial Regalia highly effective against light attacks. While [Equipped], once per
round, gain +1 to the result of an {Evasion} check.

Mana Glove
Restrict : Utility・Arcane
Mode : One Hand
EVA : +1
INIT : -1
Armor : +2
Barrier : None
Cost : 1,500G
A glove-style Artificial Regalia with anti-spell seals added to it. By swiping the hand through the
air, it can disrupt spells. While [Equipped], reduce [Magical Damage] taken by 3.

Ether Gate
Restrict : Martial
Mode : One Hand
EVA : +1
INIT : -1
Armor : +1
Barrier : +4
Cost : 3,500G
A legendary muleta believed to have been used by an unyielding warrior. While [Equipped], once
per round, when becoming the [Target] of a [Range: Engaged・Charge X Sq.] [Attack Action], gain
+1 to the result of the [Reactive Check].

Dueling Shield
Restrict : Martial・Utility
Mode : One Hand
EVA : +1
INIT : -1
Armor : +3
Barrier : +1
Cost : 3,500G
A sturdy shield-type Artificial Regalia with a sharp spike protruding from the defensive side. While
[Equipped], when making a [Physical Attack], gain +3 to [Physical Damage].

Knight Shield
Restrict : Martial
Mode : One Hand
EVA : +1
INIT : -4
Armor : +4
Barrier : +2
Cost : 3,500G
A large shield-type Artificial Regalia used by knights of the Middle Ages. It has a form resembling
a large kite, and offers high defense.

Gauntlet of Strength
Restrict : None
Mode : One Hand
EVA : None
INIT : +1
Armor : +3
Barrier : +3
Cost : 5,000G
A gauntlet-type Artificial Regalia that can manifest terrible mystic power. While [Equipped], gain
+2 to the result of {Strength} checks.

Shield Saw
Restrict : Martial
Mode : One Hand
EVA : +1
INIT : -3
Armor : +5
Barrier : +3
Cost : 5,000G
A large shield Artificial Regalia with a rotating sawblade on the rim of the shield. The blade, driven
by spirit energy, spins at high speeds. While [Equipped], when making a [Physical Attack], gain +4
[Physical Damage].

Gigant Shield
Restrict : Martial
Mode : One Hand
EVA : +1
INIT : -4
Armor : +6
Barrier : +4
Cost : 5,000G
A giant shield Artificial Regalia that fully covers the body. It's pretty heavy, but there's no beating
its defense. While [Equipped], the wearer gains +1 [Size].

Accessories [XP3I-3]
----------------------------------------
Herein are additional [Item: Accessories]. Please note that a character cannot [Equip] [Accessories]
of the same [Slot].

Etherhide Belt
Slot : Lower
Cost : 200G
A belt made from thick etherhide. One's physical capabilities are enhanced while wearing it.
While [Equipped], gain +1 to the result of {Strength} checks.

Magatama Necklace
Slot : Head
Cost : 200G
A necklace with a mysterious jewel that enhances physical performance.
While [Equipped], gain +1 to the result of {Agility} checks.

Ring of Wisdom
Slot : Hand
Cost : 200G
A silver ring made into an Artificial Regalia. It enhances intellect by being worn.
While [Equipped], gain +1 to the result of {Intellect} checks.

Golden Cufflinks
Slot : Hand
Cost : 200G
Accessories worn in the button holes of collared shirts and blouses, made into an Artificial Regalia.
It enhances others' impression of the wearer.
While [Equipped], gain +1 to the result of {Will} checks.

Misanga of Fortune
Slot : Feet
Cost : 300G
A misanga-type Artificial Regalia with a simple spell added to it.
While [Equipped], gain +1 to the result of {Luck} checks.

Sage's Hairpin
Slot : Head
Cost : 300G
An Artificial Regalia that uses rare metals or <Treasure> jewels for a hairpin.
While [Equipped], gain +1 to [Magical Damage].

Stole
Slot : Head
Cost : 500G
A holy shawl worn by exorcist priests during mass. Together with holy water and the cross, it is said
to be the three types of exorcist regalia.
While [Equipped], gain +3 at [Damage Calculation] against [Class: Undead・Chaos].

Mana Eye
Slot : Head
Cost : 500G
A rare jewel that was once a <Treasure>, made into a pendant-type Artificial Regalia.
While [Equipped], gain +1 to the result of {Conjure} checks.

Sacred Silver Bracelet


Slot : Hand
Cost : 500G
A consecrated silver bandle Artificial Regalia. It enhances the melee prowess of whomever wears it.
While [Equipped], gain +1 to the result of {Accuracy} checks.

Power Shoes
Slot : Feet
Cost : 500G
Hiking shoe-style Artificial Regalia with a spell added that enhances evasive abilities.
While [Equipped], gain +1 to the result of {Evasion} checks.

Baneslayer Chain
Slot : Lower
Cost : 500G
A wallet chain-type Artificial Regalia made with sacred silver that repels magic.
While [Equipped], gain +1 to the result of {Resist} checks.

Mystic Parka
Slot : Upper
Cost : 500G
A stylish parka made into an Artificial Regalia. It holds mystic power that allows one to evade
dangerous attacks.
While [Equipped], gain +1 to the result of {Insight} checks.

Magecraft Anklet
Slot : Feet・Lower
Cost : 500G
A magnificent anklet made into an Artificial Regalia.
While [Equipped], gain +1 to {Initiative} and [Armor].

Plated Necktie
Slot : Head
Cost : 500G
A necktie inlaid with metal plates made using Fool's Gold, which gives it defensive capability.
While [Equipped], gain +2 to [Armor].

Etherhide Necktie
Slot : Head
Cost : 500G
A necktie woven together from etherhide, then gained a defensive effect against spells when made
into an Artificial Regalia.
While [Equipped], gain +2 to [Barrier].

Special Magazine
Slot : Lower・Upper
Cost : 500G
A spare magazine for special ammo made into an Artificial Regalia.
While [Equipped], gain +2 to the [Damage Calculation] of [Weapons] with ※ or "gun" written in
the name.

Small Summoning Aid


Slot : Lower
Cost : 500G
A summoning support item made into an Artificial Regalia. There are many types, all emphasizing
portability.
While [Equipped], gain +1d6 to the [Damage Calculation] of the [Attack Actions] of [Bound
Primals].

Etherhide Extensions
Slot : Head
Cost : 1,000G
Etherhide made into hair extensions.
While [Equipped], gain +2 to the result of [Maneuver: Identify], and to [Armor].

Sacramental Cameo
Slot : Head
Cost : 1,000G
A cameo made using [Materials], then made into an Artificial Regalia. It conceals spells that guide
its possessor to their enemy's weakpoints.
While [Equipped], gain +3 to [Physical Damage].

Etherhide Parka
Slot : Upper
Cost : 1,000G
A stylish parka woven from rare etherhide. In spite of its appearance, it offers tremendous defense.
While [Equipped], gain +3 [Armor].

Irataka Prayer Beads


Slot : Head
Cost : 1,500G
A set of warding prayer beads, made into an Artificial Regalia. It bestows on its possessor the power
to slay evil.
While [Equipped], gain +2 at [Damage Calculation].

Power Ribbon
Slot : Head・Hand・Feet・Lower
Cost : 1,500G
A ribbon charm woven from rare metallic threads and etherhide.
While [Equipped], gain +1 to {Initiative}, [Armor], and [Barrier].

Reinforced Magazine
Slot : Lower・Upper
Cost : 1,500G
A spare magazine for special ammo with reinforcing modifications.
While [Equipped], gain +3 to the [Damage Calculation] of [Weapons] with ※ or "gun" written in
the name.

Majestic Hairpin
Slot : Head
Cost : 1,500G
An Artificial Regalia that uses precious gems and high-value metals in a hairpin. It enhances its
possessor's mana.
While [Equipped], gain +3 to [Magical Damage].

Hex Glasses
Slot : Head
Cost : 1,500G
Artificial Regalia glasses that strengthen evil eyes.
While [Equipped], gain +4 to the [Damage Calculation] of «Wicked Eyes of the Darkstalker» «Eyes
of Ruin» and «Bewitching Gaze».

Mythic Extensions
Slot : Head
Cost : 2,000G
The etherhide of a very rare mythical beast, made into hair extensions.
While [Equipped], gain +3 to the result of [Maneuver: Identify], and to [Armor].

Morphic Wrist
Slot : Hand
Cost : 2,000G
A wristband-style Artificial Regalia that releases the power of a Dragon Carrier. It has the
appearance of a futuristic wristwatch.
While [Equipped], when using either «Crystal Transformation» or «Crystal Install», gain +4 to
[Barrier]. (Even if both «Crystal Transformation» and «Crystal Install» are used, this effect does not
stack.)

Power Belt
Slot : Lower
Cost : 3,000G
A belt-style Artificial Regalia that releases the power of a Dragon Carrier.
While [Equipped], when using either «Crystal Transformation» or «Crystal Install», gain +6 to
[Barrier]. (Even if both «Crystal Transformation» and «Crystal Install» are used, this effect does not
stack.)

Heroic Cameo
Slot : Hand・Head
Cost : 4,000G
A cameo made from [Materials], then made into an Artificial Regalia. The forms of heroes and
legendary figures are carved into it, letting it impart offensive power.
While [Equipped], gain +4 to [Physical Damage].

Consumables [XP3I-4]
----------------------------------------
Maintenance
Use : Other
Cost : 100G
A maintenance service for cyborgs and androids.
With the GM's permission, this [Item] may be purchased once per scene while [Appearing].
However, it can only be used [Out of Combat], and only by [Class: Mechanical] characters. Use as
[Range: User / Target: User]. The target [Recovers] 10 {HP}.

Nutrition Capsule
Use : Other
Cost : 150G
A sacramental nutrition capsule created through compounding a special spiritual drug. One can stay
active for three days with just one tablet.
Use as [Range: Engaged / Target: 1#]. The target [Recovers] 10 {HP}.

Restore Paste
Use : Other
Cost : 250G
A sacramental restoration nanopaste applied to wounds.
Use as [Range: Engaged / Target: 1#]. The target [Recovers] 10 {HP}. If the target is [Class:
Mechanical], they [Recover] an additional 5 {HP} (total 15).

Power Grenade
Use : Other
Cost : 300G
A hand grenade made via a sacramental technique.
Use as a [Weapon Attack] with [Ranged Attack / Range: {Strength} Sq. / Target: Area]. If the user
deals [Physical Damage], they gain +1 [Physical Rank]. Do not apply the [PD] of [Equipped]
[Weapons] to this [Consumable].
Stardust Hourglass
Use : Other
Cost : 500G
The powder of a meteorite made into a spiritual drug, then placed inside of an hourglass. It only
works when it's shattered.
Use as [Timing: Unique / Range: User / Target: User]. Until [End] of the current round, the target
gains +1d6 {Initiative}.

Rocket Launcher
Use : Other
Cost : 700G
A portable anti-aircraft rocket launcher.
Use as a [Physical Attack] with [Ranged Attack / Range: 10 Sq. / Target: Area]. If the user deals
[Physical Damage], they gain +3 [Physical Rank]. This [Consumable] may only be used with
[Timing: Attack]. Do not apply the [PD] of [Equipped] [Weapons], or {Combat Stats}, to this
[Consumable].

Panacea
Use : Other
Cost : 800G
A high-quality panacea created with mistletoe.
Use as [Range: Engaged / Target: 1#]. The target gains all of the following: [Remove: Darkness・
Poison・Pain・Paralysis]

Tengu's Rice Ball


Use : Other
Cost : 1,000G
Spirit energy crystals made into a rice ball. It can be eaten.
Use as [Range: Engaged / Target: 1#]. The target gains [Remove: Darkness・Poison], and
additionally [Recovers] 20 {HP}.

Holy Wafer
Use : Other
Cost : 1,500G
A kind of spiritual drug believed to have been created by a great Heroic Spirit. Its method of
creation is only taught within the <Church>.
Use as [Range: Engaged / Target: 1#]. The target [Recovers] 35 {HP}.

=======================================================================
=========
True Regalia of Chronos -- Godforged Regalia Rules [XP3J]
=======================================================================
=========
Here, you will find the rules concerning [Godforged Regalia] and the data for each of the [Forms].

Godforged Regalia Rules


----------------------------------------
The following rules exist where it concerns [Godforged Regalia].

* Characters have a limit on the number of times they can purchase [Godforged Regalia], which is
equal to the amount of times they have acquired the [Legacy User] [Style]. For example, if they are
a [Legacy User A / Legion A], then they may only purchase a [Godforged Regalia: Weapon] once. If
they are [Legacy User A / Legacy User B], then they may purchase one EACH of [Godforged
Regalia: Weapon] and [Godforged Regalia: Armor, Accessory (one of)]. Though the acquisition of
certain Style Talents may increase this limit, it should be noted that re-acquiring [Legacy User]
through «Origin Awakening», and/or re-acquiring «Matched Pair» or «Ritual Set» repeatedly
through changing Talents at level up, does NOT increase the limit (past what those Talents would
naturally provide.)

* [Godforged Regalia] are [Items]. Characters purchase them by spending [G] in the same way as
conventional [Items]. This is done in the name of balance.

* Even if you possess the necessary amount of [G], unless the character has "limit" remaining on
the number of [Godforged Regalia] they may own, they cannot purchase [Godforged Regalia]. Also,
if the character does not spend enough [G] to equal the [Cost] of the [Godforged Regalia], then even
if they still have "limit" remaining, they cannot purchase [Godforged Regalia].

* Even in the case of a [Godforged Regalia] being lost, unless the character has "limit" remaining,
they cannot re-purchase the [Godforged Regalia] (or any other). For example, a character who has
acquired «Matched Pair» is allowed to purchase a [Godforged Regalia] twice. After they do, if they
lose one for some reason (the character sells it, it's destroyed, or stolen, or taken away; the
circumstances of the scenario might also contrive for this to happen), then because the character has
no more "limit" remaining, they cannot repurchase any [Godforged Regalia]. This represents that, in
the world of Kamigakari, [Godforged Regalia] are extremely rare. For that reason, in order for a
[Legacy User] to regain a [Godforged Regalia], it's necessary for them to steal one, or inherit one
from someone else, or some other method or reason. (The GM decides the details.)

* If a [Legacy User] loses all of their [Godforged Regalia] through sale, theft, destruction, or
whatever, then they become unable to use [Legacy User] Style Talents.

* If a [Legacy User] receives a [Godforged Regalia] that agrees with their [Type], then they are
once again able to use [Style: Legacy User] Style Talents, and are able to use the [Additional
Effects] already on that [Godforged Regalia] up to their [World Influence LV (LV)].

* The types of [Godforged Regalia] that can be purchased are limited by the [Style: Legacy User]'s
[Type]. The following lists the specifics.
+ [Style: Legacy User / Type: A] = Only [Godforged Regalia: Weapons] may be purchased.
+ [Style: Legacy User / Type: B] = Only [Godforged Regalia: Armor, Accessory (one of)] may be
purchased.

* For [Godforged Regalia: Weapons], characters may apply the [Arms System] of the same [Form].
In other words, a character can purchase and apply the [Additional Effects / Form: Sword] of
Artificial Regalia (normal [Items]) to [Godforged Regalia: Weapon / Form: Sword]. Also, at [Initial
Creation], a character may purchase at no cost and apply a single ◇ [Additional Effect].

* [Godforged Regalia] may be sold off. The [Cost] when this happens is obtained by adding
together the following factors (it is not halved like normal items.)
+ [Cost] of the [Godforged Regalia]
+ The total [G] of purchased [Additional Effects]
+ The total [G] of [Materials] applied through [Material Synthesis]

* If a non-[Legacy User] character [Equips] a [Godforged Regalia] by ignoring its [Restrict] or


using something akin to «Weapon User» or «Restrict Removal», they are unable to use any acquired
[Godforged Powers] higher than [LV: 3] (they may use any non-[Godforged Power] [Additional
Effects].)

Godforged Regalia Summary


----------------------------------------
Next, you'll find an explanation of each of the data of [Godforged Regalia].

> Restrict ~ Cost


These are all the same as normal [Items].

> Effect
A simple explanation of the [Godforged Regalia], as well as specialized [Additional Effects] that
can be acquired according to [World Influence LV]. These [Additional Effects] are described in the
following manner.
(1) LV: 1 / Cost: None
(2) Acquire 1 [Godforged Power: Weapon]

>> 1. LV / Cost
The [World Influence LV] and [G] necessary to acquire the [Additional Effect]. If you are the
specified [World Influence LV (LV)], and on top of that, are able to spend the [G], then you gain the
[Additional Effect] while the [Godforged Regalia] is [Equipped]. It should be noted that spending
the [G] can be done at any time. You must purchase the [Additional Effects] of [Godforged Regalia]
starting from the lowest [World Influence LV (LV)]. In other words, purchasing the [LV: 5] or [LV:
7] [Additional Effects] can't be done until you have purchased the [LV: 3] [Additional Effect].

>> 2. Additional Effect


A unique [Additional Effect] that the [Godforged Regalia] itself has acquired. If something like
"one of the following" is written in the effect, then select only one of the choices, and apply it. The
details of the [Additional Effects] are described in the following manner.

* Acquire 1 [Godforged Power: X (where is X is type)]


The unique [Additional Effects] that the [Godforged Regalia] possesses are called [Godforged
Powers]. If this is written in the effect field, then you are able to acquire just one [Godforged
Regalia], according to the type specified (like [Weapon] or [Protector]). In the case of "Acquire 1
[Godforged Power: X, Common] Each", then you may acquire one EACH of the specified type and
[Common] type of [Godforged Power]. Also, the use method for [Godforged Power] is the same as
using normal [Additional Effects].

* {Main Stat} +X
While the [Godforged Regalia] is [Equipped], the wielder gains a +X modifier to results of checks
using the specified {Main Stat}.

* {Accuracy} ~ {Insight} +X
While the [Godforged Regalia] is [Equipped], the wielder gains a +X modifier to results of checks
using the specified {Combat Stat}.

* [PD] [MD] [INIT] +X


The [Godforged Regalia] gets +X to its [PD] [MD] or [INIT].

* {HP} +X
While the [Godforged Regalia] is [Equipped], the wielder gains a +X modifier to their maximum
{HP} (When [Stored], the wielder reduces their current HP by the same amount, and does not
[Recover] when re-[Equipped].)

* [Armor] [Barrier] +X
The [Godforged Regalia] gets +X to its [Armor] or [Barrier].

