Each attribute has a level, and a modifier. Attribute levels for humans are described on the table, and other species are proportional.
In particular, an attribute at least ±25% away from average is obvious to all who meet you. For humans, this is any 7- or 13+. For kitsune, a mere 9 Savvy is a clear and remarkable weakness, and so forth.
Each attribute's modifier is [Attribute - 10].
Arcane Channeling class ability
The character can use a triple action to simultaneously cast a touch spell whose cast time is up to a double action, and take three actions's worth of attacks, with the spell affecting each target they hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
ability to cast spells
The character's spells ignore the Spell Fail of armor and shields, up to a level based on the feat level.
Armor of any type interferes with a spellcaster's gestures, which can cause spells to fail if those spells have a somatic component.
You have a +4 untyped bonus on checks when appearance is paramount, or a +2 untyped bonus when appearance is relevant but not paramount. (These are usually Savvy-based checks.)
The Health and Toughness boni from berserking increase by +[2 × Feat Level], and the Will bonus by +[Feat Level].
The penalty to AC doesn't change.
+4 untyped bonus on saves to resist Enchantment magic, while berserking.
As an untyped bonus, this stacks with all other modifiers, including the Will bonus while berserking.
The character's berserking no longer causes Fatigue status afterwards.
bite attack, 5 ranks in Melee Combat: Unarmed
Your bite attack is bloody and dangerous. Your bite attack increases a size in damage, and gains 1 point of bleed damage on a crit.
Bleed damage from multiple sources stacks.
ability to cast spells
+[Level × 2] untyped bonus to overcome the spell resistance of any target the character has successfully injured with a melee attack. When the target is healed to full, this bonus ends.
The character gains the <Chaos> creature tag, giving up some of their free will.
They can't lose their Chaotic alignment without first losing the Chaos creature tag.
The character gains the <Law> creature tag, giving up some of their free will.
They can't lose their Lawful alignment without first losing the Law creature tag.
Choose a Melee Combat or Ranged Combat skill. Choose an energy damage type: «Acid», «Cold», «Fire», «Lightning».
6 ranks in the chosen skill
Any of your attacks with the chosen skill deal +1D6 damage of the chosen type.
You have a familiar, `as the sorceror/wizard class ability`.
`Improved Disarm + Improved Trip + `
You don't suffer the «Balance» penalties that gunblades otherwise impose.
The character can cast Detect Chaos and Detect Law, at no MP cost, with a caster level of 3rd, with +[S Mod] to any save DC.
The character can cast Detect Law and Detect Chaos, at no MP cost, with a caster level of 3rd, with +[S Mod] to any save DC.
ability to cast Call Of The Wild
When casting Call Of The Wild, you can add the Anarchic Creature template for +1 spell level.
ability to cast Call Of The Wild
When casting Call Of The Wild, you can add the Axiomatic Creature template for +1 spell level.
ability to cast Call Of The Wild
Add the following creatures to your Call Of The Wild lists:
ability to cast spells
[Feat Level] times per day, the character can use a quick action to cast a spell whose cast time is up to a double action.
If the character makes a successful Ref save against an attack that normally deals half damage on a Ref save, she instead takes no damage. Reflex Evasion can't be used while wearing heavier than Light armor, or while helpless.
On a failure with Reflex Evasion, the character still only takes half damage.
Shadow Companion class ability
The character's shadow companion improves. It advances 2 HD, but these "rebirth HD" can be spent to transform it into a greater creature. If it's already transformed from a previous level of this feat, then it only needs to pay the difference.
|shadow creature megaraptor||4|
|modified greater shadow||5|
|shadow creature Gargantuan monstrous scorpion||8|
|shadow creature Colossal monstrous scorpion||10|
The shadow creature template is on p190, Manual Of The Planes. The "modified" greater shadow has the same modifications as the shadow that is the default shadow companion.
If the character can catch a target unable to defend himself effectively, she can hit a vital spot for extra damage. When her target is denied <Dodge> boni, her attacks deals +[Feat Level]D6 damage. (Note that bonus damage dice aren't multiplied on a critical hit.) So long as the base attack deals some type of HP or MP damage, subdual or not, this damage is of the same type as the base attack; otherwise, it's «Piercing» HP damage.
A creature immune to critical hits is also immune to Sneak Attack bonus damage. The character must be able to see the target well enough to pick out a vital spot, and must be able to reach such a spot. She can't sneak attack while striking a creature with concealment, or striking the limbs of a creature whose vitals are beyond reach.
