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Shin Megami Tensei The Roleplaying Game Tokyo Conception OEF, BIuw9u

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100% found this document useful (5 votes)
16K views311 pages

Shin Megami Tensei The Roleplaying Game Tokyo Conception OEF, BIuw9u

Uploaded by

crimpador
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
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TABLE OF CONTENTS

Negotiation.....................................................................................72
CHAPTER 1: INTRODUCTION 2 Fusion & Evolution.....................................................................79
A New SMT Arises.......................................................................3 Normal Fusion Chart....................................................82
The World of Nocturne.............................................................6 Cursed Fusion Chart....................................................83
Introductory Replay: Deep Below....................................9 The Tale of Mr. Hee-Ho: An Example of Fusion..........86
Terms..................................................................................................19 Cool Down.......................................................................................88
Level Up Events...........................................................................89

CHAPTER 2: CHARACTER CREATION 22


CHAPTER 4: SKILLS EXPLANATIONS 94
Sample Characters....................................................................25
Fiend: Marogareh..........................................................25 What is a Skill?.............................................................................95
Fiend: Shiranui................................................................26 Spell Skills..........................................................................97
Fiend: Ankh........................................................................27 Magical Attack Skills....................................................102
Demon: Pixie.....................................................................28 Physical Attack Skills...................................................106
Demon: Jack Frost.........................................................29 Passive Skills....................................................................109
Demon: Hellhound........................................................30 Talk Skills............................................................................112
Human: Soldier................................................................31 Items & Gear..................................................................................114
Human: Reporter............................................................32 Shops.................................................................................................119
Full Scratch: Original Character Creation....................33
Class: Fiend....................................................................................39 CHAPTER 5: DEMON COMPENDIUM 122
Class: Demon................................................................................43
Class: Human................................................................................46 Reading Demon Stats..............................................................123
Character Advancement........................................................48 Demon List......................................................................................126
Boss Demons................................................................................213
CHAPTER 3: RULES 52
CHAPTER 6: THE WORLD 236
Beginning Play.............................................................................53
Checks & Skills............................................................................56 The Vortex World.........................................................................237
Reason & Himorogi...................................................................60 Regions.............................................................................................242
Combat..............................................................................................63 Shinjuku-Shibuya Region.........................................242
Ginza-Yurakucho Region...........................................247
Ikebukuro-Kabukicho Region................................252
Asakusa-Yushima Region.........................................257
Marunouchi-Chiyoda Region.................................261
Sanno-Nagatacho Region........................................264
Guidance: Before the Conception....................................269

CHAPTER 7: GAME MASTER 272


What is a Game Master?........................................................273
Scenario: Your Enemy is Shiranui.....................................279
Scenario Ideas..............................................................................287

CHAPTER 8: SHEETS & CHARTS


Character Sheets................................................................................
Fiend Character Sheet........................................................
Magatama Sheet....................................................................
Demon Character Sheet....................................................
Human Character Sheet....................................................
Rules Summary....................................................................................
Session Sheet.......................................................................................
Review Sheet........................................................................................
Kagutsuchi Chart................................................................................
Talk Flowchart.......................................................................................
Ailment Reference Sheet...............................................................
Enemy Demon Sheet........................................................................
Map Sheet...............................................................................................
CHAPTER ONE

INTRODUCTION
A NEW SMT ARISES For players, each takes on the role of an imaginary individual
called their character, and through acting as that individual,
helps to create a story. In Tokyo Conception, that story will
Welcome to this world of chaos and rebirth. involve becoming a resident of the Vortex World and going on an
adventure filled with risk and danger.
Welcome to the Vortex World.
The Game Master, meanwhile, is a unique participant whose role
What you now hold is a copy of Shin Megami Tensei - The is to ensure the game progresses smoothly while also handling
Roleplaying Game: Tokyo Conception, wherein you can play rules decisions. It may be easiest to think of one as being the
ATLUS's 2003 Shin Megami Tensei III: Nocturne video game, but director, scriptwriter, stagehand, and narrator all at once.
as a TRPG. The Shin Megami Tensei TRPG series dates back to the
mid-90s, but Tokyo Conception is the first time the series has ever There are many games out there, but TRPGs are unique in that
left Japan. you will not be concerned with winning or losing—such as with
chess or card games—but rather with enjoying the mechanics of
The Vortex World—where the story of the original game the game and the simulation of story it creates. By playing Tokyo
unfolded—was born after the Conception, an event devised by Conception, the hope is that, for players, you experience being
a man named Hikawa, a leader in the cult known as the Ring of swept up into an adventure in the Vortex World, and for the Game
Gaia. It is a world teeming with gods, fairies, and other creatures, Master, you feel the enjoyment that comes from creating your
all of them summarized with a single word: demon. very own story.

Whether by chance, whether by destiny...


GAME SUMMARY
Whether desired or not, those who remained after the Conception
were forced to fight for their lives. Some took in Magatama To take on the role of a resident
and became fiends. Others chose to cling to their humanity, in the Shin Megami Tensei III: Nocturne
remaining human. And some poor souls could not survive without setting and adventure in a world where
borrowing from the strength of demons. demons vie for dominance and the right to
determine what the new world will be via
In this game, you will take on the role of a human, fiend, or demon their Reason. This adventure will frequently
who wanders this Vortex World, and you will be swept up into include dungeons to explore and tough
matters that could happen only in a place such as this. Behold the battles to fight against hostile demons.
Vortex World, the egg of creation. Behold the war, waged between
the Assembly of Nihilo and the Mantra Army. And know that to
survive here, you will need to unravel its mysteries. CHARACTERS
The word "character" indicates
any living person or demon who
WHAT IS A TRPG? appears in the story, whether
TRPG is short for tabletop role-playing game, an innovative form controlled by the player or the GM.
of game in which each player, playing an imaginary character, Characters controlled by players
engages in likewise imaginary scenarios that form an adventure are called "player characters" (PCs),
for them all to enjoy. TRPGs are games with a strong theatrical and characters controlled by the GM
component, where taking on a particular role is required. The are called "non-player characters"
participants in this game are either the Game Master (GM) or a (NPCs).
player.

003
PLAYER CHARACTERS In particular, you will want to make certain you have enough
review sheets and character sheets for all players, perhaps even
A PC is played and controlled by a player. As a result of the a few extras. There's a high likelihood that at least one player will
Conception, the twisted Vortex World was born, and the PCs have be interested in playing a demon as well, so making copies of
been forced—however reluctantly—to survive in this harsh realm. demons they are able to use will make things easier for them.

Goal of the PCs Dice


Above all, the first goal of PCs is to survive the Vortex World. To play Tokyo Conception, you will use two 10-sided dice, typically
marked with the numbers 0-9. From this point forward, the text
Should they succeed in that, the PCs will be faced with choices. will refer to 10-sided dice as "d10s." By rolling the dice together,
For the Vortex World is an egg, and for those who live here, the you may find a result from 01 - 100 (00), which is called a
ultimate goal is to gather Magatsuhi into their himorogi, enough percentile roll. Designate one of the dice as your tens-digit die
to make their Reason a reality and thus become the creators of before rolling, then roll them at the same time. If your tens digit
the new world. die shows a 5, and the ones digit a 1, then your number is 51. For
percentile rolls, it may be best to use different colored dice to help
Whether or not the PCs themselves will choose to pursue determine which die is the tens digit, but however you do it, make
that goal is up to them. However, one thing is for certain: in certain you know which die is the tens digit before rolling.
the turbulent Vortex World, the PCs will not be allowed to live
peaceful, quiet lives.
Writing Tools
In Tokyo Conception, you will be writing down numbers all over
OVERVIEW your character sheet frequently, and as such, writing tools are
indispensable. Since many of these numbers will change during
In this section, you will find an explanation of what you will need play, pencils (mechanical or not) are preferable to pens. Of
in order to play a game of Tokyo Conception, and you will also be course, don't forget your erasers.
provided a look at the overall flow of the game.
Scenario
NECESSARY ITEMS The GM will need to have a scenario in mind, which will form the
To play Tokyo Conception, you will need to have the following outline of the session's adventure. For your first session, you may
items: wish to use the premade scenario on Pg. 279, or glance over the
scenario ideas list on Pg 288. Experienced GMs can feel free to
• This rulebook create any scenario they like, of course. Some ideas on how to
• At least two 10-sided dice (d10s), preferably two per formulate your own concepts can be found in the Game Master
participant chapter on Pg 272.
• Writing tools, such as pencils, erasers, etc.
• A story in mind called the scenario Players
TRPGs such as Tokyo Conception can't be played on your own,
The Rulebook and as such you'll need to gather some friends to play with you.
Before playing, you should read through this book so you know Generally you will want 3-5 players, or 4-6 participants total if
where to find the important information later on. You may also you include the GM. The GM should ideally be someone who has
find it prudent to apply sticky notes to important pages or to copy experience both in running TRPGs, and with the Shin Megami
the information down for easier reference later. Tensei series in general. If no one has such experience, then
consider the person who owns this rulebook thus challenged to
become the GM.

004
Time
A single session of Tokyo Conception can take 3 to 5 hours.
During that time, you will become a character in the world of
Nocturne and become enthralled in an adventure story of your
own making. As Tokyo Conception is played in the form of a
conversation, you should find a space to play where you will be
bothering as few people as is reasonable.

ATTITUDE
Finally, bear in mind the most important thing when it
comes to playing a TRPG: that above all else, you are
there to have fun. Not only should you have fun, but
everyone at the table should, as well. Shed your
passiveness, but likewise do not run wild over
everyone else, either. Seek to bring enjoyment
to yourself and to all you are playing with.
This will require you to have consideration for
others, to pay attention, and to have at least a
modicum of manners. Approach the game with
this attitude in mind, and you should find no
barrier to your enjoyment.

005
THE WORLD
OF NOCTURNE
Among the ruins of the human world, demons—creatures found
previously only in the myths and legends of the old world—were
NOCTURNE born, who then proceeded to divide into factions and went to war
to determine the shape of the world yet to be born from the egg.
Before we delve into
the particulars of Hikawa, leader of the Ring of Gaia, established the Assembly of
the game, let us first Nihilo and quickly gained dominance over the Vortex World. But
turn to a brief review he was not unopposed, for the Mantra Army of Ikebukuro rose up
of the history of it. to stand against him.

Shin Megami Tensei The protagonist of the game's story was a normal high school
III: Nocturne was, when student. Yet, thanks to his homeroom teacher, Takao Yuko (who
it was released in 2003, was also priestess of the Ring of Gaia) he, by chance, lived to see
the latest in ATLUS's popular the destruction of the world, became a fiend when made to ingest
Shin Megami Tensei series, which had a Magatama—the essence of demonic power—and then became
not seen a release for some eight years. It embroiled in the apocalyptic battle to decide what the new world
received such acclaim that in February of 2004 it would be.
was re-released in a new Maniax version, which not
only added a great deal of new story content, but also
was in collaboration with the Devil May Cry series.
A TWISTED WORLD
Henceforth, we will refer to these as "the original game"
The Vortex World is a world unlike our own.
and "Maniax."

While the shattered remnants of Tokyo's metropolis can be found


Nocturne was set in the Vortex World, a place created on the
here and there, nearly all the rest of the world is desert. At times,
inside of a sphere, which came to be after the old world was
that desert will have been consumed by a sea of nothingness,
wiped away in the Conception—the Ring of Gaia's plan for
and strange, newly created precipices will have cleaved the land
renewing the world.
into fragments.
The Ring of Gaia was a cult that believed in the teachings of
Had you glimpsed the world as it was even hours before its
the Scriptures of Miroku, and from their ritual, the world was
destruction, you may in comparison view this new world as the
destroyed entirely, save for small parts of the city of Tokyo, which
same but for some hundreds of years having passed. Perhaps
remained as the "egg of the new world." Said portions of Tokyo
that time has indeed passed, or perhaps it has not. There is no
were then rolled into a sphere, at the center of which shined the
way to mark the passage of time but by the wax and the wane of
argent light of Kagutsuchi.
Kagutsuchi's light.

006
DEMONS the Labyrinth of Amala, said to be a place of congregation for the
most wicked of demons.

The primary residents of the Vortex World are demons.


REASON OF GENESIS:
"Demon" being the term for a whole host of creatures—those
ghosts and goblins, those archdemons, angels (fallen and not), NIHILO & SHIJIMA
spirits, divinities, monsters, fairies, and other terrors of the night—
who once lived only in legend. With the birth of the Vortex World, The Vortex World is not one of permanence. It is but an egg, a
so too were they born; for during the Conception, humans were world created to give shape to the new world. It is nothing more
wiped out, with survivors being few and far between. than a staging ground for one to control the flow of Magatsuhi
and, with it, summon a patron god that will birth the new world.
Yet you will find that electricity and water still flow through the
ruins, this being the result of artificial humans known as Manikin As the one who brought the Conception to fruition, Hikawa, leader
slaving to maintain the infrastructure of the Vortex World. of the Ring of Gaia, has established his Assembly of Nihilo within
Shiodome and has begun collecting Magatsuhi en masse. His
goal is to create a world of beautiful silence, held under perfect
KAGUTSUCHI order. Such is the Reason named Shijima. Should his Reason be
achieved, then the world will no longer experience change of any
The silver light at the center of the world: Kagutsuchi. kind.

Kagutsuchi's light shines steadily yet comes as the moon's. When


it is strongest, we say it is "Full," and when it is weakest, we MANTRA ARMY:
say it is "New." The wax and wane of that light have a profound
influence over demons’ behaviors. Moreover, the light is said to STRENGTH & YOSUGA
be equivalent to that of a single day back in humanity's era, but
in truth, there is no way to be certain just how much time passes Gathering in Ikebukuro to stand against the Assembly of Nihilo
between the phases. is the Mantra Army, led by Gozu-Tennoh. The Mantra place their
faith in strength alone and seek a world led by the truly strong.
Many residents of the Vortex World neither sleep nor rest, Although originally they had no word to call their Reason, of late
but when they tire or are hurt, they find restoration in the they have accepted a new leader, a human girl, and gained a
rejuvenating waters of a Fountain of Life. name: Yosuga.

Should the Reason of Yosuga be realized, the world will become


MAGATSUHI one of survival of the fittest, where those with strength rule. In
such a world, the losers are oppressed, and the winners stand
Magatsuhi is the energy of life—it is mana. dominant over all.

It is said that through the collection of Magatsuhi, a demon may


gain incredible power. As such, both the Assembly of Nihilo and LURKERS IN AMALA:
the Mantra Army attempt to gather as much Magatsuhi as they
are able. ISOLATION & MUSUBI
Throughout the spherical earth that encompasses the Vortex The souls that dwell in the Amala Network are giving rise to
World runs the Amala Network, through which—like the veins their own Reason: Musubi, which strives for a world of complete
of the world—flows vast quantities of Magatsuhi. The Amala isolation. Those who follow this Reason despise connection with
Network can only be entered via its terminals. others and seek only the solace that exists within oneself.
Deep, deep within the Amala Network lies a dark world known as
007
This Reason preaches self-reliance to the point of reforming one's They are so rare, in fact, that few in the Vortex World even know
own sense of being able to rely on others, ultimately leading to what they are, let alone where they originate from or how many
the denial of communication with all others and the eschewing of different types exist.
society, social groups, family, and even love.
It is said that there are twenty-four types of Magatama in total,
When Musubi becomes reality, all individuals will be secluded in scattered across the entirety of the Vortex World. It is also said
their own individual regions and eternally subsumed in isolation. that by gathering them all and by bringing them to a certain
It will be a world without salvation. place, one can obtain a Magatama of legendary power.

One thing that is known for certain, however, is that once you
CREATION OF A NEW WORLD become a fiend by ingesting a Magatama, you may never again
return to being human.
Only those with a Reason—ideals that form the foundation of
genesis—may attempt the act of creation that will birth the new
world. At present, only three Reasons are known, but surely there AND SO, THE STORY BEGINS
are others seeking their own Reason to change the Vortex World.
With the appearance of the fiends, the world once again begins
In Tokyo Conception, the PCs may initially have difficulty simply to stir. Will you form your own Reason, and steer the new world to
surviving. But before long, they too may gain their own Reason be as you see it? Such is when the battle will begin.
and become immersed in creation.
SPIN THE TALE
KAGUTSUCHI & REASON Here we conclude our review.

It is said that any faction who wishes to enact their own Reason Turn the page, and you will find an introductory replay—a
must first reach Kagutsuchi. The means for doing so, however, transcript of an actual session of Tokyo Conception—that you can
were only recorded within the Scriptures of Miroku. read to get a better understanding of how the game plays. From
One theory suggests that one must utilize the massive amount of there, you can begin reading the rules of the game for yourself.
Magatsuhi accumulated within the Yahiro no Himorogi, summon
a powerful god from beyond our world, and then draw forth a Should you happen to be experienced with TRPGs already, feel
tower from Kagutsuchi itself. free to jump to Pg. 22, and begin making your character. If you
want to jump right into the action, then you can read the rules
The Assembly of Nihilo has sent its demons out to hunt down summary on Pg. 297, pick a sample character, and start playing.
sources of Magatsuhi, and as that continues, it’s invested
everything it has in constructing the Obelisk to reach Kagutsuchi However, if you are new to TRPGs, don’t get overwhelmed by
on its own. everything. Take the book slowly, little by little, and focus your
efforts. You'll get there.

MAGATAMA & FIENDS


Among all this, did the Demi-fiend appear in the Vortex World.
He was a being neither human nor demon. He was a fiend. Once
human, then made demon by his Magatama.

Magatama are insects filled with mana. With one, a human can
become demonic. We call these fiends—creatures neither human
nor demon but something different entirely.

008
INTRODUCTORY
INTRO CTORY REPLAY:

DEEP BELOW
TRAILER A, B, C, D: Thanks for having us!

GM: So I've already read you the trailer, and for today's adventure,
It's like being at the bottom of the ocean. I'd like you all to use sample characters.

The underground waterway might be cavernous, with a ceiling A: Meaning we're not making our own?
over ten meters high, but such is necessary for the giant, multi-
meter wide wingspan manta ray creature that swims there.
Most TRPGs have rules for creating one's very own
"That would be Forneus. If we don't take that guy out, no way character. Tokyo Conception is no different, but when you
we're ever seeing the light again." have beginners playing, you can skip the complete "Full
Scratch" custom character creation rules and instead use
What else is there to do but fight? the included pre-generated sample characters.

REPLAY START GM: Yes. That way all we need to fiddle with are the backgrounds
and connections and figure out how the PCs are connected.
Here begins a replay of the Shin Megami Tensei - The Roleplaying
Game: Tokyo Conception, which will provide you with a look The GM proceeds to lay out the 8 sample characters on the
into how the game actually plays. TRPGs are games played via table. Reader, you may wish to view them for yourself. They
conversation, so in order for you to learn how to do that, it's best begin on Pg. 25.
to read an account of others playing it—hence, “replay.”

B: So we've got fiends, humans, and demons?


For this adventure, entitled "Deep Below," we have five
participants. One of them is the Game Master (referred to as the
GM: Humans are, well, just like us. But they're something of an
GM). The other four are the players, who will be participating in
endangered species since the Vortex World destroyed the old
the adventure as their own characters. We will refer to the players
world.
as A, B, C, and D.

C: Oh yeah! Nocturne itself started with the destruction of the


A and B are veterans who are familiar with both the original game
world.
and TRPGs in general. C loves the Shin Megami Tensei series but
has little experience with TRPGs. Meanwhile, D is well-versed in
GM: Yes, and so the majority of residents of this new world are
TRPGs but doesn't know the original game whatsoever.
demons.

CHARACTER CREATION D: Demons? Like with wings and tails?

GM: All right, and here we begin our introductory replay of Shin GM: It's sort of a term unique to Shin Megami Tensei and is sort
Megami Tensei - The Roleplaying Game: Tokyo Conception. of like saying monster or creature. All sorts of beings from myth

009
exist in this, and you'll see gods, youkai, magic beasts, monstrous After much hemming and even more hawing, the players at
entities, malevolent divinities, archfiends, angels, and even last make their choices, as seen below:
spirits—but they're all called demons.
A: Fiend (Marogareh)
D: Whoa, cool. B: Human (Magazine Journalist)
C: Jack Frost
C: Telling me I could play a Pixie is pretty tempting, I have to admit... D: Pixie

GM: Fiends are unique in that they’re humans who obtained an A relatively standard party formation.
item called a Magatama and with it turned into a demon. Then
they get all, like, striped. The protagonist of the original game was
a fiend of sorts. OPENING 01: BIRTH OF A FIEND
C: "With it, you have joined the ranks of demons." GM: Okay, let's do the opening. We'll handle each PC in turn. First
up, our fiend.
This is a famous line from the original game. The protagonist
A: Yeah, why not. Uhm... where do we start?
gets his Magatama from a blonde-haired boy, and this is
said to him. He is also told it wouldn't hurt, but it looked
GM: As this is our first game, let's not have you suddenly thrown
quite painful indeed.
into the Vortex World but rather start the night before the
Conception.
A: Who would you recommend?
GM: You're a high schooler, and your homeroom teacher has
GM: Fiend (Marogareh), Fiend (Shiranui), Pixie, and Jack Frost been hospitalized. So, you've come to visit her, along with some
have my vote. It's a good balance, with two fiends and two classmates.
demons.
A: What's my teacher's name?
C: No humans?
GM: Takao Yuko. She's young and quite pretty. A bit mysterious
GM: If you want to be one, sure, but there probably should only too, but she's pretty popular with your class.
be one. Two or more and things start getting rough. They're kind
of weak. A: The protagonist route, huh. Better enter my name here.

B: "Weak"... I like the sound of that. GM: Aw, hell... We forgot to have you all pick names!

D: Who would be easiest to play? C, D: Do demons get names?

GM: I think that would have to be one of the fiends. Marogareh GM: Demons don't need to have one, no. If you can't figure out a
is just like the original game's protagonist, and Shiranui is a name, we can just call you Pixie or Snowman.
magic-user with lots of firepower. They're pretty strong. Ankh has
a healer Magatama ingested, but they're also a fighter type. With C: Not a snowman, hee.
some levels they can plow through enemies with Heatwave.
A: Mr. Hee-Ho, then?
GM: For demons, I think if they match what you want to be doing,
they're fairly easy to use. Pixie is a support type but can do well C: Oh, can I steal that?
with other spells. Jack Frost is pretty much good all-around and
thus will be effective anywhere.

010
Deciding on names takes a bit of time, but eventually we Teacher: I know this is all a little sudden for you.
settle on the following: Yuuki: I don't understand...

A: Fiend, Yuuki Junpei Teacher: You will live through this. Then, in the newly reborn
B: Human, Hirosawa Kou world... come and find me.
C: Mr. Hee-Ho
D: Pixie Yuuki: Teach!

Then we look at the Bond table, and, going around GM: And with that, the world ends.
clockwise, figure out the PCs' relationships to one another
by rolling 1d10. Some re-roll, and others just choose.
Following nearly the same path as the original game's
protagonist, predictably, Yuuki is given his Magatama by a
Yuuki: So to me, Hirosawa is my "Savior." boy with blonde hair.

Hirosawa: You'd better be grateful, too. Hmm, and my bond with


Mr. Hee-Ho, will be "Strange Hobby." Maybe we like MMA? GM: And so, you become a demon, and awaken in the Great
Underpass of Ginza.
Mr. Hee-Ho: We gotta aim to hee the strongest demons-ho! My
bond with Pixie will be "Affection," probably because she's soooo Yuuki: Ginza? Not the Shinjuku Medical Center?
moe, right?
GM: Nope, Ginza.
Pixie: I'm not sure about that. But my bond to the fiend is
"Responsibility." I have to protect him? But also, I don't have any Yuuki: You mentioned Forneus, though...
memories.
The original game begins in the basement of the Shinjuku
GM: So you just have this feeling that you need to keep him safe. Medical Center, but for this adventure, the GM has decided
it will be the Ginza Underpass. Stretching from Ikebukuro to
Pixie: Pretty much, yeah. Harumi, the Underpass was originally a sewer system that
returned purified wastewater to the ocean.
Mr. Hee-Ho: Fiends sure are popular-ho.
Yuuki's surprise comes from the trailer mentioning Forneus,
OPENING 01B: BIRTH OF A FIEND who was in the original game the boss enemy found in
Shinjuku Medical Center.
GM: Okay, let's get back to Yuuki's opening. Once you make it to
the hospital, you find it totally abandoned for no reason, you can
tell, and the whole vibe feels off. OPENING 2: A STRANGE ENCOUNTER
Yuuki: Teach? Hey, teach, you here? GM: So, Hirosawa and the two demons are going to happen upon
our fallen fiend, but before that, let's wind back time a little.
GM: You check around the hospital alone until you finally find
your teacher up on the roof. We'll do her famous line now. GM: Hirosawa, you're a writer for Ayakashi Monthly, and Hijiri
has asked you to write an article on the mystery of the Great
Teacher: The world must first die for it to be born again. Underpass of Ginza.

Yuuki: Huh? Teach, what are you saying? Hirosawa: Something like, "The Lucky Manta, Found at Ginza
Underpass!"?

011
GM: Yeah, that'll do.
OPENING 4: LOST MEMORIES
GM: Something happened, however, while you were investigating.
There was this horrible earthquake, and you felt like the world GM: Which brings us to your opening, Pixie. You’re a Pixie, and
itself was twisting around you. Sadly, your cell phone lost signal, you probably don't have a name. You're not sure how, but you've
so you had no idea as to what happened. But you remember Hijiri found yourself in the Great Underpass of Ginza.
saying something; that soon, something incredible was going to
happen, and that the world would be destroyed. Pixie: Troublesome...