=======================================================================
=========
True Regalia of Chronos -- Godforged Regalia Data [XP3K]
=======================================================================
=========
Blade of the Sovereign
Restrict : Legacy User
Mode : Two Hands
ACC : None
PD : +11
INIT : None
Cost : 4000G
[Form: Sword / Range: Engaged / Target: 1#] A two-handed sword Godforged Regalia created by
the hands of a god. This weapon is equal to the blades favored by sovereigns of old. While
[Equipped], once per combat, when making a [Physical Attack], gain +2 [Physical Rank].
----- Additional Effects -----
LV: 1 / Cost: None
- Acquire 1 [Godforged Power: Weapon, Common] Each

LV: 3 / Cost: 1,500G


- Gain one of the following effects.
1: {Accuracy} +1
2: [PD] +2

LV: 5 / Cost: 1,000G


- Gain one of the following effects.
1: {Intellect} +1
2: {Will} +1

LV: 7 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon]

LV: 9 / Cost: 2,000G


Effect: [PD] +3

LV: 11 / Cost: 2,000G


Effect: {HP} +7

LV: 13 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon]

LV: 15 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common]

LV: 17 / Cost: 2,000G


- [PD] +3

LV: 19 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon]

----------------------------------------
Supernatural Divine Spear
Restrict : Legacy User
Mode : Two Hands
ACC : +1
PD : +9
INIT : -2
Cost : 4000G
[Form: Spear / Range: 2 Sq. / Target: 1#] A long spear Godforged Regalia that holds tremendous
supernatural power, having transcended both physical laws and concepts themselves.
While [Equipped], once per round, the [Range/Target] of the user's [Physical Attack] gets +1 Sq/
+1#.
----- Additional Effects -----
LV: 1 / Cost: None
- Acquire 1 [Godforged Power: Weapon, Common] Each

LV: 3 / Cost: 1,500G


- Gain one of the following effects.
1: {Accuracy} +1
2: [PD] +2

LV: 5 / Cost: 1,000G


- Gain one of the following effects.
1: {Agility} +1
2: {Intellect} +1

LV: 7 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon]

LV: 9 / Cost: 1,500G


- Gain one of the following effects.
1: [PD] +2
2: [INIT] +2

LV: 11 / Cost: 1,500G


- Gain one of the following effects.
1: [PD] +2
2: [INIT] +2
3: {HP} +5

LV: 13 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon]

LV: 15 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common]

LV: 17 / Cost: 2,000G


- [PD] +3

LV: 19 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon]

----------------------------------------

Anti-Demon God Driver


Restrict : Legacy User
Mode : Switch Hand
ACC : None
PD : +9 / +10
INIT : -2 / -1
Cost : 3,000G
[Form: Hammer / Range: Engaged / Target: 1#]. A warhammer or glove-style Godforged Regalia
believed to have been a favorite of the old gods of the martial arts. When [Equipped] as [Mode:
Two Hands], treat as though [Equipped] with [Unarmed].
----- Additional Effects -----
LV: 1 / Cost: None
- Acquire 1 [Godforged Power: Weapon・Common] each.

LV: 3 / Cost: 1,500G


- Gain the effect of either ①or ②.
①: {Accuracy} +1 | ②: [PD] +2

LV: 5 / Cost: 1,000G


- Gain the effect of either ①or ②.
①: {Intellect} +1 | ②: {Will} +1

LV: 7 / Cost: 1,500G


- Gain the effect of one of ①②or ③.
①: [PD] +2 | ②: [Armor] +2 | ③: [Barrier] +2

LV: 9 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon].

LV: 11 / Cost: 1,500G


- Gain the effect of either ①or ②.
①: [PD] +2 | ②: [INIT] +2

LV: 13 / Cost: 1,500G


- Gain the effect of one of ①②or ③.
①: [Armor] +2 | ②: [Barrier] +2 | ③: {HP} +5

LV: 15 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 17 / Cost: 1,500G


- Gain the effect of one of ①②or ③.
①: [PD] +2 | ②: [Armor] +2 | ③: [Barrier] +2

LV: 19 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon].

----------------------------------------

Godbinding Chains
Restrict : Legacy User
Mode : Switch Hand
ACC : +1
PD : +6 / +7
INIT : -1 / None
Cost : 3,000G
[Form: Ranged / Range: 10 Sq. / Target: 1#]. A chain-style Godforged Regalia used for sealing
away gods. Because it strikes at odd angles, it is supremely difficult to perceive. While [Equipped],
treat [Physical Attacks] as [Special Attacks].
----- Additional Effects -----
LV: 1 / Cost: None
- Acquire 1 [Godforged Power: Weapon・Common] each.

LV: 3 / Cost: 1,500G


- Gain the effect of either ①or ②.
①: [PD] +2 | ②: [INIT] +2

LV: 5 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 7 / Cost: 1,500G


- Gain the effect of either ①or ②.
①: {Evasion} +1 | ②: [Armor] +2

LV: 9 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon].

LV: 11 / Cost: 1,500G


- Gain the effect of either ①or ②.
①: {Accuracy} +1 | ②: [PD] +2

LV: 13 / Cost: 1,500G


- Gain the effect of either ①or ②.
①: {Insight} +1 | ②: {HP} +5

LV: 15 / Cost: 1,000G


- Gain the effect of either ①or ②.
①: {Agility} +1 | ②: {Will} +1

LV: 17 / Cost: 1,500G


- Gain the effect of one of ①②or ③.
①: [PD] +2 | ②: [INIT] +2 | ③: [Armor] +2

LV: 19 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon].

----------------------------------------
※ Divine Authority Gun
Restrict : Legacy User
Mode : Switch Hand
ACC : +1
PD : +8 / +9
INIT : -3 / -2
Cost : 3,000G
[Form: Ranged / Range: 7 Sq. / Target: 1#]. A gun-style Godforged Regalia that carries the will of
the gods themselves. It has a curious design, and it's unknown as when it was created. While
[Equipped], once per round, increase the [Target] of [Physical Attacks] by 2#.
----- Additional Effects -----
LV: 1 / Cost: None
- Acquire 1 [Godforged Power: Weapon・Common] each.

LV: 3 / Cost: 1,500G


- Gain the effect of either ①or ②.
①: [PD] +2 | ②: [INIT] +2

LV: 5 / Cost: 1,000G


- Gain the effect of either ①or ②.
①: {Agility} +1 | ②: {Luck} +1

LV: 7 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon].

LV: 9 / Cost: 1,500G


- Gain the effect of either ①or ②.
①: [PD] +2 | ②: [INIT] +2

LV: 11 / Cost: 1,500G


- Gain the effect of one of ①②or ③.
①: [PD] +2 | ②: [INIT] +2 | ③: [Armor] +2

LV: 13 / Cost: 1,500G


- Gain the effect of one of ①②or ③.
①: [Armor] +2 | ②: [Barrier] +2 | ③: {HP} +5

LV: 15 / Cost: 1,000G


- Gain the effect of either ①or ②.
①: {Agility} +1 | ②: {Luck} +1

LV: 17 / Cost: 1,500G


- Gain the effect of one of ①②or ③.
①: [PD] +2 | ②: [Armor] +2 | ③: [Barrier] +2

LV: 19 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon].

----------------------------------------
Phantom Vassal
Restrict : Legacy User
Mode : Two Hands
ACC : -1
PD : +13
INIT : -1
Cost : 4,000G
[Form: Ranged / Range: Charge 5 Sq. / Target: 1#]. One of the various minions or a divine beast
created by the gods, or a vehicle with its own will, or something of that nature. Once upon time,
such a creature obeyed the gods, or else carried a god upon its back as it charged through the world.
While [Equipped], the user may make [Ranged Attacks] and [Magical Attacks] even after making a
[Combat Move].
----- Additional Effects -----
LV: 1 / Cost: None
- Acquire 1 [Godforged Power: Weapon・Common] each.

LV: 3 / Cost: 1,500G


- Gain the effect of either ①or ②.
①: [PD] +2 | ②: [INIT] +2

LV: 5 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 7 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon].

LV: 9 / Cost: 1,500G


- Gain the effect of either ①or ②.
①: [INIT] +2 | ②: {HP} +5

LV: 11 / Cost: 1,500G


- Gain the effect of either ①or ②.
①: [ACC] +1 | ②: [PD] +2

LV: 13 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon].

LV: 15 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 17 / Cost: 1,500G


- Gain the effect of one of ①②or ③.
①: [ACC] +1 | ②: [PD] +2 | ③: [INIT] +2

LV: 19 / Cost: 2,000G


- Acquire 1 [Godforged Power: Weapon].

----------------------------------------
Shining Vestments
Restrict : Legacy User
EVA : None
INIT : -2
Armor : +2
Barrier : +2
Cost : 1,000G
[Form: Suit]. Clothes or divine vestments believed to have once been worn by a god, that has now
become a Godforged Regalia. Its appearance may freely change according to the wearer's will.
While [Equipped], reduce [Damage] taken by 2.
----- Additional Effects -----
LV: 1 / Cost: None
- Acquire 1 [Godforged Power: Protector・Common] Each.

LV: 3 / Cost: 2,500G


- Gain the effect of one of ①or ②.
①: [Armor] +4 | ②: [Barrier] +4

LV: 5 / Cost: 1,000G


- Gain the effect of one of ①or ②.
①: {Agility} +1 | ②: {Will} +1

LV: 7 / Cost: 1,500G


- Gain the effect of one of ①②or ③.
①: [Armor] +2 | ②: [Barrier] +2 | ③: [INIT] +2

LV: 9 / Cost: 2,000G


- Acquire 1 [Godforged Power: Protector].

LV: 11 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 13 / Cost: 2,000G


- Gain +3 [Armor].

LV: 15 / Cost: 1,500G


- Gain +1 {Will} and {Luck}.

LV: 17 / Cost: 2,000G


- Gain +3 [Barrier].

LV: 19 / Cost: 2,000G


- Acquire 1 [Godforged Power: Protector].

----------------------------------------
Battle Armor of Glory
Restrict : Legacy User
EVA : None
INIT : -4
Armor : +4
Barrier : +4
Cost : 2,000G
[Form: Suit]. An armor-type Godforged Regalia that a god used to protect themselves, it is believed.
Because invisible power wreathes the armor, it has a higher defense than its appearance indicates.
While [Equipped], reduce [Damage] taken by 2.
----- Additional Effects -----
LV: 1 / Cost: None
- Acquire 1 [Godforged Power: Protector・Common] Each.

LV: 3 / Cost: 2,500G


- Gain the effect of one of ①or ②.
①: [Armor] +4 | ②: [Barrier] +4

LV: 5 / Cost: 1,000G


- Gain the effect of one of ①or ②.
①: {Strength} +1 | ②: {Luck} +1

LV: 7 / Cost: 2,500G


- Gain the effect of one of ①or ②.
①: [Armor] +4 | ②: [Barrier] +4

LV: 9 / Cost: 1,500G


- Gain the effect of one of ①or ②.
①: [INIT] +2 | ②: {HP} +5

LV: 11 / Cost: 2,000G


- Acquire 1 [Godforged Power: Protector].

LV: 13 / Cost: 1,500G


- Gain the effect of one of ①②or ③.
①: {Evasion} +1 | ②: [Armor] +2 | ③: [Barrier] +2

LV: 15 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 17 / Cost: 2,500G


- Gain the effect of one of ①②or ③.
①: [Armor] +2 | ②: [Barrier] +2 | ③: [INIT] +2

LV: 19 / Cost: 2,000G


- Acquire 1 [Godforged Power: Protector].

----------------------------------------
Titan Armor
Restrict : Legacy User
EVA : None
INIT : -6
Armor : +6
Barrier : +6
Cost : 3,000G
[Form: Suit]. A full-body armored suit Godforged Regalia believed to have been worn by a god.
The huge armor is equipped by the possessor stepping "aboard" and piloting it. While [Equipped],
gain +2 [Size], and reduce [Damage] taken by 2.
----- Additional Effects -----
LV: 1 / Cost: None
- Acquire 1 [Godforged Power: Protector・Common] Each
LV: 3 / Cost: 2,500G
- Gain the effect of one of ①or ②.
①: [Armor] +4 | ②: [Barrier] +4

LV: 5 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 7 / Cost: 2,000G


- Acquire 1 [Godforged Power: Protector].

LV: 9 / Cost: 2,500G


- Gain the effect of one of ①or ②.
①: [Armor] +4 | ②: [Barrier] +4

LV: 11 / Cost: 1,500G


- Gain the effect of one of ①②or ③.
①: [Armor] +2 | ②: [Barrier] +2 | ③: {HP} +5

LV: 13 / Cost: 1,500G


- Gain the effect of one of ①②or ③.
①: [Armor] +2 | ②: [Barrier] +2 | ③: {HP} +5

LV: 15 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 17 / Cost: 2,500G


- Gain the effect of one of ①or ②.
①: [Armor] +4 | ②: [Barrier] +4

LV: 19 / Cost: 2,000G


- Acquire 1 [Godforged Power: Protector].

----------------------------------------
Shield of Merit
Restrict : Legacy User
Mode : One Hand
EVA : +1
INIT : -3
Armor : +1
Barrier : +1
Cost : 1,000G
[Form: Shield]. A shield-type Godforged Regalia thought to have been used by a war god. It
increases one's combat prowess just by holding it. While [Equipped], when making an [Attack
Action], gain +2 at [Damage Calculation].
----- Additional Effects -----
LV: 1 / Cost: None
- Acquire 1 [Godforged Power: Protector・Common] each.

LV: 3 / Cost: 2,000G


- Gain the effect of one of ①②or ③.
①: [Armor] +3 | ②: [Barrier] +3 | ③: [INIT] +3
LV: 5 / Cost: 1,500G
- Acquire 1 [Godforged Power: Common].

LV: 7 / Cost: 2,000G


- Gain the effect of one of ①or ②.
①: [Armor] +3 | ②: [Barrier] +3

LV: 9 / Cost: 2,000G


- Acquire 1 [Godforged Power: Protector].

LV: 11 / Cost: 1,500G


- Gain +1 {Agility} and {Luck}.

LV: 13 / Cost: 1,500G


- Gain the effect of one of ①or ②.
①: {Resist} +1 | ②: {Insight} +1

LV: 15 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 17 / Cost: 2,500G


- Gain the effect of one of ①②or ③.
①: [Armor] +3 | ②: [Barrier] +3 | ③: [INIT] +3

LV: 19 / Cost: 2,000G


- Acquire 1 [Godforged Power: Protector].

----------------------------------------
High God's Shield
Restrict : Legacy User
Mode : One Hand
EVA : +1
INIT : -2
Armor : +4
Barrier : +2
Cost : 2,000G
[Form: Shield]. A great shield-type Godforged Regalia believed to have been held by a god of war,
or a goddess. While [Equipped], once per combat, reduce [Damage] taken by 10.
----- Additional Effects -----
LV: 1 / Cost: None
- Acquire 1 [Godforged Power: Protector・Common] each.

LV: 3 / Cost: 2,000G


- Gain the effect of one of ①②or ③.
①: [Armor] +3 | ②: [Barrier] +3 | ③: [INIT] +3

LV: 5 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 7 / Cost: 2,000G


- Acquire 1 [Godforged Power: Protector].

LV: 9 / Cost: 1,500G


- Gain the effect of one of ①②or ③.
①: [Armor] +2 | ②: [Barrier] +2 | ③: [INIT] +2

LV: 11 / Cost: 1,500G


- Gain the effect of one of ①or ②.
①: [INIT] +2 | ②: {HP} +5

LV: 13 / Cost: 2,000G


- Acquire 1 [Godforged Power: Protector].

LV: 15 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 17 / Cost: 2,000G


- Gain the effect of one of ①②or ③.
①: [Armor] +3 | ②: [Barrier] +3 | ③: [INIT] +3

LV: 19 / Cost: 2,000G


- Acquire 1 [Godforged Power: Protector].

----------------------------------------
Divine Relic
Restrict : Legacy User
Slot : Head
Cost : 2,000G
[Item: Accessory]. A helmet, crown, necklace, or jewel-type Godforged Regalia the gods regularly
used. It is said to bestow wisdom and great spirit energy upon its possessor.
While [Equipped], gain +2 to [PD] [MD] [Armor] and [Barrier] each.
----- Additional Effects -----
LV: 1 / Cost: None
- Acquire 1 [Godforged Power: Accessory・Common] each.

LV: 3 / Cost: 1,500G


- Gain the effect of one of ①or ②.
①: {Accuracy} +1 | ②: {Conjure} +1

LV: 5 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 7 / Cost: 2,000G


- Acquire 1 [Godforged Power: Accessory].

LV: 9 / Cost: 1,500G


- Gain +1 {Intellect} and {Will}.

LV: 11 / Cost: 1,500G


- Gain the effect of one of ①or ②.
①: {Evasion} +1 | ②: {Resist} +1
LV: 13 / Cost: 2,000G
- Acquire 1 [Godforged Power: Accessory].

LV: 15 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 17 / Cost: 1,500G


- Gain the effect of one of ①or ②.
①: {Insight} +1 | ②: {HP} +5.

LV: 19 / Cost: 2,000G


- Acquire 1 [Godforged Power: Accessory].

----------------------------------------
Silver Relic
Restrict : Legacy User
Slot : Hand
Cost : 1,000G
[Item: Accessory]. A Godforged Regalia in the form of a ring, bracelet, glove, or artificial limb that
once protected the body of gods. It conceals a blessing that enhances vitality.
While [Equipped], gain +10 to maximum {HP}.
----- Additional Effects -----
LV: 1 / Cost: None
- Acquire 1 [Godforged Power: Accessory・Common] each.

LV: 3 / Cost: 1,000G


- Gain +5 {HP}.

LV: 5 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 7 / Cost: 2,000G


- Acquire 1 [Godforged Power: Accessory].

LV: 9 / Cost: 1,500G


- Acquire 1 [Godforged Power: Common].

LV: 11 / Cost: 2,000G


- Gain +7 {HP}.

LV: 13 / Cost: 2,000G


- Acquire 1 [Godforged Power: Accessory].

LV: 15 / Cost: 1,500G


- Gain +1 {Strength} and {Will}.

LV: 17 / Cost: 2,000G


- Gain +7 {HP}.

LV: 19 / Cost: 2,000G


- Acquire 1 [Godforged Power: Accessory].

=======================================================================
=========
True Regalia of Chronos -- Godforged Powers: Weapon [XP3L]
=======================================================================
=========

Phantasmal Magic
Effect: When using your Godforged, its blade its wreathed in illusion, making it difficult to avoid.
While [Equipped], once per combat, [Targets] of the user's [Attack Action] reduce their [Reactive
Check] result by 2.

Anti-Army
Effect: Your Godforged has the power to slaughter the weak.
While [Equipped], increase [Damage] inflicted against non-[Boss] [Mononoke] by 10.

Spirit Implosion
Effect: While attacking, you gain astounding destructive power by imploding the spirit energy
within your Godforged.
While [Equipped], once per combat, when making an [Attack Action], gain a +10 modifier at
[Damage Calculation].

Draining Armament
Effect: When you inflict a wound on an opponent, your Godforged drains their life energies.
While [Equipped], once per round, when at least 1 point of [Damage] has been inflicted on the
[Target] of an [Attack Action], [Recover] 5 {HP}.

Inevitable Curse
Effect: Your Godforged conceals a special power, wherein if you strike with it, you will always hit.
While [Equipped], once per combat, change an [Attack Action] to a [Special Attack].

Transcend Space
Effect: Your Godforged conceals the power to abbreviate space itself, striking an opponent no
matter the distance.
While [Equipped], once per round, change the [Range] of an [Attack Action] to [Combat Zone].

Certain Victory
Effect: Your Godforged conceals the power to bring victory at the last second.
While [Equipped], once per session, after [Influencing], treat the [Roll] result adopted for use at
[Damage Calculation] as a "6".

Spatial Collapse
Effect: Your Godforged holds the power to attack the space your opponent occupies itself.
While [Equipped], once per round, change the [Target] of an [Attack Action] to [Area].

Spirit Source
Effect: You can wield a technique or spell without difficulty by utilizing the massive spirit energy
within your Godforged.
While [Equipped], once per session, change the [Cost] of one [Timing: Attack] Talent as though it
were [None].
Scattered Etherlight
Effect: You scatter the divine power of your Godforged while using it, expanding the scope of your
attack.
While [Equipped], once per round, change the [Target] of an [Attack Action] to [3#]. This
[Godforged Power] may only be applied to [Melee Weapons].

Concept: Cleave
Effect: Your Godforged carries a concept within it: "Cut everything."
While [Equipped], once per session, [Targets] of the user's [Attack Action] change their [Armor]
and [Barrier] to 0.

Power Shockwave
Effect: When using your Godforged, it emits a tremendous shockwave after your attack.
While [Equipped], once per combat, can make 1x [Weapon Attack] after [Damage Calculation].

Absorbing Souls Curse


Effect: Those who are wounded by your Godforged have parts of their souls taken by it.
While [Equipped], once per session, when making an [Attack Action], if at least 1 point of
[Damage] is dealt to a [Target], gain 1 [Overflow].

=======================================================================
=========
True Regalia of Chronos -- Godforged Powers: Protector [XP3M]
=======================================================================
=========

Frenzying Magic
Effect: While [Equipped], by spending 1x [Start], the target reduces their maximum {HP} by X
(maximum 10). Afterwards, until [Combat End], the target gains a bonus equal to the amount
maximum {HP} was reduced by at [Damage Calculation]. After [Combat End], maximum {HP}
returns to normal (but current HP does not recover).