Your Sneak Attack bonus damage is multiplied on a critical hit.
Your Sneak Attack bonus damage applies against creatures immune to critical hits, including creatures without discernible anatomies.
Choose a <Special Access> skill.
You have access to the chosen skill, and can use and train it.
The character has an intuitive sense that alerts her to danger from traps. +6 untyped bonus on Ref saves vs traps, and +6 <Dodge> bonus to AC vs traps.
The character doesn't lose her <Dodge> boni by being caught flat-footed or struck by an invisible attacker. (This doesn't prevent her from losing her <Dodge> boni by being immobilized.)
The character doesn't lose her <Dodge> boni by being flanked.
Choose one type of weapon.
8 ranks in chosen weapon's skill
With the chosen weapon, your critical threat range is doubled.
Wild Shape class ability
The character can use their Wild Shape ability [Feat Level] extra times per day. The limit of three hours becomes a budget; if they shift into a wild form, stay there for 100 minutes, and shift back, then the next time they shift into a wild form they only have 80 minutes left.
Wild Shape class ability
The character's Wild Shape size restrictions are expanded by [Level]. The class will specify whether this allows larger sizes or smaller sizes. For example, when of Medium race and with one level of Wild Shape Size, a beastmaster can take a Small or Medium form, while a berserker can take a Medium or Large form.
Taking a skill costs [Ranks²] SP. A skill can be improved by paying the difference in cost. There is no maximum rank, but of course each rank costs more than the last.
Each skill is based on an attribute; your ability with a skill is the base attribute, plus your ranks in the skill. Neither Health nor Toughness has any skills based on it.
Two uses of Athletics are unusual with respect to ACPs; riding doesn't take ACPs if proficient, while swimming takes double ACPs whether proficient or not.
no ACPs if proficient
To-hit with swords, knives, and similar agile blades. It also covers the use of light clubs, which are mostly training weapons.
To-hit with flails, nunchaku, and other "impact on a whip" weapons.
To-hit with axes, heavy clubs, maces, picks, and such heavy-impact weapons. This also includes using shields to attack.
To-hit with pole weapons, including spears, staves, glaives, halberds, pikes, and countless others.
To-hit with punches, kicks, bites, and other natural weapons. This also includes unarmed attacks augmented by brass knuckles, spiked gauntlets, or the like.
To-hit with light, flexible weapons, including whips, spiked chains, and lariats.
To-hit with blowpipes.
To-hit with beam weapons.
To-hit with the unnatural bolts produced by some magic.
To-hit with shortbows, longbows, composite bows, compound bows, but not crossbows.
To-hit with the unnatural rays produced by some magic.
To-hit with projectiles launched from slug-thrower weapons, as well as similar weapons like crossbows.
To-hit with slings and staff slings.
To-hit with spears launched from a spear-thrower, and similar "extra arm segment" ranged weapons.
To-hit with thrown weapons, including spears, knives, hatchets, and a wide variety of improvised projectiles.
the class feature
As a double action, you can determine the value of an item with a Craft check. If you succeed by 5 or more, you also determine if the item has magic properties, although this success doesn't tell you what those properties are. If your fail the check by less than 5, you still determine the price of that item to within 20% of its actual value. If you fail this check by 5 or more, the price is wildly inaccurate, subject to GM discretion. Repeated attempts to appraise an item reveal the same result. A common item has a DC of 20 to appraise, but particularly rare or exotic items might have DCs of 25 or more.
As a triple action, you can make a Craft check to determine the most valuable item in a treasure hoard. The DC of this check is generally 20 but can increase to as high as 30 for a particularly large hoard.
aspects of Listen and Spot about identifying what you've noticed
To-hit with crew-served and/or emplaced weapons, like catapults and ballistae.
To-hit with indirect fire; except for dedicated indirect-fire weapons, this takes over from other combat skills. For example, to fire a bow directly at a foe, use Ranged Combat: Bow, but to fire a bow indirectly at a location where a foe should be, use Indirect Combat. Note that indirect fire is typically a type of blind fire, with the appropriate penalties.
Casting spells which conjure creatures or objects made of magic.
Casting spells which manipulate the body and its health, include physical buffs, physical debuffs, healing/harming, and curing/causing disease and poison. However, gross transformation and movement of the body are Transformation spells instead.
Casting spells which enhance senses or analyze the past, present, or future.
Casting spells which relate to the Ethereal Plane, including access to it, as well as illusion/creation spells that create or manipulate pseudo-objects made of ether.
Casting spells which deliver pure energies and pure anti-energies.