Hirosawa: That Hijiri, always a sensationalist. GM: Your last memory is akin to the trailer, a scene where
Forneus is leisurely swimming around the Underpass. Indeed, you
GM: Well, since you were in the Underpass, you still aren't sure know that if you don't do something about that, you'll never be
what happened. With no other choice, you've started looking able to escape to the surface.
around for an exit. However, it's like the shape of the place
changed—you can't actually find an exit. Pixie: And while I was fretting about that, here comes this
snowman, calling out to me.
Hirosawa: This deadline ain't gonna make itself, you know.
Mr. Hee-Ho: Hey gurl, how 'bout we go get some tea together?
GM: And it's amidst all that that you meet a snowman.
Pixie: Ugh, that was pathetic. Why would a snowman even drink
Mr. Hee-Ho: It's my turn-ho! tea? You'd melt.

Mr. Hee-Ho: Oh, true. Wanna focus energy with me, then?
OPENING 3: TO BE THE STRONGEST
Pixie: I don't even know what that means!
GM: Right. So you're called Mr. Hee-Ho, but you're in fact a Jack
Frost who aims to become the strongest demon. GM: Around there is when you come across Hirosawa. You two
were cautious at first, as you'd never seen someone like him
Mr. Hee-Ho: Let's get pumped, ho! before, but then you found a common interest...

GM: You must've tried to get into the Mantra Army, huh? Hirosawa: What hobby could you even share with a talking
snowman? Well, whatever. I just so happen to have a sports
Mr. Hee-Ho: Sure, but I wimped out and didn't do it. So now I'm in newspaper I bought this morning in my bag, the latest K-1.
training, ho!
Mr. Hee-Ho: Bob Sapp is strong-ho.
Pixie: Poor Mr. Hee-Ho.
Hirosawa: I'm more into Peter Aerts, myself.
Mr. Hee-Ho: I'll get there one day!
Pixie: They're in a world of their own now.
GM: So during your training, you somehow ended up getting lost
in the Great Underpass of Ginza. You came across Pixie while GM: While they are, Pixie, you happen to spot the fallen form of a
walking around, and, taken with her at first sight, you're now fiend.
working together.
Pixie: How cute.
Pixie: What else could I do? I don't have any memories!
GM: Excuse me?

012
Pixie: I feel I need to protect him, right? So, clearly, he's cute. Pixie: Oh, easy!

GM: And thus do we find that Mr. Hee-Ho's affections are Hirosawa: No danger at all.
unrequited.
GM: Roll for initiative. That's 1d10 plus your Agility. The slime has 9.
Pixie: A snowman's love isn't valid, anyway.
Pixie: 3. Why is a pixie slower than a slime?
Mr. Hee-Ho: Uwaaaah!
Hirosawa: 10. Nice, first strike.
Yuuki: I'm thinking that's about where I come to, yeah?
Yuuki: Oh, 9.

After this, the group continues chattering for a while. The GM: Since that's the same as the slime, roll 1d10 again. I've got a 7.
conversation between these two demons, who say the
world has been destroyed, and the human and fiend, who Yuuki: 3, I lose.
have yet to see outside of the Great Underpass of Ginza,
doesn't go so well—except for the parts about professional Mr. Hee-Ho: Hey, my die shows a 10!
fighting; those conversations go well.
GM: You can smash that, then.

SCENE 01: SLIME ATTACK Mr. Hee-Ho: Rolled a 9, so I've got 23 in total.

GM: Sorry to interrupt while you're all excited, but I feel we ought Hirosawa: That's so pointlessly fast.
to get a combat in for practice. So, will you all please roll me a
Luck check.
Turn Order
Mr. Hee-Ho: Fail. 23 - Mr. Hee-Ho
10 - Hirosawa
Pixie: Succeed. 9 - Slime
9 - Yuuki
Hirosawa: Mwahaha! Critical with a 05! 3 - Pixie

Yuuki: That's some luck, man. I rolled a 97. Auto-fail. Mr. Hee-Ho: Let's start this off with a Bufu! I rolled a 17, and with a
TN of 59%, I succeed!
GM: So a net zero, then. Combat starts with no particular
conditions on it. GM: The slime fails its dodge check.

Mr. Hee-Ho: My total power is 29, and my roll is 6, so 35 damage-


While playing Tokyo Conception, when it's possible the PCs
ho!
might get ambushed, we roll an encounter check and find
what situation arises. The party makes Luck checks, and
GM: Ough. It felt that. Over half its HP in one go.
depending on what everyone rolls, the GM may add positive
or negative modifiers as they like. For this combat, we have
neither penalties nor bonuses. Here are the steps to making an attack. First, the attacker
rolls their hit check. If they're successful, then the defender
GM: A single Slime draws near. rolls their dodge check. Only if the defender fails to dodge
does the attack hit. For damage, the attacker rolls 1d10 and

013
adds that to their total power. Then the defender reduces GM: With Strong Phys, that drops to 23. Then with 4 physical
that amount by the appropriate resistance and finally resist, its HP goes down by 19. Deathtouch gave it plenty of
reduces their HP by the remaining amount. breathing room though.

In this case, the Slime has 5 magical resistance, so reducing Pixie: Then I'll give it a Zio! Success on the roll!
Mr. Hee-Ho's damage by 5 leaves us with 30. The Slime only
has 54 HP, so this leaves us with less than half remaining. GM: Ough. It didn't dodge, sadly.

Pixie: 35 damage.
Mr. Hee-Ho: Plus the 20% chance to Freeze-ho.

GM: And down goes the Slime.


GM: An ailment attack, right. Okay—no freezing this time, sadly.

Pixie: Woohoo!
Hirosawa: That makes it my turn. Analyze!

GM: 13 EXP for each of you. The party gains 33 macca. As for drop
Analyze is an important skill that allows one to read enemy items...
statblocks. It's an auto-success skill, so no check is needed.
Hirosawa: Wait, I have a thing. Lucky Find.
GM: It has Null Dark, Strong Phys, and is weak to Fire and Light.
GM: A bag of tricks on you, huh? All right, make a Luck check.
Its skills are Deathtouch and Feral Bite.

Hirosawa: 05 would be a critical.


Hirosawa: Strong Phys, really? Hmm, well, its physical resist is
only 4, so we can make that work. Can't we, Yuuki-boy?
GM: It normally drops a Medicine, so that will get you a Bead.
GM: Except it's the Slime's turn next. It'll use Deathtouch on Yuuki.
Oof, barely made it. Your dodge roll, then. Medicine is an item that recovers 50 HP, while Beads
recover all HP. Also, before moving on, Pixie uses Dia on
Yuuki: Yeah, didn't think I'd make that. Yuuki to recover some of his HP.

GM: Power 28. Your magical resist is 6, so that's 22 damage for


you and 22 HP recovery for it.
SCENE 02: RESEARCH
Hirosawa: You good, Yuuki-boy?
Yuuki: I'm thinking it's time I got looking for Ms. Takao.
Yuuki: I've still got 76 HP left.
Hirosawa: Hold up. We should first figure out what's what. We're
in the Great Underpass of Ginza, and Forneus is hovering around
Hirosawa: Fiends are scary, man. With no damage taken, I've got
the exit. Meaning we can't leave unless we end him, right?
48 HP total.
Pixie: Yup, that sums it up.
Yuuki: I'll sink some of that excess HP into a Lunge, then! 19,
meaning I succeed.
Mr. Hee-Ho: Is that dude strong?
GM: Slime fails to dodge. Let's see the damage!
Pixie: Probably?
Yuuki: Just rolling it up. Okay, 47 damage.
Hirosawa: You all are hopeless. Hey, GM, I can use the Analyze
skill to figure out info on demons, right?

014
GM: You can. Roll Luck. Yuuki: Yeah, that'd help!

Hirosawa: Finally some dice rolling. Okay, so I just need to roll GM: Sure, make a Negotiation check.
equal or under my Luck TN, right? So an 80 or under wins. And
that's a 42—success! Mr. Hee-Ho: Don't wanna use Trade and can't use Connection, so
I'm left with 28%. Weh... fail. Maybe I ought to use Trade. What do
you think, gang?
Whenever you need to "check" if something happens or not,
you make a check using a percentile roll. Roll two 10-sided Hirosawa: Wait, hold up. I've got a contact with the Collector too,
dice, with one declared as the tens digit and the other as the for whatever reason. Always looking for material, I am. Or maybe
ones digit. If the numbers showing on the dice are less than Hijiri set me up. My Negotiation roll succeeds!
or equal to your TN, you succeed.
Mr. Hee-Ho: Bag of tricks, ho.
GM: Forneus is a level 20 Fallen. Since your target is a higher
level than you are, that's all you get, unfortunately. Hirosawa: Yeah, but in combat I do squat. Research is where I
shine.
Hirosawa: Tch. All right, let's use Once A Snake, and I'll see about
its weaknesses. Collector Manikin: Well if you say so, Mr. Hirosawa, that's how it
is. Wobble. Here, take this Mazio Rock. Wobble.
GM: An auto-success skill, huh. OK, Forneus's affinities are Null
Ice and Elec Weak. Pixie: What's with the "wobble wobble"?

GM: Manikin are artificial humans. Sometimes they lose their


In Tokyo Conception’s combat, affinities play a very balance and wobble a bit. It's sort of a bit, I guess?
important role. No Ice-element attack will be effective
against Forneus whatsoever, but Elec-element attacks will Collector Manikin: In exchange, I just ask that you bring any rare
be quite effective. items you find out there from the old world to me. I'll buy them at
a good price! What I'd really like to see, though...
Hirosawa: Clearly I find that out in the latest edition of Ayakashi
Monthly. All right, team, so what can we do with all that? Hirosawa: The 1000 yen note, right?

Pixie: I've got Zio! That's an Elec element. Collector Manikin: A backscratcher.

Hirosawa: Nice. What about our snowman, though? Hirosawa: Huh, well, if we see one, we'll make sure we get it to
you.
Mr. Hee-Ho: I've got Drain Ice, too! I'll hit him with Bufu!
Mr. Hee-Ho: Bet Loki's got one.
Hirosawa: What are you even talking about...

The Collector Manikin is a unique character who appears


SCENE 03: COLLECTOR MANIKIN in the original game. As a collector of strange items, he
asks the protagonist to find him a 1000 yen note. Despite
Yuuki: Elec attacks though... that's gonna be a pain. Maybe we not knowing what it's used for, he wants it anyway. With no
could pick up some items like that? other choice, the protagonist has to sneak into the Tyrant
Loki's collection room to find one.
Mr. Hee-Ho: Oh hey, I've got the Collector Manikin as a contact.

015
SCENE 04: BOSS FIGHT (VS. FORNEUS) GM: Forneus fails to dodge. With 15 physical resist though, that's
4 damage.

It's like being at the bottom of the ocean. Mr. Hee-Ho: Hee's tough, ho!

The underground waterway might be cavernous, with a GM: Forneus will then use Bufula on Yuuki. Hits for 59.
ceiling over ten meters high, but such is necessary for the
giant, multi-meter wide wingspan manta ray creature that Yuuki: No dodging for me. I've got 45 HP left.
swims there.
GM: Freeze chance 20%, too.

Mr. Hee-Ho: He's hee-huge! And looks real strong, ho. Yuuki: 19... oh, I'm iced.

Pixie: That would be Forneus. If we don't take that guy out, no GM: You can reroll if you spend a fate point.
way we're ever seeing the light again.
Yuuki: Yeeaahh, getting frozen right off the bat kinda sucks. Okay,
Hirosawa: We got our Mazio ready. Everything else rides on you, this time I pass!
Yuuki-boy!
GM: He's a boss, so he has one more action. He does a basic
Yuuki: Then let's get it started. strike on Hirosawa, which hits! 35 physical damage.

GM: Let's do a boss fight, then. And since Forneus is a boss, Hirosawa: I-I'm gonna die, that leaves me with 19 HP.
his HP and MP are both doubled, he can use fate points, and
takes two actions per turn. Everything else is the same as he is Yuuki: All right, here I go. Using 20 HP to do a Hell Thrust! Ooh...
normally. crit! So my 54 damage gets doubled to 108, bet he feels that!

Hirosawa: That's more than enough, really. GM: Failed to dodge, here. With a crit, we don't apply resistance,
huh? So we take it as-is. Well, that's fine, he'll eat it.
GM: We don't need an encounter check, so initiative, please.
Yuuki: You don't seem to be sweating it over there.
Forneus 11
GM: Yeah, he's a boss. He's got HP to spare.
Yuuki 10
Hirosawa 8
Hirosawa: I'm up next, I think. Let's use that Mazio Rock. Auto
Pixie 7
success, 22 damage.
Mr. Hee-Ho 19

GM: No dodge again. Since it's his weakness, that doubles to 44


Hirosawa: What's with that 19? damage, huh? Still looking good. But the Shock might change
that. With a crit, that 10% chance becomes 20%... but should be
Mr. Hee-Ho: Rolled another 10, ho! fine?

Hirosawa: Pointlessly fast, again. GM: Oh, unless I roll 06. Well, I don't want him to be Shocked, so
let's spend a fate to reroll that. And, uh, roll an 02. Let's spend
ROUND ONE another one. 44, but you made me spend two fate points for it.

Mr. Hee-Ho: Attacking with a TN of 34%. I hit! My damage is 19,


Hirosawa: Didn't do too much damage, but sure as hell was
ho!
worth it.

016
Pixie: I'll Zio next. And not succeed at the roll. It feels pretty easy Hirosawa: You gotta aim, my guy.
to miss at this level, really.
GM: Forneus will Mabufu first. Succeeds, 42 damage to everyone
GM: And that completes the round. Remember you can use the with 10% freeze.
Concentrate action to give you +20% on your next roll.
Pixie: Aw, I get hit this time. 50 HP left.
ROUND TWO Yuuki: I also get hit. No freeze, 62 HP.
Mr. Hee-Ho: Time for my Super Sure-Kill Punch! It misses.
Hirosawa: I- just barely dodge. I'm alive!
GM: Then, Forneus will use Mabufu. 00? Uh, fumbling would be
bad. Reroll with a fate point, success! 44 damage to everyone, Mr. Hee-Ho: Feels sooooo good, back up to full HP.
10% freeze.
GM: Uwah. Kind of a spread there, huh. All right, let's forget the
Pixie: I dodge! snowman. Yuuki's doing the most damage, so let's basic strike
him. Or, Forneus would, but he misses.
Yuuki: I eat it. That'd kill me, so let's halve the damage with a fate.
Down to 11 HP, but no freeze at least. Yuuki: Now's my chance. Hell Thrust! 56 damage.

Hirosawa: I also eat it. And that would also kill me, so let's use GM: Ugh, that's not the dodge roll I wanted.
Luck Smiles. I take nothing.
Hirosawa: Put this to bed, Pixie! I'll do an Aid action, success.
Mr. Hee-Ho: Damn, that feels good! Pixie's next check has +20%.

Pixie: There's the snowman with his Drain Ice. Pixie: Zio! With Aid and Concentrate, that's +40%, so 89%. 08. Oh
hey, isn't that a critical? Okay, power roll is... 10. Explodes for... 9.
GM: Let's do a basic strike on that same snowman. Hits for 33. Base power was 27, so 46 damage. Then critical doubles it, and
weakness doubles it again... 184 damage!
Mr. Hee-Ho: That hee-hurts!
GM: Even if I dodge it, it'd still hit. And I didn't dodge.. That'd kill
Yuuki: Nothing else to use, so basic strike. Hits for 31. Forneus, so let's halve the damage with a fate.

GM: Dodged! GM: Then there's the Shock. 20% originally, so with crit and
weakness, that doubles and doubles again to 80%? I'm going
Yuuki: Ugggh. to use another fate to lower it by 20%, but I can only reroll once.
And, 59. So, reroll, 33. The ailment lands. He's Shocked for one
Hirosawa: Them's the breaks. I'll use our Bead on Yuuki-boy, full round, and can't evade at all.
HP recover.

Yuuki: Hell yes. ROUND FOUR


Mr. Hee-Ho: Now roar, my Super Sure-Kill Punch!
Pixie: And I'll Concentrate on Zio.
Yuuki: You're the only one who gets to knock Forneus around
before he can try a save.
ROUND THREE
Mr. Hee-Ho: Time for my Super Sure-Kill Punch! It misses again. Pixie: Do your best...!

017
Mr. Hee-Ho: I can feel the love, spurring me on. So let's drop three Hirosawa: Whoa, a Life Bead, just sitting there!
fate on this punch and jack it up to 94%, ho! I've got Might, too, so
that means my crit chance is at 18%!
ENDING
GM: Well, while he's Shocked, any Phys affinity attacks that land
get automatically upgraded to criticals.
Thus, with Forneus defeated, the party leaves the Great
Underpass of Ginza, and steps out among the ruins of
Mr. Hee-Ho: Aw, dang.
eastern Ikebukuro. They find that the world has been
twisted and rolled into a giant sphere, with the silver light of
Hirosawa: Hey, here's an idea. You should drop your last two fate
Kagatsuchi glowing over their heads.
points in!

Yuuki: Ooh, a multi-action? Hirosawa: So the world really was destroyed?

Mr. Hee-Ho: Oh hey, I know all about Ikebukuro, ho. There are tons
When your TN exceeds 100%, you can choose to attack of strong demons at the Mantra Army HQ.
twice by evenly splitting the TN in two. Since Mr. Hee-Ho can
attack before Forneus has a chance to shake off the Shock, Hirosawa: I've had my fill of demons, really. Which... those aren't
there's good reason to push for it here. something I'm going to be able to avoid, huh. Oh, well.

Mr. Hee-Ho: Okay, with my TN at 134%, I'm letting him hee-have it Pixie: Well, I'll be going wherever Yuuki ends up going.
twice at 67%! 47, hits. 12, also hits!
Mr. Hee-Ho: And if Pixie's going, I'm super going, ho!
GM: He can't dodge, and those become criticals. So your damage
is doubled. Oh, what's your base physical power, by the way? Yuuki: I've got to find Ms. Takao...

Mr. Hee-Ho: It's 14, ho.


Their adventure has yet to end... or rather, has only just
begun.
GM: Not very high...

Mr. Hee-Ho: First hit, I roll 5. So 19, doubles to 38 total, ho.


COOL DOWN
GM: Forneus is still up. Maybe he'll make it?
GM: Nice play, everyone.
Mr. Hee-Ho: Explode!! 10, then a 7, so 31, total 62!
All Players: Thanks for having us!
GM: Argh... Forneus is dead.
GM: Okay, so for completing the story, you gain 120 EXP. Hirosawa
Mr. Hee-Ho: Ya-hee-hoo! has hit a level up and now is level 12. When we advance
characters, fiends and humans gain +1 to a stat of their choice,
GM: All right, let me hand out EXP and such. 278 EXP to each of and demons increase a stat randomly.
you. 298 macca for the whole party.
Yuuki: Gotta be +1 Strength, then.
Mr. Hee-Ho: That's a level-up-ho.
Hirosawa: I need to raise Vitality so I get some HP.
GM: We'll do level-ups together later. Oh, and drop items are
Medicine, and the Magatama Wadatsumi. Roll Lucky Find, also. Mr. Hee-Ho: My Strength went up! I'm gonna be a strong demon, ho.

018
Pixie: Aren't you a spellcaster type, though? Is Strength really Level: A number indicating a character's relative level of strength.
what you want going up? Whatever. My Luck went up again, Sometimes shortened to LV.
meanwhile.
Party Level: Indicates the party's relative level of strength. This
Mr. Hee-Ho: More importantly, you can hee-evolve! is equal to the level of the character with the highest level in the
party.
Pixie: Oh yeah? So I can be a High Pixie, huh. Hmm... but then my
Magic would go down for a bit. I'm not sure. Class: Characters all belong to one of the following categories,
which is their class: fiend, demon, or human.
Pixie: I'll pass this time. I like the more maiden-like Pixie anyway.
Fiend: A human who has become a demon thanks to a
GM: As the final step, then, we mark down review sheets, and that Magatama. Demi-fiend also falls under this type.
will end the game!
Demon: In the Shin Megami Tensei series, demon is a shorthand
for all manner of creatures who appear in legends and myths,
Hopefully this gave you a good idea of how to play this including gods, youkai, archfiends, angels, and even spirits.
game. Now, all you need to do is read on to the rules
chapter. Subclass: A subcategory to a character's class. For humans, their
subclass reflects the character's history.

TERMS Session: Indicates one full gameplay session of a TRPG, such as


this game. Should take roughly 3 to 5 hours to complete.
Dice: Polyhedral random number generators. For this game, each
participant should have two 10-sided dice. Scenario: The set of materials needed to perform one full game
of a TRPG, including the general idea for a story the GM has
Player: A participant in this game who takes on the role of a prepared and any character stats needed for it. The scenario is
specific character. only a plan or draft, however, as the PCs' actions will create many
twists and turns. The scenario is for the GM only to know, and is
Game Master (GM): A participant in this game who is not presented in its entirety to the players.
responsible for keeping the story flowing, an essential part of the
roleplaying game experience. Scene: The story of the game is divided into these, which are
acted out to advance the plot.
Character:Any entity appearing in the game that has a
personality one can interact with. They may be a normal person Combat Scene: A scene dedicated to combat. Characters
or otherwise. perform actions in order per round of combat, which is about 10
seconds of time (in-game).
Player Character (PC): A character played by a player. Players
control their characters like they would themselves, and, in Initiative: The order in which characters take their turns in
working together with other players and the Game Master, create combat.
a unique adventure in the Vortex World for everyone to enjoy.
Round: A unit for keeping time during combat. Characters usually
Non-Player Character (NPC): Any character that is not explicitly take one simple action during their turn.
played by a player. Generally, the Game Master has them appear
to serve the story somehow. Stat: A value that expresses a character's ability. Five of them
exist: Strength, Magic, Vitality, Agility, Luck.
Party: A word for the PCs altogether. A group whose fates are
bound together.

019
Check: During the game, when you are not sure whether Stats: Values that represent a character's aptitude in several
an action would be successful, when you're not sure how a kinds of activity.
particular event would play out, or when there's no clear answer
for what's happening, you make a "check" by rolling dice in order Strength: Used for the hit checks of physical attacks, and their
to determine the outcome. power.

Skill: Special techniques or attacks. Magic: Represents magical capabilities. Used for cast checks of
spells, and in the calculation of MP.
Physical/Magical Damage: Damage inflicted is one of these two
types. Vitality: Represents one's physical endurance. Used to calculate
HP, and in checks to recover from ailments, called saves.
Power: A word that represents efficacy, for example with damage.
Agility: Represents speed and nimbleness. Used when rolling
Explode: A rule wherein, upon rolling a certain number on the initiative, and when dodging attacks.
dice, you roll again, and add the numbers together. Occurs only
on power rolls. Luck: Used for any check that doesn't involve one of the above
stats, including talking to demons or noticing things. Determines
Boss: A type of enemy that serves as the final battle for the fate points as well.
scenario. Characters categorized as bosses gain the Boss trait.
Bosses gain special effects, including the ability to use fate Target Number (TN): Number that determines how likely a check
points, double actions, additional HP and MP, access to special is to succeed.
boss skills, and special affinities.
Physical Power: Value that serves for a base amount of damage
Element: Categorizations of effects and attacks. The following of basic strikes and physical attack skills. It is calculated by
types exist: Phys, Fire, Ice, Elec, Force, Mind, Ruin, Nerve, Dark, adding together your level and Strength.
Light, Almighty.
Magical Power: Value that serves for a base amount of damage
Affinity: Represents weakness or resistance to certain elements. of spells and magical attack skills. It is calculated by adding
together your level and Magic.
Character Sheet: A sheet of paper designed to hold all
information relevant to a character. Save TN: Value used when saving from ailments. Equal to your
Vitality TN.
Fate: Spendable points that can help a character in the game.
Dodge TN: Value used when making a check to avoid an attack.
Macca: The currency of the Vortex World. Equal to your Agility + 10.

Negotiation TN: Value used in negotiation or otherwise persuading


CHARACTER SHEET TERMS demons. Multiply your Luck TN by 2, and add 20.
EXP: The current amount of EXP held by the character.
HP: Short for Hit Points. This represents your life itself. When you
NEXT: The amount of EXP needed to advance to the next level. have 0 HP, you die.

Level: The character's level. MP: Short for Magic Points. This represents the mana you have to
make spells and magical attacks with. When you have 0 MP, you
Class: The character's class and subclass. This will be Fiend, cannot use spells or magical attack skills.
Demon, or Human.

020
Physical Resistance: A defensive value used against Phys element
attacks. You reduce incoming Phys element damage by this
amount.

Magical Resistance: A defensive value used


against any non-Phys element attack. You reduce
incoming non-Phys element damage by this amount.

Fate: Represents your available number of fate points. Fate


points are spendable, and can be used to support heroic
actions, or help you manage taking damage. You have your full
amount when you begin a new game session.

Affinities: Represents your affinity for or against certain elements.

Basic Strike: A bodily attack that is made without using any skills.

Skill: A character is able to learn up to eight skills


maximum. Explanations for each skill can be found in
the Skills Explanations chapter on Pg. 94.

Held Macca: Macca is the currency of


demons, used throughout the
Vortex World.

Background: A quality
that depicts a PC's past, or
a motive for their actions.

Goal: A PC's goal, usually derived


from their Background.

Bond: The PC's bond with another PC.

Contact: A resident of the Vortex World that the PC


can use as a source of info. Normally, PCs start
with two of these.