Magic of Steel
Effect: Due to your shield's strong conceptualization, it holds a powerful defensive effect.
May only be applied to [Form: Shield]. Increase the [Shield]'s [Armor] by 5.

Golden Etherlight
Effect: A golden light radiates from your Regalia, and by applying its power, you can invoke a
technique flawlessly.
While [Equipped], once per session, change the [Cost] of a [Timing: Unique] Style Talent to
[None].

High God's Blessing


Effect: Due to your shield's strong conceptualization, it holds a fearsome spiritual blessing.
May only be applied to [Form: Shield]. Increase the [Shield]'s [Barrier] by 5.

Regalia's Guidance
Effect: The will within your Regalia guides you, aiding your use of a defensive technique.
While [Equipped], once per session, change the [Cost] of a [Timing: Defense] Style Talent to
[None].
Arrow Ward
Effect: The one who wears this Regalia repels arrows and bullets alike.
While [Equipped], once per round, reduce [Physical Damage] taken from [Ranged Weapons] by 10.

Concept: Unbreakable
Effect: This Regalia holds the power to repel attacks.
While [Equipped], one per session, reduce taken [Damage] by either the [Armor] or [Barrier] value
of the [Godforged Regalia: Suit・Shield].

Blessing of Exorcism
Effect: The one who wears this Regalia repels spells and curses.
While [Equipped], once per round, reduce [Magical Damage] taken from [Magical Weapons] by 10.

Power Absorption
Effect: By using the abilities of your Regalia, you drain another's power.
While [Equipped], once per session, when you take at least 1 point of damage at [Damage
Reduction], gain 1 [Overflow].

Purge Disease
Effect: The one who wears this Regalia knows no disease.
While [Equipped], twice per combat, [Remove] any one negative [Shift] other than [Fallen・
Downed・Taken Out・Dead].

Deathless Magic
Effect: By utilizing the abilities dwelling within your Regalia, you reject even a blow that spelled
certain death.
While [Equipped], once per session, change [HP Damage] taken to 0, and current {HP} to 10.

Sacrificial Ritual
Effect: While [Equipped], once per combat, change the [Target] of an [Attack Action] made by
[Range: 7 Sq. / Target: 1#] to [1#], and the user receives the [Damage]. Treat the taken [Damage] as
though a {Resist} check had failed.

Roar of Agony
Effect: Using the abilities of your Regalia, you reflect the wounds you have taken onto your foe.
While [Equipped], once per session, inflict the [Damage] you take onto [Range: Engaged / Target:
1#] who made the [Damage Calculation] on you.

=======================================================================
=========
True Regalia of Chronos -- Godforged Powers: Accessory [XP3N]
=======================================================================
=========

Heavenly Flight
Effect: By using the power within your Regalia, you're able to race freely through the sky.
While [Equipped], once per combat, gain [Shift: Flight]. This effect lasts for the rest of the combat,
or until you take a [Charge X Sq.] [Attack Action], or [Shift: Fallen].

Magic of Glory
Effect: This Regalia brings glory and mighty deeds to its possessor.
While [Equipped], when making an [Attack Action] using a [Timing: Attack] Style Talent, gain +1
[Rank] (maximum +1).

Magic of the Thunderclap


Effect: By using the abilities of your Regalia, you can act with tremendous speed.
While [Equipped], once per combat until [Combat End], gain +2d6 to {Initiative}.

Healing Powers
Effect: This Regalia brings the blessing of powerful healing to its possessor.
While [Equipped], once per round by spending 1x [End], [Recover] 10 {HP}.

Magic of Disbelief
Effect: By using the abilities within your Regalia, you pierce through your enemy's illusions.
While [Equipped], once per combat, inflict [Remove: Hidden] on [Range: Combat Zone / Target:
Area]. Or, change the [Result] of [Target: 1#]'s [Disguise] to 5 (the opponent does not get a
[Reactive Check] for either).

Power of Protection
Effect: The abilities within this Regalia repel all killing intent directed towards its posessor.
While [Equipped], once per combat, [Halve] [Physical Damage] taken.

Regalia of Luck
Effect: The power within this Regalia brings powerful luck to its possessor.
While [Equipped], once per session, change [Range: Combat Zone / Target: 1#]'s [Fumble] into a
[Critical].

Power of Exorcism
Effect: The abilities within this Regalia repel curses directed towards its possessor.
While [Equipped], once per combat, [Halve] [Magical Damage] taken.

Regalia of Equivalence
Effect: Spirit energy that can create food a medicine from Fool's Gold sleeps within this Regalia.
Only usable [Out of Combat]. While [Equipped], once per session, the user is able to [Purchase]
[Item: Consumable] up to the number of [Appearing] PCs, while [Appearing].

Power of Concealment
Effect: While [Equipped], once per combat, gain [Shift: Hidden] even if there are no adjacent
[Obstacles]. (If used [Out of Combat], lasts for the rest of the scene. Treat as [Maneuver:
Concealment / Result: 20].) Or, gain +10 to the result of [Maneuver: Concealment].

Divine Revelation
Effect: Dazzling etherlight wraps around this Regalia, and you can draw enormous spirit energy
from that.
While [Equipped], once per session, gain 1 [Overflow].

Traveling
Effect: By using this Regalia, you can cross space itself.
While [Equipped], once per combat, until [End] of that round, ignore [Engagements].

Basis of Fate
Effect: While [Equipped], once per session, may reroll the outcome of a [Roll] before [Influencing]
(including a [Critical] or [Fumble]; after rerolling, may [Influence]).
=======================================================================
=========
True Regalia of Chronos -- Godforged Powers: Common [XP3O]
=======================================================================
=========

Guidance of Fortune
Effect: By applying the fortune held within your Regalia, you gain powerful luck.
Only usable [Out of Combat]. While [Equipped], once per session, gain +2 to the result of a {Luck}
check.

Transportation Mode
Effect: Transforming your Regalia into a transportation mode, you can move while taking your
friends along.
Only usable [Out of Combat]. While [Equipped], once per scene, the user may move or fly at
around the rate of a car, taking along up to five others.

Unseen Spirit
Effect: Causing your Regalia to emit strong spirit energy, you become invisible by cloaking yourself
in it.
Only usable [Out of Combat]. While [Equipped], the user cannot be seen by Innocents.

Giant Growth
Effect: By releasing the power of your Regalia, you cause it grow gigantic.
While [Equipped], gain +1 [Size]. Also, if [Transportation Mode] is already acquired, increase the
number of people that can be transported by 20. This [Godforged Power] may be acquired multiple
times, and its effects stack.

Facility Creation
Effect: By using the power of your Regalia, you can erect a facility anywhere, and be able to rest
there.
Only usable while [Backstage]. While [Equipped], once per session, increase [Rest Recovery
Amount] while [Resting] by 20.

Transforming Spirit
Effect: Due to the power of your Regalia, you can change into any form.
Only usable [Out of Combat]. While [Equipped], once per scene, the user may change into any
form. (Lasts for the rest of the scene. Treat as [Maneuver: Disguise / Result: 20] or gain +10 to the
result of [Maneuver: Disguise].)

Regalia Change
Effect: Your Regalia changes into a different form.
Only usable [Out of Combat]. Once per scene, one [Equipped] [Godforged Regalia] can be changed
into another [Item: Gear] of [Cost: 1000G] or less (does not include 'unsellable'). Gain the effect of
the [Item] for the rest of the scene.

Regalia's Spirit
Effect: Summoning the essence of your Regalia, you send it to gather necessary supplies.
Only usable [Out of Combat]. While [Equipped], once per session, the user is able to [Purchase]
[Item: Gear] up to the number of [Appearing] PCs, while [Appearing].
Regalia's Halo
Effect: Emitting a sublime etherlight from your Regalia, you continually illuminate your
surroundings.
While [Equipped], ignore "dark place" penalties.

Half-Sacred Half-Treasure
Effect: Your Regalia changes into another form, providing you with assistance and support.
Only usable [Out of Combat]. While [Equipped], once per session, gain +2 to the result of a
{Strength} or {Agility} check.

Empathic Regalia
Effect: Utilizing your Regalia, you can communicate with a distant person.
While [Equipped], once per scene, the user is able to speak with one character regardless of whether
they are [Appearing] [Backstage] or have [Exited] (the GM determines whether they can be
reached).

Intelligence
Effect: Your Regalia possesses a self, as well as great wisdom, and will impart useful advice to you.
Only usable [Out of Combat]. While [Equipped], once per session, gain +2 to the result of an
{Intellect} or {Will} check.

Original
Effect: Gain an effect the GM determines. Discuss with the GM the details.

=======================================================================
=========
True Regalia of Chronos -- Mononoke
=======================================================================
=========

Bestial Demon / Class: Beast / LV: 3 (1)


Size : 3
Wits : Clever
Senses : Normal
Speech : Yes
Reaction : Hostile
ID : 13
Weakness : [Fire] [Shock]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 9 | 8 | 1 | 1 | 5
{Fixed Values} | 16 | 15 | 8 | 8 | 12
{Initiative} : 15 (7)
{HP} : 58
Armor :3
Barrier :1

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Spear] 3d6+9 physical damage to the target. [Additional Effect]: 1/Combat, change an
[Attack Action] to [Range: Charge 3 Sq.]
«Quickening Mystic Power»: Start / 7 Sq. / 1#
- The target gains +2d6 to {Initiative}.

«Elemental Attack I»: Physical Attack / Engaged / 1#


- [Form: Hammer / Element: Wind] 2d6+35 physical damage to target. 1/Round.

«Hunter»: Constant / User


- When the target takes their [Turn], they gain +1x [Timing: Prep].

Materials (2d6)
2~10: Carapace Casing/PD+1: 500G (Potency: 1)
11+: Decayed Limb/Strength+2: 1,000G (Potency: 2)

A man-made demonic beast created by a dark organization. In most cases, they're former lions or
rhinoceroses that have had their characteristic traits augmented via spirit energy infusions. They
possess cunning intellect and are highly dangerous, making them formidable foes for inexperienced
Godhunters.

----------

Augmented Beast / Class: Beast / LV: 6 (2)


Size : 3
Wits : Clever
Senses : Heat
Speech : Yes
Reaction : Hostile
ID : 15
Weakness : [Fire] [Shock]
Movement : Walk
| ACC | EVA | CNJ | RES | CHK
{Combat Stats} | 15 | 13 | 1 | 1 | 4
{Fixed Values} | 22 | 20 | 8 | 8 | 11
{Initiative} : 22 (9)
{HP} : 75
Armor :3
Barrier : 10

Attack Methods
[Weapon Attack]: Melee Attack / Engaged / 1#
- [Form: Spear] 3d6+15 physical damage to the target.

«Tyranny III»: Physical Attack / Combat Zone / Combat Zone


- [Form: Hammer] 4d6+38 physical damage to the target. 1/Round.

«Composite Beast»: Defense / User


- Use On {Evasion} Check. Target gains +2 to the result of the {Evasion} check.

«Counter»: Unique / User


- Use when successful at an {Evasion} check. The target makes 1x [Weapon Attack] against
[Range: Engaged / Target: 1#].
«Freak Ballistic Resist»: Constant / User
- The target [Halves] [Damage] from [Form: Ranged・Magic].

Materials (2d6)
2~10: Unique Armament/MD+1: 500G (Potency: 1)
11+: Enhanced Limb/Strength+3: 1,500G (Potency: 3)

Rather than being a single animal, this chimera-like demonic beast is a superior being, bearing the
traits of multiple animals. It has sworn loyalty to the dark organization that created it, and often is
found leading other combatants, as well as its lesser bestial demon kin. Needless to say, its combat
power is fearsome.
TOC
- Scion Extra Racial Talents [XP4A]
- Darkstalker Extra Racial Talents [XP4B]
- Hanyou Extra Racial Talents [XP4C]
- Magus Extra Racial Talents [XP4D]
- Human Extra Racial Talents [XP4E]
- Dragon Lord Extra Racial Talents [XP4F]
- Divine Soul Extra Racial Talents [XP4G]
- Heroic Spirit Extra Racial Talents [XP4H]
- Cyborg Extra Racial Talents [XP4I]
- Demon Eyed Extra Racial Talents [XP4J]
- Marebito Extra Racial Talents [XP4K]
- Item: Weapons (Unfinished)
- Item: Protectors, Accessories (Unfinished)

=======================================================================
=========
Embers That Burn for the Girl -- Scion Extra Racial Talents [XP4A]
=======================================================================
=========
The following are additional Scion Racial Talents. To acquire the Racial Talents found here, a
character must possess [Racial Bonus: Memories of a Scion].

«Wargod Aura»
Timing : Unique
Range : User
Target : User
Cost : None
When you strike, you emanate with the spiritual power Scions are known for, and send your enemy
flying no matter how big they are.
Use On Damage Calculation. The target makes a [Difficulty: 10] {Strength} or {Intellect} check
(«Superhuman Strength» «Ancient Memories» and similar may be applied). If successful, the target
may forcibly move any [Target] they deal at least 1 point of [Damage] to 1 Sq. in any direction (this
movement ignores [Engagements]). This Talent may be used once per round (or scene).

«Scion Skill»
Timing : Unique
Range : User
Target : User
Cost : [E]
You vastly enhance the precision of your arts and techniques by manipulating the spirit energy
unique to Scions.
Use On Active Check. The target gains +1 to the result of their [Active Check]. This Talent may be
used once per round (or scene).

«Scion Divinity»
Timing : Constant
Range : User
Target : User
Cost : None
As a member of a bloodline that has sealed gods, your divine nature is always in evidence, allowing
you to draw upon concept-destroying spirit energy more efficiently.
Passive Effect. When the target uses the [Concept Destruction] power of «Spirit Burn», they add 1
to the result of the 1d6 rolled to raise [Rank] (or if an NPC, to their damage). (For example, even if
a "1" is rolled for [Concept Destruction], it is treated as a "2".)

● «Wargod Counterstrike»
Timing : Defense
Range : User
Target : User
Cost : [Steps]
Calling upon your supernatural physical arts as you avoid a blow, you unleash a counterstrike
directed by your instincts.
Use On {Evasion} Check. The target gains +1 to the result of the {Evasion} check. If the {Evasion}
check is successful, the target may make 1x [Weapon Attack] against [Target: 1#].

● «Blink Hinder»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [Steps]
Using the spirit energy of Scions or pure physical skill, you instantly cut off a moving enemy,
stopping them cold.
Unique Effect. Use after the target declares movement or an [Install] from either a [Move Action] or
a Talent. Change the distance the target may move or [Install] from their current square to [1 Sq.]
Also, after the target's [Move Action] or [Install], the user may [Install] themselves into a square
that will be [Engaged] with the target from their current square. This Talent may be used once per
round.

● «Scion Barrier»
Timing : Unique
Range : User
Target : User
Cost : None
Calling upon the spirit energy of Scions, you deploy a hard defensive barrier, halving the force of
magical attacks taken from enemies.
Use On Damage Reduction. The target makes a [Difficulty: 12] {Will} check («Sacramental
Majesty» and similar may be applied). If successful, the target [Halves] taken [Magical Damage].
This Talent may be used once per round (or scene).

● «Battle Lust Release»


Timing : Constant
Range : User
Target : User
Cost : None
When your life is in danger, you release hidden spirit energy, vastly improving the force of your
techniques.
Passive Effect. «Peculiar Aria» Required. After using the [Vital Ignition] effect of «Spirit Burn», for
the rest of the combat the target treats the minimum value of the [Roll] applied at [Damage
Calculation] after [Influence] as a "5" (for example, even if it's really a "1", it's treated as a "5", so a
[Rank: 4] attack is 4x5 = 20, or if damage is 3d6, then 3x5 = 15).
=======================================================================
=========
Embers That Burn for the Girl -- Darkstalker Extra Racial Talents [XP4B]
=======================================================================
=========
The following are additional Darkstalker Racial Talents. To acquire the Racial Talents found here, a
character must possess [Racial Bonus: Descendant of Darkness].

«Darkstalker Strike»
Timing : Attack
Range : Item
Target : 1#
Cost : [E]
You hurl an opponent using the stupendous might that Darkstalkers are known for, or else slam the
opponent with powerful spirit energy, sending them flying.
Physical Attack. The user gains +1 [Physical Rank] at [Damage Calculation]. Also, the user may
force [Targets] that take at least 1 point of [Damage] to move 1 Sq. in any direction (this movement
ignores [Engagements]).

«Soul Flay»
Timing : Unique
Range : User
Target : User
Cost : None
When you defeat an Awakened, or inflict a negative condition upon them, you strip away the spirit
energy within them.
Unique Effect. Use after the target inflicts a negative shift on a [Target] they've dealt [Damage] to.
The target gains 1 [Overflow]. Even if multiple [Targets] may qualify, the most [Overflow] that can
be gained is 1. This Talent may be used once per round (or scene).

«Mystic Move»
Timing : Unique
Range : User
Target : User
Cost : None
You manifest the mystic power Darkstalkers are known for, then move in a way that defies physical
reality while tearing up the ground or a wall.
Unique Effect. Use after spending either [Timing: Prep・Attack]. The target makes a [Difficulty:
12] {Strength} check («Strength of the Darkstalker» and similar may be applied). If successful, they
may move up to 3 Sq. while ignoring [Engagements]. This Talent may be used once per round (or
scene).

● «Supernatural Force»
Timing : Unique
Range : User
Target : User
Cost : None
Putting the spiritual force and mystic power Darkstalker are known for to work, you vastly enhance
the power of a technique.
Use On Damage Calculation. The target makes a [Difficulty: 12] {Strength} check («Strength of the
Darkstalker» and similar may be applied). If successful, they gain a modifier to the [Damage
Calculaton] of [Timing: Attack] Talents equal to any one of their {Main Stats}. This Talent may be
used once per round (or scene).

● «Darkstalker's Body»
Timing : Unique
Range : User
Target : User
Cost : [E]
Having the extremely powerful body unique to Darkstalkers, you are not only highly resistant to
wounds, but also to poison and maladies as well.
Unique Effect. Use at any time. Reduce [Damage] taken by 5. Also, the target may [Remove] any
one negative [Shift], other than [Downed・Taken Out・Dead]. This Talent may be used once per
round (or scene).

● «Darkstalker Bloodline»
Timing : Constant
Range : User
Target : User
Cost : None
Having awakened to the unique spirit energy hidden within the blood of Darkstalkers, you can gain
terrifying prowess by changing your own body.
Passive Effect. «Bestial Transformation» or «Lord of Bloodshed» Required. While under the effect
of «Bestial Transformation» or «Lord of Bloodshed», the target gains +5 to [Armor] and [Barrier].

● «Hellish Return»
Timing : Constant
Range : User
Target : User
Cost : None
When death is close, you release the spirit energy hidden within you, making an extreme return to
life.
Passive Effect. The target is able to use the [Vital Ignition] effect of «Spirit Burn» one additional
time per combat. (In other words, they are able to use [Vital Ignition] twice per combat. {Crest} is
still spent as normal.)

=======================================================================
=========
Embers That Burn for the Girl -- Hanyou Extra Racial Talents [XP4C]
=======================================================================
=========
The following are additional Hanyou Racial Talents. To acquire the Racial Talents found here, a
character must possess [Racial Bonus: Blood of Fiends].

«Mystic Manifestation»
Timing : Attack
Range : 6 Sq.
Target : 1#
Cost : [Doubles]
You make a powerful magical attack on your foe by manifesting the spirit energy you inherited as a
youkai—mystic energy.
Magical Attack. Make a [Special Attack] on the target, and deal [Rank: 2] [Magical Damage].
«Mystic Manifestation» can be [Canceled] by succeeding at [Reaction Check] using {Insight}. This
Talent may be used once per round (or scene).