Casting spells which enchant the mind, fool the senses, or project illusions of actual light and darkness.
Casting spells which detect, analyze, or manipulate magic itself.
Casting spells which relate to the Plane Of Shadow, including access to it, as well as illusion/creation spells that use the stuff of Shadow as a raw material.
Casting spells which transform, transmute, reshape, or move physical things. Many of these spells are powerful, power-hungry, complex, and hard to master.
aspects of Profession: * about running a business, also applies to nobles and politicians
Use Magic Device
aspects of Listen and Spot about first noticing something
Act, Dance, Keyboards, Percussion Instruments, Sing, Stand-Up, Stringed Instruments, Wind Instruments
aspects of Profession: * about service industry jobs
the class feature
Taking a skill group multiplies the Skill Point cost, but gives you multiple component skills in a package deal. <Special Access> skills don't appear in skill groups.
Acrobatics(A), Athletics(A), Finesse(D), Stealth(A)
Identify(I), Naturalist(I), Notice(S), Survival(S)
Disguise(S), Influence(S), Perform(S), Philosophy(I), Society(I)
Administration(S), Craft(I), Service(S), Technology(I)
Cast Spell: *(I)
Crack Magic(S), Magic Theory(I), Meditation(W)
Indirect Combat(I), Gunnery Combat(I), Melee Combat: *(A), Ranged Combat: *(D)
It costs [Caster Level] MP to cast a 0th-level spell, ×2 for each additional spell level. A character's caster level is a maximum; they can cast a spell at any caster level from 1 to that maximum.
A character can't cast a spell with an allegiance tag that opposes one of their own allegiances(«Chaotic» vs «Lawful», etc).
Many spells have a specific spell level("Cantrip", "1st", etc). The rest are either Variable(in which case the caster decides the spell level at casting and other effects are derived from that), or a more-complex system described in the text(which will simply be listed as "[See Text]").
The basic spell type determines which Cast Spell skill is used with it; Body, Ether, Glamour, etc. A number of subtype tags can apply, depending on the type:
How far the spell can reach to affect its target(s). This can be a distance(like 20'), a calculation(like [Caster Level × 5]'), or a named range:
In addition, a number of range tags can apply:
The spell's sensory side effects. Most spells glow various colors, but some also have distinctive scents, sounds, etc, and a few have a manifestation listed as "None". These can be used to detect spellcasting, except for Manifestation: None spells.
What the spell does.
The caster uses the Finesse skill telekinetically, on various targets within the area. Working at a distance increases the normal skill check DC by 5, and if they don't have ranks in Finesse they take an extra -5 penalty. Any object to be manipulated must weigh [Caster Level × 2]pd or less. For +1 spell level, they don't suffer the +5 DC, or the -5 penalty for untrained use.
This spell summons one or more natural creatures, which act immediately on your turn. They attack your opponents to the best of their ability. If you can communicate with them, then you can direct them not to attack, to attack particular enemies, or to perform other actions. This effect has a duration of 3 rounds, although you can end it early as a free action.
If you attempt to summon a creature into an environment that can't support them(an eagle underwater, a wolf in midair, a porpoise on land, any of those on the Elemental Plane Of Fire, etc), then that creature is not summoned. Others may still be — for example, an attempt to summon four earth elementals in a stack will only get the one earth elemental which was summoned onto solid ground.
A summoned creature can't summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.
The spell conjures one of the creatures from the Call Of The Wild lists below. You pick which creature to summon each time you cast the spell. This choice determines the base level of the spell; you can instead summon two of the same for +1 spell level, or four of the same for +2 spell level. For creatures with a multiplier, that multiplies how many you get — for example, twenty bats with a 2nd-level spell.
If you pick a creature with one of these type tags, then the spell gains that tag: «Air», «Chaotic», «Earth», «Fire», «Lawful», «Water».
|Common||Combine||modern atlanteans, traders|
|Draconic||Draconic||dragons, kobolds, lizardfolk|
|Old Elemental||Stoicheiodis||elemental lords|
|Old Faerie||Tuaithe||faerie nobles|
|Sylvan||Tuaithe||centaurs, dryads, wild fae|
|Goblin||Faerie||goblins, hobgoblins, bugbears|
|Seelie||Faerie||dale elves, high elves|
|Unseelie||Faerie||dark elves, fox elves, spider elves|
Many junctions provide an amount of effect determined by the amount of one kind of tavenon. Unless specified otherwise, this is [log2(N + 1) * E], round down, where N is the number of that kind of tavenon, and E is an efficiency factor that depends on the junction. For example, with 20 Metal tavenons(log2(20 + 1) = 4.39…), a Dart junction(E=1½) will deal 6 damage, while a Lance junction(E=3) will deal 13 damage.