021
CHAPTER TWO

CHARACTER CREATION
In this chapter, you will learn to create the character you will use
for your Tokyo Conception game. There are two methods to create
QUICK START
a character: "Quick Start," wherein players select their character
from premade samples, or "Full Scratch" in which one creates An abbreviated method of creating characters that allows you
a fully unique character from scratch. The GM decides which to get right to playing, in Quick Start, all you must do is select
method would be most suitable for their game. one of the sample characters starting on Pg. 25, then determine
2 or 3 narrative qualities for them, and you're ready to go. In this
fashion, you can even play the introductory scenario on Pg. 279,
PLAYER CHARACTERS right away.
In game terms, any character that is played by a player is called a
player character (PC).
0. Trailer: GM's Recommendations
After the Conception, whether they wanted it or not, the PCs After explaining what the session for the day
will be like, the GM declares which sample
were forced into a life of survival in a new, twisted land called the
characters can be used.
Vortex World. For the sake of that survival, they do not act alone
but rather have gathered together into their own independent
faction: the party.
Example: "Today we'll be adventuring near Shibuya. We need
The Vortex World is no more than an egg, a temporary creation at least one fiend, so something like Marogareh, Soldier,
brought about to determine the Reason of the new world. So it is Pixie, and Jack Frost would be best. At minimum, if you don't
here where the battle is fought to see which Reason shall emerge have at least one physical attacker, this might be tough for
victorious, and it is the Assembly of Nihilo who is winning that you."
fight.

Low-level PCs are, to the Vortex World, nothing more than a 1. Choose Sample Characters
group of fiends, demons, and humans, which none would regard Players now choose their sample character.
as important. Regardless, it is the fate of the PCs to plunge into These characters already have 1100 EXP, and
the whirlpool of events and battles that give the Vortex World its their level-up bonuses are already applied. The
fiends are level 10, the demons level 9, and the
name.
humans level 11.

RECOMMENDED LEVEL 2. Set Names & Personal Info


Much like the original game, Tokyo Conception can handle levels Players now freely decide the personal
1 to 100. However, characters for actual play should be created information relevant to their characters, such as
to suit the recommended level set by the GM. Said level is name, age, and gender. For demons, setting an
determined via experience points granted. For example, when age isn't necessary.
using the sample characters from Quick Start, each of those
is created with 1100 EXP. This means the fiends are at level 10,
demons at level 9, and humans at level 11. 3. Determine Bonds with Other PCs
Once all the PCs are set, glance over the Bond
We recommend you set characters no lower than level 5 and Table on Pg. 24, then go around the table
no higher than 70, as this provides the most stable, playable clockwise to determine your PC's bond with the
experience. next PC in line, either by rolling on the table or
by choosing something that appeals to you.

023
Example: The PCs are, in order clockwise from the GM, Fiend Marogareh believe they are a reincarnation of said lover.
Marogareh, Fairy Pixie, Fairy Jack Frost, and Fiend Ankh. Now it is Pixie's turn to determine her Bond with Jack Frost.
Marogareh needs to determine their Bond with Pixie. To With a roll of 4, that would mean Affection, but because
do so, Marogareh's player can either choose or roll on the she wants to avoid having a romance with a snowman, she
Bond table, and for now, they choose to rerolls. This time, the result is 1, so the two of them have a
roll. With a result of 9, Rebirth, they shared, unique interest. Perhaps they enjoy collecting relics
decide that this Pixie must look from the old human civilization.
like a past lover of theirs, making

BOND TABLE
1d10 Relationship
You share some strange hobby with them, such as
1 Shared Hobby
collecting old human relics.
As two who have fought the same battles, you accept
2 Buddy
one another.
3 Savior They saved your life.
4 Affection You feel affection or even love for them.
5 Friendship You feel like you two are friends.
In the past, either they did you a solid, or someone
6 Favor Owed
related to them did.
7 Good Vibes Somehow you just get along.
8 Fated Vision You keep seeing visions of them in your dreams.
You feel they are the reincarnation of someone dear to
9 Rebirth
you.
0 Duty You feel you must keep them safe.

024
SAMPLE CHARACTER - 01
FIEND

Marogareh
Once, you were a normal high school stude t. But then one day, while you
were visiting the Shinjuku Medical Center to check on your homeroom teacher,
something happened. It was then that a strange blonde-haired boy granted you
your Magatama, and you became a fiend. You now believe that nothing is as
important as finding Takao Yuko, your teacher.

STATS
EXP 1100 (Next: 1331) Level 10
CLASS Fiend

STRENGTH 11 + 4 = 15 TN: 85% Base Physical Power: 25

MAGIC 2+1=3 TN: 25% Base Magical Power: 13

VITALITY 2+2=4 TN: 30% Save TN: 30%

AGILITY 2+2=4 TN: 30% Dodge TN: 14% HP 98 MP 39


LUCK 2+1=3 TN: 25% Negotiation TN: 26% PHYSICAL RESISTANCE 7 MAGICAL RESISTANCE 6
FATE POINTS 5 AFFINITIES Normal

BASIC ATTACK
NAME COST TN POWER TARGETS ELEMENT Effect

Strike — 85% 25 1 Phys

SKILLS
NAME COST TN POWER TARGETS ELEMENT Effect

Lunge 10 HP 85% 35 1 Phys


Hell Thrust 20 HP 85% 50 1 Phys
Life Bonus — — — — — Increase HP multiplier by 1 (now 7)
Berserk 15 HP 85% 35 All Phys
Scout — 46% — 1 — Talk skill
Powerful Strikes — — — — — Add +1d10 to the power roll of physical attacks
Luck Smiles — — — — — 1/scenario, nullify all effects to you from one attack

BACKGROUND 1 Fiend Reason & Blonde-Haired Boy BACKGROUND 2 Student of the Maiden, Takao Yuko

GOAL Find Takao Yuko MAGICAL RESISTANCE 6

CONTACTS Takao Yuko, Blonde-Haired Boy HELD MACCA 500

025
SAMPLE CHARACTER - 02
FIEND

Shiranui
Not t o lo g ag yo we e a no ma hig sc ool s ud t, s udying for your exams
with your girlfriend. Then something happened. While your girlfriend also survived
the event, she went missing in the aftermath. You, meanwhile, were granted a
Magatama by an angel and then fell in with the Manikins. You now wander the Vortex
World in search of your girlfriend, whose parting words to you were that she wanted
to change the world.

STATS
EXP 1100 (Next: 1331) Level 10
CLASS Fiend

STRENGTH 2+1=3 TN: 25% Base Physical Power: 13

MAGIC 11 + 5 = 16 TN: 90% Base Magical Power: 26

VITALITY 2+0=2 TN: 20% Save TN: 20%

AGILITY 2+4=6 TN: 40% Dodge TN: 16% HP 72 MP 78


LUCK 2+0=2 TN: 20% Negotiation TN: 24% PHYSICAL RESISTANCE 6 MAGICAL RESISTANCE 13
FATE POINTS 5 AFFINITIES Null Fire, Weak Force

BASIC ATTACK
NAME COST TN POWER TARGETS ELEMENT Effect

Strike — 25% 13 1 Phys

SKILLS
NAME COST TN POWER TARGETS ELEMENT Effect

Agi 3 MP 90% 61 (41) 1 Fire


Fire Breath 9 HP 25% 34 (23) All Fire
Fire Boost — — — — — Multiply the power of Fire attacks by 1.5x
Provoke 20 MP Auto — All Support Enemies reduce resistances by 1d10, increase their base power by the same
Scout — 44% — 1 — Talk skill
Zio 3 MP 90% 36 1 Elec 20% chance to Shock
Luck Smiles — — — — — 1/scenario, nullify all effects to you from one attack

BACKGROUND 1 Fiend Reason → Revelation (Divine Angel) BACKGROUND 2 Searching for your girlfriend

GOAL Find Girlfriend MAGICAL RESISTANCE


CONTACTS Manikin, Divine Angel HELD MACCA 500

026
SAMPLE CHARACTER - 03
FIEND

Ankh
You are a lady fiend. You once dedicated your strong will to studying martial arts,
but then you felt something calling you. It was there you found your Magatama,
Ankh, and with it you survived. Now you seek friendship, somewhere in the
Vortex World.

STATS
EXP 1100 (Next: 1331) Level 10
CLASS Fiend

STRENGTH 11 + 1 = 12 TN: 70% Base Physical Power: 22

MAGIC 2+2=4 TN: 30% Base Magical Power: 14

VITALITY 2+5=7 TN: 45% Save TN: 45%

AGILITY 2+0=2 TN: 20% Dodge TN: 12% HP 102 MP 42


LUCK 2+2=4 TN: 30% Negotiation TN: 28% PHYSICAL RESISTANCE 8 MAGICAL RESISTANCE 7
FATE POINTS 5 AFFINITIES Null Light, Weak Dark

BASIC ATTACK
NAME COST TN POWER TARGETS ELEMENT Effect

Strike — 70% 22 1 Phys

SKILLS
NAME COST TN POWER TARGETS ELEMENT Effect

Dia 3 MP Auto 24 1 Recovery Recover HP


Patra 5 MP Auto — 1 Recovery Remove Restrain, Sleep, Panic
Posumudi 5 MP Auto — 1 — Remove Poison
Paraladi 5 MP Auto — 1 — Remove Stun
Analyze — Auto — 1 Almighty View statblock of one demon no higher than your own level
Scout — 48% — 1 — Talk skill
Heat Wave 13 HP 70% 44 All Phys
Focus 5 MP Auto — Double the power of the next attack you make

BACKGROUND 1 Fiend Reason → Discovered (Elite Pixie) BACKGROUND 2 Absence (Looking for a place to belong)

GOAL Find purpose MAGICAL RESISTANCE


CONTACTS Manikin, Elite Pixie HELD MACCA 500

027
SAMPLE CHARACTER - 04
DEMON

Pixie
You are a Fairy clan demon who, for reasons unknown, are missing parts of
your memories. All you can do is cling to the feeling that there's someone you're
meant to protect.

STATS
EXP 1100 (Next: 1330) Level 9
CLASS Demon (Fairy)

STRENGTH 4 TN: 29% Base Physical Power: 13

MAGIC 8 TN: 39% Base Magical Power: 17

VITALITY 5 TN: 34% Save TN: 34%

AGILITY 3 TN: 24% Dodge TN: 13% HP 84 MP 51


LUCK 9 (*) TN: 54% Negotiation TN: 38%
PHYSICAL RESIS E 7 MAGICAL RESISTANCE 8
FATE POINTS 6 AFFINITIES Strong Elec

BASIC ATTACK
NAME COST TN POWER TARGETS ELEMENT Effect

Strike — 29% 13 1 Phys

SKILLS
NAME COST TN POWER TARGETS ELEMENT Effect

Dia 3 MP Auto 27 1 Recovery Recover HP


Zio 3 MP 49% 27 1 Elec 20% chance to Shock
Seduce — 58% — — — Talk skill
Rakunda 12 MP Auto (1d10) All Debuff Reduce enemy resistances
Posumudi 5 MP Auto — 1 — Remove Poison
Wing Buffet 9 HP 29% 18 All Force If target is Stoned, 30% to Instant Kill
Patra 5 MP Auto — 1 Recovery Remove Restrain, Sleep, Panic
When you reach Level 10, gain the following skill
Powerful Spells — — — — — Add +1d10 to the power roll of magical skills

BACKGROUND 1 Out of Order (Memory Loss) BACKGROUND 2 Absence (Looking for a place to belong)

GOAL Protect PC (name here), return home MAGICAL RESISTANCE


CONTACTS King of the Fairies, Elite Pixie HELD MACCA 450

028
SAMPLE CHARACTER - 05
DEMON

Jack Frost
You are a snowman-like Fairy clan demon, who idolizes the Deity Thor, and
strives to one day become the strongest demon. You're known for your amiability,
and are curious about humans and fiends.

STATS
EXP 1100 (Next: 1300) Level 9
CLASS Demon (Fairy)

STRENGTH 5 TN: 34% Base Physical Power: 14

MAGIC 10 (*) TN: 59% Base Magical Power: 19

VITALITY 6 TN: 39% Save TN: 39%

AGILITY 4 TN: 29% Dodge TN: 14% HP 90 MP 57


LUCK 4 TN: 29% Negotiation TN: 28% PHYSICAL RESISTANCE 7 MAGICAL RESISTANCE 9
FATE POINTS 5 AFFINITIES Drain Ice, Weak Fire

BASIC ATTACK
NAME COST TN POWER TARGETS ELEMENT Effect

Strike — 34% 14 1 Phys (Critical 6%)

SKILLS
NAME COST TN POWER TARGETS ELEMENT Effect

Bufu 3 MP 59% 29 1 Ice 20% chance to Freeze


Mabufu 8 MP 59% 24 All Ice 10% chance to Freeze
Dia 3 MP Auto 29 1 Recovery Recover HP
Trade — 48% — 1 — Talk skill (item exchange)
Connection — 48% — — — Talk skill (limited to Fairies)
Might — Auto — — — Double crit chance of physical attacks

When you reach Level 10, gain the following two skills
Ice Breath 9 HP 34% 19 All Ice 10% chance to Freeze (Critical 6%)
Heat Wave 13 HP 34% 36 All Phys (Critical 6%)

BACKGROUND 1 Curiosity (Humans) BACKGROUND 2 Dear Wish (To be strongest)

GOAL Become a powerful hee-ro MAGICAL RESISTANCE


CONTACTS Thor, Junk Shop Manikin HELD MACCA 450

029
SAMPLE CHARACTER - 06
DEMON

Hellhound
You are a Beast clan demon who has sworn to exact vengeance on the Fallen
Eligor. Originally, you were a member of the Mantra Army, but then Eligor
slaughtered your kin, and you've thought of nothing but revenge since. While
seeking the means to do this, the general of the Mantra, Thor, spoke to you and
told you to head for Shibuya.

Once party level reaches 13, you will be able to evolve into Inugami.
STATS
EXP 1100 (Next: 1300) Level 9
CLASS Demon (Beast)

STRENGTH 10 (*) TN: 59% Base Physical Power: 19

MAGIC 5 TN: 39% Base Magical Power: 15

VITALITY 8 TN: 49% Save TN: 49%

AGILITY 5 TN: 34% Dodge TN: 15% HP 102 MP 45


LUCK 4 TN: 29% Negotiation TN: 28% PHYSICAL RESISTANCE 8 MAGICAL RESISTANCE 7
FATE POINTS 5 AFFINITIES Null Fire, Weak Force

BASIC ATTACK
NAME COST TN POWER TARGETS ELEMENT Effect

Strike — 59% 19 1 Phys

SKILLS
NAME COST TN POWER TARGETS ELEMENT Effect

Feral Bite 13 HP 59% 43 1 Phys


Fire Breath 9 HP 59% 29 All Fire
Powerful Strikes — — — — — Add +1d10 to the power roll of physical attacks

When you reach Level 10, gain the following skill


Life Bonus — — — — — Increase HP multiplier by 1 (now 7)

BACKGROUND 1 Dear Wish (Yearning for power) BACKGROUND 2 Revenge (against Eligor)

Thrive in this world, and await chance


GOAL for revenge
MAGICAL RESISTANCE

CONTACTS Fallen Decarabia, Deity Thor HELD MACCA 450

030
SAMPLE CHARACTER - 07
HUMAN

Soldier
You are a surviving member of the JSDF ground forces, who previously had
infiltrated the Shinjuku Medical Center, hunting the Ring of Gaia. While your team
engaged a demon, the Conception happened, and you alone survived it. Even in
this world gone crazy, you believe it is your duty to gather intel and report to the
base in Ichigaya.

STATS
EXP 1100 (Next: 1382) Level 11
CLASS Human (Soldier)

STRENGTH 6 TN: 41% Base Physical Power: 17

MAGIC 1 TN: 16% Base Magical Power: 12

VITALITY 2 TN: 21% Save TN: 21%

AGILITY 10 TN: 61% Dodge TN: 20% HP 52 MP 24


LUCK 1 TN: 16% Negotiation TN: 22% PHYSICAL RESISTANCE 12 (6) MAGICAL RESISTANCE 6
FATE POINTS 5 AFFINITIES Null Light

BASIC ATTACK
NAME COST TN POWER TARGETS ELEMENT Effect

Knife — 41% 22 1 Phys


Shoot — 71% 26 1 Phys

SKILLS
NAME COST TN POWER TARGETS ELEMENT Effect

Sure Shot — — — — — Gain +10 to Shoot TNs


Analyze — Auto — 1 Almighty View statblock of one demon no higher than your own level
Double Tap 8 MP Auto — — — Can make 1 additional Shoot (1/round only)
Mighty Gust 13 HP 41% 50 1 Phys
Lucky Find — 16% — — — After combat, can acquire drop items
Luck Smiles — — — — — 1/scenario, nullify all effects to you from one attack
Heat Wave 13 HP 41% 39 All Phys
Powerful Strikes — — — — — Add +1d10 to the power roll of physical attacks

GEAR
SIG-Sauer Power 16, Ammo Count 9, Held Ammo 20
Knife Power 5
Armor Helmet, Bulletproof Vest, Combat Boots (Total bonus physical resistance +6)

Revenge (Your team was killed by a demon &


BACKGROUND 1 Mission (Hunt for the secrets of the Ring of Gaia) BACKGROUND 2 the Ring of Gaia)

GOAL Live, and lay bare the mysteries of this world MAGICAL RESISTANCE 6

CONTACTS JSDF Superiors, Hikawa HELD MACCA 550

031
SAMPLE CHARACTER - 08
HUMAN

Reporter
You are a reporter, an while working for a now-defunct occult magazine, you wrote
about the Ring of Gaia. After the Conception, you endured in this vastly changed world to
uncover its secrets. Through this, you've formed a connection with Decarabia, the boss
of Shibuya, and keep tabs on the movements of the Mantra Army and Hikawa. While not
strong in a fight, you can support the team with accurate advice (Aid) and item use.

STATS
EXP 1100 (Next: 1382) Level 11
CLASS Human (Reporter)

STRENGTH 1 TN: 16% Base Physical Power: 12

MAGIC 1 TN: 16% Base Magical Power: 12

VITALITY 1 TN: 16% Save TN: 12%

AGILITY 3 TN: 26% Dodge TN: 13% HP 48 MP 24


LUCK 14 TN: 81% Negotiation TN: 48% PHYSICAL RESISTANCE 6 MAGICAL RESISTANCE 6
FATE POINTS 7 AFFINITIES Null Light
BASIC ATTACK
NAME COST TN POWER TARGETS ELEMENT Effect

Strike — 16% 12 1 Phys

SKILLS
NAME COST TN POWER TARGETS ELEMENT Effect

Lucky Find — 81% — — — After combat, can acquire drop items


Luck Smiles — — — — — 1/scenario, nullify all effects to you from one attack.
Scout — 68% — 1 — Talk skill
Once a Snake — — — — — Learn 1 piece of world info. 1/scenario only
Analyze — Auto — 1 Almighty View statblock of one demon no higher than your own level
Item Pro — — — — — Add +1d10 to the power roll for items you use
Good Instincts — 91% — — — Gain +10% to the TN to notice things (Luck checks)
This character's best tactic during combat is to use the "Aid" basic action
Aid Make a Luck check. On success, aided character gains +20% TN to their next action. Effect can stack.

GEAR
Medicine 1 ally recovers 50 HP
Extra Contact (Already applied, see below)

BACKGROUND 1 Curiosity (Uncovering the secrets of the Ring of Gaia) BACKGROUND 2 Absence (Your home died in the old world)

GOAL Live, and lay bare the mysteries of this world MAGICAL RESISTANCE 6

CONTACTS Hijiri, Junk Shop Manikin, Fallen Decarabia HELD MACCA 550

032
FULL SCRATCH:
FU

ORIGINAL CHARACTER CREATION


STEPS TO CREATE A CHARACTER 1. DECIDE CLASS
Decide between fiend, demon, or human. Each class has a
To create your own unique character, follow the steps outlined different way to set your starting stats and the skills that you
below. For ease of calculations and transcribing your stats, you begin with. See the individual class pages for more information.
should use the Tokyo Conception character sheet, found at the
end of this book. Take care to use the correct sheet, as they differ Fiend Class → Pg. 39
for each class. Demon Class → Pg. 43
Human Class → Pg. 46
0. Trailer: GM's Recommendations
1. Decide Class
2. Select Additional Skills
2. SELECT ADDITIONAL SKILLS
3. Select Background After determining your stats and starter skills from your class,
4. Select Contacts you gain some extra skills as well. See Pg. 34 and Pg. 49 for more
5. Determine Goal information on extra skills.
6. Set Name & Personal Info
7. Determine Bonds with Other PCs 3. SELECT BACKGROUND
Now to determine your PC's history. Look over the Backgrounds
0. TRAILER: GM'S RECOMMENDATIONS Table on Pg. 37, and select two Backgrounds for your character,
First, the GM describes what the day's session will be like, then either by choosing them directly from the table or rolling
tells the players the level, classes, subclasses, backgrounds, randomly. If you roll and the result isn't to your liking, you may
etc., that they may use. Should the GM wish the characters to be reroll.
created with closer ties to the scenario, then it may be ideal to
create character handouts and give those to each player. Also, the 4. SELECT CONTACTS
GM may make changes for specific characters (adjusting level,
restricting classes, etc) if they feel it appropriate for the story. Each PC has contacts among the influential NPCs found in the
Vortex World. During the game, these may be utilized in order to
A character handout is a note given to players that explains their gather info. Contacts may've automatically been provided via
role in the story. This note may be brief or detailed, whichever a PC's Backgrounds, but each PC should have two, so you may
works best. However, the more complex a handout is, the fewer need to determine one or both from the Contact Table on Pg. 38,
options a player will have for making the character, so be careful as well.
not to go too overboard with this.
5. DETERMINE GOAL
Example 1: The handouts describe only the PC's context
Next, determine an individual goal for your PC derived from their
and Bonds. "Fiend Marogareh: You're searching for your
Backgrounds. Each PC may decide what their goal is freely, but
kidnapped lover."
the GM may also offer guidance or suggestions after the Trailer
for the scenario is produced so that goals can align with the
Example 2: The handouts describe a unique trailer for each
direction of the story.
PC.

033
6. SET NAME & PERSONAL INFO prefer. Demons, however, apply the point randomly. Roll 1d10, and
consult the table below. Apply the point according to the result
Set your PC's personal info, such as their name, age, and gender rolled.
however you like. If you're playing a demon, there is no need to
consider their age. DEMON STAT GROWTH TABLE
1d10 Stat Increased
7. DETERMINE BONDS WITH OTHER PCS 1 Strength
Once all PCs are settled, refer to Pg. 24 for the Bond Table, then go 2 Magic
around the table clockwise to determine the PCs' Bonds with one 3 Vitality
another. You may either roll dice to determine the Bond or choose
4 Agility
one from the table.
5 Luck
6, 7, 8 Favored stat, as determined by demon embodied
CLASS: THE MOST IMPORTANT CHOICE 9, 0 Increase whichever stat is preferred

Favored stat is indicated with an asterisk (*) mark next to the stat.
PCs will be one of fiend, demon, or human, and each has its own
separate way of constructing the character's stats.
ACQUIRE SKILLS
Fiends choose a Magatama. Which they choose will set their
In addition to the starter skills learned, PCs learn all skills from
starter skills and level 1 stats. Fiends cannot hold onto Gear, nor
their class choice up to the level they'll be starting at. They also
can they use armor or weapons.
learn 1 extra skill at level 1, level 10, level 20, and every 10 levels
beyond that from the Extra Skills Table below.
Demons choose a demon to embody that has a level equal to or
lower than the session's recommended level and then do level-
Keep in mind that one character can only ever have a maximum
ups until they reach the recommended level.
of eight skills learned at one time. Should a character learn
another skill in excess of 8, they must select one of the skills to
Humans choose a subclass, which is loosely based on several
forget.
real-life professions. This choice provides them with their stats at
level 1, starter skills, and equipment.
When selecting a skill from the Extra Skills Table, you may either
roll the dice to determine it or choose whichever you like.
LEVELING PRIOR TO THE GAME Every character can learn new skills when they level up. These
skills are learned at certain levels and are set according to class
Tokyo Conception can handle PC levels 1 from 100. While you can
choice: for fiends, this depends on their Magatama; for humans,
begin play easily at level 1, to give characters more range and
their subclass; for demons, which demon they have embodied.
flexibility in their actions for conventions or one-shots, you will
find it preferable to let characters advance to either level 10 or
At level up, a character can choose one new skill to learn from
level 20 first. GMs should set the PC's levels to match the tone for
those they are eligible for. They may not choose a skill they have
the kind of game they desire, then have the PCs level up using the
already learned. Even if a fiend has multiple Magatama ingested,
following order.
they can still only learn one skill per level up.

INCREASE STATS
For each level above the first, PCs gain 1 point to increase their
stats. Fiends and humans may apply this point to any stat they

034
EXTRA SKILLS TABLE
1d10 Learned Skill (Pick Either) CALCULATING OTHER STATS
1 Dia Lunge
After you have your stats and skills, you will need to calculate the
2 Agi Focus
other stats you'll be using in the game using the steps outlined
3 Bufu Feral Claw below.
4 Zan Heat Wave
5 Zio Luck Smiles
STAT TNS
6 Pulinpa Analyze
Use the following formula to determine your base TN for each
7 Patra Scout
stat.
8 Posumudi Expert Dodge
9 Mana Bonus Life Bonus (Stat x 5) + Level + Modifiers
0 Powerful Spells Powerful Strikes
Modifiers towards your TNs are usually represented with a %
symbol. But, for example, if you see +20%, that means you simply
FUSION & EVOLVING add 20 to the TN. This is a convention typical of TRPGs. Be sure
In a campaign (sessions that continue where the previous one not to actually apply 20% of the TN as a bonus.
left off), if demons reach a sufficiently high level, they can benefit
from a unique sort of advancement in the form of fusion and DERIVED TNS
evolving. However, if these systems are allowed prior to the start
There are two more important TNs to calculate beyond your stat
of a new game, the player may find themselves mired in a rather
TNs; these are your Dodge TN and your Negotiation TN. They are
complex puzzle. As such, fusing or evolving before a new game
calculated using the following formulas. Like with stat TNs, these
should generally not be permitted.
numbers come out in a percentage value, but unlike stat TNs,
they are NOT based on your level.
However, if the game's recommended level is 10 or higher, the
GM may permit these systems with limitations, for example
only allowing evolving or only allowing one single fusion with Dodge TN
the player's choice of Element or Mitama. In the latter case, we This TN is used when you attempt to avoid any sort of attack. It is
recommend you only do this in a game with a recommended equal to your Agility stat plus 10.
level of 20 or higher.
Dodge TN = Agility + 10(%)
SEMI-QUICK START
When the recommended level for your session is 11-20, you Negotiation TN
may still choose to use sample characters but level them up as This TN is used during negotiation and whenever talking to
appropriate. If you're doing levels in multiples of 10 higher than demons. It is equal to twice your Luck stat plus 20.
the sample characters, you can speed up the level-up process by
doing the following: Neegotiation TN = (Luck stat x2) + 20(%)

• For every 10 levels, give +1 to all stats, +3 to your highest


stat, then spend the last two points as you like.
• Gain 1 extra skill. This may be learned regardless of your
class.