«Dispel Traction»
Timing : Unique
Range : User
Target : User
Cost : [E]
Applying the divinity that you carry within you, you can give another's dispelling attempt traction
when trying to remove a large-spell scale.
Unique Effect. Use after making a [Mend] check. For each -1 the target takes to the result of their
[Mend] check, they may give +1 to the result of [Target: 1#]'s [Mend] check (to a maximum of +2).
This Talent may be used once per round (or scene).

«Mystic Insight»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [O]
You disperse effects by manipulating the mystic energy you carry within you and perceiving your
foe's spirit energy.
Unique Effect. Use when the target receives a positive [Shift]. The target [Removes] one positive
[Shift] they've received. This Talent may be used once per round (or scene).

● «Mystic Circulation»
Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : None
By manifesting your mystic energy, you can temporarily synch your spirit energy with another.
Unique Effect. Use at any time. The user swaps one die of [Spirit] with the target. This Talent may
be used once per round (or scene).

● «Defensive Barrier»
Timing : Defense
Range : 7 Sq.
Target : 1#
Cost : [E]
You instantly erect a special barrier, bestowing the blessing carried in your blood onto another.
Use On Damage Reduction. The target reduces [Damage] they take by the user's {Insight}.

● «Fortunes of War»
Timing : Constant
Range : User
Target : User
Cost : None
You pray to your mystic energy while making ready, augmenting your combat prowess through the
enhancement of your fortunes in battle.
Passive Effect. Only when the target spends 1x [Timing: Prep] in order to take [Action ②: Pass],
until [End] of the current round, they gain a +[any one of user's {Main Stats}] at [Damage
Calculation] (Talents that do not spend [Prep], or [Simple Moves], are allowed). The effects of this
Talent do not apply to [Weapon Attacks].

● «Mystic Release»
Timing : Constant
Range : User
Target : User
Cost : None
When you release your mystic energy, its power affects everything around you.
Passive Effect. «Mystic Manifestation» Required. The target may use «Mystic Manifestation» as
though it were [Cost: E, E], and only when they do that, they change its [Range / Target] to
[Combat Zone].

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Embers That Burn for the Girl -- Magus Extra Racial Talents [XP4D]
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=========
The following are additional Magus Racial Talents. To acquire the Racial Talents found here, a
character must possess [Racial Bonus: Lineage of Magic].

«Subspace Leap»
Timing : Start
Range : User
Target : User
Cost : [O]
You instantly leap across space through the invocation of a unique spell.
Unique Effect. The target makes a [Difficulty: 12] [Appearance Check] (Talents such as «Flight
Medium» can be used), and if they are successful, they [Install] in any square up to 3 Sq. away from
their current square. This Talent does not spend [Start], and may be used once per round (or scene).

«Phrase Expansion»
Timing : Unique
Range : User
Target : User
Cost : None
You expand the scope of your spells with a unique chanted phrase.
Unique Effect. Use before an [Active Check]. Increase the [Target] of the user's [Timing: Attack]
Talent by 1#. If the Talent is something other than [Target: x#], gain +2 at [Damage Calculation]
instead. This Talent may be used once per round (or scene).

«Transformation Magic»
Timing : Constant
Range : User
Target : User
Cost : None
Making full use of a special spell, you change your appearance to that of another.
Passive Effect. The target gains a +2 modifier to {Initiative}. Also, at any time, the target is able to
change themselves to look like anyone within their sight (treat as [Maneuver: Disguise / Result: 20],
or gain +10 to the result of [Maneuver: Disguise]).
● «Power Blast»
Timing : Unique
Range : Engaged
Target : 1#
Cost : [O]
Making full use of a unique spell, you launch a foe a short distance, forcing them to move away
from you.
Unique Effect. Use at any time the user is taking their [Turn]. The target [Installs] in any square up
to 2 Sq. from the user's current square. The target cannot resist this effect. If the [Install] cannot be
done, this Talent has no effect. This Talent may be used once per round (or scene).

● «Dueling Rites»
Timing : Unique
Range : User
Target : User
Cost : None
A peculiar and powerful Magus auto-hypnotic ability, performed by stating one's affiliation and
station.
Unique Effect. Use when [Identifying] after [Combat Start] is declared. The target changes their
own [ID] to 2, and for the rest of the combat (or scene), they gain +1 [Rank] to [Attack Actions].
This Talent may be used once per combat (or scene).

● «Personal Defensive Style»


Timing : Unique
Range : User
Target : User
Cost : None
By displaying your personal, powerful defensive spells, you can halve the physical power of your
foe's strikes.
Use On Damage Reduction. The target makes a [Difficuly: 12] {Will} check (Talents such as
«Magical Inquiry» can be used), and if they are successful, the target [Halves] [Physical Damage]
they take. This Talent can be used once per round (or scene).

● «Omen Observation»
Timing : Unique
Range : User
Target : User
Cost : [E]
Putting a unique fortune telling style to use, you bring about a fatal outcome for your foe.
Unique Effect. «Magical Inquiry» Required. Use when the target declares the [Concept Destruction]
use of «Spirit Burn». The target's minimum value on the "Rank +1d6" roll is "3" (for example, even
if they roll a "1" or a "2" for [Concept Destruction]'s 1d6, it is treated as though [Rank] increases by
"3"). This Talent may be used once per round (or scene).

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Embers That Burn for the Girl -- Human Extra Racial Talents [XP4E]
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=========
The following are additional Human Racial Talents. To acquire the Racial Talents found here, a
character must possess [Racial Bonus: Adaptive Evolution].
«Ultimate Physical Arts»
Timing : Start / Unique
Range : User
Target : User
Cost : None
You display superhuman athletics, your physical mastery honed to perfection.
Unique Effect. The target gains one effect according to the [Timing] used. This Talent may be used
once per round (or scene).
[Start]: The target [Installs] by swapping places with [Range: 1 Sq. / Target: 1#], ignoring
[Engagements]. (Example: User is in A1, Target is in A2, User goes to A2, Target to A1. Effect
cannot be refused.)
[Unique]: The target changes [Falling Damage] they take to 0.

«Single-Minded»
Timing : Unique
Range : User
Target : User
Cost : [O]
Through tremendeous concentration, you guarantee success in a single endeavor.
Use On Check. The target designates one of the following: [Active Checks] [Reactive Checks], or
"any one {Main Stat}". Until [End] of that round, the target gains +2 to the result of the designated
checks. However, the target takes a -2 penalty to the result of the checks they did not designate. This
Talent may be used once per round (or scene).

«Unusual Senses»
Timing : Constant
Range : User
Target : User
Cost : None
Your hearing and tactile senses help you grasp the situation better than your sight does.
Passive Effect. The target gains a +1 modifier to the result of [Reactive Checks]. Also, the target
always has [Remove: Darkness], and additionally ignores "dark place" penalties.

● «Synesthesia»
Timing : Unique
Range : User
Target : User
Cost : None
Combining the awareness and cognizance of multiple senses simultaneously has a great effect on a
variety of actions.
Use On Check. The target gains a +2 modifier to the result of any check. This Talent may be used
once per round (or scene).

● «Concurrent Action»
Timing : Unique
Range : User
Target : User
Cost : [O]
You perfectly grasp and are aware of a particular endeavor while taking simultaneous actions.
Unique Effect. «Ultimate Physical Arts» Required. Use before the target uses [Timing: Prep].
Rather than gaining [Prep・Attack] [Timings] as normal during their [Turn], the target may change
to gain either [Prep・Prep] or [Attack・Attack]. This Talent may be used once per session.

● «Instinctive Memory»
Timing : Unique
Range : User
Target : User
Cost : [Steps]
Perfectly memorizing a certain action until it becomes automatic, you can completely reproduce it
by applying spirit energy.
Unique Effect. «Single-Minded» Required. Use at any time. The user can use one [Timing: Unique]
Talent that [Range: Combat Zone / Target: 1#] has already used [In Combat], treating the [Cost] as
already paid. (Ignore restrictions and use limits, Boss Talents may be copied.) This Talent may be
used once per session.

● «Unusual Colors»
Timing : Constant
Range : User
Target : User
Cost : None
You possess the ability to see a different spectrum, allowing you to perceive unique color
information, something normally unseen.
Passive Effect. The target gains a +1 modifier to the result of [Active Checks]. Also, the target is
able to designate [Shift: Hidden] [Targets] with [x#] [Physical Attacks], and gains a +10 modifier to
the result of [Opposed Checks] of [Maneuver: Disguise].

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Embers That Burn for the Girl -- Dragon Lord Extra Racial Talents [XP4F]
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=========
The following are additional Dragon Lord Racial Talents. To acquire the Racial Talents found here,
a character must possess [Racial Bonus: Blood of Dragons].

«Dragon Wing Soar»


Timing : Unique
Range : User
Target : User
Cost : [E]
Materializing enormous dragon wings made of etherlight from your back, you envelop yourself or
your allies with them, and move instantly to another area.
Unique Effect. Use on an [Appearance Check]. The target succeeds at the [Appearance Check]
regardless of the outcome of their [Roll]. Also, if used during [Sanctum Purge], all PCs may, when
performing "Change Area," move to any [Area] where "Resolved" has been checked off. This
Talent may be used twice per session.

«Dragon's Divinity»
Timing : Constant
Range : User
Target : User
Cost : None
You draw spirit energy from the draconic factor within yourself, and put your formidable abilities
on display.
Passive Effect. The target gains +2 to {Initiative}. Also, when the target acquires «Dragon's
Divinity», they select one {Main Stat}, and from then on gain +2 to the result of checks with that
stat.

«Dragon Roar»
Timing : Constant
Range : User
Target : User
Cost : None
By enhancing the spirit energy of your ancestral dragon-god, you refine the special powers that you
have already mastered.
Passive Effect. «Dragonpulse Destruction» or «Dragonpulse Blade» Required. When the target uses
either «Dragonpulse Destruction» or «Dragonpulse Blade», the add the following to the effect: "The
target gains an additional +1 [Rank] at [Damage Calculation]."

● «Ancestral Advent»
Timing : Start
Range : User
Target : User
Cost : None
By awakening your draconic factor, you temporarily change your form into that of your ancestral
dragon-god.
Unique Effect. The target selects a value of 1, 2, or 3, then reduces their {Initiative} by the selected
value x 3 (you may not reduce below 1). Afterwards, for the rest of the combat, the target increases
their [Size] by the selected value, and their [Armor] and [Barrier] by the selected value x 3. (For
example, if 2 is selected, reduce {Initiative} by 6, increase [Size] by 2, and increase [Armor] and
[Barrier] by 6.) This Talent does not spend [Start], and may only be used once per session.

● «Dragon-God's Power»
Timing : Unique
Range : User
Target : User
Cost : None
As a high-ranking Dragon Lord, you are able to freely control the weather over a certain area.
Unique Effect. May only be used [Out of Combat]. The target succeeds at any {Main Stat} check
regardless of the outcome of their [Roll]. At the same time, all [Appearing] PCs may change one of
their [Spirit] die to any value. This Talent may be used once per session.

● «Underscale Manifestation»
Timing : Unique
Range : User
Target : User
Cost : None
You change a portion of your soul into a spirit energy absorbtion organ known as an underscale, and
for a time, you vastly improve your abilities.
Unique Effect. Use at any time. The target selects a value of 1, 2, or 3, then reduces their [Armor]
and [Barrier] by the selected value x 3 (you may not reduce below 0). Afterwards, until [End] of the
current round, they gain a modifier to the result of all checks equal to the selected value. (For
example, if 3 is selected, reduce [Armor] and [Barrier] by 9, then gain +3 to the result of all
checks.) This Talent may be used once per session.
● «Dragonblooded Spirit»
Timing : Constant
Range : User
Target : User
Cost : None
Due to the dragonblood spirit energy flowing through you, you've gained special spiritual power
and defense like steel.
Passive Effect. «Scales of the Dragon Lord» Required. The target ignores penalties from bad
footing and swimming. Also, the target changes the effect of «Scales of the Dragon Lord» to the
following: "The target gains +5 [Armor] and [Barrier]. This Talent does not spend [Defense]."

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Embers That Burn for the Girl -- Divine Soul Extra Racial Talents [XP4G]
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=========
The following are additional Divine Soul Racial Talents. To acquire the Racial Talents found here, a
character must possess [Racial Bonus: Divine Power].

«Vicious Aura»
Timing : Attack
Range : Item
Target : 1#
Cost : [E]
Materializing your special divine aura, you release a fearsome spirit energy attack on your foe.
Use While Active. Make either type of [Attack Action] on the target.
[Physical Attack]: The user gains +1 [Rank].
[Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).

«Oracle»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [O]
You make a revelation or provide augury as a Divine Soul, guiding your allies.
Unique Effect. Use when someone other than the user makes a {Main Stat} check. The target gains
+2 to the result of the {Main Stat} check. This Talent may be used twice per session.

«Martial God»
Timing : Constant
Range : User
Target : User
Cost : None
This Talent represents being a divinity specialized in combat.
Passive Effect. The target gains +10 to {HP}. Also, the target reduces two different {Main Stats} by
2, then afterwards, increases two different {Main Stats} by 2. (For example, reducing {Strength}
and {Luck} by 2 each, then raising {Intellect} and {Will} by 2 each, then recalculating {Sub Stats}
and {Combat Stats}.) May not reduce one stat by 4, or raise one stat by 4.

● «Consecrate Grounds»
Timing : Start
Range : Combat Zone
Target : Combat Zone
Cost : [E]
By mustering your divine aura and rewriting a spirit barrier with it, you create a consecrated land
that aides you and your allies for a time.
Unique Effect. Until [End] of the current round, the target may ignore [Engagements] while making
[Move Actions]. This Talent may only be used once per session, and does not spend [Start].

● «True Nature»
Timing : Start
Range : User
Target : User
Cost : None
You return to the divine nature that you originally were, whether that was a fox spirit or holy tree.
Unique Effect. When the target first acquires «True Nature», they select one [Class]. For the rest of
the combat, the target changes to the selected [Class], then gains the effect of either ①or ②. This
Talent may be used once per session, and does not spend [Start].
①: +5 to [Physical Damage] and [Armor]
②: +5 to [Magical Damage] and [Barrier]

● «Strengthen Miracle»
Timing : Constant
Range : User
Target : User
Cost : None
Wielding your spirit energy and devoting it to the miracles you can cause as a Divine Soul, you
vastly enhance your divine aura.
Passive Effect. Each time the target uses a [Timing: Attack] talent that deals no [Damage] (such as:
«Scatter Disease» «Divine Revival» or «Harvest God»), they add the following effect:
"Additionally, the target [Recovers] 10 {HP}." (In the case of «Harvest God», the target [Recovers]
10 {HP} in addition to the Talent's normal healing.)

● «High-Ranking Servant»
Timing : Constant
Range : User
Target : User
Cost : None
You serve a divinity on the level of a tochigami for a small city as a divine messenger, which grants
you a variety of benefits.
Passive Effect. The target gains +1 to the result of {Main Stat} checks. Also, when the target uses a
[Timing: Attack] Talent, they gain +5 to [Damage Calculation].

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Embers That Burn for the Girl -- Heroic Spirit Extra Racial Talents [XP4H]
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=========
The following are additional Heroic Spirit Racial Talents. To acquire the Racial Talents found here,
a character must possess [Racial Bonus: Power by Tradition].
«Berserker»
Timing : Start
Range : User
Target : User
Cost : [E]
Your soul becomes clouded due to the regrets or other dark emotions of your past, and for a time,
you become enraged.
Unique Effect. For the rest of the combat, the target takes a -3 penalty to [Reactive Checks], and
gains a +[any one of user's {Main Stats}] modifier at [Damage Calculation] (this latter effect does
not apply to [Weapon Attacks]). This Talent may be used once per session, and does not spend
[Start].

«Legendary Treasure»
Timing : Attack
Range : User
Target : User
Cost : [O]
You gain a portion of a treasure horde you once possessed.
Unique Effect. Use at any time. The target immediately gains [500G]. This Talent may be used once
per session.

«Overwhelming Spirit»
Timing : Unique
Range : 5 Sq.
Target : 1#
Cost : None
You exert tremendous pressure upon another by projecting your spiritual power.
Use On Check. The target takes a -1 penalty to the result of the check. When [Out of Combat], this
Talent can be used at any time to render Innocents powerless, or to make them faint (the GM
decides the details). This Talent may be used once per round (or scene).

● «Body of Power»
Timing : Defense
Range : User
Target : User
Cost : [O]
For whatever reason, whether it be because you've bathed in the blood of dragons, or have bathed in
the waters of the Styx, you possess a powerful body.
Unique Effect. Gain the effect of either ①or ②. Also, this Talent does not spend [Defense].
①: Use On Damage Reduction. The target gains +5 to [Armor] and [Barrier].
②: Use when the target takes a negative [Shift]. The target gains one of the following: [Remove:
Fallen・Darkness・Pain・Paralysis・Immobile].

● «Hidden Art of the Hero»


Timing : Unique
Range : User
Target : User
Cost : [O]
You are able to invoke your epic skills or traditions, which you have honed to the realm of
supernatural power, as an ultimate spell, or a certain-kill strike.
Unique Effect. «Heroic Strike» Required. Use when the target uses «Heroic Strike» to gain the
effect of ①②or ③. This Talent may be used once per round (or scene).
①: Increase [Range] by 2 Sq.
②: Change [Target] to [Area]
③: +[any one of user's {Main Stats}] to [Damage Calculation].

● «Express Divinity»
Timing : Unique
Range : User
Target : User
Cost : None
By briefly emitting the divinity you inherited as a Heroic Spirit, or as the child of a god, you
disperse the effect of someone's techniques.
Unique Effect. Use when the target takes the effect of a [Timing: Unique] Talent. Select the effect of
one [Timing: Unique] Talent the target is under, and cancel it. This Talent may be used once per
combat (or scene).

● «Spiritual Concealment»
Timing : Constant
Range : User
Target : User
Cost : None
Manipulating your spiritual power, you're able to conceal your conceal your God Name and other
identifying traits. Also, you're able to perceive the falsehoods of others due to your spiritual
manipulation.
Passive Effect. The target's [ID] changes to 30. Also, the target may apply a -15 penalty to the result
of any [Target] within the [Combat Zone] (or scene)'s attempts at [Maneuver: Concealment・
Disguise].

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Embers That Burn for the Girl -- Cyborg Extra Racial Talents [XP4I]
=======================================================================
=========
The following are additional Cyborg Racial Talents. To acquire the Racial Talents found here, a
character must possess [Racial Bonus: Special Modifications].

«Damper System»
Timing : Unique
Range : User
Target : User
Cost : [O]
Due to an incredible shock absorption function, you're able to lessen the effect of impacts and
falling.
Unique Effect. The target gains the effect of either ①or ②. This Talent may only be used once per
round (or scene).
①: Use On Damage Reduction. The target reduces the [Damage] they are about to take by 5 (if
[Falling Damage], change it to 0 instead).
②: Use when taking [Shift: Fallen]. The target gains [Remove: Fallen].

«Accel Mode»
Timing : Unique
Range : User
Target : User
Cost : [E]
You temporarily super-accelerate your reaction time by linking together calculation operations with
your cyborg frame.
Unique Effect. Use at any time. Until [End] of the current round, the target gains a +[any one of
user's {Main Stats}] modifier to {Initiative}. This Talent can be used once per round (or scene).

«Arsenal System»
Timing : Constant
Range : User
Target : User
Cost : None
By modifying your machine body, you can store additional Artificial Regalia within, enhancing
your combat potential as you can swap as needed.
Passive Effect. When using a [Timing: Attack] Talent, the target gains a +2 modifier at [Damage
Calculation]. Also, once per round (or scene), before an [Attack Action], the target may swap one
[Equipped] [Weapon] with one [Stored] [Weapon], and immediately [Equip] it.