`Chosen` characters have a level, which determines how many junctions they can unlock from their junctioned devoted. If they have multiple devoted junctioned, then their level is distributed among their junctioned devoted as evenly as possible, although they decide who to distribute a remainder level to. For example, a level 5 `chosen` character with two devoted junctioned can unlock 2 from one and 3 from the other; if they junction a third devoted, then they can unlock 1 from one, and 2 each from the other two. This allocation is made when junctioning devoted, and thus in order to change this allocation without changing anything else, a `chosen` must de-junction and re-junction one of their devoted.
When a character is `chosen`, their level starts at 1. As they go on adventures, they accumulate experience points(XP); when they reach 625 XP, they reach level 2. Each additional doubling is an additional level.
|1 280 000||13|
|2 560 000||14|
|5 120 000||15|
There are two types of passive junctions that augment attributes: percentage increases, and those that boost via tavenons. Each attribute has one of each type. Attribute percentage increases come in three tiers, +10%/+20%/+40%; the +40% always has the +20% as a prereq, which always has the +10% as a prereq, but they usually also have other prereqs. Only one tavenon boost junction is available for each attribute, and the amount it boosts by is determined by how many of one kind of tavenon are in turn junctioned to it; E depends on that tavenon/attribute pair.
The character is immune to being flanked.
Three of these exist for each attribute: a +10%, a +20%, a +40%. They usually also have other unlock prereqs, but the +40% always has the +20% as a prereq, which always has the +10% as a prereq.
One of these exists for each attribute. Junction tavenons to it, all of a single type but it can be any type, to boost that attribute. E depends on that tavenon/attribute pair.
Recovers HP based on Vital tavenons. With 1 Vital tavenon, it recovers 1 HP per hour; the number of tavenons divides this time down, with E=1.
The character is immune to all status effects.
Single action. Drink a potion, and it takes effect instantly.
Double action, close range. Drains 10% of target's current HP; the user recovers half of that.
Single action, range by weapon. Make a mundane attack as normal, which deals triple damage. This attack can't be split. Then, drains 10% of user's current HP.
Double action, close range. The user and the target each suffer 1/3 of the damage that would be taken by the target. Can be used on self, to only take 2/3 damage. This affects all kinds of damage, including HP damage, MP damage, and attribute damage. Can't be used on more than one target at a time, although the target can use their own Defend junction back, in which case the user and target each take 2/9 damage.
Double action, close range. Shields the target; can absorb 60 damage, before armor. This amount is used up as it protects. Each time that same initiative comes up, this amount is also reduced by 1. Once it's gone, the effect vanishes. Doesn't stack with other Fortify shields; if the target already has a lesser Fortify shield, then this replaces it, otherwise this does nothing.
Double action, close range. Target recovers HP based on Heal tavenons; E=2.
Double action, close range. Target takes untyped damage based on Heal tavenons; E=1.
Double action, close range. Target takes <Positive> energy based on Vital tavenons; E=1½. (This heals the living, damages the undead, and ignores the inanimate.)
Double action, close range. Target takes <Negative> energy based on Vital tavenons; E=1½. (This damages the living, heals the undead, and ignores the inanimate.)
Double action, medium range. Target takes «Bash» damage based on Earth tavenons; E=1½.
Double action, close area. Every target in the area takes «Bash» damage based on Earth tavenons; E=3. User normally isn't targeted, but they can choose to target themself.
Double action, medium range. Target takes «Fire» damage based on Fire tavenons; E=1½.
Double action, close area. Every target in the area takes «Fire» damage based on Fire tavenons; E=1½. User normally isn't targeted, but they can choose to target themself.
Double action, medium range. Target takes «Fire» damage based on Fire tavenons; E=3.
Double action, close area. Every target in the area takes «Fire» damage based on Fire tavenons; E=3. User normally isn't targeted, but they can choose to target themself.
Double action, long range. Target takes «Pierce» damage based on Metal tavenons; E=1½.
Double action, long range. Target takes «Pierce» damage based on Metal tavenons; E=3.
Double action, medium area. Every target in the area takes «Pierce» damage based on Metal tavenons; E=1½. User normally isn't targeted, but they can choose to target themself.
Double action, medium area. Every target in the area takes «Pierce» damage based on Metal tavenons; E=3. User normally isn't targeted, but they can choose to target themself.