035
HP RESISTANCE
HP is short for Hit Points. They represent your life, and when you Resistance represents the durability of your body and comes in
reach 0 HP, you die. two different forms: physical resistance and magical resistance.

HP = (Vitality stat + Level) x HP Multiplier Physical resistance is used against Phys element attacks; reduce
the amount of damage you take from these attacks by this
Your HP modifier is determined by your class, with fiends amount.
and demons having 6 and humans with only 4. These may be
changed by the Life Bonus, Life Gain, and Life Surge passive Magical resistance is used against any non-Phys attack; reduce
skills. the amount of damage you take from these attacks by this
amount.

MP Physical Resistance = (Vitality stat + Level) / 2


MP is short for Magic Points. They represent your mana, which is Magical Resistance = (Magic stat + Level) / 2
used when casting spells or making magical attacks. When you
reach 0 MP, you can no longer use magic.
FATE
MP = (Magic stat + Level) x MP Multiplier Fate points are spendable currency you can use to support your
character performing heroic actions or to help you manage
Your MP modifier is determined by your class, with fiends damage. This number represents your maximum fate points. You
and demons having 3 and humans with only 2. These may be gain fate points up to your maximum at the start of the session.
changed by the Mana Bonus, Mana Gain, and Mana Surge passive
skills. Most characters have 5 fate points, but you can increase the
number per 5 Luck you have.
BASE POWER
Fate = (Luck stat / 5) + 5
Base power serves as a minimum floor to your power when
dealing damage and comes in two different forms: physical Certain penalties may also reduce your number of points, as well.
power and magical power.

Physical power is used for your basic strikes and physical attack STARTING MACCA
skills. It is equal to your Strength stat plus your level. This number represents how much macca your character
possesses at the end of character creation. It is equal to 50 times
Magical power is used for your spells and your magical attack your PC's level.
skills. It is equal to your Magic stat plus your level.
Starting Macca = Level x 50
Physical Power = Strength stat + Level
Magical Power = Magic stat + Level

036
REASON FOR BECOMING A FIEND / FIEND ONLY
1d10 Reason Contact Gained
Old Woman & You were given your Magatama by a blonde-haired boy
1 Old Woman & Boy
Boy dressed for a funeral.
Assembly of A member of the Ring of Gaia made you into a fiend as an
2 Hikawa
Nihilo experiment.
3 Maiden Takao Yuko gave you the choice to be a fiend. Takao Yuko
4 Fairy's Gift You gained your Magatama as a gift from the King of Fairies. Yoyogi's Fairy King
You heard a voice calling you, and found your Magatama from
5 Discovered Elite Pixie
following it.
You were given your Magatama by the leader of the Mantra
6 Gozu-Tennoh Gozu-Tennoh
Army, Gozu-Tennoh.
While finding leads on the Ring of Gaia, you found a Magatama
7 Chasing Leads Hijiri Jyoji
and became a fiend.
8 Revelation After the Conception, an angel gave you your Magatama. Angel
9 Sorcerer You got your Magatama from the Cathedral of Shadows. Minister
0 Chance You're not sure. Random chance, probably? Manikin

REASON FOR BEING SPARED / HUMAN, FIEND ONLY


1d10 Reason Contact Gained
1 Student You were a student of Takao Yuko's. Takao Yuko
2 Cultist You survived the Conception as a member of the Ring of Gaia. Hikawa
3 Maiden You were a maiden trained for the Conception. Takao Yuko
You met a fairy before the Conception and escaped with your
4 Fairy's Favor Yoyogi's Fairy King
life.
5 Mission You were investigating the Conception as an agent of the state. Officer
Old Woman &
6 You were guided by two strange people. Old Woman & Boy
Boy
While finding dirt on the Ring of Gaia, you survived the end of
7 Chasing Leads Hijiri Jyoji
the world.
8 Rebirth After the Conception, an angel brought you back to life. Angel
You were studying magic, and this helped you to survive the
9 Sorcerer Minister
Conception.
0 Chance You're not sure. Random chance, probably? Manikin

037
REASON TO ACT / NO CLASS RESTRICTIONS
1d10 Reason Contact Gained
1 Revenge You've sworn vengeance on someone. Use Extra Contact Table
2 Lost Memory You've lost some of your memories, and you want them back. Use Extra Contact Table
3 Disorder Some part of you is broken, and you won't live long unless you fix it. Use Extra Contact Table
You want to go home and live with your family (friends, relatives, or
4 Return Home Use Extra Contact Table
lovers) again.
5 Interest Something interests you so much you feel a pull towards it. Use Extra Contact Table
6 Desire You desire something, and you'll do anything to get it. Use Extra Contact Table
7 Alone All your friends are gone. You'll need to find a new place to belong. Use Extra Contact Table
8 Searching You're searching for someone you knew once. Use Extra Contact Table
You grieve for the world you lost and now want to make a world of
9 Grief Use Extra Contact Table
your own.
You don't feel like you belong in this world, and you seek peace of
0 Absence Use Extra Contact Table
mind.

EXTRA CONTACT TABLE


1d10 Reason
Ruler of Shinjuku. He was summoned as the guardian of the Shinjuku Medical
1 Forneus
Center.
2 Decarabia Ruler of Free City Shibuya. Plans to rule the world with his best friend, Forneus.
3 Loki A big shot of Free City Ginza. He maintains a collection of old human relics.
4 Thor A powerful figure in the Mantra Army. Overseer of the duels.
5 Lady of the Fount The holy woman who guards the Fountain of Life.
6 Mr. Hee-Ho A Jack Frost who is on a journey to become the strongest demon, ho.
7 Warden Jack-o'-Lantern An underling of the Mantra Army.
8 Eligor A notable of Ginza. Follows the precepts of the Assembly of Nihilo.
A messenger for Yoyogi, a fortress for the fairies. Basically a high-level Pixie that's
9 Elite Pixie
been fused with a Mitama.
0 Junk Collector A manikin with a strange hobby. Collects human relics.

038
CLASS: FIEND
A fiend is different from a demon. They were once humans, but without ingesting them. Doing so can allow you to switch
after receiving a Magatama, they were changed and granted the Magatama as you like between scenes.
power of demons. Sadly, once a Magatama is ingested and the
fiend transformation is complete, they are forevermore changed,
with no way to return to being human once again. 8 STARTER MAGATAMA
Fiends can use items, but they cannot use armor or weapons. These Magatama can be acquired at character creation. If you
Note that stats have a maximum of 40; no matter what kind of are creating a fiend of no higher than level 20, then you start with
modifiers you receive from your Magatama, you can never exceed one Magatama you see below. You may choose any one of the
this maximum. following.

Stats:
MAROGAREH
Strength 2, Magic 2, Vitality 2, Agility 2, Luck 2 A physical attack Magatama—the same one the protagonist in
the Nocturne video game starts with. It has great balance, with
Starting Equipment: nothing special to its affinities or any weaknesses.
1 Magatama (select 1 from the starter list)

HP Multiplier: 6 WADATSUMI
MP Multiplier: 3 With this Magatama, you can learn Ice element skills. In the
original game, you could only obtain it after defeating the boss
of the Shinjuku Medical Center, Forneus, but here it's a starter
Class Starting Skills choice. It grants Null Ice and Elec Weak.
Fiends gain their starting skills from the starter Magatama they
pick, specifically the skill it grants at level 1. Additionally, fiends ANKH
gain 1 talk skill of their choice. Scout is recommended.
This Magatama will teach you recovery skills. Granting a
substantial bonus to HP, it also lets you act as a vanguard for the
Scout (Talk Skill): party. It grants Null Light and Dark Weak.
Begin negotiation with 1 enemy demon. When
used to gather info, gains 1 demon's info.
IYOMANTE
Fiends are created by ingesting a Magatama. You select A Magatama that focuses on debuffing spells. While equipped, it
which Magatama you start with from among the eight starter will grant you Null Mind, so it’s a fairly powerful pick in its own
Magatama. Fiends can have up to three Magatama ingested at right.
once, but you may only receive bonuses from one of them at a
time. SHIRANUI
With this Magatama, you can learn Fire element skills. It has the
Switching which Magatama you have ingested can be done at
highest power output for magical attacks, so it’s a strong pick. It
any time while out of combat, but while in combat, it cannot
grants Null Fire and Force Weak.
be switched at all. You may have Magatama in your inventory

039
HIFUMI MURAKUMO
A Force element skill type Magatama. It has the next highest Another Strong Phys Magatama, of an even higher power level
attack power after Shiranui. It grants Null Force and Fire Weak. than Kamudo. It can prove vital to martial types, as it allows one
to learn all ailment nullification skills. It's hidden away in the
Ikebukuro Tunnel, guarded by Ongyo-Ki. It grants Strong Phys and
NARUKAMI Fire, Ice Weak.
This Magatama focuses on Elec element attacks. With the ability
to inflict Shock, it's a bit more of a strategic choice. It grants Null
Elec and Ice Weak. GEIS
This Magatama is focused on recovery magic. It offers skills
that will likely prove convenient. It's buried in the Asakusa
KAMUDO underground, but after its restoration, it can be won as a prize for
With this Magatama, you focus more on martial skills. You'll gain winning the Puzzle Boy games. It grants Null Light.
new skills slowly, but sticking with it can provide powerful skills,
such as Focus and Mind's Eye. While it is weak to ailments, it's
also strong versus physical attacks upfront, allowing it to be DJED
comparable with Marogareh on the front lines. It grants Strong A Magatama that specializes in buff skills. It's guarded by the
Phys and Ailment Attack Weak. three Femme sisters of the Obelisk: Clotho, Lachesis, and Atropos.
It grants Null Dark.

ADVANCED MAGATAMA MUSPELL


These Magatama may only be acquired after character creation. With this Magatama, you can learn magical attack skills that
How to acquire them varies. Some demons may drop them once inflict ailments. It is possessed by the Tyrant Mara, who dwells
defeated, some may be purchased at the Junk Shop, while others in the depths of the demon world. It can only be obtained by
will only be earned in unique ways. opening the door to the demon world and defeating him. This
Magatama is also known for having the highest Magic stat bonus.
It grants Strong Ailment Attack.
ANATHEMA
A Magatama focused on Dark skills. While the Assembly of
Nihilo's Fallen Ose has one, it's also inherently tied to the demon GEHENNA
world, so it's possible that any powerful Fallen may have it. It An advanced Fire element Magatama. In addition to high-level
grants Null Dark and Light Weak. Fire element spells, you can learn Mana Gain from it. Lying buried
in the Asakusa underground, it can be purchased from the Junk
Shop once Asakusa is restored. It grants Drain Fire and Ice Weak.
MIASMA
An advanced Ice element Magatama. It allows you to learn
powerful, high-level Ice spells. It's held by the Mizuchi who serves KAMUROGI
as overseer of the Kabukicho prison. It grants Null Ice and Fire A powerful martial Magatama. It can teach you physical attack
Weak. skills such as Blight, as well as Life Gain. After Asakusa's
restoration, it's sold in the Collector Manikin's Junk Shop. It grants
Strong Phys and Magic Weak.
NIRVANA
A Magatama focused on Light skills. It lies sleeping in the
Asakusa underground and may be purchased from the Junk Shop SATAN
after Asakusa's restoration. It grants Null Light and Dark Weak. A wicked Magatama tied to the demon world. With it, you can
learn special magic skills. When obtained by a demon, it changes

040
them into evil creatures. Once the Yahiro no Himorogi appeared in this world once the path leading to the tower that can reach
in the world, this Magatama created Black Frost, for example. It Kagutsuchi is found. It has no strong affinities but no weaknesses
grants Null Dark and Light Weak. either.

ADAMA LEGENDARY MAGATAMA


An advanced Elec element Magatama. With this, you can learn
the Mana Surge and Elec Drain skills. It's said that only gods Beyond the 24 Magatama listed here, there exists another
that have been brought from other worlds hold this Magatama. legendary Magatama that can only be obtained once all the rest
Meaning it can be found on the Entity of the Labyrinth of Amala, have been gathered. It is called Masakados, and it is held by an
Albion. It grants Drain Elec and Force Weak. ancient specter known as Masakado. The one who possesses this
Magatama will gain ultimate power in the form of having a Null
affinity to all elements besides Almighty.
VIMANA
An advanced martial Magatama. With it, you can learn skills that
enhance your physical capabilities, such as Endure and Life
Surge. It additionally has no weak affinities, making it very user-
friendly. After Asakusa's restoration, it can be found for sale in the
Collector Manikin's Junk Shop. It grants Null Nerve.

GUNDARI
An advanced Force element Magatama. It teaches powerful Force
element skills. It's said to be protected by Bishamonten in the
Northern Temple. It grants Drain Force and Elec Weak.

SOPHIA
An advanced recovery magic Magatama. With this, you can
learn the revival spell Samarecarm and the full party healing
Medirahan spell. After Asakusa's restoration, it can be found in the
Collector Manikin's Junk Shop. It grants Null Light.

GAEA
A Magatama representing the Mantra Army's absolute belief in
strength over all. Hidden in an underground treasure chamber
below the Mantra's headquarters, it's said it will only be granted
to those who can open the chamber's massive door. To open said
door requires an unmodified Strength stat of no less than 24. It
grants Strong Phys and Force, Light, Dark Weak.

KAILASH
A massively powerful Magatama that grants not only the
Almighty attack spell Megido but also the reflective barrier
spells Makarakarn and Tetrakarn. It is said it will only appear

041
CHARACTER CREATION
Name St Ma Vi Ag Lu Acquire Skill 1 LV Skill 2 LV Skill 3 LV Skill 4 LV Skill 5 LV Skill 6 LV Special LV
Marogareh 4 1 2 2 1 Starter Lunge 1 Hell Thrust 4 Life Bonus 6 Berserk 10 Counter 15 Last Resort 20
Wadatsumi 1 3 3 2 1 Starter Bufu 1 Ice Breath 5 Mana Bonus 11 Ice Boost 15 Fog Breath 21 Anti-Ice 24
Ankh 1 2 5 0 2 Starter Dia 1 Patra 3 Posumudi 5 Analyze 6 Paraladi 10 Media 17
Iyomante 2 0 2 2 4 Starter Pulinpa 1 Tarunda 5 Sukunda 8 Rakunda 12 Life Aid 16 Dekunda 25
Shiranui 1 5 0 4 0 Starter Agi 1 Fire Breath 6 Fire Boost 8 Provoke 10 Agirao 15 Anti-Fire 20
Hifumi 0 3 0 4 3 Starter Zan 1 Tornado 7 Force Boost 12 Warcry 15 Anti-Force 20 Null Force 25
Kamudo 4 0 1 4 1 Starter Focus 1 Heat Wave 6 Mind's Eye 12 Mighty Gust 17 Might 20 Guillotine 25
Narukami 3 5 1 1 0 Starter Zio 1 Mazio 5 Elec Boost 10 Zionga 15 Anti-Elec 20 Null Elec 25
Anathema 0 8 2 1 1 Assembly of Nihilo Mana Drain 28 Anti-Dark 32 Mamudo 35 Evil Gaze 38 Mamudoon 49
Miasma 2 5 2 2 2 Mizuchi Wild Dance 31 Null Ice 45 Glacial Blast 52 Ice Drain 60
Nirvana 1 1 2 2 8 Asakusa Violent Flash 32 Anti-Light 32 Divine Shot 41 Null Light 56
Murakumo 4 4 1 4 1 Ikebukuro Tunnel Null Mind 34 Null Nerve 37 Chaos Blade 40 Null Ruin 42
Geis 2 2 4 3 3 Asakusa Puzzle Boy Diarama 37 Tetraja 41 Mediarama 44 Diarahan 47
Djed 2 6 2 2 2 Obelisk Tarukaja 42 Sukukaja 43 Makakaja 44 Rakukaja 45 Dekaja 46
Muspell 0 8 7 0 0 Shibuya Sabbath Tentarafoo 49 Makajamaon 53 Xeros Beat 56
Gehenna 3 3 3 3 3 Asakusa Junk Shop Hellfire 33 Null Fire 42 Agidyne 41 Mana Gain 45 Fire Drain 60 Magma Axis 65
Kamurogi 8 0 0 4 4 Asakusa Junk Shop Blight 45 Life Gain 46 Iron Claw 48 Stasis Blade 54 Retaliate 54 Oni-Kagura 64
Satan 2 8 1 1 4 Kabukicho Prison Stone Hunt 30 Jive Talk 51 Null Dark 55 Mana Aid 58 Deadly Fury 65
Adama 3 2 8 2 2 Labyrinth of Amala Mazionga 33 Ziodyne 45 Bolt Storm 60 Maziodyne 61 Mana Surge 62 Elec Drain 67
Vimana 7 1 3 2 5 Asakusa Junk Shop Endure 50 Tempest 59 Javelin Rain 68 Life Surge 71 Hades Blast 73
Gundari 4 1 2 9 3 Bishamonten Hell Fang 38 Wind Cutter 64 Force Drain 66 Spiral Viper 72
Sophia 1 2 5 7 4 Asakusa Junk Shop Recarm 26 Thunderclap 45 Samarecarm 57 Drain Attack 59 Mediarahan 63 Holy Wrath 70
Gaea 10 0 10 0 0 Mantra (St 24+) Deathbound 61 Avenge 69 Gaea Rage 74 Attack All 76
Kailash 2 10 5 1 2 Tower of Kagutsuchi Makarakarn 72 Megido 75 Tetrakarn 78 Freikugel 80 Megidola 84
Masakados 10 10 10 10 0 Masakado (Collect 24) Megidolaon 1 Radiance 1 Fire Repel 1 Ice Repel 1 Elec Repel 1 Force Repel 1 Phys Repel 1

042
CLASS: DEMON
In Tokyo Conception, you can play as a demon. Demons overall
have high stats and come with specialized skills. They need 1.3x A Note to GMs
You should not permit players to use evil
as much EXP to level up as a fiend, but they can also, through the
alignment demons, such as those from the Haunt
fusion and evolve systems, change to more advanced demons.
or Foul clans. Viles and Tyrants should be limited
When demons level up, their stat growth occurs randomly, as for use to Boss enemies only.
well. Lastly, demons cannot use weapons, armor, or even items.

EVOLVING OPTIONAL LEVEL EXCEPTIONS


Some demons, when they reach a certain amount of EXP, may be
able to evolve into a higher form of demon. Most demons do not When starting PCs from LV1 to LV5, there are few appropriate
have an evolve path however, so this is not a typical progression beginner demons to select. As such, the following optional rule
path. may be used, depending on the starting level.

When you have reached the specified level, you can choose to
evolve into the demon specified, so long as the party level is EASING LEVEL RESTRICTIONS
equal to or higher than that demon. If you choose to evolve, then Should the recommended level put fiends at level 5 or lower, the
you may also inherit skills as able, up to the maximum limit. same level limitation should be relaxed for demons by allowing
them to pick any of the following demons, adjusted up to the
There is no obligation to evolve, it is always a choice. recommended level:

• Fairy Pixie - LV2


FUSING • Jirae Kodama - LV3
Demons can fuse together with demons whose cards they • Jirae Hua Po - LV5
possess in order to become different ones altogether. This • Brute Shikigami - LV4
method of progression also is limited by how high the party level
is. With the rule enabled, the PC should be set to an amount of EXP
as though they had just reached the corresponding level and no
In addition to normal fusion, demons can perform "rank up" higher.
fusions with Element demons or even stay the same demon but
with enhanced stats and skills with Mitama demon fusions.
ADDITIONAL LEVEL 1 DEMONS
To accommodate players who wish to raise their demon PC up
DEMON PC CREATION from level 1, we have added some additional demons, adjusted
to be level 1. Select one from the demons found starting on the
If you choose to play as a demon, make certain of the GM's next page. The demons Mini-Frost, Hellhound, and Kotengu are
recommendations for what demons would be ideal, and the demons unique to Tokyo Conception and did not appear in the
recommended level. Then, select a demon that is equal to or original Nocturne video game.
lower than the recommended level, and if lower, level them up to
the recommended level. Unless the GM permits otherwise, you
may not do rank ups, fusions, or evolutions.

043
Pixie Hua Po
Clan: Fairy Clan: Jirae
Original LV: 2 Original LV: 5
Evolve Path: When LV6 or higher, if the party level is 10 or Evolve Path: None
higher, can evolve to High Pixie (LV10). Description: A tree spirit of Chinese folklore said to dwell in
Description: A small, winged, humanoid Fairy. Filled with trees where people have hung themselves. Hua Po appears
curiosity, they flit about to all kinds of places and often run as a young girl and uses Fire element attacks. They possess
into issues head-on. a selfish attitude and often try to deceive humans.
Stats: Strength 3, Magic 6, Vitality 4, Agility 2, Luck 6 (*) Stats: Strength: 3, Magic 4 (*), Vitality 4, Agility 5, Luck 5
Affinities: Strong Elec Affinities: Strong Fire, Weak Ice
Skill Acquisition: Skill Acquisition:
• LV1: Dia • LV4: Rakunda • LV1: Agi • LV8: Sexy Gaze
• LV2: Zio • LV5: Posumudi • LV2: Pester • LV9: Rakukaja
• LV3: Seduce • LV6: Wing Buffet • LV6: Patra • LV10: Maragi
• LV7: Nag

Mini-Frost
Clan: Fairy Hellhound
Original LV: TRPG Original Clan: Beast
Evolve Path: When LV4 or higher, if the party level is 7 or Original LV: TRPG Original
higher, can evolve to Jack Frost (LV7). Evolve Path: When LV8 or higher, if the party level is 13 or
Description: A snowman-like Fairy, Jack Frost in miniature. higher, can evolve to Inugami (LV13).
As the spirit of winter's chill, it possesses the terrifying Description: A firebreathing canine, roughly as large as
ability to freeze people solid. On the other hand, it has such a human. Just looking at one can send people running.
a friendly, childlike purity to it. Hellhounds tend to be quite violent, but once someone has
Stats: Strength 4, Magic 6 (*), Vitality 5, Agility 3, Luck 3 earned their trust, they are loyal for life.
Affinities: Null Ice, Weak Fire Stats: Strength 6 (*), Magic 5, Vitality 7, Agility 4, Luck 3
Skill Acquisition: Affinities: Null Fire, Weak Force
• LV1: Bufu Skill Acquisition:
• LV3: Connection • LV1: Feral Bite
• LV6: Might • LV3: Fire Breath

Kodama Kotengu
Clan: Jirae Clan: Yoma
Original LV: 3 Original LV: TRPG Original
Evolve Path: When LV8 or higher, if the party level is 13 or Evolve Path: When LV15 or higher, if the party level is 19 or
higher, can evolve to Sudama (LV13). higher, can evolve to Koppa Tengu (LV19).
Description: A tree spirit said to be the soul of a tree given Description: A small tengu, no bigger than the size of a
form from some other power. They usually appear to waft human child. They can use wind spells and can move quite
on the breeze, as if dancing. In the original game they fast. Though naturally inclined to prank, they are pure-
had no evolve path, but can evolve into Sudama in Tokyo hearted, and even a little foolish.
Conception. Stats: Strength 2, Magic 3, Vitality 1, Agility 5 (*), Luck 1
Stats: Strength 3, Magic 3 (*), Vitality 4, Agility 5, Luck 5 Affinities: Strong Force/Mind, Weak Nerve
Affinities: Strong Force, Weak Fire Skill Acquisition:
Skill Acquisition: • LV1: Zan
• LV1: Zan • LV5: Lunge • LV4: Wing Buffet
• LV1: Dia • LV6: Scout • LV8: Tarukaja
• LV3: Connection • LV7: Anti-Force

044
STARTER DEMONS
Stats Affinities Skill 1 LV Skill 2 LV Skill 3 LV Skill 4 LV
Name Clan
St Ma Vi Ag Lu Evolve Path Skill 5 LV Skill 6 LV Skill 7 LV
Strong Elec Dia 1 Zio 1 Seduce 3 Rakunda 4
Pixie 3 6 4 2 6 (*) Fairy
Posumudi 5 Wing Buffet 6
Null Ice, Weak Fire Bufu 1 Connection 3 Might 6
Mini-Frost 4 6 (*) 5 3 3 Fairy
Evolves to Jack Frost (LV7)
Strong Force, Weak Fire Zan 1 Dia 1 Connection 3 Lunge 5
Kodama 3 3 (*) 4 5 5 Jirae
Evolves to Sudama (LV13) Scout 6 Anti-Force 7
Strong Fire, Weak Ice Agi 1 Pester 2 Patra 6 Nag 7
Hua Po 3 4 (*) 4 5 5 Jirae
No Evolve Sexy Gaze 8 Rakukaja 9 Maragi 10
Null Fire, Weak Force Feral Bite 1 Fire Breath 3
Hellhound 6 (*) 5 7 4 3 Beast
Evolves to Inugami (LV13)
Strong Force/Mind, Weak Nerve Zan 1 Wing Buffet 4 Tarukaja 8
Kotengu 2 3 1 5 (*) 1 Yoma

045
CLASS: HUMAN
Modern-day humans. Unfortunately, unlike fiends and demons, 3. FAST LEVELING
they are nothing special. They die easily, and their stats are quite
low. But even so, among all the classes in this game, humans Humans gain levels even faster than fiends do. Reaching any
have the potential to shine brightest. particular level requires about 80% of the amount that fiends
would need to reach the same level.