● «Optical Camouflage»
Timing : Start
Range : User
Target : User
Cost : [E]
By adopting camouflage via a special hologram covering your whole body, you can instantly gain
complete stealth or a perfect disguise.
Unique Effect. The target gains [Shift: Hidden] even if there are no [Obstacles] nearby. If used [Out
of Combat], for the rest of the scene, the target cannot be seen by Innocents. Or, the target may
change their shape to resemble any person within their field of view (treat as [Maneuver:
Concealment・Disguise / Result: 20]).

● «Tactical Readout»
Timing : Unique
Range : User
Target : User
Cost : None
Activing your artificial eyes, which are equipped with advanced optical support functions, you can
take control of the battlefield.
Passive Effect. «Arsenal System» Required. The target increases the [Range] of their [Attack
Actions] by 2 Sq. (If Charge 2 Sq., it becomes Charge 4 Sq., etc). Also, the target is able to
designate [Shift: Hidden] [Targets] with [x#] [Physical Attacks], and gains a +10 modifier to the
[Opposed Checks] of [Maneuver: Disguise].

● «Ultimate Modification»
Timing : Constant
Range : User
Target : User
Cost : None
Adding peak performance modifications to your entire body, you're able to stress power over
function.
Passive Effect. The target gains a +10 modifier to {HP}. Also, when using «Full Metal Burst», the
target adds the following effect: "When performing [Damage Calculation], the target gains an
additional +1 [Rank]."
● «Augmented Reflexes»
Timing : Constant
Range : User
Target : User
Cost : None
Improving on the acceleration and calculation systems of your machine body, you're able to gain
surpassing reflexes and motive function.
Passive Effect. «Damper System» Required. The target gains a +5 modifier to {Initiative}. The
target may also [Breakaway] at any time, ignoring [Size].

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Embers That Burn for the Girl -- Demon Eyed Extra Racial Talents [XP4J]
=======================================================================
=========
The following are additional Demon Eyed Racial Talents. To acquire the Racial Talents found here,
a character must possess [Racial Bonus: Majestic Gaze].

«Evil Eye of Abatement»


Timing : Unique
Range : 5 Sq.
Target : 1#
Cost : [O]
Using a special eye technique, you slow another's very movements for a limited time.
Unique Effect. Use at any time. Until [End] of the current round, the target takes a -2d6 penalty to
their {Initiative} (cannot go below 1). This Talent may be used once per round (or scene).

«Evil Eye of Sloth»


Timing : Unique
Range : 5 Sq.
Target : 1#
Cost : [O]
You cause spirit energy to grow sluggish by projecting a special energy from your eyes, dampening
the force of the technique your foe unleashes.
Use On Damage Calculation. The target takes a penalty to their [Damage Calculation] equal to [any
one of the user's {Main Stats}] (cannot go below 0). This Talent may be used once per round (or
scene).

«Evil Eye of Restrain»


Timing : Unique
Range : 5 Sq.
Target : 1#
Cost : [O]
Using an evil eye that has a powerful suggestive effect, you temporarily restrain an opponent's
movements.
Use Before Check. The target takes a -1 penalty to the result of their check. When used [Out of
Combat], it may be used at any time, and renders Innocents helpless (the GM decides the details).
This Talent may be used once per round (or scene).

● «Evil Eye of Hexing»


Timing : Unique
Range : 5 Sq.
Target : 1#
Cost : None
You exchange glances with another, or layer a hex upon the one you rest your gaze on, and instantly
claim their spirit energy.
Unique Effect. Use at any time. The target loses any one [Spirit・Overflow]. Then, the user gains 1
[Overflow] (if used on a [Mononoke], the [Mononoke] loses 10 {HP} instead of [Overflow]). This
Talent may be used once per combat (or scene).

● «Transparent Vitals»
Timing : Unique
Range : 5 Sq.
Target : 1#
Cost : [O]
Making full use of a rare demonic eye, a type of spirit energy that allows one to see through things,
you disrupt the flow of spirit energy at an opponent's weak points.
Use On Damage Calculation. The target takes a penalty to [Armor] or [Barrier] equal to [any one of
the user's {Main Stats}] (cannot go below 0). This Talent may be used once per round (or scene).

● «Exorcist Godeye»
Timing : Unique
Range : 5 Sq.
Target : 1#
Cost : [Doubles]
You invoke a legendary divine eye that scatters the spiritual power of techniques and abilities.
Unique Effect. Use at any time. Treat the target's acquired Talents with "X times per round" use
restriction as though they'd already been used once. This Talent may be used once per round (or
scene).

● «Immobile Binding»
Timing : Constant
Range : User
Target : User
Cost : None
By enhancing your spirit energy as a Demon Eyed, reinforcing your Evil Eye of Abatement itself,
you're able to temporarily suppress the flow of your opponent's spirit energy.
Passive Effect. «Evil Eye of Abatement» Required. The target may change the effect of «Evil Eye
of Abatement» to either ①or ②.
①: The target takes a penalty to {Initiative} equal to [any one of the user's {Main Stats}] (cannot go
below 1).
②: Reduce the [Speed] of the target's [Combat Move] by 3 (cannot go below 1 Sq.)

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=========
Embers That Burn for the Girl -- Marebito Extra Racial Talents [XP4K]
=======================================================================
=========
The following are additional Marebito Racial Talents. To acquire the Racial Talents found here, a
character must possess [Racial Bonus: Rulebreaker].
«Acceleration Incantation»
Timing : Start
Range : 7 Sq.
Target : 1#
Cost : [Steps]
Chanting an acceleration incantation, a secret of your world, you temporarily speed up another's
reaction time.
Unique Effect. The target gains a +[any one of user's {Main Stats}] modifier to {Initiative}.

«Strengthening Beliefs»
Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : [E]
Due to your world's beliefs, you have gained unique divinie power, and can use it to vastly enhance
another's strength.
Use On Damage Calculation. The target gains a +[any one of user's {Main Stats}] modifier to
[Damage Calculation]. This Talent may be used once per round (or scene).

«Defensive Spell»
Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : [E]
By invoking a solid defensive spell from your world, you can effectively protect others.
Use On Damage Reduction. The target gains a +[any one of user's {Main Stats}] modifier to either
[Armor] or [Barrier]. This Talent may be used once per round (or scene).

● «Supernatural Blessing»
Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : [E]
By utilizing the blessing you've gained from your world's divinities, you are able to temporarily
augment the actions and techniques of another.
Use On Check. The target gains +2 to the result of the check. This Talent may be used once per
round (or scene).

● «Hero's Spirit»
Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : [Steps]
Due to the strong spiritual power that heroes are known for, you are able to energize another.
Unique Effect. Use at any time. The target recovers a use of a Style Talent they've acquired and
have already used at least once, that can normally only be used X times per combat. (For example,
if the target has already used «Final Force» once, they become able to use it one more time.) This
Talent may be used once per session.

● «Hero's Offering»
Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : None
You offer up a powerful prayer, and are granted the divine might of your world's god, which you
can put to use.
Unique Effect. Use at any time. The target gains the effect of either ①or ②. This Talent may be used
once per session.
①: Gain 2 [Overflow]
②: Change three [Spirit] dice to any value

● «Veteran Hero»
Timing : Constant
Range : User
Target : User
Cost : None
As a veteran hero, you've built up sturdy defense, and a strong body.
Passive Effect. The target gains +10 {HP}. Also, the target gains +3 [Armor] and [Barrier].
- Arc Slayer Extra Style Talents [XP5A]
- Dragon Carrier Extra Style Talents [XP5B]
- Dark Hunter Extra Style Talents [XP5C]
- Elemental Adept Extra Style Talents [XP5D]
- Elder Mage Extra Style Talents [XP5E]
- Digital Sorcerer Extra Style Talents [XP5F]
- God Hand Extra Style Talents [XP5G]
- Contractor Extra Style Talents [XP5H]
- Divine Talker Extra Style Talents [XP5I]
- Legion Extra Style Talents [XP5J]
- Legacy User Extra Style Talents [XP5K]
- Time Wizard Extra Style Talents [XP5L]

=======================================================================
=========
Four Guardian Gods -- Arc Slayer Extra Style Talents [XP5A]
=======================================================================
=========

Type A
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Arc Slayer / Type: A].

«Destroyer's Glory»
Timing : Constant
Range : User
Target : User
Cost : None
Through your own diligence and training, you elevate your secret technique to the realm of magic
itself.
Passive Effect. The target may change the effect of «Secrets of the Destroyer» to the following:
"Use While Active. Make an [Attack Action] on the target, and gain one of the following effects
accordingly:
[Physical Attack]: The user gains +3 [Rank].
[Magical Attack]: Deal [Rank: 4] [Magical Damage] to the target (Resist [Halves])."

● «Forbidden Art»
Timing : Constant
Range : User
Target : User
Cost : None
You have mastered a dreadful ultimate technique that is considered taboo within your style.
Passive Effect. Each time the target uses either «Secrets of the Destroyer» or «Destroyer's Fangs»,
they treat one portion of the [Cost] as already paid.

● «Dark Art of the Destroyer»


Timing : Constant
Range : User
Target : User
Cost : None
By mastering numerous godslaying techniques, you will naturally come to learn the dark arts for
slaying false gods.
Passive Effect. Whenever the target uses «Secrets of the Destroyer» «Destroyer's Fangs» or
«Destroyer's Light», they gain a modifier at [Damage Calculation] equal to any one of their {Main
Stats}.

● «Yin-Yang Flow»
Timing : Unique
Range : User
Target : User
Cost : None
Each time you use a particular technique, you gather spirit energy from your surroundings, and with
it, you are prepared for anything an enemy might throw your way.
Unique Effect. Use when the target uses a [Style: Arc Slayer / Timing: Unique] Talent. The target
changes the value of any one [Spirit] die to a "4". This Talent may be used once per round (or
scene).

● «Tenchi Ransei»
Timing : Constant
Range : User
Target : User
Cost : None
By devising better upper, middle, and lower stances of a technique, the eliminate any flaw.
Passive Effect. «Rending Gale Art» or «Flashing Sky Art» Required. The target is able to use
«Rending Gale Art» and «Flashing Sky Art» as [Cost: O]. Also, the target's [Prep] is not spent when
using «Rending Gale Art» or «Flashing Sky Art».

◎ «All or Nothing»
Timing : Unique
Range : User
Target : User
Cost : None
Just before unleashing an attack, you let your spirit energy run wild for a moment, making a gamble
that could give you everything, or nothing.
Unique Effect. Use before the target makes an [Active Check]. After making the [Roll], change any
one of the dice in that [Roll] to a "6" (through this effect, [Fumbles] can be canceled, or [Criticals]
generated). This Talent may be used once per session.

◎ «Singular Focus»
Timing : Constant
Range : User
Target : User
Cost : None
Through overwhelming focus, you wield the secrets within the secret technique «Spirit Void» freely.
Passive Effect. «Spirit Void» Required. Each time the target uses «Spirit Void», they treat one
portion of the [Cost] as already paid. Also, the target may also use «Spirit Void» with either
«Destroyer's Fangs» or «Destroyer's Light».

Type B
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Arc Slayer / Type: B].

«One Beat»
Timing : Constant
Range : User
Target : User
Cost : None
Joining your evasion with your counterattack into the same stroke, you implement a masterful
evade-then-counter technique.
Passive Effect. The target gains +1 to the result of [Active Checks]. Also, if the target declares a
[Timing: Attack / Cost: X (or) X, X] Talent when using the [Timing: Attack] generated through the
use of «Blade Flash», they may use it treating the [Cost] as already paid.

● «Destroyer's Assault»
Timing : Attack
Range : Item
Target : 1#
Cost : [Steps]
An Arc Slayer secret technique that converges dozens of strikes made one after another into a single
deadly blow.
Physical Attack. «Destroyer's Light» Required. The user gains +3 [Physical Rank] at [Damage
Calculation]. This Talent may be used once per round.

● «Spin Counter»
Timing : Unique
Range : User
Target : User
Cost : [4]
Just after you evade, you ignore physical laws and adjust your position to unleash a counterattack.
Unique Effect. «Heavenly Dance Art» Required. Use after succeeding at an {Evasion} check while
using «Heavenly Dance Art». After the reaction is resolved, the target may immediately use one
[Style: Arc Slayer / Timing: Attack / Cost: X (or) X, X] Talent, treating the [Cost] as already paid.
This Talent may be used once per round (or scene).

● «Avidya»
Timing : Unique
Range : User
Target : User
Cost : [4]
You elevate your perception to the realm of the supernatural, allowing you to evade even bullets and
spells with minimal movement.
Unique Effect. «Lingering Glow Art» Required. Use when the target uses «Lingering Glow Art».
The target changes the [Base Value] of «Lingering Glow Art»'s [Reactive Check] to be any one of
their {Main Stats}. This Talent may be used once per round (or scene).

● «Indomitable Perseverance»
Timing : Constant
Range : User
Target : User
Cost : None
You gather spirit energy until the instant of your counterattack, then release that tremendous power
when you unleash your attack.
Passive Effect. Each time the target uses «Blade Flash», they may change the value of one [Spirit]
die to "4".
◎ «Number One»
Timing : Constant
Range : User
Target : User
Cost : None
This is a secret art among secret arts, meant for superior Arc Slayers, which makes the spirit energy
of various techniques more efficient.
Passive Effect. The target can use [Style: Arc Slayer / Type: B / Timing: Unique / Cost: X] Talents
as though they were [Cost: E].

◎ «Meikyou Shisui»
Timing : Constant
Range : User
Target : User
Cost : None
The moment you counter, you enter into a state of absolute purity of thought, abandoning the desire
to kill, and the desire to fight, which enhances the power of your techniques.
Passive Effect. «No Restraint» Required. The target gains a +[any one of user's {Main Stats}]
modifier at the [Damage Calculation] of any [Style: Arc Slayer / Timing: Attack] Talent used with
«Blade Flash». This Talent does not apply to [Weapon Attacks].

=======================================================================
=========
Four Guardian Gods -- Dragon Carrier Extra Style Talents [XP5B]
=======================================================================
=========

Type A
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Dragon Carrier / Type: A].

«Smash Form»
Timing : Prep
Range : User
Target : User
Cost : None
By taking a unique stance before attacking, you can accumulate enormous spirit energy, refining a
technique into a killing art.
Unique Effect. The target gains +2 [Rank] at the [Damage Calculation] of a [Style: Dragon Carrier /
Timing: Attack] Talent that is not marked with ●. This Talent does not spend [Prep], and may only
be used once per session.

● «Special Move»
Timing : Unique
Range : User
Target : User
Cost : None
When you leap sky-high, you gather spirit energy by spinning your whole body, then wreathe
yourself in its protection.
Passive Effect. «Combat Leap» Required. After the target uses «Combat Leap», they change any
one of their [Spirit] dice to a "5". This Talent may be used once per round (or scene).
● «Hyper Force»
Timing : Constant
Range : User
Target : User
Cost : None
You strike with over double your normal force, thanks to even stronger coating, or an emission of
your spirit energy.
Passive Effect. «Force Strike» or «Force Buster» Required. When the target uses «Force Strike» or
«Force Buster», they gain an additional +2 [Physical Rank] at [Damage Calculation] (in other
words, a total of +3 [Physical Rank]).

● «Clock Spin»
Timing : Constant
Range : User
Target : User
Cost : None
Once you master your spinning defense, and vastly improve the efficiency of your use of spirit
energy, you can eliminate gaps in your guard.
Passive Effect. «Spin Guard» Required. Each time the target uses «Spin Guard», it does not spend
[Defense], and they treat it as though its [Cost] has already been paid.

● «Transformation Unnecessary»
Timing : Constant
Range : User
Target : User
Cost : None
Causing crystal to float around you rather than covering your form, you can gain all of the benefits
of being transformed without needing to change your appearance.
Passive Effect. «Physical Augmentation» Required. While the target is under the effect of «Crystal
Transformation», they gain a +5 modifier to [Armor] [Barrier] and {Initiative}.

◎ «Storm Form»
Timing : Constant
Range : User
Target : User
Cost : None
A Dragon Carrier ultimate technique that causes an evolution in their form, appling one's crystal
transformation or the crystals they have formed around them to their charge attack.
Passive Effect. «Storm Burst» Required. The target adds the following to the effect of «Storm
Burst»: "The target gains a +[any one of user's {Main Stats}] at the [Damage Calculation] of any
[Timing: Attack] Style Talent that is not marked with ●."

◎ «Force Master»
Timing : Constant
Range : User
Target : User
Cost : None
As one who has mastered the Dragon's Veins, you draw upon part of the Veins you possess when
battle begins.
Passive Effect. Each time [Timing: Start] occurs, the target may change any one [Spirit] die to a "5".
Type B
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Dragon Carrier / Type: B].

«Crystal Attack»
Timing : Attack
Range : Charge 2 Sq.
Target : 1#
Cost : [Doubles]
You wreathe your own body and your weapon in crystals as you charge, then unleash a powerful
strike.
Physical Attack. The user gains +1 [Physical Rank] at [Damage Calculation].

● «Protection Move»
Timing : Constant
Range : User
Target : User
Cost : None
After covering for an ally, you move with speed unseen by the naked eye, claiming advantageous
terrain for yourself.
Passive Effect. «Guard» Required. The target is able to use «Guard» as though it were [Cost: O].
Also, after using «Guard», the target may move up to 4 Sq., ignoring [Engagements].

● «Crystal Counter»
Timing : Unique
Range : User
Target : User
Cost : [5]
As you block an attack, you release a powerful counterattack.
Unique Effect. «Crystal Shoot» or «Crystal Attack» Required. Use after the target uses a Style
Talent with [Effect Class: Use On Damage Reduction]. The target may use one [Style: Dragon
Carrier / Timing: Attack] Talent, treating the [Cost] as already paid. This Talent may be used once
per round (or scene).

● «Regalia Intercept»
Timing : Constant
Range : User
Target : User
Cost : None
You make your use of spirit energy more efficient, swinging your Regalia coated in crystals faster
and more precisely, which likewise gives you higher defense.
Passive Effect. «Crystal Guard» Required. Each time the target uses «Crystal Guard», they treat one
portion of the [Cost] as already paid.

● «Accelerant Crystal»
Timing : Constant
Range : User
Target : User
Cost : None
You super-accelerate your body by materializing crystallized spirit energy around yourself, and are
then able to move at tremendous speed.
Passive Effect. While under the effect of «Crystal Install», the target gains +5 to {Initiative} and
[Barrier]. If «Crystal Install» is used while [Out of Combat], for the rest of the scene the target is
able to move at the same speed as an [Automobile].

◎ «Secret Crystal Art»


Timing : Unique
Range : User
Target : User
Cost : None
As you attack, you draw all of the spirit energy from the crystals covering your form, then drive
your own special ultimate strike into your foe.
Use On Damage Calculation. «Intellect Enhancement» Required. The target gains +3 [Rank] at
[Damage Calculation]. This Talent can be used once per combat (or scene).

◎ «Crystal Evolution»
Timing : Constant
Range : User
Target : User
Cost : None
Causing the nature of your crystal to evolve, you're able to freely control it.
Passive Effect. «Crystal Divider» Required. The target may choose to change the effect of «Crystal
Divider» to the following: "Use On Damage Reduction. The target [Halves] the [Damage] they
take. This Talent may be used once per round, and has no effect on Talents where the outcome of a
{Resist} check would cancel."

=======================================================================
=========
Four Guardian Gods -- Dark Hunter Extra Style Talents [XP5C]
=======================================================================
=========

Type A
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Dark Hunter / Type: A].

«Spinning Move»
Timing : Unique
Range : User
Target : User
Cost : [E]
After attacking, you capitalize on your shadow-enhanced physical abilities, putting space between
you and an opponent with a flip or twist.
Unique Effect. Use after [Damage Calculation]. The target can move up to 2 Sq. ignoring
[Engagements]. This Talent may be used once per round (or scene).