Double action, medium range. Target takes damage based on Ice tavenons; E=1½, half(round up) «Bash», half(round down) «Cold».
Double action, medium range. Target takes damage based on Ice tavenons; E=1½, half(round up) «Slash», half(round down) «Cold».
Double action, medium range. Target takes damage based on Ice tavenons; E=1½, half(round up) «Pierce», half(round down) «Cold».
Double action, close area. Every target in the area takes damage based on Ice tavenons; E=1½, half(round up) «Bash», half(round down) «Cold». User normally isn't targeted, but they can choose to target themself.
Double action, close range. Target takes «Slash» damage based on Glass tavenons; E=1½.
Double action, close area. Every target in the area takes «Slash» damage based on Glass tavenons; E=1½. User normally isn't targeted, but they can choose to target themself.
Double action, close range. Target takes «Slash» damage based on Glass tavenons; E=3.
Double action, close area. Every target in the area takes «Slash» damage based on Glass tavenons; E=3. User normally isn't targeted, but they can choose to target themself.
Each potential devoted has a "junction tree", where the majority of junctions have prereqs. Unless otherwise stated, junction prereqs only apply to unlocking junctions on a devoted's junction tree. A `chosen` with multiple devoted junctioned can't use the unlocks of one to fulfil the prereqs of another.
Example: Tanaska is a level 5 `chosen`, and she's junctioned Erudash and Brandice. She distributes 2 levels to Erudash and 3 to Brandice. Erudash has Instant Infusion with no prereqs, and Health +10% with only Instant Infusion as a prereq; Tanaska unlocks those. Brandice has Dark Strike and Vital Life with no prereqs, Fortify with only Dark Strike as a prereq, Health +10% with only Vital Life as a prereq, and Health +20% with Health +10% and Fortify as prereqs. Tanaska unlocks Dark Strike and Fortify. She now has Fortify unlocked on Brandice and Health +10% unlocked on Erudash, but that's not enough to unlock Health +20% on Brandice.
The name of the weapon. A single weapon may have multiple uses, in which case some entries will be split into a sub-row for each use. For example, gunblades have a gun use and a blade use.
The typical retail price of the weapon. This is currently in yen, which may have to change.
The weight(in the older sense) of the weapon. This is listed in mass-pounds, "pd".
The skill used for attack rolls with the weapon.
How to equip the weapon. This changes when equipping a weapon designed for a character of different size.
How the weapon handles distance, in one of two formats.
How the weapon can be used in attack actions. If there are multiple modes listed, then they can be selected with a free action on your turn.
|Mode||Short For||Description & Rules|
The weapon is bolt-action or single-action-only. It takes an entire action to attack with; it's not compatible with Split Strike or other feats that allow multiple attacks in an attack action.
The weapon fires once each time the trigger is pulled. This is the default in the rules, and melee weapons are also considered SA for this reason. (DAO and DA/SA weapons also fall under SA mode.)
The weapon fires multiple times each time the trigger is pulled; the mode will have a number indicating how many, like BF3. Each burst is an attack, and if the attack roll hits with a margin to spare, each full [Recoil] in the margin is an extra shot that can hit, up to the number of shots fired. For example, with a 4-recoil BF3 weapon, hitting by 5 means 2 shots can hit(1 for success, +1 for a full 4 in 5).
However, each extra shot only has a chance of hitting. Roll a die equal to the number of shots that can hit; that's how many do hit. For example, if 2 shots can hit, then it's a 1D2 roll. If it comes up 1, then that's still a hit and a miss.
Missed shots may hit unintended targets, at the GM's discretion.
The weapon fires at a steady pace while the trigger is held; the mode will have a number indicating a max shots per action, like FA7. The wielder can fire fewer shots than this max; if they choose to fire 1, then the weapon functions as if in SA mode, including being able to use it with Split Strike. Otherwise, it takes an entire action to attack in FA mode, like SS mode, but it fires multiple shots in that time. Resolve each multi-shot burst like BF mode.
The size of the «Recoil» penalty to hit accumulated for each ranged shot or melee attack action in the same turn. For example, with a 5-recoil melee weapon(average), if you attack with all three actions in a turn, the first has no «Recoil» penalty, the second has -5 «Recoil», and the third has -10 «Recoil». With a 3-recoil BF3 ranged weapon, if you attack with two actions in a turn, the first attack has no «Recoil» penalty, and the second has -9 «Recoil» (3 shots at 3 recoil each). At the start of your next turn, the «Recoil» penalty resets to 0.