HP Multiplier: 4
MP Multiplier: 2 4. CHANGE
With a Magatama, humans can become fiends. They can also
Class Starting Skills fuse themselves with demons to become a demon. This change is
Lucky Find: At the end of combat, can make a
a one-way street, however, so once a human changes to either a
check to find items using Luck.
fiend or a demon, they can never be a human again.
Luck Smiles: 1/Scenario, can nullify the effects of
an attack on self.
Scout (Talk Skill): Begin negotiation with 1 5. NULL LIGHT
enemy demon. When used to gather info, gains 1
demon's info. As humans are not demonic, they cannot be exorcized via Hama
spells. They always possess the Null Light affinity.

1. SUBCLASS
Humans are divided by a number of subclasses. These represent
SUBCLASS INTRODUCTION
their learned experiences in the old world and mechanically
Potential: A normal, typical young person. Why did they survive
provide powerful skills as they level up.
to see this world? It could only be that they were guided by fate.
As such, what else is it that fate has in store for them?
2. GEAR
Reporter: Someone involved in mass media, such as a magazine
Humans can equip armor and weapons created in the old world
writer. While searching for info on the Ring of Gaia cult, the
to make themselves stronger. They can also use items, of course.
Conception happened, and they survived only by chance. They
Moreover, humans have access to a great equalizer in the form
carry no weapons save for their info gathering skills and their
of guns. At the same time, guns are only powerful until their
innate curiosity. Starts with an additional Contact.
ammunition runs out, and obtaining more of it in this world is
quite difficult. Therefore, guns must be used judiciously.
Brawler: A fighter trained in the arts of unarmed combat, capable
of facing down demons without a weapon in hand. Perhaps it's
Human-Only Gear: Guns that very strength that earned them a place in the Vortex World.
When firing a gun, use Agility for the check and power, and also What style or school of martial arts they utilize is left to the player
expend 1 bullet per 1 attack. to decide.

Gun Damage = Gear Power + Agility + 1d10 Swordsman: A wielder of the blade. They survived the
Conception due to being in a confrontation with the Ring of Gaia.
Do not add your level to gun damage. Though a "swordsman," it covers any martial artist devoted to a
weapon.

046
Soldier: A soldier of ground-based military forces, such as
the JSDF. Having survived the Conception, they carried on, Reporter
investigating the mysteries of this new world. They have an Description: Someone involved in mass media, such as a
emphasis on gear, starting with a gun and body armor. magazine writer. While searching for info on the Ring of Gaia
cult, the Conception happened, and they survived only by
chance. They carry no weapons save for their info gathering
Maiden: A psychic or esper who was raised by the Ring of Gaia in
skills and their innate curiosity.
order to commune with gods from beyond our realm. Possessing
Stats: Strength 1, Magic 1, Vitality 1, Agility 3, Luck 4
the power to heal, they learn recovery and healing magic. Items: Medicine (Recover 50 HP), Additional Contact (Gain
Sorcerer: Once a member of a secret magical society standing 1 Contact)
in opposition to the Ring of Gaia. Having evaded the Conception, Skill Acquisition:
they now try to involve themselves with the genesis of the new • LV1: Once a Snake
world. They can learn offensive magic in the form of attack spells. • LV2: Analyze
• LV5: Item Pro
Manikin: An artificial humanoid condemned to forced labor • LV7: Good Instincts
throughout the Vortex World. Being similar to humans, they • LV12: Luck Smiles
earned the name Manikin. Though Manikin are created as
disposable objects from the mud of the river flowing through
Asakusa, for some reason, the PC's Manikin possesses memories Brawler
of a former life in the old human world. Description: A fighter trained in the arts of unarmed
combat, capable of facing down demons without a weapon
in hand. Perhaps it's that very strength that earned them a
In truth, Manikins are not humans but demons. As such, in
place in the Vortex World.
addition to the rules for humans, they have the following Stats: Strength 4, Magic 1, Vitality 2, Agility 2, Luck 1
restrictions: Items: Combat Boots (Physical Resist +2)
Skill Acquisition:
• Cannot use Magatama • LV1: Lunge
• May become a different demon through manifestation • LV3: Focus
• Cannot be used as ingredients for a fusion • LV5: Hell Thrust
• In addition to Null Light, they can gain Null Dark but lose • LV9: Berserk
both if they ever stop being a Manikin • LV18: Counter
• When the party level is 60 or higher, if their evil tendency
is strong, they can evolve to Sakahagi
Swordsman
Description: A wielder of the blade. They survived the
Potential Conception due to being in a confrontation with the Ring of
Description: A youth wandering lost through this Vortex Gaia.
World. Surely they have some role to fill in this new world, Stats: Strength 4, Magic 1, Vitality 2, Agility 1, Luck 2
but what will it be? Items: Katana (Physical Power +10)
Stats: Strength 2, Magic 2, Vitality 2, Agility 2, Luck 2 Skill Acquisition:
Items: Knife (Physical Power +5), Medicine (Recover 50 • LV1: Focus
HP) • LV5: Mighty Gust
Skill Acquisition: • LV9: Heat Wave
• LV1: Luck Smiles • LV15: Guillotine
• LV2: Item Pro • LV19: Counter
• LV4: Good Instincts
• LV6: Analyze
• LV9: Dia
• LV10: Any 1 Talk Skill

047
Maiden Manikin
Description: A psychic or esper who was raised by the Description: An artificial humanoid condemned to
Ring of Gaia in order to commune with gods from beyond forced labor throughout the Vortex World. Being similar to
our realm. They possess the power to heal. humans, they earned the name Manikin. Though Manikin
Stats: Strength 1, Magic 4, Vitality 1, Agility 1, Luck 3 are created as disposable objects from the mud of the river
Items: Medicine (Recover 50 HP), Dis-Poison (Recover from flowing through Asakusa, for some reason, the PC's Manikin
Poison) possesses memories of a former life in the old human world.
Skill Acquisition: Stats: Strength 1, Magic 1, Vitality 2, Agility 1, Luck 4
• LV1: Dia Items: Medicine (Recover 50 HP)
• LV5: Patra Skill Acquisition:
• LV7: Posumudi • LV1: Item Pro
• LV11: Paraladi • LV3: Expert Dodge
• LV15: Hama • LV5: Panic Voice
• LV10: War Cry
• LV20: Dark Null
Sorcerer
Description: Once a member of a secret magical society
standing in opposition to the Ring of Gaia. Having evaded
the Conception, they now try to involve themselves with the CHARACTER ADVANCEMENT
genesis of the new world.
Stats: Strength 1, Magic 4, Vitality 1, Agility 3, Luck 1 Every demon defeated grants EXP. All characters who
Items: Medicine (Recover 50 HP), Dis-Poison (Recover from participated in the combat, even if they are dead at the end of it,
Poison) gain this EXP.
Skill Acquisition:
• LV1: Agi
Notice: When the demon defeated is 10 or more levels higher than
• LV3: Analyze
• LV5: Bufu the party level, for each 10 full levels above the party level the
• LV12: Tarukaja demon is, double the gained EXP.
• LV21: Makakaja
SCENARIO EXP
Soldier Extra EXP is acquired when the scenario is over. This EXP is
Description: A servicemember of the armed forces of granted to PCs who were with the story the whole way through.
Japan, likely from the army. Having survived the Conception,
they now probe into the mysteries of this world. Notably Scenario EXP = Party Level x 10
they start with a firearm and armor for gear.
Stats: Strength 3, Magic 1, Vitality 2, Agility 3, Luck 1
Items: SIG-Sauer (Power 16, x20 Bullets), Helmet (Physical
Resist +2), Bulletproof Vest (Physical Resist +2), Combat
LEVELING UP
Boots (Physical Resist +2), Knife
Skill Acquisition: To calculate the EXP needed for the next level up, use the
• LV1: Sure Shot following formula:
• LV2: Analyze
• LV6: Double Tap EXP Needed to Level = Level3
• LV8: Mighty Gust
• LV12: Pinhole Example: You need 8 EXP to reach level 2. You need 125,000
• LV15: Focus EXP to reach level 50.

048
This formula applies to fiends only. Demons take 1.3x the same HP/MP RECOVERY
amount of experience fiends do to level, and humans take 0.8x
the same amount. For a list of EXP needed for each level, see the Upon leveling up, characters immediately heal to their maximum
table on the next page. HP and MP.

ACQUIRING EXTRA SKILLS


BENEFITS OF LEVELING Every character may learn 1 skill from the "Extra Skills Table" on
Pg. 35 at level 1, in addition to those granted by class or subclass.
STAT INCREASE Additionally, at each 10th level (level 10, level 20, etc), characters
When leveling up, characters have 1 point to add to their stats. may gain an additional extra skill in the same way.
They can never go above 40. Humans and fiends may apply this
point to any stat of their choice. Demons must refer to the Demon
Stat Growth Table on Pg. 34, roll 1d10, and apply the point as EXP INHERITANCE
specified.
EXP may only be accumulated—your total amount never goes
down. Even when performing fusion, gaining a new Magatama, or
VALUE CHANGES changing your class, PCs remain at the same level of EXP. It can
Leveling up means the following values change as well: be viewed as their "soul" retaining all experiences they've had so
far.
• Stat TNs - Level influences stat TNs, so they all increase by
1%, or 6% if they're the stat you're increasing Demons are the sole exception to this, as fusion, evolution, and
• HP/MP manifestation may change one's level. When it does, the demon
• Resistances is set to having an amount of EXP as though they'd just then
• Base Power reached that level. This goes for when they level down, as well—
• (If Agility increases) Dodge TN their overall amount of EXP will lower.
• (If Luck increases) Negotiation TN
Example: A level 7 Jack Frost undergoes Rank Down to
become a level 2 Pixie. No matter what EXP it had prior
SKILL ACQUISITION to the change, it now has 10 EXP (the amount needed for
It's possible for a character, upon leveling up, to acquire a new demons to be level 2).
skill. Which skills may be learned and at what level they are
learned are set differently for each PC: for fiends, it depends
on their Magatama. For humans, their subclass. For demons, it
depends on which demon they are manifesting.

If you are able to learn multiple skills at a single level up, you
must choose one from the skills open to you. You may not select
a skill you've already learned. Even in the case of fiends with
multiple Magatama in their bodies, they can only gain one skill
per level up.

No matter what, if learning a new skill would put you over the skill
cap of 8, then you must either give up that new skill or choose a
skill you already possess, erase it, and then add the new skill in
its place.

049
EXPERIENCE POINTS EXPERIENCE POINTS
Level Fiend Demon Human Level Fiend Demon Human
1 0 0 0 38 54,872 71,333 43,897
2 8 10 6 39 59,319 77,114 47,455
3 27 35 21 40 64,000 83,200 51,200
4 64 83 51 41 68,921 89,597 55,136
5 125 162 100 42 74,088 96,314 59,270
6 216 280 172 43 79,507 103,359 63,605
7 343 445 274 44 85,184 110,739 68,147
8 512 665 409 45 91,125 118,462 72,900
9 729 947 583 46 97,336 126,536 77,868
10 1,000 1,300 800 47 103,823 134,969 83,058
11 1,331 1,730 1,064 48 110,592 143,769 88,473
12 1,728 2,246 1,382 49 117,649 152,943 94,119
13 2,197 2,856 1,757 50 125,000 162,500 100,000
14 2,744 3,567 2,195 51 132,651 172,446 106,120
15 3,375 4,387 2,700 52 140,608 182,790 112,486
16 4,096 5,324 3,276 53 148,877 193,540 119,101
17 4,913 6,386 3,930 54 157,464 204,703 125,971
18 5,832 7,581 4,665 55 166,375 216,287 133,100
19 6,859 8,916 5,487 56 175,616 228,300 140,492
20 8,000 10,400 6,400 57 185,193 240,750 148,154
21 9,261 12,039 7,408 58 195,112 253,645 156,089
22 10,648 13,842 8,518 59 205,379 266,992 164,303
23 12,167 15,817 9,733 60 216,000 280,800 172,800
24 13,824 17,971 11,059 61 226,981 295,075 181,584
25 15,625 20,312 12,500 62 238,328 309,826 190,662
26 17,576 22,848 14,060 63 250,047 325,061 200,037
27 19,683 25,587 15,746 64 262,144 340,787 209,715
28 21,952 28,537 17,561 65 274,625 357,012 219,700
29 24,389 31,705 19,511 66 287,496 373,744 229,996
30 27,000 35,100 21,600 67 300,763 390,991 240,610
31 29,791 38,728 23,832 68 314,432 408,761 251,545
32 32,768 42,598 26,214 69 328,509 427,061 262,807
33 35,937 46,718 28,749 70 343,000 445,900 274,400
34 39,304 51,095 31,443 71 357,911 465,284 286,328
35 42,875 55,737 34,300 72 373,248 485,222 298,598
36 46,656 60,652 37,324 73 389,017 505,722 311,213
37 50,653 65,848 40,522 74 405,224 526,791 324,179

050
EXPERIENCE POINTS
Level Fiend Demon Human
75 421,875 548,437 337,500
76 438,976 570,668 351,180
77 456,533 593,492 365,226
78 474,552 616,917 379,641
79 493,039 640,950 394,431
80 512,000 665,600 409,600
81 531,441 690,873 425,152
82 551,368 716,778 441,094
83 571,787 743,323 457,429
84 592,704 770,515 474,163
85 614,125 798,362 491,300
86 636,056 826,872 508,844
87 658,503 856,053 526,802
88 681,472 885,913 545,177
89 704,969 916,459 563,975
90 729,000 947,700 583,200
91 753,571 979,642 602,856
92 778,688 1,012,294 622,950
93 804,357 1,045,664 643,485
94 830,584 1,079,759 664,467
95 857,375 1,114,587 685,900
96 884,736 1,150,156 707,788
97 912,673 1,186,474 730,138
98 941,192 1,223,549 752,953
99 970,299 1,261,388 776,239
100 1,000,000 1,300,000 800,000

051
CHAPTER THREE

RULES
BEGINNING PLAY
Within this chapter, you will find the rules for playing the game powerful demons. We call these climactic combat scenes
and an explanation of the flow of play. dungeon attacks. When in a dungeon attack, there is no more
escape; all that awaits are difficult battles.

GROUND RULES A game of Tokyo Conception progresses through the following


phases:
First we provide two rules which will preside over all others.
0. Warmup
1. Opening
ROUNDING 2. Research
In performing math, if the end number—the final result—would 3. Dungeon Attack
be a decimal, always round it down. Furthermore, should you 4. Boss Battle
need to divide and also multiply in a given calculation, do the 5. Ending
multiplication first. 6. Cooldown

WHEN OUTSIDE THE RULES SESSION


You may find that the rules don't cover every situation that may The actual play of the game itself begins in the Warmup and lasts
arise during play. When this happens, the GM is given the final through to the Ending. This period is defined as the session.
say. GMs should base their decisions both on common sense and
what would enable the game to progress most smoothly.
0. WARMUP
Similarly, when something comes up that would harm the The Warmup is where you begin your preparations to play the
enjoyment of the game, the GM's decisions should take game. It's at this point that the players are given the trailer, and
preference over the rules. Players should abide by these then do character creation.
decisions.
TRAILER
That said, it's important not to misuse this power. GMs should
keep in mind two important points. First, any decision such as As the name suggests, the trailer is something like a trailer for a
this should favor the players. Second, try to base your decision movie. It provides the players with the GM's vision for the day's
on making good use of the rules and thus making the game adventure. Not only to suggest what that adventure might entail
enjoyable. but also to explain the situation that the PCs will find themselves
in. The GM may even find it appealing to provide individualized
By doing so, everyone can have fun at the table together. handouts to each player, detailing unique circumstances that the
player will be faced with.

FLOW OF PLAY Character Creation


With everyone now on the same page, proceed to make the
In the world of Tokyo Conception, final battles happen in
characters you will be using in the adventure ahead. This
dungeons, and lurking within those dungeons are myriad
part may be skipped if you happen to be playing a game that

053
continues from a previous session, known as a campaign. If 6. COOLDOWN
you are playing at a convention or similar event, you may also
be provided with a character made ahead of time by the GM or Once the game is over, there are still a few things that need
a sample character. to be taken care of, and together, these things are referred
to as the Cooldown. Here, you earn experience points and do
character reviews.
1. OPENING
The Opening is where the GM gets into the particulars of the Experience Points (EXP)
adventure and describes—either for the party as a whole or
Each PC that participated in the game receives adventure EXP.
individually—how the characters get drawn into the action.
Here, you should prioritize the story above all, so the GM
should try to avoid any dice rolling here.
Adventure EXP = Party Level x 10

PCs that gain enough EXP to level up may do so at this point.


2. RESEARCH
Research is where you gather information about the adventure Character Reviews
and progress through the story. Players do this by using
Players now review one another's characters. Using the review
their contacts and their talk skills. They may find themselves
sheets, players mark down which alignment they feel the PC
interrupted by combat, as well.
adhered to, given their actions during the game. Then, the GM
gathers them up and reads aloud the reviews.
This phase is made up of as many scenes as necessary. Once
the story has developed enough to allow for the dungeon
This concludes everything you'll need to do to play a game of
attack, Research ends. What is "enough" is left for the GM to
Tokyo Conception. If time permits, you should take a moment
determine.
to chat after the game, looking back over the moments you've
enjoyed together.
3. DUNGEON ATTACK
Here, the players enter a dungeon to achieve their ultimate
goal. This is where the players will face a series of tough
SCENE OVERVIEW
battles. Refer to the combat rules on Pg. 63.
The story of your game will be built on units called scenes.
Every scene follows the same basic steps:
4. BOSS BATTLE
As the final obstacle of the mission, the boss appears and 1. Setup
challenges the PCs. The boss battle serves as the game's 2. Interaction
climax. Enemies with the Boss trait are handled differently 3. Conclusion
from other demons. 4. Break

5. ENDING 1. SETUP
Lastly, the story is concluded. During the Ending, players act What is the point of the scene? Define that first. Then, the GM
out scenes that bring the story that has unfolded throughout designates which PCs and NPCs are to appear in the scene.
the game to an end. Like with the Opening, the story takes If the option is appropriate for the scene, the GM should
precedence here, so once again, GMs should avoid rolling dice. give those PCs not included the option to join if they wish.
Should a scene need to focus on a specific PC, then the GM
may designate that PC as the scene player; otherwise, just
go with the flow. Lastly, if it's needed, determine the phase of
Kagutsuchi.

054
2. INTERACTION Guideline 2: Each Scene Has Its Own
Kagutsuchi Phase: Normally, Kagutsuchi waxes
The GM describes the scene itself, and then the story plays out and wanes in a linear cycle. During a dungeon
from there in the form of a conversation between players and the attack, Kagutsuchi progresses through its phases
GM. in step with the adventure itself. This means that
with each scene that happens during a dungeon
attack, Kagutsuchi's phase also progresses by
3. CONCLUSION one, according to the Kagutsuchi Chart. Refer to
Once the goal of the scene has been accomplished, or the GM Pg. 301 for the Kagutsuchi Chart.
decides it's gone on for long enough, the scene concludes.
Should the scene have a scene player set, it ends once the scene On the other hand, the narrative nature of TRPGs
player exits the scene. requires some capacity to manipulate the passage
of time. As such, when the changing of scenes
requires it, it's fine to decide anew the phase of
4. BREAK Kagutsuchi. The GM may freely set the phase as
A moment between the end of one scene and the start of the they like, or roll to randomly determine it.
next. During this moment, you should affirm that no one was
confused by what happened during the last scene, then assess
what you want to do next before going into the next scene. UNITS OF TIME
Scene: Scenes are a unit of measurement all their own and have
SEPARATE SCENES no relation to how much time passes.

During play, there may be times when the PCs want to do things Round: A unit of time used during combat. Each round takes
separately from one another. When this happens, the GM should about 10 seconds to 1 minute.
push for each scene to be kept short while also giving all PCs a
chance to shine in their scene. Phase: The time in which it takes for Kagutsuchi to progress to
its next phase. Though Kagutsuchi isn't a moon, "phase" is used

PC-LESS SCENES for convenience. Starting from New, it takes eight steps to get to
Full, then another eight steps to get back to New. With 16 phases
altogether, we measure phase 0 (New) to phase 8 (full), then go
At times, the GM may wish to provide context to the players or to phase 15 before returning to phase 0 (New) again.
otherwise adjust the story. In these cases, it may be helpful to run
a scene in which no PCs are present, and doing so is perfectly There is no fixed amount of time between phases. However, you
acceptable. may say, as a rough guideline, that it takes less than two hours..

TRACKING IN-GAME TIME Cycle: This unit of time marks one full turn of Kagutsuchi's light.
This makes for about 30 hours, which is about one day; being in
the Vortex World, this matters little, of course.
Guideline 1: Separate Narrative Time from Scene:
Full: The time when Kagutsuchi is at its brightest. At this time,
GMs should tailor the amount of time that passes
during a scene to suit the needs of the story. demons are driven into a frenzy, and speaking with them is
impossible. Random encounters with demons become far more
likely. Sacrificial fusion becomes possible, as well.

New: The time when Kagutsuchi is at its dimmest. It never quite


gets dark enough to be called night, but many humans tend to
rest around this time regardless.
055
USING THE KAGUTSUCHI CHART DANGER LEVEL
In the game, danger levels are represented by a color. Use the
Outside of a dungeon, the GM may decide the phase of following:
Kagutsuchi as they please. When time is progressing linearly,
however, take the following steps. • Blue: Safe
• Yellow: Low Danger
Advance the Kagutsuchi Chart by 1 phase • Red: Danger
per 1 scene
RANDOM KAGUTSUCHI PHASE CHART
Advance the Kagutsuchi Chart by 1 phase 1d10 Phase
per 1 combat 1 New (Phase 0)
2 Phase 1
Each time Kagutsuchi passes phase 0 (New), have the party 3 Phase 3
make Luck checks. Should all members of the party fail, or if even 4 Phase 5
one member auto-fails or fumbles, then they have an encounter
5 Phase 7
with NPC demons. On the other hand, if someone rolls a critical,
then a favorable event occurs for that PC. They may run into 6 Full (Phase 8)
friendly NPC demons, pick up an item, or the like. 7 Phase 9
8 Phase 11
9 Phase 13
0 Phase 15

CHECKS & SKILLS


STATS Vitality (Vi)
Represents the level of endurance one
possesses. It's used to calculate HP, and in
A character's stats represent what sorts of actions that character checks to recover from ailments, which we call
is more suited for doing. There are five stats: Strength, Magic, saves.
Vitality, Agility, and Luck. Each one is explained below.

Strength (St)
Agility (Ag)
Represents the power of physical attacks. Hit
Represents speed as well as nimbleness. It's
checks for both basic strikes and physical attack
used in determining initiative, as well as for
skills, as well as their damage, rely on Strength.
dodge checks.

Magic (Ma)
Luck (Lu)
Represents one's ability with magic. Cast checks
Used in all sorts of checks not mentioned above.
for both spells and magical attack skills, as well
These include awareness checks, perception
as their damage, rely on Magic. It is also used in
checks, and negotiation checks. It is also used to
calculating MP.
determine one's fate points.
Certain things—such as your class, Magatama, or items—may SPECIAL NUMBERS
modify your stats. However, whenever you would use a stat for
When making a percentile roll, should the result be one of the
a calculation, make certain you use the total number, modifiers
following numbers, special outcomes occur, such as succeeding
included.
or failing regardless of what the TN is.

DICE 01: Regardless of TN, the check succeeds,


This game uses two 10-sided dice, and the faces of such dice becoming a critical hit.
are usually marked as 0-9. From this point on, references to this
10-sided die will have the notation of "d10." Certain things may 96-99: Regardless of TN, the check automatically
ask you to roll "Xd10," which means rolling the X number of d10s fails.
and adding their numbers together for the total. Unless making a
percentile roll (explained below), the "0" face of a d10 is to be read 00: Regardless of TN, the check massively fails,
as "10." becoming a fumble. Something bad will also
occur (see below).

CHECK BASICS
CRITICAL
When you aren't sure whether a PC or a demon's action succeeds Should the result of your percentile roll be equal to or less than
or not, that's the time to make a percentile roll. Every check made 1/10th of the TN, the roll becomes a critical hit (and if you possess
has a target number (TN), which differs depending on the check. the Might skill, attacks become critical hits when equal to or
If the result of a percentile roll is equal to or less than the TN, it's less than 1/5th the TN). Checks also become critical hits on a 1,
a success. If it rolls higher, it's a failure. regardless of whether that would be less than 1/10th of the TN or
not.
TARGET NUMBER
When you roll a critical, you deal double damage, and you ignore
The basic formula for determining TN is as follows:
your target's resistance.

TN = (Relevant Stat x 5) + Level + Modifiers


FUMBLE
Modifiers to TNs may be represented by a % symbol, for example If the result of your percentile roll is 00, that always results in a
+20%. This is a typical TRPG convention, and all it means is to fumble. A character who fumbles has something bad happen to
give +20 to the TN, not "increase the TN by twenty percent of its them. For example, if making a hit check for an attack, they may
current value." hit an ally or themselves, or if making a dodge check, they take
double damage and their resistance doesn't apply.

PERCENTILE ROLL Furthermore, when you fumble, you become Cursed. This expands
your auto-fail range to 86-99, and until you are no longer Cursed,
A percentile roll is a method to obtain a result of 01 to 100 (00) you have a 30% chance each time you take an action to have
by rolling two d10s. One of the d10s is designated as the tens die, something bad happen to you. Refer to Pg. 67 for more details on
then the dice are rolled together. If the tens die shows a 5, and the Curse.
other shows a 1, then your result is 51. It's important to make sure
you know which one is the tens die, so you should make sure to
use dice of a different color or any method that works for you to
ensure there's no confusion.