● «Shadow Swarm»
Timing : Attack
Range : Item
Target : 1#
Cost : [2, 2]
By pulling in three, or four times the number of shadows to attack and then releasing them, you
unleash a strike impossible to defend against.
Physical Attack. «Pursue Weakness» Required. The user gains +2 [Physical Rank] at [Damage
Calculation]. Also, when the target performs [Damage Reduction], they [Halve] their [Armor]. This
Talent may be used once per round (or scene).

● «Shadowrunner's High»
Timing : Unique
Range : User
Target : User
Cost : None
As you dash across the battlefield at high speed, you draw in spirit energy from your surroundings,
replenishing yourself.
Unique Effect. «Shadowrun Proficiency» Required. Use after the target performs a [Combat Move]
(this includes the [Combat Move] from «Shadow Breach»). The target may change one [Spirit] die
to a "2". This Talent may be used once per round (or scene).

● «Phantom Clone»
Timing : Constant
Range : User
Target : User
Cost : None
You strengthen your shadow clone technique, making a greater number of them, which makes it
harder to tell them apart.
Passive Effect. «Shadow Clone» Required. The target is able to use «Shadow Clone» as though it
had [Cost: O]. Also, the target may choose to change the effect of «Shadow Clone» to the
following: "Use On Reactive Check. The target gains +2 to the result of the [Reactive Check]."

● «Dark Execution Arts»


Timing : Constant
Range : User
Target : User
Cost : None
Refining your execution arts, you further enhance their power.
Passive Effect. «Execution Shadow Art» Required. The target may choose to change the effect of
«Execution Shadow Art» to the following: "Use While Active. Make an [Attack Action] on the
target. Until [End] of the next round, targets that fail their [Reaction Check] take a -30 penalty to
[Recovery] effects.
[Physical Attack]: The user gains +3 [Rank].
[Magical Attack]: Deal [Rank: 4] [Magical Damage] to the target (Resist [Halves])."

◎ «Lethality»
Timing : Unique
Range : User
Target : User
Cost : None
Mastering a special Dark Hunter art, you instantly move into an opponent's blind spot, then unleash
a certain-kill strike.
Unique Effect. Use before the target performs [Damage Calculation] for a [Style: Dark Hunter /
Timing: Attack] Talent. The target rolls 1d6, and if the result is any other than a "1", they may inflict
[Dead] on any one non-[Boss] non-[Aramitama] [Mononoke] that is performing [Damage
Reduction]. This Talent may be used once per combat (or scene).
◎ «Shadow Eater»
Timing : Constant
Range : User
Target : User
Cost : None
An ultimate technique of Dark Hunters concerning shadow manipulation, that allows you to
combine powerful arts rather than physical techniques.
Passive Effect. «Shadowstrike» Required. The target may choose to change the effect of «Shadow
Breach» to the following: "The user may use, once, a single [Style: Dark Hunter / Timing: Attack]
Talent on the target, treating the [Cost] as already paid. This Talent may be used once per round."

Type B
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Dark Hunter / Type: B].

«Shadow Slaying Art»


Timing : Attack
Range : Charge 2 Sq.
Target : 1#
Cost : [Steps]
Grappling with an opponent as you move, or after restraining them with shadow, you hurl your
opponent into the ground or a wall with a unique throw.
Use While Active. Make an [Attack Action] on the target, and gain an effect as appropriate below.
When the target fails their [Reactive Check], they additionally take [Shift: Fallen].
[Physical Attack]: User gains +1 [Rank].
[Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).

● «Shadow Absorb»
Timing : Unique
Range : User
Target : User
Cost : None
After using a particular technique, you manipulate shadows to gather the surrounding spirit energy,
letting you absorb it.
Unique Effect. Use after the target uses any one of «Shadow Gate» «Utsusemi» «Shadow Ride» or
«Shadow Raid». The target gains 1 [Overflow]. This Talent may be used once per round (or scene).

● «Decoy Shadow»
Timing : Unique
Range : User
Target : User
Cost : [2]
Instantly incorporating a unique Dark Hunter technique, you can attack while your opponent is
distracted.
Unique Effect. Use after the target uses any one of «Shadow Gate» «Utsusemi» «Shadow Ride» or
«Shadow Raid». The target may make 1x [Weapon Attack]. Or, they may use one [Style: Dark
Hunter / Timing: Attack] Talent as though the [Cost] was already paid. This Talent may be used
once per round (or scene).

● «Shadow Raid»
Timing : Unique
Range : User
Target : User
Cost : [2]
As you evade, you manipulate a shadow with speed the eye can't follow, unleashing a Dark Hunter
technique on your foe.
Unique Effect. «Shadow Slaying Art» Required. Use after the target succeeds at a [Reactive Check].
The target may use one [Style: Dark Hunter / Timing: Attack] Talent, treating the [Cost] as already
paid. This Talent may be used once per round (or scene).

● «Shadow Blade Eruption»


Timing : Constant
Range : User
Target : User
Cost : None
By altering a spirit energy tuning technique, you change your manipulated shadows into countless
blades that burst through the ground and space around an opponent, carving them up.
Passive Effect. «Shadow Spirit» Required. The target may choose to change the effect of «Shadow
Spirit» to the following: "Deal [Rank: 4] [Magical Damage] to the target (Resist [Cancels])." When
this happens, because «Shadow Spirit» with «Shadow Blade Eruption» applied deals damage, the
effect of «Shadow Restore» and «Shadow Art Amplify» cannot be gained.

◎ «Precise Knowledge»
Timing : Constant
Range : User
Target : User
Cost : None
As a superb Dark Hunter, you show unrivaled precision when sensing spells or identifying enemies.
Use when performing [Maneuver: Identify {Intellect} ・ Manuever: Sense {Luck}]. «Explorer of
the Dark» Required. The target succeeds at the [Identify {Intellect} ・ Sense {Luck}] check
regardless of the [Roll]. At the same time, the target may change one [Spirit] die to any value. This
Talent may be used twice per session.

◎ «Ephemeral Shadow»
Timing : Constant
Range : User
Target : User
Cost : None
A Dark Hunter ultimate ritual technique that bestows offensive power and quickness of mind that
surpasses human understanding, by augmenting a technique that draws one across shadows and puts
it towards a different use.
Passive Effect. The target may choose to change the effect of «Shadow Gate» to either ①or ②.
①: Gain +10 {Initiative}.
②: +10 at [Damage Calculation].

=======================================================================
=========
Four Guardian Gods -- Elemental Adept Extra Style Talents [XP5D]
=======================================================================
=========
Type A
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Elemental Adept / Type:
A].

«Element Waylay»
Timing : Unique
Range : User
Target : User
Cost : [3]
As you're hit, you drive an element-laden counterattack into your foe.
Unique Effect. Use after the target's [Damage Reduction]. The target makes 1x [Weapon Attack]
bestowed with [Origin Element A]. This Talent may be used once per round (or scene).

● «Element Fury»
Timing : Attack
Range : Charge 3 Sq.
Target : Area
Cost : [3, 3]
A secret art of Elemental Adepts, wielding fury itself by focusing, then sheathing your whole body
in an enormous amount of your element.
Physical Attack. «Concentrate» Required. This Talent cannot be used unless under the effect of
«Concentrate». Make a [Physical Attack] bestowed with [Origin Element A] on the target, and the
user gains +3 [Physical Rank] at [Damage Calculation]. This Talent may be used once per round (or
scene).

● «Undermine»
Timing : Constant
Range : User
Target : User
Cost : None
Twisting a supportive effect from your element, you make it into a fatally debilitating effect for a
foe.
Passive Effect. «Element Support» Required. The target may choose to change the effect of
«Element Support» to the following: "Use On Check. The target reduces the result of their check by
2. If [Origin Element A] is either [Shock・Phantom], then reduce the result by an additional 1 (total
3). This Talent may be used once per round."

● «Maximum»
Timing : Constant
Range : User
Target : User
Cost : None
Augmenting the range enhancing effect brought by your element, you make your attacks reach even
further.
Passive Effect. «Element Viper» Required. The target may choose to extend the effect of «Element
Viper» until [End] of the current round, and additionally increases the [Range] of their [Attack
Action] by 2 Sq (total 4 Sq.), and if [Origin Element A] is either [Cold・Poison], increase [Range]
by an additional 1 Sq. (total 6 Sq.); the modifier to [Damage] does not change.

● «Diffusion»
Timing : Constant
Range : User
Target : User
Cost : None
Further expanding on the multiplying effect generated by your origin, it spreads out even more,
with a force like a heavy downpour of deadly rain.
Passive Effect. «Element Break» Required. The target may choose to extend the effect of «Element
Break» until [End] of the current round, and additionally increases the [Target] of their [Attack
Action] by 1# (total 3#), and if [Origin Element A] is either [Wind・Magnet], increase [Target] by
an additional 1# (total 5#); the modifier to [Damage] does not change.

◎ «Element End»
Timing : Unique
Range : User
Target : User
Cost : None
A hidden ultimate art that bestows an fearsome instant death effect on the spirit energy of the origin
you are bestowed with.
Unique Effect. «Boost Action» Required. Use when the target uses «Element Burst». After applying
the effect of «Element Burst», the target rolls 1d6. If the result is anything other than "1", they may
inflict [Dead] on any one [Mononoke] that is not a [Boss] or [Aramitama] that is performing
[Damage Reduction]. This Talent may be used once per combat (or scene).

◎ «Element Flare»
Timing : Constant
Range : User
Target : User
Cost : None
The ultimate of ultimate arts that refines your power to wield your elements, implementing both
power increases and efficiency.
Passive Effect. «Origin Power» Required. The target may use «Element Burst» as though it had
[Cost: None]. Also the [Target] of the user's «Element Burst» gains an additional +1 [Rank] at
[Damage Calculation] (total [Rank] +2).

Type B
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Elemental Adept / Type:
B].

«Element Jamming»
Timing : Unique
Range : Combat zone
Target : 1#
Cost : [E]
Wielding the power of the element that you control, you nullify the beneficial shifts of a foe.
Unique Effect. Use when the target receives a positive [Shift]. [Remove] one of the positive [Shifts]
the target receives. This Talent may be used once per round (or scene).

● «Disappear»
Timing : Constant
Range : User
Target : User
Cost : None
The instant you conceal yourself with the power of your origin, you circle around to an enemy's
blind spot above their head or behind their back, vastly enhancing the power of your next attack.
Passive Effect. «Vanish» Required. The target adds the following to the effect of «Vanish»: "The
target gains a +[any one of user's {Main Stats}] modifier at [Damage Calculation] when bestowed
with [Origin Element B]. This effect does not apply to [Weapon Attacks]."

● «Gliding»
Timing : Constant
Range : User
Target : User
Cost : None
As you take to the sky with the power of your origin, you're able to gather the spirit energy from
your surroundings while gliding at high speeds.
Passive Effect. «Flight» Required. When the target uses «Flight», they change the distance they can
move while ignoring [Engagements] to 7 Sq., and additionally add the following effect: "The target
can change one [Spirit] die to any value."

● «Explosion»
Timing : Constant
Range : User
Target : User
Cost : None
Causing the origin energy you've summoned up to explode makes for a tremendous magical attack.
Passive Effect. «Geyser» Required. The target may choose to change the effect of «Geyser» to the
following: "Deal [Rank: 4] [Magical Damage] bestowed with [Origin Element B] to the target
(Resist [Halves]). This Talent may be used once per round (or scene)."

● «Obstacle»
Timing : Constant
Range : User
Target : User
Cost : None
Through skill in handling your origin element, you strengthen your defensive walls even more,
leaving no gaps when you invoke them.
Passive Effect. «Barrier» Required. When the target uses «Barrier», reduce [Damage] by an
additional 3 (total of 6, or if [Origin Element B: Fire・Cold], total 10). Also, «Barrier» no longer
spends [Defense].

◎ «Element Force»
Timing : Constant
Range : User
Target : User
Cost : None
You've grown into an elite controller of your element, and as such your entire body overflows with
your element, which you've learned to freely manipulate as though your own spirit energy.
Passive Effect. Each time [Timing: Start] occurs, the target may change any one [Spirit] die to a "3".

◎ «Simulacra Arrows»
Timing : Unique
Range : User
Target : User
Cost : None
You direct one of your spirits to possess a foe, then cause the spirit to manifest the same wounds
you take.
Unique Effect. «Whisper» Required. Use before the target performs [Damage Reduction]. Deal the
same amount of [Damage] the target would take to [Range: Combat Zone / Target: 1#] who did the
[Damage Calculation] (they may then perform [Damage Reduction]). This Talent may be used once
per session, and the target may not make a [Reactive Check].

=======================================================================
=========
Four Guardian Gods -- Elder Mage Extra Style Talents [XP5E]
=======================================================================
=========

Type A
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Elder Mage / Type: A].

«Spiritualist Technique»
Timing : Attack
Range : 4 Sq.
Target : 1#
Cost : [Doubles]
Invoking a unique spell, you direct a paranormal being to possess someone for a moment, granting
them healing, or manipulating their memories.
Magical Attack. Inflict the effect of either ①or ②on the target.
①: The target [Recovers] {HP} equal to [Rank: 1] [Magical Damage].
②: May only be used [Out of Combat]. The user may erase or manipulate the thoughts and
memories of one Innocent in the [Scene] (the GM decides the details).

● «Illusion Spell»
Timing : Start
Range : Combat Zone
Target : 1#
Cost : [Steps]
By casting a powerful illusion over a foe, you cause them to believe that the ground below them has
gotten bad, or their sight has gone dark.
Unique Effect. Inflict the penalty of either ①or ②on the target.
①: The target gains the "dim lighting" penalty.
②: The target gains the "bad footing" penalty.

● «Weakness Hex»
Timing : Start
Range : Combat Zone
Target : 1#
Cost : [6]
By placing a powerful suggestion over a foe, you plant a fear of a certain weapon type in their
minds, then cause it to manifest through spirit energy.
Unique Effect. The user designated one of [Form: Sword・Spear・Axe・Hammer]. Afterwards, for
the rest of the combat (or scene), the target [Halves] their [Armor] when taking [Physical Damage]
from the designated [Form].
● «Gravity Control»
Timing : Constant
Range : User
Target : User
Cost : None
You seize hold of gravity through the use of a high-level spell, allowing you to move quickly and
gracefully over walls and through the sky.
Passive Effect. «Alter Mass» Required. The target gains +5 to {Initiative}. Also, the target ignores
"bad footing" penalties, and can make [Magical Attacks] after [Combat Moves].

● «Eye of Lucifer»
Timing : Constant
Range : User
Target : User
Cost : None
You perfectly replicate as a high-level spell the demonic visage of a fallen angel said to be the
origin of the evil eye.
Passive Effect. «Cursed Gaze» Required. The target ignores "dim lighting" penalties. Also, by
paying [Cost: 6], the target may use «Cursed Gaze» ignoring the "X per combat" limitation,
regardless of whether it has been used or not.

◎ «Ritual Chant»
Timing : Constant
Range : User
Target : User
Cost : None
By using a chant that can only be mastered by high-level orthodox mages, you can simplify certain
invocations.
Passive Effect. Each time the target uses a [Style: Elder Mage / Timing: Prep] Talent, they treat one
portion of the [Cost] as already paid.

◎ «Hex Expert»
Timing : Constant
Range : User
Target : User
Cost : None
As a veteran mage, you are skilled in the handling of hexes—spells that hinder the actions of others.
Passive Effect. The target may choose to use [Style: Elder Mage / Timing: Unique / Cost: X] Talents
as though they were [Cost: E] instead.

Type B
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Elder Mage / Type: B].

«Motion Spell»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [6]
By reinforcing another with spells, you allow them to instantly get closer, or withdraw.
Unique Effect. Use at any time during the target's [Turn]. The target may move up to 3 Sq., ignoring
[Engagements] (the target may refuse this effect). This Talent may be used once per round (or
scene).

● «Defensive Wall»
Timing : Defense
Range : Combat Zone
Target : 1#
Cost : [6]
When taking a physical attack, you erect a wall with a defensive spell, robbing the power from the
blow.
Use On Damage Reduction. Reduce the [Physical Damage] the target takes by [any one of the user's
{Main Stats}].

● «Discerning Prayer»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [6]
The moment you "discern" another's technique, you automatically go into prayer, letting you use
support or healing spells.
Use when the target declares a Talent. Make 1x [Weapon Attack] on the target. Or, use one [Style:
Elder Mage / Type: B / Timing: Attack] Talent, treating the [Cost] as already paid. This Talent may
be used once per round (or scene).

● «Eminence»
Timing : Constant
Range : User
Target : User
Cost : None
As a mage with a standing above even the great experts, you are able to handle even more powerful
reinforcement magic.
Passive Effect. The target gains +5 to [Magical Damage]. Also, the target may choose to change the
effect of «Intuition Boost» and «Combat Power Amplification» to the following, as appropriate:
«Intuition Boost»: The target gains +[any one of user's {Main Stats}] to {Initiative}.
«Combat Power Amplification»: Until [End] of the current round, the target gains ①+2 [Physical
Rank] or ②+2 to [Magical Rank].

● «Magus Inner Circle»


Timing : Constant
Range : User
Target : User
Cost : None
As a great Magus with high standing even within the Mage Association, you are able to use superb
reinforcement magic.
Passive Effect. The target gains +5 to {Initiative}. Also, the target may choose to change the effect
of «Support Spell» and «Spell Strengthening» to the following, as appropriate:
«Support Spell»: ①+5 to [Damage Calculation], ②+3 to the result of {Strength} and {Agility}
checks
«Spell Strengthening»: ①+5 to [Armor] and [Barrier], ②+3 to the result of {Intellect} and {Will}
checks.
◎ «Ultimate Rite»
Timing : Constant
Range : User
Target : User
Cost : None
As a powerful Magus, you've devised your own secret rites, and by using those, you can freely
wield all kinds of spells.
Passive Effect. «Support Spell» Required. Each time the target uses a [Style: Elder Mage / Type: B /
Timing: Start・Defense] Talent, they treat one portion of the [Cost] as already paid.

◎ «Fragment of the Root»


Timing : Start
Range : User
Target : User
Cost : None
As a superb Magus, you have touched part of the truth of all magic, the Root, and with that
knowledge you can freely draw upon spirit energy.
Unique Effect. «Spell Strengthening» Required. The target changes one [Spirit] die to a "6".

=======================================================================
=========
Four Guardian Gods -- Digital Sorcerer Extra Style Talents [XP5F]
=======================================================================
=========

Type A
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Digital Sorcerer / Type: A].

«Might Iterator»
Timing : Constant
Range : User
Target : User
Cost : None
You enhance the effect of an attack spell through a program that iterates its power within your
mobile.
Passive Effect. «Assault Module» or «Combat Module» Required. The target gains +1 [Rank] at the
[Damage Calculation] of [Style: Digital Sorcerer / Timing: Attack] Talents.

● «Protection Code»
Timing : Defense
Range : User
Target : User
Cost : [E]
You've got an emergency spell program installed in your mobile, ready for you to deploy it around
yourself when you're targeted by an attack spell.
Use On Damage Reduction. «Extend Code» Required. The target reduces the [Magical Damage]
they take by [any one of user's {Main Stats}].

● «Cyber Lord»
Timing : Unique
Range : User
Target : User
Cost : [O]
As an elite Digital Sorcerer, you've mastered various techniques of hacking and cracking.
Use On {Intellect} or {Will} Checks. The target succeeds at the {Intellect} or {Will} check
regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to
any value. This Talent may be used twice per session.

● «Power Sort»
Timing : Unique
Range : User
Target : User
Cost : [1]
You round up the spell programs within your mobile, then enhance the power of a technique by
executing them all at once.
Use On Damage Calculation. «Override» Required. The target gains [any one of user's {Main
Stats}] at [Damage Calculation]. This Talent may be used once per round (or scene), and cannot be
applied to [Weapon Attacks].

● «Multi-Programming»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [1]
Even in the middle of an action, you execute a spell program alongside your own, or someone else's
invocation, smashing an enemy.
Use when the target declares a Talent. Make 1x [Weapon Attack] on the target. Or, use one [Style:
Digital Sorcerer / Timing: Attack] Talent, treating the [Cost] as already paid. This Talent may be
used once per round (or scene).