The damage of the weapon when made for a Medium character, and how the damage is affected by really good rolls.
The ammo the weapon needs, if any. A listing of "——" means it doesn't need any. Otherwise, the number of shots(not attacks) will be listed, along with a type tag, and the weight of a spare reload worth.
Unless stated otherwise, it's possible to include a shot in a melee attack with a gunblade, taking a -4 «Balance» penalty on each of two attack rolls. This is performed as a single attack with a greater recoil.
Most gunblades use a Gardere grip, slightly modified to support a solenoid trigger, so that it can be fired without changing grip.
This fast-attacking gunblade is a semiauto pistol mated to a rapier. The gun lock sits behind the grip, with the barrel pointing out along the back of the blade.
As a rapier its balance is a significant problem, conferring a -2 «Balance» penalty to hit.
This gunblade is a heavy six-shot revolver mated to a fencing saber. The revolver lock sits between the grip and guard, with the barrel pointing out along the back of the blade.
As a saber its balance is seriously out of whack, conferring a -3 «Balance» penalty to hit.
This gunblade is a sniper rifle mated to a broadsword. The gun lock sits between the grip and guard, with the barrel "floating" just off the back of the blade, in order to avoid either function damaging the other's aim. The guard flows down into a recoil-absorbing stock. This arrangement doesn't allow for a single grip to cover both gun and blade uses, and thus instead of a modified Gardere grip, it uses a sturdy sword grip and a separate trigger guard.
As a broadsword its balance is a significant problem, conferring a -2 «Balance» penalty to hit. Its integral scope has a max of +6. It can't include a shot in a melee attack.
This blacked gunblade is a light six-shot revolver mated to a dao. The grip resembles a Doppelhänder's, despite the lightness of the weapon; the revolver lock is half-buried inside the upper grip, with a trigger guard, while the lower grip has a bar trigger, for one-handed use. The barrel is blended deep into the back of the blade, with extensive ventilation, so the blade serves as a cooling fin. This interferes with its melee accuracy if the user shoots before closing to melee, but it's serviceable as a backup blade to deter opponents from closing to melee in the first place. It also has an unusual role as an assassination weapon, in which the blade is used first, then the gun is used to cover the escape from melee.
As a dao its balance is a significant problem, conferring a -2 «Balance» penalty to hit. Its lightness combined with two-handed design reduces melee recoil by 1 when wielded two-handed. Each shot accumulates heat in the blade; a full 4 shots gives a -1 untyped penalty to hit in melee, and each full doubling worsens this penalty by -1. Shedding one shot's worth of heat takes 10sec(or quicker if it's very hot, at the GM's discretion).
This light gunblade is primarily a semiauto pistol, with a large knife blade under the barrel. Instead of a modified Gardere grip, it uses a regular pistol grip.
As a knife its balance is seriously out of whack, conferring a -3 «Balance» penalty to hit.
|Eightball||`k¥||3.25pd||Ranged Combat: Slug-Thrower||1H||100' RI||SA||2||1D8||«KK»||20/×2||8 <Box>, .16pd|
|Melee Combat: Blade||1H||M×1||SA||4||1D6+T||«Impale»||20/×2||——|
|Six-Saber||220k¥||4.5pd||Ranged Combat: Slug-Thrower||1H||105' RI||SA||3||1D10||«KK»||20/×2||6 <Cylinder>, .36pd|
|Melee Combat: Blade||1H||M×1||SA||5||1D8+T||«Slash» / «Impale»||20/×2||——|
|True Blood||`k¥||10pd||Ranged Combat: Slug-Thrower||2H||580' RI||SA||1||9D12||«KK»||20/×2||6 <Box>, .6pd|
|Melee Combat: Blade||1H||M×1||SA||6||1D8+T||«Slash» / «Impale»||20/×2||——|
|Vanishing Star||`k¥||2.2pd||Ranged Combat: Slug-Thrower||1H||105' RI||SA||1||1D8||«KK»||20/×2||6 <Cylinder>, .06pd|
|Melee Combat: Blade||1H||M×1||SA||4||1D6+T||«Slash» / «Impale»||20/×2||——|
|Velvet Nightmare||`k¥||1.5pd||Ranged Combat: Slug-Thrower||Lt||60' RI||SA||3||1D8||«KK»||20/×2||6 <Box>, .16pd|
|Melee Combat: Blade||Lt||M×1||SA||5||1D4+T||«Slash»||20/×2||——|
`Flanking denies <Dodge> boni.