057
• Even if you fumble, there are times when you may still
FUMBLE EFFECT CHART need to determine power, such as when hitting yourself/
Check Type Fumble Effect allies.
Hit Check Hit yourself and/or your allies.
Dodge Check Treated as though you've been hit by
a critical.
POWER
Negotiation Talk target is enraged, and combat Power is the measure that determines the impact of an attack
Check ensues. or skill. It is calculated using the following formula:
Save The ailment remains, and your HP and
MP are halved. Power = Base Power +
Any Other Bad things happen; the GM is free to Skill Modifiers + Power Roll
Check determine what.

BASE POWER
USING SKILLS
For Strikes, Physical Attack Skills
Characters have special abilities called skills. Some skills Base Physical Power = Strength + Level
provide passive effects, granting their benefits from the
moment they're learned, while others operate differently. If a
For Spells, Magical Attack Skills
skill is not passive, then the following steps must be taken to
Base Magical Power = Magic + Level
use it.

1. Declare the skill you want to use. Select a


target, then pay the cost. Some skills, like buff or debuff skills, may have unique ways of
determining power. If they do, follow their instructions.
2. Make the check.
POWER ROLL
3. If successful, determine power. For a power roll, roll 1d10 and use the number shown. Should
you roll a 10, you get what's known as an explode. Roll 1d10
4. Apply all effects. again, and add that number to your previous number. Should
this new roll also be a 10, then you explode once again.

• Costs are paid before making the check; even if the You can explode any number of times during a power roll, and
check fails, the cost is not refunded. the outcome is all of the dice you rolled added together. For
• If you cannot pay the cost, then you cannot use the skill. example, if you first roll a 10, then roll another 10, then lastly roll
If paying the cost would reduce you to 0 HP, then you die a 6, your outcome is 26.
after using the skill.
• When there are no applicable targets for a skill, the Certain buff or debuff skills may change the number necessary
skill's effects are wasted. For example, if a skill targets to score an “explode.”
two enemies, and you use it when there is only one
enemy to target, then its effect is applied only to that
enemy. Should you use the skill when no enemies are USING 2D10 FOR POWER ROLLS
present, then the entire effect is wasted (a debuffing Some skills will indicate they add a die to power rolls. In this
skill, for example, cannot be used "in advance" to hit case, roll 2d10 instead of 1d10, and add the numbers together
enemies as they're just arriving). for your total. Explodes can occur on both dice. So for example,

058
if both dice show 10s, both explode, and both are rolled again. These effects may only be used just before or just after the
If you then roll a 10 and a 1, you only explode the one die that dice have been rolled; once the game has moved on, there's no
rolled 10. turning back to have them applied retroactively. For example, if
you think you'd like to redo your percentile roll, you will need to
do that before making your power roll.
SKILL MODIFIERS
Skills may provide a bonus to the damage they inflict, called Multiple fate points may be spent at one time. A single roll may
its potency. If you're not using a skill, then the skill modifier is be rerolled as many times as desired (so long as you've got
treated as a 0. the fate points), and incoming damage can be quartered or
even eighthed (be sure to round down for decimals). Lastly, a
CRITICAL roll with an altered TN may still be rerolled and will retain the
altered TN for the reroll.
When rolling a critical, determine your total power, including
the power roll, and then double that amount. Example: You increase your TN of 33% to 53% by
spending 1 fate point, but still fail the roll. You decide
AFFINITY MODIFIERS to spend another fate point to reroll. You may make the
check using the 53% TN for the reroll. You may even use
Skills have an element, and when that element matches a
more fate points before making the reroll.
target's affinity, the skill's power may be modified, depending
on what the affinity is. This modification is applied after the
critical modifier (if applicable). MULTI-ACTION
FIXED POWER (OPTIONAL) When you have a 100% or higher TN for a roll, you may choose
to take a multi-action. Multi-actions allow you to perform the
For NPCs and high-level PCs, it may be desirable to use a fixed
same action two or three times consecutively in the same turn
number in place of a power roll. When using fixed power, do
(but no more than three).
not roll any dice, but rather treat the roll as though it had been
a 5.
If using a skill, the cost must be paid for each time it is used
in the multi-action. The target of the skill cannot be changed
FATE POINTS between uses, as well.

If the base TN (due to the Concentrate action or support/buff


Fate points are an abstract representation of a character's
skills) reaches 100 to 199%, the action is taken twice; if the TN
luck, the favor of a god (or something like one), intense focus,
reaches over 200%, then the action is taken three times. Divide
or even having an instinct for when to put it all on the line.
the original TN by the number of actions taken to find the TN
Characters gain the following amount of fate points at the start
for each action in the multi-action. (Adjust the critical value for
of the game session:
each based on the new TN, post-division.)

Fate Points = (Luck / 5) + 5 Example 1: You're making a basic strike with a TN of 120%.
You declare a multi-action, and so make two basic strikes,
For each point spent, a character may obtain one of the
each with a TN of 60%.
following effects:
Example 2: You're making a magic check with a TN of 210%.
1. Reroll a roll they just made.
With your multi-action, you can use Agi (3 MP cost) three
2. Changing the TN of a roll they're making by 20%.
times in a single turn, each with a TN of 70%, paying the MP
3. Halving the damage they or an ally is taking.
cost three times for a total of 9 MP. However, you may not
combine—for example—Agi & Bufu when doing this.

059
AUTO-SUCCESS SKILLS & MULTI-ACTION WHAT IS "REASON"?
Skills that automatically pass their checks cannot be used for
multi-actions. The Vortex World—the world of Tokyo Conception—is the egg
from which a new world will hatch. The old world has been
scoured away in the Conception, and the one who stands
CANCELING MULTI-ACTION victorious over the Vortex World will decide the Reason—the
If, due to a reaction or ranged attack, you are unable to pay founding principle upon which the next world will rise.
the cost or prevented from acting during a multi-action, then
the remaining parts of the multi-action are lost. Whosoever possesses Reason, strives to face the creator of
this Vortex World, and then passes its judgment, will then be
able to create a new world via that Reason.
FATE POINTS & MULTI-ACTION
Before making a multi-action, you may use fate points to Currently, the top Reasons in this world are called Shijima,
increase the TN as normal. Once divided, you may then use Yosuga, and Musubi.
fate points to individually raise the TN of one part of the
multi-action.
CONDITIONS FOR CREATION
Example: You are making a basic strike with a TN of Itis believed that the following conditions are needed to
120% and declare a multi-action. You use a fate point establish a Reason and use it to give rise to a new world.
at the same time and raise the base TN to 140%. After
dividing, each TN is now 70%. You fail the first check, Establish Ideals
and you really want the second one to land, so you
spend an additional fate point to raise its TN to 90%. One must establish the nature of their Reason if it is to be
the basic principle of a new world and be able to explain it in
simple terms. It must be represented by a single, fitting word.
REASON & HIMOROGI
Summon a God
In this section, we learn of the creation of a new world—the One must gather enormous quantities of Magatsuhi to make
ultimate goal of Tokyo Conception and the Reason that will real their Reason and summon a god from beyond this world,
lead us to it—and explain himorogi and the gathering of which will serve as guardian to the new world. There are
Magatsuhi. many ways to gather Magatsuhi, but using himorogi—special
items within which Magatsuhi can accumulate—is best.
Flavor Rule
The rules found in this section are Be Judged
"flavor rules," which are made One must face the creator god and, through its judgment,
to help your story feel like a be acknowledged as creator. According to the Scriptures of
true Tokyo Conception story. Miroku, it is said that Kagutsuchi itself is the manifestation of
GMs should feel empowered to that creator god. To meet the creator god, one must present
change any term or place name the Yahiro no Himorogi, and climb to the top of the Tower of
they encounter in this section to Kagutsuchi.
bring it in line with their scenario.
But make sure you convey these To achieve these three conditions, those who would uphold
changes to the players, or a Reason have formed into distinct groups and now seek to
they might get confused! gather Magatsuhi and destroy other competing Reasons.
These groups are referred to as factions and are one of the
cornerstones of the game.
FACTIONS Labyrinth of Amala: A faction of powerful demons lurking
deep within the Amala Network. They're arranging a battle
royale of fiends holding menorahs, with the ultimate goal of
To forge the world's Reason and have it shape a new world, one resurrecting a demon god.
must gather large quantities of Magatsuhi. And to do that, one
must create a large enough faction to stand against the Vortex
World. While the Assembly of Nihilo and the Mantra Army PCS & REASON
are highly influential, many independent factions have been
formed as well. Initially, most PCs will not have their own Reason. However,
during the game, one may follow these steps in order to
Assembly of Nihilo: After causing the Conception, Ring of engage with Reason:
Gaia leader Hikawa formed this organization in Shiodome.
Through meticulous planning and scientific methods, he has • Contribute to a particular Reason
begun to efficiently amass Magatsuhi, while at the same time • Nurture a himorogi, and summon an outer god
constructing the Obelisk. Hikawa holds the Reason of Shijima,
which desires a world of stillness.
ENDORSEMENT POINTS
Mantra Army: An army of warlike demons led by their PCs can become involved with existing Reasons or factions.
ringleader, Gozu-Tennoh. They view strength as the be-all This is represented through the use of Endorsement Points
and end-all. However, they were not able to clearly define (EP).
that Reason, and so at one point were destroyed. Afterward,
however, they met Tachibana Chiaki, and so was born the Each time a PC promotes a particular Reason or acts in aid
Reason of Yosuga, which aims for a world only for the elite. to a faction, they roll 1d10 and gain that many EP towards that
faction. At the same time, the PC reduces their EP towards all
Souls of the Amala Network: The souls within the Amala other factions by 1. EP cannot go lower than 0. EP is tracked
Network tend to strongly value their solitude, and thus, their and maintained for each faction.
isolationism prevents them from becoming their own faction.
However, Nitta Isamu, idealizing that very concept, formed the EP Within Factions
Reason of Musubi and later summoned the god Noah at Amala
Temple. One's EP indicates their influence within a faction. With 50+
EP, a PC will be seen as a tried and true ally to a faction, while
Manikins: The humanlike Manikins who serve as a serf class having 100+ EP will get that PC an invitation to become a
to the Vortex World have escaped from Mantra Army captivity leader within that faction. To serve as representative of a
and formed their own isolated colony in Asakusa. They're led by faction, and realize their own new world, a PC must have
Futomimi, who possesses the power of precognition. Even so, 200+ EP with that faction.
they've yet to establish a Reason.
EP & A Faction of Your Own
Fairy Kingdom: A Fairy clan group amassed in Yoyogi Park. Led The PCs can of course decide to reject all other factions,
by Oberon and Titania, the fairies here live a quiet, peaceful life, declare a new one, and begin accumulating EP for a faction
protecting the Yahiro no Himorogi. They, too, however, have not of their own. When going this route, once the PCs have
formed a Reason, and as a faction, they're quite weak. declared their intention to start a faction, they may gain EP,
as described above. However, PCs should keep in mind that
Shibuya Free City:A free city ruled by the Fallen Demon each time they earn EP for a faction not their own from then
Decarabia. Formally speaking, Shibuya is on the side of the on, they lower their EP with their own faction by 1, as normal.
Assembly of Nihilo, but it also has formed an alliance with
the Fallen Demon Forneus of Shinjuku Medical Center and
operates more as an independent faction.

061
HIMOROGI SUMMONING CONDITIONS
The following conditions must be met before the summoning can
Himorogi are special items and of vital importance to a party of occur:
PCs. GMs should grant these to players whenever it makes sense
to do so. These may be granted when the PCs endorse a faction 1. 200+ Endorsement Points
or are randomly discovered elsewhere. Himorogi come in the To summon an outer god, one must be the
shape of pyramids large enough to need both hands to carry. representative of a faction.

GATHERING MAGATSUHI
2. 50,000+ Magatsuhi
With a himorogi secured, the PCs can gather Magatsuhi from As the god summoned will be from a world
defeated demons. 10% of the demon's EXP value is granted in beyond this one, it requires an enormous amount
Magatsuhi to a himorogi, once the demon is defeated. Himorogi of Magatsuhi. That quantity is 50,000. It's said
also come with 100 Magatsuhi already stored within them. that the Assembly of Nihilo's Nightmare System
has already accumulated around 20,000, and
that the Yahiro no Himorogi already has 50,000
HIDDEN POWER within it.
Once per session, a himorogi may be used to grant one of the
following special effects. This costs 20 Magatsuhi to do. These
special effects can be used even by demon PCs, and take no 3. Choose a God
action to perform. You may choose either from the three gods of
Amala Temple or from the high gods that do not
HIMOROGI SPECIAL EFFECT appear as enemies or event bosses, listed below.
Balance Remove all buff and debuff spells.
Bless Cancel the effect(s) of one skill or attack.
The Three Amala Temple Gods:
Albion, Skadi, Aciel
Completely restore a target. They may
Restore be revived even from death. HP/MP are
fully restored, though fate points are not. Other High Gods:
Vishnu, Shiva, Amaterasu, Horus, Odin, Michael
Release Remove all ailments from all allies.

4. Secure Holy Grounds


SUMMONING GODS To summon a god, one must have holy ground
upon which to do it. Suitable locations include
Once the Yahiro no Himorogi is produced, a PC may use the Mifunashiro, the Tokyo Diet Building, and Amala
Magatsuhi they've stored up in their himorogi to summon an Temple. There may be other places, but as of yet,
none have been found.
outer god. Should the god summoned be powerful enough, the
PC may reach Kagutsuchi and create a new world.

062
COMBAT
The world after the Conception is one governed by the law of the ends, and a new round begins. Combat ends once all opponents
jungle. To survive, you must be ready to protect yourself from any on one side have died, fled, or retreated due to negotiation.
and all threats. Which will mean fighting, using all of your body
and all of your magic.
DECLARING ACTION
COMBAT SCENE During their turn in the initiative order, combatants may take one
action. An "action" is one of the following: making a basic strike,
Combat is played out as a single scene. In Tokyo Conception, using a skill, talking, aiding, concentrating, defending, or using an
fights are run in an abstract way, and position on the battlefield item. Should a combatant not want to act, or there's no need for
is not tracked. In that sense, all that matters is knowing whether them to, they may instead "pass." No combatant may change their
or not you are in combat or out of it. This means that attacks position in the initiative order (for example, delaying to act after
that target "all" affect anyone involved in the fight at all, without someone slower than themselves).
regard for position.

When a combat scene starts, the GM should go over which PCs


BASIC STRIKE
and demons are involved in the fight and figure out who is an Making an attack with something innate, such as a fist, fang, or
ally and who is a foe. GMs should also declare whether any NPCs claw.
have gotten pulled into the mix. Check: Strength
Type: Physical Attack
ROUND Target: 1
Combat progresses using units of time called rounds. Each Skill Potency: 0
combatant gets one turn per round. Base Power: Base Physical Power

INITIATIVE HUMAN WEAPON ATTACK


When combat starts, the first thing to do is for each combatant Only humans may use melee weapons or firearms to attack their
to roll initiative. This is done by making a power roll and adding enemies. Attacks made with melee weapons are handled largely
the combatant's Agility stat to the roll. If two or more combatants the same as strikes, but depending on the weapon, different power
have the same initiative, then have those combatants roll a die, modifiers may apply.
with tie-breaking going to the one who rolls highest.
Attacks using ranged weapons meanwhile use Agility for their
Combatants declare and resolve their actions according to hit checks, and their power is based on Agility. Keep in mind that
initiative order. ranged weapons do not add a character's Level to their damage.
They also take an action to reload when they're out of ammo.

COMBAT TURN
The combatant with the highest initiative gets to declare and then
USE SKILL
resolve their action first. Then, the next highest does the same Selecting one non-auto skill you've learned and declaring you
until all combatants have had a chance to act. Then, the round wish to use it, then paying its cost (differs per skill). If you are
unable to pay the cost, then you can't use the skill.

063
TALK USE ITEM
Attempting to negotiate with demons. See "Negotiation" on Pg. 72 Using some item in your possession. Demons cannot use
for more details. items unless a skill specifically allows them to. Using an item is
considered an auto-success for check purposes.
Check: Negotiation
Type: Negotiation
Target: 1
ATTACKS
An "attack" is when you use a basic strike, a physical attack skill, a
AID magical attack skill, or any skill that stipulates it "attacks X enemies"
(there may be some items that use the same phrasing, and those
Supporting one ally by some means in order to give them +20%
count as well). Any attack may be avoided through a dodge check.
to the TN of their next action. When you aid someone, you must
name a skill your target has, or their basic strike. Should your target
When attacking, first make a hit check. Basic strikes and physical
take an action different from the one named, they do not get this
attacks use Strength, while spells and magical attacks use Magic.
bonus. Aiding from multiple sources stacks. Once the named action
is taken, however, all aid falls off afterward, regardless of whether
the action succeeds or fails. Also, if the target is inflicted with any STATS TO USE WITH HIT CHECKS
ailments after being aided, the aid effect is lost. Attack Type Phase
Basic Strike Strength
Check: Luck
Spell Magic
Type: Magical Attack
Physical Attack Skill Strength
Target: 1
Magical Attack Skill Magic

CONCENTRATE When this check is a critical, its effects are doubled. Should it deal
Setting up to increase the chances of your next action. Name damage, then the target's resistance is also ignored. However, in
whether you're concentrating on a skill or a basic strike. When you the case of a fumble, the attacker becomes Cursed, and the attack
take the named action on any round following after concentrating, then randomly hits either themselves or an ally (and in the case
gain +20% to that action's TN. Concentrating multiple times on the of the attack being "all" then it hits all allies, themselves included).
same action will make the bonus stack. Once you take the named When hitting an ally, that ally may avoid the attack with a dodge
action, the concentrate bonus is lost, regardless of success or check as normal, but an attacker cannot avoid hitting themselves.
failure. If you would take an ailment while holding a concentration
bonus, you lose the bonus.
DODGING
Check: Auto
Regardless of whether the attack is physical or magical, if an attack
roll is a success, then the target can attempt to avoid it by rolling a
DEFEND dodge check.
Foregoing an action to devote yourself to defense. Until the start of
your next turn, gain +20% to dodge checks. If the dodge check is successful, then the attack is treated as a
miss. If that attack roll was a critical hit, however, then a successful
Check: Auto dodge only downgrades it into a "normal hit." Only a critical dodge
can fully negate a critical hit.

064
Should a dodge check fumble, then the damage inflicted is specific affinities, and these ratings may increase or decrease both
doubled, and damage may not be reduced with resistance. If, in this damage taken and the chance of an ailment applying.
case, the hit had been a critical hit, then the damage is quadrupled.
When dealing with damage, the modifiers from affinity are applied
before resistance.
DAMAGE
When an attack succeeds, and the target fails or chooses not to Skills may alter one's affinity ratings, and when they do, the
dodge, then the attack (including skills that inflict damage) deals following order is applied: Repel > Drain > Null > Strong > Weak
damage to its target. Damage is calculated by making a power roll (with Repel having the highest priority).
and adding to it the appropriate base power. If using a skill, then
skill potency is also added.
Example: A demon who is weak to fire is hit with an Agi
spell. Including the effect roll, the total incoming damage is
Strike Damage
31, and the demon has a magical resistance of 7. Because
they are weak to fire, the damage of 31 is doubled to
Base Physical Power + 1d10 62, which then, subtracting the magical resistance of 7,
ultimately drops to 55 damage.
Skill Damage
Had the demon possessed the Anti-Fire skill, the damage
would have been (31/2)-7 instead, resulting in only 8
Physical Attack Skill: Skill Potency + Base damage.
Physical Power + 1d10
(Base Physical Power = Strength + Level)
AFFINITY RATINGS
Magical Attack Skill: Skill Potency + Base Rating Effect
Magical Power + 1d10 Damage and ailment effect rate are
Strong
(Base Magical Power = Magic + Level) both halved.
No damage, and ailments cannot be
The target's resistance applies to the damage, reducing it. The Null
applied.
damage may also be affected by affinity.
Damage is nullified, and instead
the target recovers HP equal to the
Physical resistance is used against strikes and physical attack Drain
damage they would have taken.
skills.
Ailments cannot be applied.
Damage is nullified, and instead the
Magical resistance is used against spells and magical attack skills.
attacker takes damage equal to the
Repel
damage they would have inflicted.
Death Ailments cannot be applied.
When a character is reduced to 0 HP through damage or other Damage and ailment effect rate are
Weak
means, they die. HP cannot go into the negatives; if the damage both doubled.
would reduce you below 0, then simply set yourself at 0 HP.
Exception: Ailment Attacks vs. an Ailment Strong/Weak/Null affinity.
AFFINITY These affinity ratings only have an effect on the ailment effect rate
and do not have any influence on the damage part. Consider them
to be a separate kind of affinity rating.
All attacks have an affinity. Even basic strikes possess the Phys
affinity. Fiends and demons all have their own ratings versus

065
RECOVERING HP/MP Charm
A spell has placed you under your opponent's control. You are
HP and MP will recover when in any of the following situations: temporarily treated as an NPC and given to the GM to control.

• When using a skill, item or shop with a recovery effect This ailment ends once combat ends, or may be healed by magic or
• Completely recovered at the end of an session items. You may save against this ailment.
• Completely recovered upon level up
Poison
When an injured NPC doesn't appear in a scene, the next time
Poison has invaded your body, weakening you. You halve all
they appear, they do so fully recovered. The GM may also alter the
damage you inflict with attacks. Each time you take a non-reactive
amount the NPC has recovered, when appropriate.
action, you lose 1d10 HP. Outside of combat, for each Kagutsuchi
phase (i.e., each scene), you lose 1d10 HP.
AILMENTS This ailment may only be healed by magic or items.
Ailments represent when a character's well-being has been
severely compromised. Many ailments render a character unable to Mute
act, or even put them at risk of losing their life. Your magic has been sealed. You may not use spells or magic
attack skills.
TYPES OF AILMENTS
This ailment may only be healed by magic or items.
There are 11 common ailments, listed here in order of priority.

Restrain
Stone
You've been rendered helpless, as though fully bound in chains.
You have been turned to stone. You cannot dodge. You halve Usually caused by attacks on the nervous system. You may not take
damage from all attacks that are not Phys, Force, or Almighty any actions at all, dodging included. Any Phys element attacks you
elements. However, when struck with a Phys element attack, you receive become critical hits.
have a 30% chance to shatter and die.
This ailment ends once combat ends, or may be healed by magic or
This ailment ends once combat ends, or may be healed by magic items. You may save against this ailment.
or items.

Freeze
Fly
You've become frozen and unable to move. You may not take any
You've been turned into a fly due to Bael's Curse. All stats other actions at all. Phys element attacks that hit you become critical hits.
than Agility are treated as though they are 1. All damage received is Also, you take Phys element damage normally, even if you are Phys
doubled. Affinities are unaffected. Repel, Null, Drain, or Strong.

This ailment only ends once combat ends. This ailment ends once combat ends. You may save against this
ailment. Even if you fail this save, you automatically recover from
Stun this ailment at the start of your next turn.
When making attacks against enemies, the TN for the check will be
whichever is lower: your current value, or 25%. Healing or support Sleep
auto-success magic you use is not affected by this. You've fallen into a sleep you can't wake from. You may not take any
actions at all, dodging included. At the start of each of your turns,
This ailment may only be healed by magic or items. you recover HP and MP equal to your Vitality + Level.
066
This ailment ends once combat ends, or may be healed by magic or Instant Kill
items. You may save against this ailment. You automatically recover
You are dead. Your HP is 0. You may not take any actions at all. You
from this ailment if you take damage from an attack.
can only recover from this ailment if resurrection magic or items
are used.
Panic
You've lost your mind and cannot take sensible actions. Whenever Curse
you attempt to take any action, there is a 50% chance you will
You are suffering from a curse. Usually caused by fumbling checks
instead take a different, stranger action. This chance is present
or being targeted with a curse. Your automatic failure range for all
even if you choose to do nothing at all. Roll a 1d10 on the Panic table
checks increases to 86-99. Whenever you take any action, there is
below and apply its effects.
a 30% chance that something bad befalls you. The GM will tell you
what happens.
This ailment ends once combat ends, or may be healed by magic or
items. You may save against this ailment.
The only way to recover from this ailment is to visit a Fountain of
Life.
PANIC TABLE
1d10 Effect
AILMENT EFFECT RATE
Toss out some macca, losing 10% of your
currently held money. If you don't have any Usually, attacks that inflict ailments will indicate a percentile
1, 2 money, then pay the cost of your lowest- chance, such as, "x% chance to inflict Stun." This is called the effect
cost skill, though you do not actually use rate.
the skill.
When being hit with an ailment attack, if you fail your dodge, make
3, 4 You're spacing out and take no action.
a percentile roll. If the number rolled is equal to or less than the
You start talking funny. Make a Negotiation
effect rate, then you take the ailment. When a PC would take an
check. If you fail, the demon will chew you
5, 6 ailment, that PC's player does the roll. When an NPC would take an
out and attack you once. If a critical hit,
ailment, the GM rolls.
they'll give you an item.
7, 8 You fall asleep, and are inflicted with Sleep. When an ailment attack rolls a critical hit, the effect rate is doubled.
You dance, twirl, and take other strange It is also doubled if the dodge check fumbles. Otherwise, affinity
9, 10
actions. Everyone laughs at you. ratings may adjust the effect rate. These modifiers all stack, but an
effect rate can never be lower than 5% nor higher than 95%.

Shock
Example: A demon who is weak to Ice, Magic, and Ailments
You've taken an electric shock, keeping you from acting. You may
is critically hit with a Mabufu spell, and additionally fumbles
take no actions at all, dodging included. Phys element attacks that
its dodge roll. That would mean a 32x bonus applies to the
hit you become critical hits.
effect hit rate, but because it cannot go above 95%, the
demon makes the roll with a TN of 95%.
This ailment ends once combat ends. You may save against this
ailment. Even if you fail this save, you automatically recover from
this ailment at the start of your next turn. AILMENT PRIORITY
When inflicted with multiple ailments, aside from Death and Curse,
SPECIAL AILMENTS they do not stack. A character will only be affected by the highest
In addition to those ailments listed above, there are two special priority ailment on the Ailment Table.
ailments.