◎ «Battle Code»
Timing : Constant
Range : User
Target : User
Cost : None
Modifying a spell program for combat use, you make a magical attack more efficient.
Passive Effect. The target gains +5 at [Damage Calculation]. Also, each time the target uses a
[Style: Digital Sorcerer / Timing: Attack] Talent that inflicts [Damage] (such as «Assault Module»
or «Combat Module», etc.), they treat one portion of the [Cost] as already paid.

◎ «Rollback»
Timing : Constant
Range : User
Target : User
Cost : None
By going back over the data stored in your mobile periodically, you access the spirit and vital
energies that have accumulated over time.
Passive Effect. The target gains +15 {HP}. Also, each time [Timing: Start] occurs, the target may
change any one [Spirit] die to a "1".

Type B
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Digital Sorcerer / Type: B].

«Guard Routine»
Timing : Defense
Range : 5 Sq.
Target : 1#
Cost : [1]
You deploy a semi-automated defense barrier using a spell program.
Use On Damage Reduction. The user takes the [Damage] and other effects that the target would
have taken, in their stead. When this happens, treat taking [Magical Damage] as though the {Resist}
check had failed. This Talent cannot be used on [Attack Actions] that are either [Target: Area・
Combat Zone].

● «Overclock»
Timing : Attack
Range : Combat Zone
Target : 1#
Cost : [Steps]
Clocking the functions of your mobile or other device to their utmost limits, you release attack
spells beyond their normal performance.
Magical Attack. «Clock System» Required. Deal [Rank: 4] [Magical Damage] to the target (Resist
[Halves]). This Talent may be used once per round (or scene).

● «Program Bunker»
Timing : Constant
Range : User
Target : User
Cost : None
By making sophisticated modifications to defensive spell programs, you're able to use them without
their limitations.
Passive Effect. «Program Shell» Required. The target does not change their {Initiative} score when
they use «Program Shell». For example, if they choose a value of 10, they gain +10 [Armor], and
no adjustment is made to their {Initiative}.

● «Protect Domain»
Timing : Constant
Range : User
Target : User
Cost : None
A spell program that, by setting up a unique region, allows it to not only provide speed, but defense
as well.
Passive Effect. «Accel Domain» Required. The target adds the following to the effect of «Accel
Domain»: "The target reduces [Physical Damage] they take by [any one of user's {Main Stats}]."

● «Ether Macro»
Timing : Constant
Range : User
Target : User
Cost : None
By setting up a large-scale spell program as a macro, you can trigger it with improbable timing.
Passive Effect. The target may use a [Timing: Attack] Style Talent that does not inflict [Damage]
(such as «Cure Program» or «Clock System») as [Timing: End]. (Note that this does not change the
[Timing] field to be [End].)

◎ «Mystic Suppression»
Timing : Constant
Range : User
Target : User
Cost : None
By abbreviating a portion of a large spell program, you can retain the spirit energy that passes
through that line of code.
Passive Effect. Each time the target uses a [Timing: Attack] Style Talent that does not inflict
[Damage] (such as «Cure Program» or «Clock System»), they treat one portion of the [Cost] as
already paid.

◎ «Ether Chunk»
Timing : Constant
Range : User
Target : User
Cost : None
Enormous spirit energy accumulates within your mobile, and by manipulating it, you can make
certain spell programs semi-automated.
Passive Effect. «Skill Device» Required. Each time the target uses a [Style: Digital Sorcerer /
Timing: Start・Defense] Talent, they treat one portion of the [Cost] as already paid.

=======================================================================
=========
Four Guardian Gods -- God Hand Extra Style Talents [XP5G]
=======================================================================
=========

Type A
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: God Hand / Type: A].

«Fa Jing»
Timing : Constant
Range : User
Target : User
Cost : None
You have acquired an even greater spirit energy manipulation method.
Passive Effect. The target may change the [Cost] of [Style: God Hand / Timing: Attack] Talents to
[Steps], and if they do, gains +1 [Rank] at [Damage Calculation]. While applying this effect, even if
the [Cost] of a Talent is "X", treat it as though "X, X". (Cannot receive the effect of «Power of
Despair» or «Continuous Words of Power». Note that if «Inner Heaven» is already acquired, it may
still be used to reduce cost to one die, negating the downside of this Talent.)

● «Sen-No-Sen»
Timing : Start
Range : User
Target : User
Cost : None
You bring your mind and body together and read the opponent's movements, then take the initiative
just before you opponent can.
Unique Effect. The target gains a +[any one of user's {Main Stats} x 2] modifier to {Initiative}.
This Talent does not spend [Start], and may be used once per combat (or scene).

● «Heavenly Motion»
Timing : Prep
Range : User
Target : User
Cost : [6]
Through a unique skill, you instantly charge a long distance.
Unique Effect. The target can move up to 7 Sq. from their current square, ignoring [Engagements].
Also, the target gains a +[any one of user's {Main Stats}] modifier at the [Damage Calculation] of
their next [Style: God Hand / Timing: Attack] Talent. If used [Out of Combat], for the rest of the
scene, the target is able to move at the same speed as an [Automobile].

● «Smiting Cross»
Timing : Unique
Range : User
Target : User
Cost : [6]
You unleash a secret move of God Hands as you evade, delivering a tremendous blow when the
opponent isn't expecting it.
Unique Effect. «Storm Smite» Required. Use after the target succeeds at a [Reactive Check]. The
target may use one [Style: God Hand / Timing: Attack / Cost: X (or) X, X] Talent, treating the
[Cost] as already paid. This Talent may be used once per round (or scene).

● «Go-No-Sen»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [6]
You bring your mind and body together to read your opponent's killing intent, then begin your
actions just before they strike.
Unique Effect. This Talent may be used only when the user is [Ready]. Use when the target takes
their [Turn]. The user takes their [Turn] before the target takes theirs, regardless of the user's
{Initiative}. This Talent may be used once per session.

◎ «Power Cleave»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [6]
With a fearsome knifehand or kick, you break a spiritual attack launched over a wide area.
Use when the target declares a Talent. Cancel the effect of one [Range: Combat Zone / Target:
Combat Zone / Timing: Attack] Talent. This Talent may be used once per round (or scene).

◎ «One With Heaven and Earth»


Timing : Constant
Range : User
Target : User
Cost : None
You have completely unified your mind and body, allowing you to wield the techniques of a God
Hand at your will.
Passive Effect. «Inner Heaven» Required. The target is able to use «Heaven and Earth» as though it
had [Cost: None], and [Style: God Hand / Type: A / Timing: Unique] Talents as though they had
[Cost: O].

Type B
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: God Hand / Type: B].

«Aiki»
Timing : Constant
Range : User
Target : User
Cost : None
A high-level maneuver where you link your spirit energy with your opponent's, and nullify their
attack.
Passive Effect. The target may change the effect of «Hua Jin» and «Spirit Retaliation» to either ①or
②. (With «Spirit Retaliation» acquired, the user is able to gain the effect of ①and ②up to twice a
round.)
①: Use On Reactive Check. The target gains +2 to the result of the [Reactive Check].
②: Unique Effect. Use after succeeding at a [Reactive Check]. The target may make 1x [Weapon
Attack].

● «Reactive Expert»
Timing : Unique
Range : User
Target : User
Cost : [6]
Having accumulated even more special training, you can handle not just physical attacks, but
magical ones too.
Use On Reactive Check. «Feat of Training» Required. The target may use either {Evasion} or
{Resist} for a [Reactive Check], treating the result of the check as the result of the [Reactive
Check]. This Talent may be used once per round (or scene).

● «Wild Strike»
Timing : Unique
Range : User
Target : User
Cost : [6]
Within the swirl of battle, you unleash your unique continous attack called a "Wild Dance",
combining it with a particular strike or throw.
Unique Effect. Use after the target uses a [Timing: Unique] Style Talent. The target may use one
[Style: God Hand / Timing: Attack] Talent, treating the [Cost] as already paid. This Talent may be
used once per round (or scene).

● «Smiting Hurl»
Timing : Unique
Range : Engaged
Target : 1#
Cost : [6]
Within the swirl of battle, you grip another's arm, leg, or soul with divine speed, then either break
them, or set them right.
Unique Effect. User after the user uses a [Timing: Unique] Style Talent. Inflict the effect of either ①
or ②on the target. This Talent may be used once per round, and the target does not get a [Reactive
Check].
①: Target loses 2d6 {HP}, and takes [Shift: Fallen].
②: Target loses 2d6 {HP}, and takes [Remove: Fallen].

● «Etherialization»
Timing : Constant
Range : User
Target : User
Cost : None
Through a sacramental form of training, you strengthen your body spiritually rather than materially,
diminishing the effect of various hits.
Passive Effect. «Feat of Resilience» Required. The target gains a +15 modifier to {HP}. Also, the
target reduces [Damage] they take by 3.

◎ «Enlightenment»
Timing : Constant
Range : User
Target : User
Cost : None
Mastering the discipline of a God Hand, you acquire a breathing method used by gods and sages.
Those who have acquired this ultimate art boast a lifespan ten times longer than normal.
Passive Effect. The target may use [Style: God Hand / Timing: Unique] Talents as though they had
[Cost: E]. Also, the target gains +1 [Rank] when they use [Timing: Attack] Style Talents.

◎ «Hua Jin Master»


Timing : Constant
Range : User
Target : User
Cost : None
Having mastered the vector-controlling method of Hua Jin, you become able to use any kind of art.
Passive Effect. «Hua Jin Expert» Required. Each time the target uses a ※ Talent, they treat one
portion of the [Cost] as already paid. If the Talent is already [Cost: None], then they may add or
subtract 1 from two [Spirit] die (adjusting a single [Spirit] die by 2 is allowed; this effect cannot
raise above 6 or below 1).

=======================================================================
=========
Four Guardian Gods -- Contractor Extra Style Talents [XP5H]
=======================================================================
=========

Type A
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Contractor / Type: A].

«Free Ride»
Timing : Constant
Range : User
Target : User
Cost : None
You ride your Bound Steed or combat bike freely, and with grace.
Passive Effect. The target may ignore [Engagements] during [Combat Moves].

● «Smashing Charge»
Timing : Unique
Range : User
Target : User
Cost : None
As you smash through obstacles looming before you one by one with your charge on your steed or
bike, you advance across the battlefield.
Unique Effect. Use at any time. The target may destroy any one [Obstacle] in a square adjacent to
them. This Talent may be used twice per round (or scene).

● «Crossing Paths»
Timing : Unique
Range : Engaged
Target : 1#
Cost : [4]
As you advance across the battlefield, you bring swift death against foes that cross your path.
Unique Effect. Use at any time during the target's [Turn]. Make 1x [Weapon Attack] against the
target. This Talent may be used once per round (or scene).

● «Drive Move»
Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : [4]
Someone else temporarily joins you on your Bound Steed or combat bike. Or, they become snared
by your steed's tail, or chains, and you pull them along.
Unique Effect. Use after the target's [Turn] has ended. From their current square, the target [Installs]
into any square that would put them [Engaged] with the user (the target may not refuse this effect).
This Talent may be used once per round (or scene).

● «Charge Accelerate»
Timing : Unique
Range : User
Target : User
Cost : [4]
You bind spirit energy to your god-like speed, and add that speed to your power.
Use On Damage Calculation. The target gains a modifier at [Damage Calculation] equal to the
number of squares moved during this round via [Move Actions] (to a maximum of +10; for
example, if the target has already moved 5 Sq. due to a [Combat Move], they gain +5 to [Damage
Calculation]). This effect does not include [Installs] or movement gained from Talents (excluding
«Shadow Breach»).

◎ «Unrivaled Rush»
Timing : Unique
Range : User
Target : User
Cost : [4]
By using various techniques continually during a charge, you can wreak havoc as you please across
the battlefield.
Unique Effect. The target may use one [Style: Contractor / Type: A / Timing: Unique] Style Talent
with a "X per round" limitation, disregarding whether or not it has been used already this round.
This Talent may be used once per round.

◎ «Fearsome Rider»
Timing : Constant
Range : User
Target : User
Cost : None
This Talent represents that, as a high-ranking Contractor, you can not only handle Bound Steeds and
combat bikes, but have mastered their techniques as well.
Passive Effect. The target becomes able to use [Style: Contractor / Type: A / Timing: Unique]
Talents as thoguh they had [Cost: E].

Type B
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Contractor / Type: B].

«Power of the Divine Beast»


Timing : Constant
Range : User
Target : User
Cost : None
The unique powers of a Bound Primal can be granted upon its contractor.
Passive Effect. The target gains two [Item: Gear / Cost: Unsellable] and can use them. If this Talent
is designated for "Change Talent" at [Advancement], the target loses both [Item: Gear / Cost:
Unsellable] they gained.

● «Beast Summon»
Timing : Constant
Range : User
Target : User
Cost : None
Forming a new contract with divine messengers or youkai, you become able to summon them.
Passive Effect. The target adds [Beast] to the [Class] selected for «Contract Summon» (for example,
if they initially selected [Insectoid], it becomes [Insectoid・Beast], and they are able to summon
one [Bound Primal] from either [Class]).

● «Insectoid Summon»
Timing : Constant
Range : User
Target : User
Cost : None
Forming a new contract with divine insects or tokoyo-no-kami, you become able to summon them.
Passive Effect. The target adds [Insectoid] to the [Class] selected for «Contract Summon» (for
example, if they initially selected [Beast], it becomes [Beast・Insectoid], and they are able to
summon one [Bound Primal] from either [Class]).
● «Plant Summon»
Timing : Constant
Range : User
Target : User
Cost : None
Forming a new contract with holy trees or spirits, you become able to summon them.
Passive Effect. The target adds [Plant] to the [Class] selected for «Contract Summon» (for example,
if they initially selected [Beast], it becomes [Beast・Plant], and they are able to summon one
[Bound Primal] from either [Class]).

● «Mechanical Summon»
Timing : Constant
Range : User
Target : User
Cost : None
Forming a new contract with magical constructs or tsukumogami, you become able to summon
them.
Passive Effect. The target adds [Mechanical] to the [Class] selected for «Contract Summon» (for
example, if they initially selected [Beast], it becomes [Beast・Mechanical], and they are able to
summon one [Bound Primal] from either [Class]).

◎ «Bond of Power»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : None
Manifesting the bonds you and your primal have formed as power itself, the summoner protects the
Primal.
Use On Damage Reduction. «Summoner & Primal As One» Required. May only be used while the
user's [Bound Primal] is [Appearing]. Change the [HP Damage] the user's [Bound Primal] takes to
0. After, the user's [Bound Primal] [Removes] all negative [Shifts], and then the user changes their
current {HP} to 10. This Talent may be used once per session.

◎ «Primal Companion»
Timing : Constant
Range : User
Target : User
Cost : None
By forming a deep friendship with your Primal, while not fighting, you are able to summon them
with your vital energies, rather than your Spirit Crest.
Passive Effect. The user's [Bound Primal] gains +20 to their maximum {HP}. Also, while [Out of
Combat], the target is able to use «Contract Summon» by losing {HP} equal to the [LV] of the
designated [Bound Primal], rather than {Crest}. (At [Combat Start], 1x [Start] and 3 {Crest} must
be paid as normal. If this cannot be paid, then the [Bound Primal] automatically [Exits]).

=======================================================================
=========
Four Guardian Gods -- Divine Talker Extra Style Talents [XP5I]
=======================================================================
=========

Type A
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Divine Talker / Type: A].

«Sacred Word of Radiance»


Timing : Attack
Range : 17 Sq.
Target : 1#
Cost : [Steps]
A high-power offensive spell unique to Divine Talkers, which fires a spirit energy light beam at
maximum destructiveness through use of kotodama.
Magical Attack. Deal [Rank: 3] [Magical Damage] to the target (Resist [Cancels]).

● «Infinite Spiritual Destruction»


Timing : Attack
Range : 17 Sq.
Target : 1#
Cost : [3, 3]
A secret art that weaves together enormous spirit energy with kotodama, amasses power in the form
of a yin-yang symbol with mudras, and then releases everything. As a secret of secrets among high-
level Divine Talkers, its power is unmatched.
Magical Attack. Deal [Rank: 4] [Magical Damage] to the target (Resist [Halves]). This Talent may
be used once per round.

● «Esoteric Sacred Word»


Timing : Constant
Range : User
Target : User
Cost : None
Chanting high-level sacred words while signing mudras, you materialize divine spirit energy and
wreathe yourself in it.
Passive Effect. «Origin Mudra» Required. When the target uses «Origin Mudra», they are able to
bestow another [Element] other than [Origin Element D] (they may still only bestow one, however).
Also, while under the effect of «Origin Mudra», the target gains a +[user's [World Influence LV]
(maximum 10)] modifier to [Armor].

● «Chant Incarnate»
Timing : Constant
Range : User
Target : User
Cost : None
You enhance your reflexes by chanting high-level kotodama. Also, when forming a particular
mudra, you can gain a high defensive effect.
Passive Effect. «Incarnation Mudra» Required. The target gains a +5 modifier to {Initiative}. Also,
while under the effect of «Incarnation Mudra», the target gains a +[user's [World Influence LV]
(maximum 10)] modifier to [Barrier].

● «Sacred Spirit Mudra»


Timing : Constant
Range : User
Target : User
Cost : None
Due to the formation of sacramental mudras, you can control spirit energy moment by moment.
Passive Effect. «Spirit Mudra» Required. The target changes the effect of «Spirit Mudra» to the
following: "Passive Effect. Each time [Timing: Start] is reached, the target may add or subtract 1
from up to two [Spirit] dice (adjusting a single die by 2 is allowed; this effect cannot raise it above 6
or lower it below 1)."

◎ «Sacred Word Echo»


Timing : Constant
Range : User
Target : User
Cost : None
Utilizing the echo of your kotodama, you can continuously weave together even more powerful
techniques.
Passive Effect. «Continuous Words of Power» Required. The target changes the effect of
«Continuous Words of Power» to the following: "Unique Effect. Use after the target uses a [Timing:
Attack] Talent. The target may use one [Timing: Attack / Cost: X (or) X, X] Talent, treating it as
though the [Cost] has already been paid. This Talent may be used once per round (or scene)."

◎ «Secret Mudra Mastery»


Timing : Constant
Range : User
Target : User
Cost : None
By combining secret mudras handed down by each tradition, you are able to form mudras that
control the opponent before they are even able to move.
Passive Effect. The target may use [Timing: Prep] Talents as though they were [Timing: Start] (this
does not make their [Timing] entries be [Stat], however). Also, each time the target uses a [Timing:
Prep] Talent, they treat one portion of the [Cost] as already paid.

Type B
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Divine Talker / Type: B].

«Hymn of Life»
Timing : Defense
Range : User
Target : User
Cost : [3]
Through a sacramental song that praises life, you can immediately regenerate and heal wounds you
take.
Use On Damage Reduction. The target [Recovers] 5 {HP}.

● «Power Prose»
Timing : Attack
Range : 17 Sq.
Target : 1#
Cost : [O]
With a sacramental voice, you grant another large amounts of spirit energy.
Unique Effect. The target changes one [Spirit] die to any value. This Talent may be used once per
round.

● «Armament Psalm»
Timing : Constant
Range : User
Target : User
Cost : None
By embodying a sacred sound, you can gain resistance against physical attacks, and high vitality.
Passive Effect. The target may apply the effect of «Amplifying Psalm» to [Armor] as well as
[Barrier]. For example, if 10 is selected, gain +10 [Armor] and [Barrier], and reduce {Initiative} by
10.

● «Eternal Tone»
Timing : Constant
Range : User
Target : User
Cost : None
You are able to sense the flow of the world's spirit energy as sound, and by utilizing that, you can
sing in a sacramental voice with greater efficiency.
Passive Effect. The target gains +5 to [Recovery] effects from Style Talents. Also, the target may
use «Amplifying Psalm» as though it were [Cost: O], and «Invigorating Psalm» as though it were
[Cost: 3].