067
AILMENT TABLE
Priority Name Element Dodge Save Effects Ends
0 Death - N N You are dead. Magic or items.
Halve damage from non-Phys, Force, and
1 Stone Dark N N Almighty attacks. When hit with a Phys Combat ends, or magic or items end.
element attack, 30% chance to instantly die.
All stats other than Agility are 1. Double all
2 Fly Dark Y N Combat ends.
damage taken.
Checks when attacking enemies are 25% at
3 Stun Nerve Y N best. Recovery/Support auto-success magic Magic or items end.
can be used normally.
Temporarily become an NPC under the GM's Combat ends, or magic or items end. Save
4 Charm Mind Y Y
control. allowed.
Halve damage from your attacks. Lose 1d10
5 Poison Ruin Y N HP for each non-reactive action you take and Magic or items end.
for each phase of Kagutsuchi (each scene).
6 Mute Ruin Y N May not use spells or magic attacks. Magic or items end.
Can take no actions. Phys element attacks Combat ends, or magic or items end. Save
7 Restrain Nerve N Y
received become critical hits. allowed.
Can take no actions. Phys element attacks
received become critical hits. Ignore Phys Combat ends. Save allowed. Can only fail to
8 Freeze Ice N Y
Repel, Null, Drain, and Strong; take Phys save once; next turn automatic recovery.
damage normally.
Can take no actions. Recover Vitality+Level Combat ends, or magic or items ends. Save
9 Sleep Mind N Y
HP and MP at the start of your turns. allowed. Ends upon taking damage.
50% chance when taking any action at all to
Combat ends, or magic or items ends. Save
10 Panic Mind ? Y instead do something strange. Occurs even
allowed.
when choosing to do nothing.
Can take no actions. Phys element attacks Combat ends. Save allowed. Can only fail to
11 Shock Elec N Y
you receive become critical hits. save once; next turn automatic recovery.
30% chance when you take an action to
* Curse - Y N have something bad occur. Auto-fail range Fountain of Life or similar.
becomes 86+.

068
SAVING VS. AILMENTS There are two kinds of item drops:

Except for Mute, Stun, Poison, Curse, and Death, characters Normal Drop Items
suffering from an ailment can make a save against it. At the start Each demon in the Demon Compendium has these listed. The GM
of your turn, you may choose to make a save (usually a Vitality may decide to add other droppable items if the story demands.
check), and if successful, you recover from the ailment. These
ailments are always removed on combat’s end, so even if you Bonus Drop Items
never succeed at the check, you recover from them naturally. After combat, the GM makes a percentile roll. On a 1, the players
receive a high-value item like a gem. On a 2-10, they receive a
However, Mute, Stun, Poison, Curse, and Death cannot be Rock item (Maragi Rock, etc).
naturally recovered from in this way. Only the use of applicable
magic or items, or a trip to the Fountain of Life, will remove these If a character has the Lucky Find skill and is alive at the end of
ailments. combat, they make this roll instead of the GM. A success grants a
Rock, while a critical grants a gem or other high-value item.

NPC DEMON ACTIONS


Not counting passive skills, NPC demons use the skills they
BOSS TRAIT
possess in order, starting from the top of their skill list. If they The GM can give NPCs or demons important to the scenario the
possess a Healing skill, then they will use it once they are at Boss trait. Bosses gain several bonuses, listed below. A boss
half or less HP. For this reason, GMs may wish to only use self- can be made more challenging by also having it appear with
destruction skills once the NPC has less than a quarter of HP 1-4 NPC demons close to the PCs' level. This is all up to the GM's
remaining. Lastly, if a demon cannot pay the cost of a skill, then it discretion, of course.
makes a basic strike.
• Take two actions per turn
RANDOM ACTION • GMs decide Boss actions as strategically as possible
• May use fate points
The GM may decide an NPC's actions randomly. To do so, just roll
• Access to Boss-exclusive skills
a d10 and use the corresponding skill. When doing this, if you roll
• HP & MP increase (roughly doubles over base; see the
a 9 or a 10, roll a number with no skill assigned, or roll a skill that
Boss Demons section on Pg. 213 for ready-made bosses)
can't be used (like a passive skill), then the demon makes a basic
• Grant additional EXP and macca (amount for both equals
strike.
10 x Boss's level)
• Ability to use items
EXP AFTER COMBAT Furthermore, according to the GM's needs, they may decide to
add certain skills or other bonuses to their boss demons.
Enemy demons provide a certain amount of EXP. When you defeat
enemy demons, you gain that EXP amount at the end of combat.
• Ailment Null
The same amount is granted to all PCs that participated in the
• Null Dark
combat. This happens even if the PC is dead at the end of combat.
• Null Light
If this EXP would cause a character to level up, then after they do
• Dekunda
the necessary advancement steps, they fully recover HP/MP.
• Dekaja
• Any Boss-exclusive skill
ITEM DROPS • When at half HP, uses Beast Eye or Dragon Eye
Enemy demons have item drops. When you defeat enemy • Uses recovery items
demons, you gain the item drops listed for the demon at the end
of the combat.

069
FLEE AMBUSH & BACK ATTACK
PCs may attempt to escape from any non-Boss encounter. This When encountering enemy demons, there will be times when
is called "fleeing." When someone attempts to flee, opposing the PCs will have the advantage and times when they're
combatants may decide whether they wish to block the attempt disadvantaged. To represent this, we use the encounter check,
or not. If no combatant chooses to block the attempt, then fleeing ambush, and back attack rules.
is automatically successful. If all members of one side flee, then
combat ends.
ENCOUNTER CHECK
An encounter check may be called for when a run-in with a group
BLOCKING ESCAPE of demons could situationally have some kind of advantage for one
If an enemy combatant wants side or the other. The GM has the say on whether or not to make an
to block a character from fleeing, encounter check, and depending on the story they have in mind,
then the escapee can only flee if may simply declare a result if they so desire.
they pass a dodge check. When
this happens, if there are more To make an encounter check, all PCs make a Luck check, then
friendly combatants than enemy consult the following chart to find their overall value and ultimately
combatants, the fleeing character what situation occurs.
gains +20% to their flee attempt.
ENCOUNTER CHECK
If this check is a critical,
Check Result Effect
then one additional allied
Critical +2
combatant may flee
alongside the first. If, Success +1
however, the check is a Failure -1
fumble, then every enemy Auto-Fail -2
combatant gets a chance Fumble -3
to make a basic strike
against the fumbler. These
attacks cannot trigger the Total up the values from all members of the party, then compare it
Counter skill. to the chart below.

ENCOUNTER EFFECT
Sum Effect
+5 or more The PCs back attack the enemy
+3 or +4 The PCs ambush the enemy
0 to +2 No particular advantage over the other
-3 to -1 The PCs get ambushed
-4 or less The PCs are back attacked
SURPRISE ATTACKS SQUARE SIZE
A square measures 2 meters on all sides. Only one character may
Sometimes, one side may be taking explicit steps to ambush their occupy a square. All characters are treated as having a size that
enemies, and when that happens, this is represented by a modifier can fit inside one square. Whether a Fiend, Pixie, or Arahabaki, all
to the encounter check. When PCs are setting up by lying in wait or characters are treated as the same size in this sense.
some other means, the encounter check gains +20% to its TN. If the
demon side is, however, then -20%.
MOVEMENT & ACTION
When taking an action, characters may do both of the following
AMBUSH EFFECTS things per action:
The side that successfully ambushes the other gains a +1d10
bonus to their initiative rolls, while the side getting ambushed rolls 1. Move as many squares as their Agility stat
initiative normally. During the first round of combat, characters on 2. Act as normal (basic strike, use a skill, use an item,
the side being ambushed are considered to be defenseless right concentrate, aid, etc)
up until they act for the first time. While defenseless, characters
cannot take any actions, dodging included. Instead of #2, characters may choose to do #1 again (moving twice),
but characters may not choose to do #2 twice. Also, they may not
alter the order in which these are performed (movement always
BACK ATTACK comes before the action).
A back attack is an ambush executed with flawless efficiency,
granting a supreme tactical advantage. In a back attack, the side
doing the ambushing gains a +1d10 bonus to their initiative roll. The ATTACK RANGE
side being ambushed sets their initiative without making an effect Basic strikes may only target characters in adjacent squares.
roll for it. That is, their initiative is equal to their Agility alone. Physical attack skills may target up to three squares away. Spells
and magical attack skills can target anywhere on the map.
Additionally, the side being back attacked is inflicted with Shock. However, if they do not have line of sight to their target, then they
This Shock ignores any affinity ratings that would nullify it. Shocked cannot target them. If it is unclear whether a character has line of
characters cannot take any action, dodging included, and when hit sight, for example, if an obstacle is partly in the way, draw a line
by Phys affinity attacks, those attacks become critical hits. Shock from the center of each of the squares to determine it. In the case of
clears at the end of the combat, but characters may attempt a save a 50-50 block, this is considered to not have line of sight.
at the start of their turn. You may only fail this check once, however,
and then the turn after, the ailment is automatically recovered from. ATTACK AREA
Spell, Magical Attack (map-wide)

ADVANCED COMBAT RULES Physical Attack (3 squares)


OBSTACLE

If you prefer using square map grids to conduct your combats,


these are the rules for doing so.
Line of Sight

ASSUMPTIONS Basic Strike (1 square)


In grid combat, facing is not important. The only thing that matters
is whether or not a character is adjacent to another.

Also, maps are considered small-scale areas. Attacks that target


"all" manifest their effects upon what the map shows, which is the
immediate area around the PCs and enemy demons.

071
NEGOTIATION
Demons are more than just enemies to fight. They all value different
things, and they act according to their own beliefs. At one time,
NEGOTIATING
it was a rare thing to be able to hear the words of demons. In the
Vortex World, however, anyone can understand, converse, and even There are three forms of negotiation, shown below.
negotiate with demons.
1. Approaching During a Non-Combat Scene
Yet take heed that they are called demons. Creatures eternally 2. Approaching During Combat
renowned for tempting hearts and tormenting souls. To lend them 3. Gathering Info
your ear is to have your Reason tested.
1. APPROACHING DURING A NON-COMBAT SCENE
NEGOTIATION GOALS When encountering demons outside of combat who are not hostile,
you may attempt to speak with them. Select an approach talk skill,
if you have one, and use it. You can still use the "talking" basic
The primary purpose of negotiating with demons is to gain enough
action if you don't have one. Negotiating like this plays out similarly
of their trust that they will give you their demon card, the symbol of
to combat, progressing via rounds. Use the "talk flowchart" found
their power. Other outcomes may also occur, such as getting them
below.
to retreat from battle or to gain items or macca using skills such as
Pester or Stone Hunt.
2. APPROACHING DURING COMBAT
TALK SKILLS Frequently, negotiation occurs amid combat itself. PCs can start
a conversation by choosing the "talking" action when it's their
turn. For example, when out of combat, PCs can use an approach
Skills specific to negotiation ("talk skills") are divided into two
skill or just go with the basic action. Because this spends the PC's
types: approach and support. Approach talk skills are used to
action, even if they fail, they cannot act anymore during that round.
actually engage a demon in conversation. Support talk skills,
Negotiation plays out like an actual conversation afterwards.
meanwhile, are used to interject when someone else is negotiating
with demons.
3. GATHERING INFO
Most support talk skills can only be used when certain conditions
During Research, negotiations are sometimes done more abstractly
are met, such as the demon trying to leave the conversation. Also,
to allow for quick information gathering. At the start of such a
support talk skills can only be used if you have not yet acted in a
scene, a PC declares the general topic of their inquiry and then
combat round and only when it is not your turn. Once you've made
makes a Negotiation check. Then, based on the outcome of that
your interjection with the support talk skill, you’ve spent your action
check, the scene plays out with the PC gathering that information.
for that round.
More details can be found under Information Gathering, covered
Talk skills don't require a check to use, but will prompt a Negotiation
later in this chapter. Talk skills can still be used in this situation.
check as part of their effect. You may not take a multi-action while
negotiating. Whether the negotiation succeeds or not is determined
by comparing the Negotiation check to the Negotiation Table.

072
INTERJECTIONS GIFT TABLE
PCs that have learned support talk skills can use them while 1d10 Gift
another PC is talking with a demon to "interject" into that The demon cheers you on! The
Cheering
conversation. However, unless they have one of these skills—and 1-3
On
GM may also grant a tip or other
unless the conditions of that skill have been met—PCs cannot information.
interject. The PC who talked to the demon
HP
4-5 recovers HP equal to an effect roll +
Recovery
Additionally, to interject, a PC cannot have acted yet this round, and the demon's Spell Effect.

once they do interject, a PC can take no further actions that round. Gain the macca you would've gotten
6-7 Macca
by defeating the demon.
Gain the item(s) you would've gotten
CONVERSATION STOPPERS 8-9 Item
by defeating the demon.
0 Gem Gain one random gem.
In the following situations, a PC cannot choose the talking action,
though the GM may overrule this as they see fit. If they do so, when
a demon is forced to speak, the GM may choose to allow the demon RANDOM GEM TABLE
to take an extra action.
1d10 Gift
• When Kagutsuchi is Full 1 Sapphire
• When target is a Boss demon 2 Ruby
• When target belongs to the Tyrant, Vile, Raptor, Wilder,
3 Opal
Haunt, or Foul clan and the Jive Talk skill isn't used
• When target is made unable to act by an ailment 4 Amethyst
(Dead, Stoned, Shocked, Frozen, Restrained, Sleeping, 5 Agate
Panicked) 6 Turquoise
• When the PCs have 8 or more demon cards across the
7 Garnet
whole party*
• When the GM says so 8 Onyx
9 Coral
* = The party may exceed the limit of 8 due to receiving demon 0 Aquamarine
cards from events, or when demons initiate a "sudden approach."

SUDDEN APPROACH
TALKING WITH THE SAME DEMON At times, the PCs may be approached by the demons they
When attempting to talk with a demon, if someone in the party face. GMs should initiate this conversation by saying, "A demon
already has that demon's card or a PC has manifested the same approaches you!" before combat begins. The GM may pick a PC
kind of demon, then the demon will simply leave with a parting that the demon approaches, or determine this randomly, then
comment to the effect of, "You better take care of my friend!" As a begin negotiation with the PC as normal.
result, no demon card will be obtained. The PC who tried to talk,
however, makes a Negotiation check and, if successful, rolls a 1d10 So long as it's a sudden approach, this negotiation may even
on the chart below to find what gift they get. In case of a critical, happen when Kagutsuchi is full, or even if the demon is not
they roll twice. typically capable of conversing.

073
CONCENTRATE & AID WITH TALKING TALK FLOWCHART
The bonuses from the concentrate and aid actions cannot apply
to Negotiation checks. Once a talk is initiated, the first thing to do is determine whether
the approach with the demon is an impress type, normal, or
offend type. This will determine whether you start on the top,
MULTI-ACTIONS WITH TALKING middle, or bottom row. Next, if the demon and PC both uphold
Multi-actions cannot be taken with negotiations. a specific Reason, determine whether or not they're the same.
This will set which column you start in. Follow these steps to
determine your starting position on the flowchart:
IMPRESS & OFFEND
Certain approach talk skills work better with some demons and Impress Type: Top Row
repel others. The skill's "impress type" shows which demons it Neither Type: Middle Row
works best on, and its "offend type" shows which demons hate Offend Type: Bottom Row
it. Whether you are impressing or offending the demon you wish Reason Matches: Left Column
to talk to depends on the approach talk skill you use, and that Reasons Don't Clash: Middle Column
demon's behavioral patterns. For more details, refer to the effect Mutually Opposed Reasons: Right Column
of each skill.
Once you find your initial position on the flowchart, negotiations
DEMON PCS WITH NO TALK SKILLS can begin.

When a demon PC without an approach talk skill attempts to talk The demon demands an offering, written on the "Demand" field of
to another demon, they always count as doing so under offend the space you start on.
type conditions.
TALK FLOWCHART

074
If you meet the demand, make a Negotiation check. If successful, ...And Negotiation Check Fails
move one space following the white arrow. If you fail, instead You Break. The word in the Break field of the space
move one space following the black arrow. If there is no black you're on occurs.
arrow, the talk breaks down, and what happens next is described
in the "Break" field of the space you're on. Lastly, should the check ...And Negotiation Check Fumbles
be a critical, move two spaces, following the white arrows. You Break. The demon becomes Angry, as per the
negotiation outcome.
If you, however, cannot or do not meet the demand, make a
Negotiation check. On a success or a critical, move one space
following the black arrow. On a failure, the talk breaks. NEGOTIATION OUTCOMES
In either case, should you roll a fumble on the check, the talk fails, Deal
and the Break becomes Angry instead. The demon fulfills their side of the bargain, giving you their
demon card.
When you arrive at the Deal space, the talk is successful, and you
acquire the demon's card (or whatever other request you had). Break
When a Break occurs, the talks have failed. If this results in the
Should neither a Deal nor a Break occur, then continue the last demon leaving the combat, then the combat ends.
negotiation, determining whether you meet the demon's
demands and then making your check. Keep doing this until you Gift
finally achieve either a Deal or a Break.Reading the Flowchart Roll once on the Gift Table, and obtain that item. Then, the demon
Demons begin negotiations by demanding an offering, as written leaves.
in the Demand field. The PC then decides whether or not to meet
that demand and then makes a check (should they have used an Leave
approach skill, they gain +20% to this check). The demon then The demon leaves.
responds, according to whether or not the PC met their demand
and whether the PC succeeded on their check, as below. Angry
The demon is angered. Until the demon acts again, it cannot be
talked to again.
IF DEMAND WAS MET…
...And Negotiation Check Criticals
Move two spaces, following the white arrows. DEMON DEMANDS
None
...And Negotiation Check Succeeds
The demon demands no offerings.
Move one space, following the white arrow.
Macca
...And Negotiation Check Fails The demon demands an offering of macca equal to
Move one space, following the black arrow; if no black
arrow, you Break.
(10 x Demon's Level) + (1d10 x 10)

IF DEMAND WAS NOT MET… Item


Roll 1d10 on the Item Demand Table, and then the demon
...And Negotiation Check Succeeds or
demands said item.
Criticals
Move one space, following the black arrow; if no black
arrow, you Break.

075
HP Connection
The demon demands an amount of the PC's HP equal to 10% of Use when a Negotiation check fails. This skill has no effect unless
the demon's own max HP. This damage cannot be reduced via any the user is of the same race as the demon. The user makes a
means, such as resistance or fate points. Negotiation check; success means any Break effect is negated, and
instead, the talking PC moves one space following the white arrow.
ITEM DEMAND TABLE
Flatter/Intimidate/Nag
1d10 Demanded Item
Use this skill when a Negotiation check fails after meeting a
1-4 Life Stone demand. The user makes a Negotiation check; success makes the
5-7 Chakra Drop previous Negotiation check count as a success as well. If this skill's
8 Revival Bead check fails, the talk Breaks, and the target is Angry. If the target
9 Bead qualifies for this skill's impress type, then it can be used even when
the demand wasn't met, and succeeding at this check moves the
0 Gem, or any item the GM decides
talking PC one space following the white arrow as though meeting
the demand.
Question
The demon expresses their thoughts, then asks whether the PC will
Persuade
align themselves with the demon's Reason. If the PC agrees, then
Use when a Negotiation check fails. The user makes a Negotiation
they increase their Endorsement Points to the specified Reason by
check; success makes the original check count as a success
1. If the PC does not agree, their Reason won't change, but they also
as well. If this check fails, there is no penalty. Has no effect if a
won't be meeting the demon's demands. GMs should roleplay this
demon target's traits include Child.
question out, and make the PC ponder their response.

HIGH LEVEL DEMON DEMANDS (OPTIONAL) APPROACH SKILLS & DEMANDS


When you use an approach talk skill that demands macca or
GMs may want to have high-level demons make more expensive
items to start a negotiation, you only make one Negotiation
demands than normal. Consider adding the amount of macca
check. (This does not apply to Stone Hunt.) Should the target
that demon drops to the demanded amount, for example. Or,
match the skill's impress type, then the check's critical range
have them request something far more expensive than what's on
goes up to one-fifth of the TN.
the list above. Double the macca or HP, or roll twice on the item
demand chart and take the more expensive one.
Should the check succeed, you gain the macca and/or items you
would've received had you defeated the demon, and the demon
SUPPORT TALK SKILLS leaves, as well. Support talk skills cannot be used to assist with
these kinds of approach skills. If the check is a critical hit, double
Haggle the amount of macca or items received.
Use when the demand is macca. Make a Negotiation check;
success halves the amount. As for Stone Hunt, negotiate as normal using the Negotiation
Table. If you can reach Deal, then roll dice on the Stone Hunt Table
Arbitration/Maiden's Plea below and gain the item listed.
Use when the talk Breaks and would result in Angry. Make a
Negotiation check; success restarts the talk from the same space STONE HUNT TABLE
on the flowchart. 1d10 Item
1 Bead
Detain 2-4 Roll 1d10 on Random Rock Table
Use when the talk Breaks and would result in Gift or Leave. Make
5-7 Roll 1d10 on Random Gem Table
a Negotiation check; success restarts the talk from the same
space on the flowchart (no Gift is awarded). 8-0 Roll 1d10; 1-3: Emerald, 4-6: Jade, 7-9: Pearl, 10: Diamond

076
3. Negotiation Check
RANDOM ROCK TABLE
The PC then makes their check. They may use fate points at this
1d10 Item
point if they like. Should they fumble, the PC doesn't proceed to
1 Maragi Rock the next step and cannot play out the scene to get their info. The
2 Mabufu Rock GM may wish to give them some other penalty as well.
3 Mazio Rock
4 Mazan Rock 4. Play Out the Scene
5 Mahama Rock Now, play out a scene with the PC where they gain the
6 Mamudo Rock information based on the outcome of the roll. We separate
7 Megido Rock information into three types, as listed below, and the GM should
give the type of info appropriate to the degree of the PC's success
8 Dekaja Rock
on their roll.
9 Makajam Rock
0 Tetraja Rock Basic Info
When the PCs go looking for information, this is the info they
absolutely will obtain, even on a failed check. Think of this type
INFORMATION GATHERING of info as the minimum info required to progress and ultimately
clear the scenario.
During Research, negotiations sometimes occur more abstractly
to allow for quick information gathering. At the start of such a Special Info
scene, a PC declares the general topic of their inquiry and then Info gained on a successful check. Things related to the truth
makes a Negotiation check. Then, based on the outcome of that of the story, or things that might lead to a better conclusion to
check, the scene plays out with the PC gathering that information. the story. This sort of info could even cover things like the Boss
During this scene, it’s possible to use contacts and talk skills. enemy's weaknesses.

To gather info, follow these steps: Extras


When a PC's check rolls a critical, these are things granted in
1. GM Defines Avenues addition to the basic and special info. Perhaps extra supporting
2. PC Declares details, or even items or macca to help them on their way.
3. Negotiation Check
4. Play Out the Scene
BEHAVIORS
1. GM Defines Avenues Each demon's stat block contains their behavior, which
When a PC says they'd like to begin gathering information, the represents how that demon approaches talking, derived from
GM needs to tell them what avenues they can explore to obtain things like an archetypal personality, gender, and mental
that info. Normally, these can be divided into a few things, such maturity. A demon's behavior consists of three keywords:
as: following certain keywords that were mentioned in the story, Personality, Gender, and Age, and they're listed in the demon's
visiting a certain place, utilizing contacts, using talk skills, or stat block in that order, separated by slashes (/). Several talk
searching for info without using any skills. skills have their impress and offend types determined by a
combination of the Gender and Age keywords.
2. PC Declares
The hopeful PC then picks one of these methods. If they wish to FIEND & HUMAN BEHAVIORS
use a skill, they say so now. Fiend and human characters do not possess a personality
keyword for their behavior. For gender, simply use the character's

077
gender. For age, most will be Youths, but if the player wants, and Animal
the GM allows, there is no issue with using either Child or Adult As you would expect, an animal. Nothing about their manner
instead. of speech indicates age or gender. They can speak only in
fragments but are quite philosophical deep within. Of course,
when they get upset, they let out bestial roars. "Me think. You
PERSONALITY struggle. Not matter."
The following explains possible Personality keywords. While they
offer guidance on how to roleplay, there's no mandate to stick Elite
exactly to what is described. They are merely to help provide an Speaks in stiff, old-fashioned words as though quoting
atmosphere to play around with. philosophical texts. They generally come off as though knowing
they are in charge, and usually, this attitude is only seen on
Boy particularly high-level demons suitable to such.
A young boy with a mind full of mischief. In terms of mental
maturity, one feels they're somehow even younger than demons Hee-Ho
with the "Girl" keyword. A way of talking exclusive to Jack Frost and Jack-o'-Lantern.
Close to the "Boy" personality, but not nearly so bright, and more
Girl cowardly. Often adds unnecessary "hee" or "ho" to words. "Ho ho-
A young girl. However, tend to be somewhat more mature than so you hee-wanna be friends-ho?"
demons with the "Boy" keyword. In a human, this would include
teens. Wild
While capable of speech, they seem to be considerably
Delinquent unbalanced, as though they have something wrong with them. No
A young man who puts on a tough act. A wannabe bad guy. matter what is said to them, they don't seem to have understood
Usually foul-mouthed and not particularly bright. at all. Usually found on Wilder clan demons. "ME EAT YOU."

Witch Blob
A cynical young woman. Moody and more alluring than they Speaks as something between words and sounds. They're only
should be. barely able to communicate. Only found on Haunt and Foul clan
demons. "i'M goINg To COnsuMe yOU."
Gentleman
A man, either young or middle-aged, that gives a distinguished Heroine
impression. In speech, they are rarely deceptive or insulting, but A manner of speech belonging to female warriors such as
there is a constant feeling of condescension. Valkyrie or Scathach.