● «Psalm Transposition»
Timing : Constant
Range : User
Target : User
Cost : None
By shifting the interval of your song to a unique form, you materialize the spirit energy of your
psalms with a timing that wasn't possible before.
Passive Effect. The target gains +5 [Barrier]. Also, the target is able to use [Timing: Attack] Style
Talents that deal no [Damage] (such as «Harmonic Excitation», etc.) as though they were [Timing:
Prep] (this does not change the [Timing] entry to be [Prep]).

◎ «Forbidden Prose»
Timing : Start
Range : Combat Zone
Target : 1#
Cost : None
By singing a forbidden song, you gather enormous spirit energy from the area around another, and
grant it to them.
Unique Effect. The target gains 2 [Overflow]. This Talent may be used once per session.

◎ «Absolute Paean»
Timing : Constant
Range : User
Target : User
Cost : None
You have learned a sacramental paean that grants absolute defense against attacks using spells or
special abilities.
Passive Effect. When the target uses «Armored Hymn», they may additionally [Halve] the [Magical
Damage] the target takes (quartering it). Also, each time the target uses a [Timing: Defense] Style
Talent, they treat one portion of the [Cost] as already paid.
=======================================================================
=========
Four Guardian Gods -- Legion Extra Style Talents [XP5J]
=======================================================================
=========

Type A
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Legion / Type: A].

«Maximum Range»
Timing : Start
Range : User
Target : User
Cost : None
Using sniping techniques you've honed on the battlefield, you increase the range of your weapon
beyond its capabilities.
Unique Effect. The target selects any one of the following values: 1・2・3. Then, they take a
penalty to [Active Checks] equal to that value, and after that, increase the [Range] of their [Attack
Actions] by a number of squares equal to their chosen value (for example, if 2 is selected, take -2 to
[Active Checks], then gain +2 Sq. to the [Range] of [Attack Actions]). If [Range] is something other
than [X Sq.], then gain +2 at [Damage Calculation] instead (to a maximum of +6).

● «Long Range Snipe»


Timing : Unique
Range : User
Target : User
Cost : [5]
Sniping from long range, you hit an opponent's vitals.
Use On Damage Calculation. The target gains a modifier at [Damage Calculation] equal to the
number of squares to the [Target] of the [Attack Action]. (To a maximum of +10. For example, if
there are 6 Sq. to the target, then gain +6 at [Damage Calculation].) This Talent may be used once
per round, and cannot be applied to [Weapon Attacks].

● «Callous Pursuit»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [E]
You make a followup attack on a fallen enemy, having no mercy for them.
Unique Effect. Use at any time the target has a negative [Shift]. The user may make 1x [Weapon
Attack]. This Talent may be used once per round (or scene).

● «Eagle Eyes»
Timing : Unique
Range : User
Target : User
Cost : None
You enhance your vision and focus by using spirit energy, allowing you to ignore distractions for a
moment and make an attack.
Use On Active Check. The target momentarily changes the total of all [Active Check] penalties
received this round to 0. (For example, even if "dark place", [Darkness], and «Maximum Range»
would inflict -7 to [Active Checks], change -7 to 0.) This Talent may be used once per round.

● «Concentrated Assault»
Timing : Constant
Range : User
Target : User
Cost : None
By unleashing a focused assault with even greater precision, you can converge continuous attacks
into one deadly strike.
Passive Effect. The target may choose to change the effect of «Focused Assault» to the following:
"Use While Active. Make an [Attack Action] on the target, and gain the effect of either ①or ②.
①[Physical Attack]: User gains +3 [Rank].
②[Magical Attack]: Deal [Rank: 4] [Magical Damage] to the target (Resist [Halves])."

◎ «Precision Snipe»
Timing : Constant
Range : User
Target : User
Cost : None
Making a snipe from long range, you pierce an opponent's vitals with unparalleled precision.
Passive Effect. «Long Range Snipe» Required. When using «Long Range Snipe», the target gains
an additional modifier at [Damage Calculation] equal to the number of squares to the [Target] of the
[Attack Action]. (Combined with «Long Range Snipe», maximum +20. For example, if there are 6
Sq. to the target, then gain +12 at [Damage Calculation]. This cannot be applied to [Weapon
Attacks].)

◎ «Clever Tactics»
Timing : Constant
Range : User
Target : User
Cost : None
You can execute any number of techniques and tactics due to the cleverness created over long years
of combat intuition.
Passive Effect. The target gains a +1 modifier to [Active Checks]. Also, when the target uses
«Combat Maneuver» «Focused Fire» or «Strategic Move», they treat one portion of the [Cost] as
already paid.

Type B
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Legion / Type: B].

«Explosive Proficiency»
Timing : Constant
Range : User
Target : User
Cost : None
Due to special training, you are skilled in the use of throwing grenades, shuriken, rocket launchers,
and talismans.
Passive Effect. The target uses [Item: Consumable] and gains a +[user's [World Influence LV] (max
+10)] modifier at the [Damage Calculation] of [Weapon Attacks] performed with that [Item].

● «All-Out Charge»
Timing : Unique
Range : 7 Sq.
Target : 1#
Cost : [Steps]
Making full use of your singular tactics, you make an all-out charge with your nearby allies, vastly
improving your power.
Use On Damage Calculation. The target gains a modifier at [Damage Calculation] equal to the
number of PCs (target included) [Engaged] with them, x3 (to a maximum of +15). The effect of this
Talent cannot be applied to [Weapon Attacks]. This Talent may be used once per round (or scene).

● «Efficient Operation»
Timing : End
Range : User
Target : User
Cost : None
Due to the skill with which you operate, lacking waste of any sort, you can use medicine or throw
an explosive during a break in the fighting.
Unique Effect. The target uses one [Stored] [Item: Consumable]. This Talent does not spend [End],
and may only be used once per round (or scene).

● «Instant Installation»
Timing : Unique
Range : User
Target : User
Cost : None
Utilizing a nearby car, boulder, residence, or even corpse, you create an obstacle or cover with
haste.
Unique Effect. Use at any time. The target [Installs] one [Obstacle] equivalent to a "Common
Residence" in an adjacent unoccupied square. This Talent may be used twice per round (or scene).

● «Control Distance»
Timing : Constant
Range : User
Target : User
Cost : None
Precisely grasping the distance between enemy and ally, you can gain a decisive advantage by
controlling those factors.
Passive Effect. The target increases the [Range] of their [Attack Actions] by 2 Sq. (if [Range:
Combat Zone], gain +2 at [Damage Calculation] instead). Also, when using a [Style: Legion] Talent
that allows movement, increase the distance that can be moved by 2 Sq. (for example, when using
«Spread Out!», the target may move up to 4 Sq instead).

◎ «Guiding Tactics»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [5]
Utilizing cover or an obstacle and leading an enemy, the moment your foe reaches a certain spot,
you let them have it.
Unique Effect. Use at any time that the target moves adjacent to an [Obstacle]. The user may use
one [Style: Legion / Timing: Attack / Cost: X (or) X, X] Talent, treating the [Cost] as already paid.
This Talent may be used once per round (or scene).

◎ «Veteran Soldier»
Timing : Constant
Range : User
Target : User
Cost : None
This Talent represents having high combat prowess, having mastery as a Legion, due to your harsh
training or long years of experience.
Passive Effect. When the target has [Shift: Covered], they reduce [Damage] they take by an
additional 10 (when using «Perfect Cover», reduce [Damage] by 25). Also, when using [Style:
Legion / Timing: Attack] Talents, the target gains an additional +1 [Rank].

=======================================================================
=========
Four Guardian Gods -- Legacy User Extra Style Talents [XP5K]
=======================================================================
=========

Type A
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Legacy User / Type: A].

«Protecting Etherlight»
Timing : Start
Range : User
Target : User
Cost : None
Wielding the power your Regalia hides, convert that power into defensive strength.
Unique Effect. The target selects one value from 6・8・10, then takes a penalty to their total {PD}
equal to that value (if this would lower it below 0, that value cannot be selected). After, the target
gains a bonus equal to the chosen value to [Armor]. (For example, if 6 is selected, reduce {PD} by
6, then increase [Armor] by 6).

● «Spirit Surge»
Timing : Unique
Range : User
Target : User
Cost : None
Instantly transferring the power held within your Regalia to yourself, you are bathed in a sublime
glow of etherlight.
Unique Effect. Use when the start spends [Timing: Start]. When the target spends 1x [Start], they
change the value of one [Spirit] die to "2". This Talent may be used once per combat (or scene).

● «Automatic Attack»
Timing : Unique
Range : User
Target : User
Cost : None
The power enveloping your Regalia seizes your body, and once it recognizes an enemy, it
automatically directs you to unleash a vicious assault.
Unique Effect. Use when the start spends [Timing: Start]. When the target spends 1x [Start], make
1x [Weapon Attack]. This Talent may be used once per combat (or scene).

● «Regalia Unification»
Timing : Constant
Range : User
Target : User
Cost : None
By unifying with the spirit of your Regalia itself, you can draw out spirit energy with greater
efficiency, enhancing the power of your techniques.
Passive Effect. «Spirit Ray» or «Etherlight Regalia» Required. Until [End] of the round in which
the target used either «Spirit Ray» or «Etherlight Regalia», they gain a +[user's [World Influence
LV] (max +10)] modifier at [Damage Calculation]. This effect cannot be applied to [Weapon
Attacks].

● «Spirit Replenish»
Timing : Constant
Range : User
Target : User
Cost : None
After launching an unseen strike, you replenish your Godforged Regalia with the spirit energy
drifting through the area.
Passive Effect. «Overflowing Spirit» Required. After using «Overflowing Spirit», the target
changes the value of one [Spirit] die to "2".

◎ «Regalia of Elimination»
Timing : Unique
Range : User
Target : User
Cost : None
Embodying a legendary Godforged Regalia using your spirit energy, you become highly effective
against certain kinds of enemies.
Use On Damage Calculation. «Regalia of Ruin» Required. The target gains a +"1d6 x 6" modifier at
[Damage Calculation] made against a non-[Boss] [Mononoke]. This Talent may be used once per
combat (or scene).

◎ «Curse of Death»
Timing : Constant
Range : User
Target : User
Cost : None
A frightening curse resides within your Godforged Regalia, and those who are wounded by it cannot
heal for while afterwards.
Passive Effect. «Cut the Thread of Life» Required. Change the effect of «Cut the Thread of Life» to
the following: "Until [End] of the next round, the target reduces [Recovery] effect they receive by
40 (to a minimum of 0)."
Type B
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Legacy User / Type: B].

«Regalia's Powers»
Timing : Constant
Range : User
Target : User
Cost : None
Due to various circumstances, your Regalia has come to possess unique powers, and as its
possessor, you can use them.
Passive Effect. The target gains two [Item: Gear / Cost: Unsellable] and can use them. If this Talent
is designated for "Change Talent" at [Advancement], the target loses both [Item: Gear / Cost:
Unsellable] they gained.

● «Automatic Counter»
Timing : Unique
Range : User
Target : User
Cost : [2]
The power surrounding the Regalia controls it possessor's body, and unleashes a counterattack upon
its possessor being damaged.
Use On Damage Reduction. The target may make 1x [Weapon Attack]. This Talent may be used
once per round (or scene), and the target of the [Weapon Attack] does not get a [Reaction Check].

● «Vessel of Victory»
Timing : Unique
Range : User
Target : User
Cost : None
Materializing power to bring victory in combat, the Regalia grants its possessor that power for but a
moment.
Use when the target declares a talent. The target may use that Talent as though it were [Cost: O].
This Talent may be used once per session.

● «Sacred Treasure of Counteraction»


Timing : Constant
Range : User
Target : User
Cost : None
This Talent represents that your Regalia is a powerful item, its spirit energy capable not only of
healing but detoxifying as well.
Passive Effect. The target gains +5 {HP}. Also, the [Target] of the user's «Sacred Treasure of
Healing» additionally gains any one of [Remove: Darkness・Poison・Pain].

● «Regalia of Eternity»
Timing : Constant
Range : User
Target : User
Cost : None
This Talent represents that your Regalia has, for many, many years, brought glory to its possessor. It
grants tremendous vitality to the Awakened, and long-lasting life to Innocents.
Passive Effect. The target gains +15 {HP}.

◎ «Ritual of Revival»
Timing : Unique
Range : User
Target : User
Cost : None
You draw tremendous power from your Regalia by embodying the legend of a resurrection, which
rejects your wounds and revives you.
Use On Damage Reduction. The target changes [Damage] they take to 0. After, the target
[Removes] all negative [Shifts] other than [Downed・Taken Out・Dead], and changes their current
{HP} to 1. This Talent may be used once per session.

◎ «Melee Weapon Resist»


Timing : Constant
Range : User
Target : User
Cost : None
With your Regalia adorning your body, you become resistant to a certain form of weapon, by its
embodying the story of repelling a hero's sword or spear.
Passive Effect. The target gains +5 [Armor]. Also, when the target acquires this Talent, this
designate one from [Form: Sword・Spear・Axe・Hammer]. When they do, record the name of this
Talent like «Melee Weapon Resist: X» (where X is the chosen [Form]). The target [Halves] the
[Physical Damage] they take from the designated [Form] of [Melee Weapon].

=======================================================================
=========
Four Guardian Gods -- Time Wizard Extra Style Talents [XP5L]
=======================================================================
=========

Type A
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Time Wizard / Type: A].

«Break Leap»
Timing : Prep
Range : User
Target : User
Cost : [E]
You accelerate your personal time at regular intervals, making it look as though you repeatly
teleport.
Unique Effect. The target may [Install] themselves in a square up to 2 Sq. away from their current
square. This Talent does not spend [Prep], and may be used once per round (or scene).

● «Chronos Intercept»
Timing : Defense
Range : User
Target : User
Cost : [1]
You intercept your opponent's weapon attack with an accelerated art or your own special spell.
Unique Effect. User when the user becomes the [Target] of a [Weapon Attack]. Make an [Opposed
Check] using {Conjure} against the result of the [Weapon Attack] (treat this as a [Reactive Check]).
If successful, cancel the [Damage] and other effects of that [Weapon Attack].

● «Clock Aim»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [O]
Invoking a spatial spell as you aim, you pierce your target's weak point with supernatural precision.
Use On Damage Reduction. The target [Halves] their [Armor] or [Barrier]. This Talent may be used
once per round (or scene).

● «Clock Remove»
Timing : Constant
Range : User
Target : User
Cost : None
While invoking your technique, you create a momentary gap in time using a spatial-temporal spell,
then take that moment to regain your footing.
Passive Effect. The target gains +5 to {Initiative}. After the target uses a Style Talent of either
[Timing: Prep・Unique], they gain one of [Remove: Fallen・Darkness].

● «Clock Charge»
Timing : Constant
Range : User
Target : User
Cost : None
Invoking a unique spatial-temporal spell as you use a technique, you build up power accordingly to
the distance you move.
Passive Effect. The target gains a modifier at [Damage Calculation] equal to the number of squares
moved during this round via Talents the target used on themselves (to a maximum of +10; for
example, if the target has already moved 9 Sq. due to using «Blink Move» and «Zero Style», they
gain +9 to [Damage Calculation]). This effect does not carry over to the next turn, and does not
count [Move Actions] (excluding «Shadow Breach») or [Installs].

◎ «Chronos Boost»
Timing : Unique
Range : User
Target : User
Cost : None
Gathering spirit energy as you invoke a spatial-temporal spell, you convert the power you gained
into a warm glow after losing your spell, infusing your whole body with it.
Unique Effect. «Clock Action» Required. Use after the target uses a Style Talent of either [Timing:
Prep・Unique]. The target gains 1 [Overflow]. This Talent may be used once per round (or scene).

◎ «Time Master»
Timing : Constant
Range : User
Target : User
Cost : None
This Talent represents that you are an expert who has mastered the foundations of space-time
magic. Within the Mage Association, those who have this distinction are granted ranks higher than
those of High Masters.
Passive Effect. The target is able to use «Blink Move» «Flip Warp» «Break Leap» and «Chronos
Interception» as though they were [Cost: None].

Type B
----------------------------------------
To acquire the Style Talents found here, a character must possess [Style: Time Wizard / Type: B].

«Kairos Move»
Timing : Unique
Range : User
Target : User
Cost : [1]
After evading an attack, you invoke a temporal spell to slow down time, letting you instantly move
a certain distance.
Unique Effect. User after the target succeeds at a [Reactive Check]. After the reaction, the target
may move up to 5 Sq., ignoring [Engagements]. This Talent may be used once per round (or scene).

● «Time Shield»
Timing : Start
Range : 5 Sq.
Target : 1#
Cost : [1]
You throw up a shield of time itself around another, causing the velocity of incoming bullets and
projectiles to drop precipitously.
Unique Effect. The target [Halves] [Damage] taken from [Form: Ranged・Magical] [Weapon
Attacks].

● «Kairos Crash»
Timing : Attack
Range : Engaged
Target : 1#
Cost : [1, 1, 1]
You invoke a powerful temporal spell when you touch your opponent, causing their soul itself to be
torn apart.
Magical Attack. Deal [Rank: 6] [Magical Damage] to the target (Resist [Halves]). This Talent may
be used once per round (or scene).

● «Time Snare»
Timing : Unique
Range : User
Target : User
Cost : [E]
Weaving together time slowing spells while you invoke a technique, you unleash an attack in the
momentary gap you make.
Unique Effect. Use after the target uses either of a [Timing: Prep・Unique] Style Talent. The target
may make 1x [Weapon Attack]. This Talent may be used once per round (or scene).

● «Time Break»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [E]
By freezing part of their spirit energy, you render the technique your opponent is about to use
incomplete, canceling it.
Use when the target declares a Talent. Cancel the effect of a single [Timing: End] Talent the target
uses. This Talent may be used once per round (or scene).

◎ «Time Assault»
Timing : Unique
Range : Combat Zone
Target : 1#
Cost : [1]
You slow time right when an enemy starts to move, then when they stop moving, you invoke a
powerful spell.
Unique Effect. Use after the target's [Move Action] or [Install] ends. The user may use one [Timing:
Attack / Cost: X (or) X, X] Talent, treating the [Cost] as already paid. This Talent may be used once
per round (or scene).

◎ «Time Exception»
Timing : Constant
Range : User
Target : User
Cost : None
A Time Wizard ultimate art, wherein by manipulating your internal time, you can gather your
circulating spirit energy and create a redundancy, which can be utilitized.
Passive Effect. The target may use [Style: Time Wizard / Type: B / Timing: Unique] Talents as
though they were [Cost: O].

Core Book Errata
Page 90~147, there's currently a mix-up with the Effect Class of 'Use On Active Check'. Currently 
there ARE
New (5/27/2017): All Mononoke complete! All that's left in Requiem are the two sample episodes 
and the designer's note in th
* Mechanical [XP1Y-5]
* Undead [XP1Y-6]
* Mythical [XP1Y-7]
* Chaos [XP1Y-8]
================================================
[Scion] to have children with a [Darkstalker], the child would be either a [Scion] or [Darkstalker]. 
However, very rarely, a
Aramitamaized Revenant, their former comrades-in-arms and nemesis alike will be summoned in 
order to protect the world.
Divi
PC, they may instead write a dash. Also, there are those who only give their "God Names" to those 
they trust, in order to hi
treasure, it's a more reliable method of obtaining [Materials] than defeating Mononoke. At times, a 
request that promises tr
Purging], all PCs must participate in any [Check] that occurs [Out of Combat]. It should be noted! 
That when a {Main Stat} c
Player] rolls 4d6, and increases the [Limit] by the amount rolled. Actions other than [Time Actions] 
do not raise the [Limit
| 13 ~ 14 | Strong Enemy         | Suddenly, a [Mononoke] that has become a Cursed God appears. 
The GM chooses any one [Mono

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