Lady Warrior
A woman, either young or middle-aged, who gives a Uses words befitting of a samurai or knight. Given to male
distinguished impression. Their way of speaking is usually more demons of a severe soldierly quality. However, this doesn't need
polite than the "Gentleman." Usually gives off a feeling of being to be exaggerated, such as in old movies, but can be the universal
selfish and petty but can be surprisingly faint of heart. language of plain, direct speech.

Gramps Manikin
An elderly man, wise and particularly adept at detecting The shared personality type of the Manikin. While not on the level
another's true strength, who is also usually timid and unreliable. of being a hindrance to communication, speaking with them can
be trying due to inconsistencies and foolishness. They give the
Granny impression of not being particularly bright.
An elderly woman. Unusually confident despite their age. Often
have a way of speaking that seems crafty, but most are quite
malicious.
078
FUSION & EVOLUTION
OVERVIEW also said that all knowledge of demons is written within its pages,
that it has the power to summon those demons, and indeed that
the tome itself is made from sealed demons.
This section explains fusion and evolution, some of the hallmark
aspects of the Shin Megami Tensei series, as well as demon Sadly, the original Demon Compendium was torn apart page by
manifestation. page and scattered to the winds. What remains in circulation are
inferior copies, which do not hold even a fraction of the original's
Fusion is a process where, by fusing two demons, you gain one power.
entirely different demon. The explanation in this section includes
normal fusion, Cursed fusion, sacrificial fusion, and then rank up However, in the Vortex World, the original Compendium, or rather
and rank down fusion. fragments of it thought to contain power equal to the original,
are discovered at times. Many believe that when all of these
Evolution meanwhile is the process demons go through to fragments are collected, and the original Demon Compendium
become stronger. Once certain conditions are met, they will is restored completely, a new Reason will arise within the Vortex
eventually change (evolve) into an even stronger demon than World.
they were before.

For demon PCs, fusion and evolution are their opportunity to gain DEMON CARDS
the power-ups they desire.
Demon cards are thought to have been produced via some
Demon manifestation is another form of fusion wherein a demon alchemical processes derived from the Demon Compendium, or
or a human can change into another demon. one of its fragments. Although referred to as a "card," they are not
necessarily literal cards.
The three forms of evolution are overseen by demon cards, the
Demon Compendium, and the Cathedral of Shadows. Instead, demon cards are composed of their "thesis." The
knowledge of them, the DNA of their soul itself, in physical form.
Using these rules, PCs can completely change themselves. It would be no exaggeration to say that the card is the sealed
Demons can benefit from demon manifestation as well as fusion. essence of the demon itself.
Depending on the circumstances, they can even evolve. Humans,
meanwhile, can fully transform themselves into demons via At the Cathedral of Shadows, they claim that they can draw a
demon manifestation. However, doing so is a choice they cannot demon's power from their card, use it to possess a human, or
take back. Once a human becomes a demon, they cannot return even, by combining the theses of multiple demons, bring to life a
to being human again. And since they cannot ingest Magatama, brand new demon entirely.
they can no longer become a fiend, either.

STARTER CARDS
DEMON COMPENDIUM Normally, when one obtains a demon card through negotiation,
it's what is described in this rulebook as a "starter." By using the
The Demon Compendium is a tome, one which legends say fusion rules (described below), the card may be improved, and
contains every single demon that may be found in this world. It is the card may inherit skills from other demons.

079
FUSION inheritance type to them, and if so, the demon created via fusion
cannot learn those skills unless it has the right inheritance traits.

Demons can be fused at the Cathedral of Shadows. By fusing Also, no matter how many skills the newly fused demon may
two demons of different clans, a new demon can be created that inherit, it may not learn more than eight skills in total, including
inherits skills from each. This new demon may be made into a its initial skills. Initial skills cannot be removed in favor of adding
card, and then human and demon PCs may manifest it with their more inherited skills.
bodies. Or a demon PC may choose to fuse with a demon card.

Let us call the two demons used for fusion "ingredient demons." NUMBER OF INHERITED SKILLS
Total Skills
Number Inherited
In normal fusion, you use the Normal Fusion Chart (Pg. 82) to Prior to Fusion
find the clans of the ingredient demons. The point at which the 1-3 1
clan lines intersect will be the clan of the newly fused demon. 4-7 2
Then, using the formula (Levels of the ingredient demons added
8-11 3
together / 2 + 2), find the level of the demon in the new clan
closest to that number and no less than. That will be the new 12-15 4

demon created post-fusion. 16-19 5


20-23 6
Should the fusion result be one of the exception demons listed 24 7
below, they cannot be created through fusion. Instead, you may
create an even higher-level demon.
SACRIFICIAL FUSION
EXCEPTION DEMONS
Sacrificial fusion may be performed when Kagutsuchi is Full. In
Some demons cannot be created through fusion or otherwise
addition to the demons used in normal fusion, one more demon
require special conditions to be created. When your fusion result
is chosen as a sacrifice and added to the fusion. In a sacrificial
is one of the following demons, ignore it and instead find the
fusion, the level of the newly fused demon will be whichever is
demon a rank higher (or, in the case of a Rank Down, use a rank
higher: the level it would have been without a sacrifice or the
lower), and it will be your fusion result instead.
sacrificial demon's level. Moreover, the sacrificial demon's skill
amount is added to the total number of skills when determining
Exception Demons: the number of inherited skills.
Amaterasu, Shiva, Wu Kong, Skadi, Parvati, Makami, Senri,
Ifrit, Karasu Tengu, High Pixie, Naga Raja, Ongyo-Ki, Qing When a demon's level would increase through sacrificial fusion,
Long, Genbu, Samael, Girimekhala, Aciel, Lilith, Queen be certain to increase its stats per level, as per advancement
Mab, Michael, Gabriel, Raphael, Uriel, Ganesha, Valkyrie, rules. It does not obtain any new skills due to this. Also, should
Arahabaki, Kurama Tengu, Hanuman, Cu Chulainn, Garuda, the difference in levels be 10 or more, instead of doing each level
Gurulu, Albion manually, do the following per full 10 levels of difference:

+1 to all stats
FUSION SKILL INHERITANCE
The demon you gain after fusion may inherit skills from the +3 to favored stat
demons used for its ingredients. The number of skills inherited
depends on how many skills in total the ingredient demons had +2 to one stat or +1 to two stats of your
gained before fusion. The player performing the fusion may select
choice
which skills are inherited. However, some skills may have an

080
SAME CLAN FUSION RANK UP & RANK DOWN FUSION
When two demons of the same clan are fused, then the resulting When fusing an Element demon with any non-Element demon, the
demon will be a specific Element clan demon, with no regard resulting demon is of the same clan as the non-Element demon but
for levels. It will still inherit skills as normal. Through sacrificial one rank higher or lower. Whether it is higher or lower depends on
fusion, a particularly high-level Element demon may be created. the Element and the clan of the other demon. Refer to the Rank Up/
Down Table, below.
ELEMENT BORN FROM FUSION "Rank Up" in this case, means to take the non-Element demon fused
A specific Element is born when two demons of the same clan are and find the demon that is closest to it in level within the same clan
fused, as below. but higher. Rank Down means to find one lower in level.

• Flaemis: Holy, Seraph When performing fusion while Cursed, Rank Up and Rank Down
• Aquans: Yoma, Snake, Femme become reversed. A fusion combination that would normally result
• Aeros: Fairy, Divine, Beast, Wilder in a Rank Up instead results in a Rank Down. And, a combination
• Erthys: Night, Fallen, Jirae, Brute that would normally result in a Rank Down instead results in a Rank
Up.

RANK UP/DOWN TABLE


Flaemis Aquans Aeros Erthys
Deity DOWN ↓ DOWN ↓ DOWN ↓ DOWN ↓
Megami DOWN ↓ DOWN ↓ DOWN ↓ DOWN ↓
Fury DOWN ↓ DOWN ↓ DOWN ↓ DOWN ↓
Lady DOWN ↓ DOWN ↓ DOWN ↓ UP ↑
Kishin DOWN ↓ DOWN ↓ DOWN ↓ UP ↑
Holy UP ↑ DOWN ↓ DOWN ↓ DOWN ↓
Yoma DOWN ↓ UP ↑ UP ↑ DOWN ↓
Fairy DOWN ↓ UP ↑ DOWN ↓ UP ↑
Night DOWN ↓ DOWN ↓ UP ↑ DOWN ↓
Divine UP ↑ UP ↑ DOWN ↓ DOWN ↓
Fallen UP ↑ DOWN ↓ UP ↑ DOWN ↓
Snake UP ↑ UP ↑ DOWN ↓ DOWN ↓
Beast UP ↑ DOWN ↓ UP ↑ DOWN ↓
Jirae DOWN ↓ DOWN ↓ UP ↑ UP ↑
Brute UP ↑ UP ↑ DOWN ↓ UP ↑
Femme UP ↑ UP ↑ DOWN ↓ UP ↑
Vile DOWN ↓ DOWN ↓ DOWN ↓ DOWN ↓
Tyrant DOWN ↓ DOWN ↓ DOWN ↓ DOWN ↓
Wilder UP ↑ UP ↑ DOWN ↓ DOWN ↓
Haunt DOWN ↓ DOWN ↓ UP ↑ DOWN ↓
Foul DOWN ↓ UP ↑ DOWN ↓ DOWN ↓

081
NORMAL FUSION CHART
Deit Mega Fury Lady Kish Holy Yoma Fair Divi Fall Snak Beas Jira Brut Femm Vile Tyra Nigh Wild Haun Foul Sera Warg Genm Drag Avat Avia Rapt Enti
Deity - - - - Fury Mega Mega Nigh Mega Fury Kish Avat Brut Kish Lady - - Vile - - - - Kish Mega - Mega Mega Tyra Mega
Megami - Deit Fury Lady Divi Kish Fall Holy Divi Fair Holy Lady Femm Fair Fury - Fall Vile - - Deit Deit Divi Avat Deit Deit Tyra Deit
Fury - Vile Lady Kish Holy Brut Deit Vile Kish Avat Femm Lady Lady Tyra Deit Lady - - - Vile Deit Lady - Holy Kish Tyra Lady
Lady - Fury Avat Nigh Yoma Mega Fury Femm Snak Beas Fury Kish - - Kish Haun Vile Vile Deit Kish Femm - Fury - Kish Fury
Kishin - Lady Femm Brut Vile Nigh Femm Holy Snak Snak Lady - - Femm - - - Divi Fury Mega Fury Holy Lady Tyra Fury
Holy Flaemis Divi Mega Fair Beas Kish Avat Beas Femm Lady - - Fair - - - Divi Kish Yoma Snak Mega Lady Wild Kish
Yoma Aquans Holy Snak Jira Nigh Fall Beas Femm Brut Jira Nigh Divi Beas Jira Snak Mega - - Avat Divi Nigh Haun Mega
Fairy Aeros Mega Yoma Yoma Divi Yoma Nigh Haun Nigh Nigh Snak Yoma Nigh Haun Holy - - Snak Divi Nigh Haun Mega
Divine Aeros Vile Fair Holy Nigh Yoma Beas Fall Vile Snak Fall Jira Fair Mega Holy Mega Mega Mega Snak Foul Mega
Fallen Erthys Beas Nigh Brut Jira Wild Brut Fury Haun Nigh Nigh Vile Lady Lady Lady Snak Divi Snak Foul Kish
Snake Aquans Brut Fall Beas Kish Kish Brut Fall Nigh Brut Fall - Kish Femm Lady Lady Kish Foul Fury
Beast Aeros Yoma Femm Foul Foul Nigh Fair Jira Wild Wild - Holy Fair Snak Snak Femm Wild Holy
Jirae Erthys Fair Wild Haun Wild Foul Brut Vile Femm - Kish Lady Kish Kish Kish Foul Fury
Brute Erthys Beas Haun Haun Kish Fair Foul Wild - - Divi Nigh Kish Kish Fury Fury
Femme Aquans Brut Lady Jira Fall Foul Wild - - Nigh Nigh Kish Brut Foul Lady
Vile - Fury Lady Foul Foul Haun Divi Kish Yoma Snak Deit - Fury -
Tyrant - Lady Nigh Foul Haun Fall - Yoma - - - Fury -
Night Erthys Beas Yoma Brut Fall - Holy Femm Holy Femm Vile Brut
Wilder Aeros Jira Beas - - Yoma - - - Vile Brut
Haunt - Brut Fall - - - - - Vile Brut
Foul - Fall - - Snak - - Vile Brut
Seraph Flaemis Kish Mega Holy Deit Mega - Deit
Wargod - Holy Lady Deit Kish - Fury
Genma - Holy Kish Mega Lady Fury
Dragon - Kish Fury - Lady
Avatar - Holy Wild Fury
Avian - Mega Deit
Raptor - Vile
Entity -

082
CURSED FUSION CHART
Deit Mega Fury Lady Kish Holy Yoma Fair Divi Fall Snak Beas Jira Brut Femm Vile Tyra Nigh Wild Haun Foul Sera Warg Genm Drag Avat Avia Rapt Enti

Deity - - - - Vile Foul Foul Nigh Foul Vile Vile Wild Haun Vile - - - - - - - - Vile Tyra Wild Wild Tyra - Vile

Megami - - Vile - Foul Vile Nigh Foul Foul Foul Wild Nigh - Vile Tyra - Wild Nigh Foul Haun Tyra Foul Foul Wild Wild Tyra - Vile

Fury - Vile - Vile Wild Haun Vile Vile Vile Vile Haun - - - Vile - - - - Vile Foul - Foul Wild Vile - Vile

Lady - Tyra Vile Haun Haun Foul Haun Haun - Haun Haun Vile Foul - Vile Haun Foul Haun Foul Vile Haun Foul Wild Vile - Vile

Kishin - - Haun Haun Haun Nigh Haun Wild - - - Foul - - - - - Foul Vile Tyra Vile Wild - - Vile

Holy - Foul Wild Foul Wild Nigh Nigh - Wild - Foul - Wild Nigh Nigh Wild Foul Vile Nigh Foul Tyra - Wild Vile

Yoma - Wild Wild Haun Haun Nigh Haun Haun - Haun Nigh Foul Haun Foul Wild Foul Haun Wild Foul Wild - Foul Nigh

Fairy - Foul Foul Haun Wild Wild Foul Wild Haun Nigh Wild Haun Foul Nigh Foul Nigh Nigh Foul Wild - Foul Nigh

Divine - Wild Haun Foul Nigh Nigh Wild Wild Vile Foul Foul - Haun Foul Wild Tyra Foul Wild - Foul Nigh

Fallen - Haun Haun Wild Haun Haun Haun Vile Haun Nigh Foul Haun - - - Foul Foul - Foul Nigh

Snake - Nigh Haun Foul Vile Wild Haun Haun Nigh Foul Haun - Vile Haun - Wild - Foul Haun

Beast - Haun Wild Wild Foul Nigh Wild Haun Wild Wild Foul Vile Nigh - Wild - Wild Haun

Jirae - Haun Haun Haun Wild Wild Nigh Wild Wild - Wild Nigh - Wild - Foul Haun

Brute - Haun Haun Haun Haun Nigh Foul Haun - Haun Nigh Haun Haun - Foul Haun

Femme - Haun - Foul - Foul Haun - Vile - Vile Vile - Foul Haun

Vile - Haun Haun Foul Foul Haun - - Foul - Wild Tyra Tyra Foul

Tyrant - - Nigh Foul Haun - - Nigh - Wild - Foul Foul

Night - Foul Foul Wild Foul - - - Wild - Foul Foul

Wilder - Foul Haun Foul - - - Foul - Haun Foul

Haunt - Wild - - - - Wild - - Foul

Foul - - - - - Wild - - Haun

Seraph - Vile Tyra Wild Tyra Tyra - -

Wargod - Wild - Wild Vile - -

Genma - Wild Vile Tyra - -

Dragon - Vile Vile - -

Avatar - Wild Wild -

Avian - Tyra -

Raptor - -

Entity -

083
CURSED FUSION Nigimitama = +2 Magic, +2 Luck
Aramitama = +2 Strength, +2 Agility

When one is cursed, their aura of misfortune has a great effect


on demon fusion. Should even one member of the party be SPECIAL FUSION
Cursed when someone attempts fusion, then they use the Cursed
Fusion Table instead of the Normal Fusion Table. We refer to this Some demons may only be created via fusion when certain,
as cursed fusion. In addition to making it easier to create Dark specific combinations of demons are utilized. When these
alignment demons, the results of Rank Up/Rank Down fusions are combinations are used in fusion, you must ignore whatever the
reversed from normal. fusion result would normally be and instead receive the special
fused demon.

MITAMA FUSION Rangda + Barong = Shiva


Dominion + Uriel = Raphael
Mitama is a special kind of demon that enhances stats, akin to a Throne + Raphael = Gabriel
Magatama for demon PCs. One can acquire a Mitama by trading Yatagarasu + Take-Mikazuchi + Ame no Uzume = Amaterasu(*)
gems at Rag's Jewelry or by creating one through the fusion of Uriel + Raphael + Gabriel = Michael(*)
two Element clan demons. Unfortunately, a Mitama's demon card Kin-Ki + Sui-Ki + Fuu-Ki = Ongyo-Ki(*)
cannot be reproduced through the Demon Compendium. (A combo that would result in Suparna) + any Tyrant = Gurulu(*)
(A combo that would result in Throne) + any Vile = Samael(*)
When a Mitama is fused with another demon, the following (A combo that would result in Pulukishi) + any Vile = Girimekhala
changes occur to the demon's stats, regardless of their level or
clan. * = For these fusions, a third demon is selected, like in sacrificial
fusion, but the final demon does not inherit the sacrificed demon's
+2 to two stats according to the Mitama type level. This is a combo that could, therefore, be called a “triple
fusion.”
May inherit one skill the Mitama possesses
(your choice)
EVOLUTION
-1 to the demon's maximum fate points Some demons may "evolve" into different demons when they
reach a certain level. Depending on the demon, which demon
Mitama may not be used in sacrificial fusion. they may evolve into may already be specified.

MITAMA CREATION COMBINATIONS Once the party level reaches the indicated level, a demon PC who
has manifested such a demon may choose whether or not to
Flaemis + Aquans = Sakimitama
evolve once they level up. If they decide to evolve, then their stats
Flaemis + Aeros = Aramitama
change to those of the evolution target of the demon they were
Flaemis + Eryths = Kushimitama
manifesting (see the Demon Manifestation section).
Aquans + Aeros = Kushimitama
Aquans + Eryths = Aramitama
Aeros + Eryths = Nigimitama INHERITANCE AT EVOLUTION
When evolving, a demon's skills are reset to those of their target
STAT INCREASES evolution. However, the demon may inherit two of the skills from
the demon they were before evolution, as extra skills.
Sakimitama = +2 Vitality, +2 Luck
Kushimitama = +2 Vitality, +2 Agility

084
LEVEL REGRESSION AT EVOLUTION When your level changes, set your EXP amount to be as though
you just reached that level, no more or less. A human changing
Rarely, there may be a time when, upon evolving, the target into a demon does this as well.
evolution's level is lower than that of the previous state. When
this happens, change the demon's level to be what it was prior,
and advance them as per normal level up rules.
2. Change Stats
Your stats after manifestation are the stats of the demon you
For example, if a Level 12 Pixie evolves into a High Pixie (level 10), manifested. Any stats a demon PC may have had prior are lost.
then they advance to level 12 immediately.
3. Skill Inheritance
STARTER LEVEL OPTION Demon PCs gain the initial skills of their manifested demon.
Additionally, they may inherit some of the skills they had before
As an exception to the normal evolution rules, when a Pixie is
manifestation. The amount they may inherit is equal to the demon
evolving into a High Pixie, or a Mini Frost is evolving into a Jack
PC's level / 10 + 1, and the player may choose freely from among
Frost, they may do so without respecting the limits of the party
their old skills. (Remember the cap of 8; initial skills may not be
level. That is, once a Pixie reaches level 6, or any time when
discarded to increase the number of inherited skills.) However,
leveling up beyond that, they may evolve into a High Pixie (level
should a skill have an inheritance type, then unless the demon
10). Similarly, a Mini Frost may evolve into a Jack Frost (level 7)
you are manifesting into has that same inheritance type, it may
upon reaching level 4, or any level thereafter.
not inherit that skill.

DEMON MANIFESTATION SPECIAL SKILLS


Certain demon-specific skills cannot be inherited unless, after
The power dwelling within a demon card can, through the use
fusion, the demon is the same type of demon (except for Mitama
of the ritual circles at the Cathedral of Shadows, be summoned
fusion). For example, Maiden's Plea may only be inherited after
for a time into the Vortex World. The summoned demon will then
fusion by a female demon that does not have the Granny or Witch
possess a human or demon PC, allowing them to exist outside of
behavior.
the ritual circles and thus live in the Vortex World.

Likewise, the Wing Buffet skill cannot be inherited unless the


Humans who are possessed by a demon in this way will
demon post-fusion has wings or feathers. Check the demon's
thereafter be a demon PC, with no way to return to being a
illustration to see whether or not they possess one or the other
human. For demon PCs who receive this summoned demon,
when determining eligibility.
however, they become that demon. In either case, the demon
card that was used for the summoning is lost.
4. Recalculate Values
As a general rule, no demon may be manifested that has a level Following the change to stats and skills, recalculate all values,
higher than the party level. such as TNs and base power.

CHANGING STATS AT MANIFESTATION RECORDING IN THE COMPENDIUM


When manifesting a demon, take the following steps to change
the stats on your character sheet. The Minister of the Cathedral of Shadows claims the Demon
Compendium there is the original, though the veracity of this has
1. Change Level yet to be confirmed. Regardless, you can record demons within
it. Once a demon is recorded, you may, for a small fee, have its
After manifesting a new demon, the PC's level becomes whatever
demon card reconstructed for you with all the same stats as
the "starting" level is for that demon. You may not manifest a
when it was recorded.
demon with a level higher than the party level.

085
This reconstructed card may be purchased once, per type of All records within the Demon Compendium are done on the
demon, per full revolution of Kagutsuchi. Once a demon card is condition of having a demon's card. You may not record demons
purchased, it may not be purchased again until Kagutsuchi is that you have manifested.
New once again. Should a new record of the same type of demon
be made, it has no bearing on whether or not the card may be
purchased again.
PRICE OF RECONSTRUCTION
The fee for reconstruction of a demon card from the Demon
A demon's record contains its level, stats, and skills. Anything Compendium is equal to the demon's level x 100 in macca or
else will be the base form of the demon. This means that the demon's level cubed, whichever is higher. This fee must be
things like EXP or other added items are not recorded. Also, the paid to the Cathedral of Shadows in full before the card may be
Compendium only utilizes the most recently recorded information obtained.
for a single type of demon; all old data is expunged, so be mindful
when re-entering a demon into the record.

THE TALE OF MR. HEE-HO


AN EXAMPLE OF FUSION
Mr. Hee-Ho is a demon PC with the goal of becoming the might've had something to do with how Pixie had just become
strongest demon in the world. Currently, he's being possessed by High Pixie.
a Jack Frost, for...reasons. But his will is still his own.
Regardless, Mr. Hee-Ho had in his hot little mitts a few demon
"I'm gonna get strong-ho!" cards already: the Yoma Apsaras (Level 8), the Night Lilim (Level
8), and the Beast Inugami (Level 13). Their stats were, at this time,
His true name is Leviathan. A name shared by a legendary Beast, exactly as you see them in this rulebook.
one who is impervious to all weapons, and who stands above all
others of its kind. A wonderful name. It'd been pretty difficult to get Hirosawa to hand over the Apsaras
and Lilim cards. Not so much the Inugami card, though Mr. Hee-
Unfortunately, among his friends, he is only referred to as Mr. Hee- Ho wasn't sure of the difference there.
Ho. Likely on account of that abominable way of speaking. Among
them, only Pixie sometimes remembers to call him "Levi." A good "Guess I gotta do some fus-hee-on, ho!"
demon, that Pixie.
As they were, the cards Mr. Hee-Ho had gotten were fairly weak
In the last battle, Mr. Hee-Ho finally hit level 16. But his other compared to the party level, so he set his beady little eyes on
friend, Hirosawa, was well ahead of him at level 19. fusion to make himself into a stronger demon.

Mr. Hee-Ho had already learned all the skills available to a Jack Next to him, his other friend Yuuki kept muttering stuff like, "The
Frost. So he thought, maybe he ought to change into a stronger party level is 19, and you know what demon's at level 19..." But
demon. He had plenty of chances so far, but his friends would honestly, Mr. Hee-Ho never sweated the small stuff like that. He
always tell him he was fine just as he was and didn't seem just wanted to dive in and see for himself. He thought that he'd
inclined to take him to the Cathedral of Shadows. He thought it check to see what Apsaras and Inugami might make.

086
So, since he was not Cursed, Mr. Hee-Ho took up the Normal Fire Breath and Feral Bite from Inugami seemed the most likely...
Fusion Chart. The point where Yoma and Beast met showed but, oh dear. Jack-o'-Lantern's inheritance traits included Mouth
"Fallen." Since the lowest level Fallen was Forneus, that was what but did not include Teeth. As such, he could not inherit Feral Bite.
Mr. Hee-Ho would become. Nothing he could do there, so instead,, he chose Lilim's Sexy Gaze
skill. Jack-o'-Lantern had the Eye inheritance trait, so it was fine.
Forneus! He thought. When we last chanced to do battle with that
demon, everyone except myself struggled to contend with his And thus was the swaggering, flirtatious Jack-o'-Lantern born!
might. Should my form ascend to one such as his, perhaps then Naturally, Mr. Hee-Ho went right into manifestation afterward.
my companions would see my strength.
Upon manifestation, all of Mr. Hee-Ho's stats other than his skills
"Hee-ho, let's go!" changed to Jack-o'-Lantern's. His skills, too, would go that way,
but of course, there would be some inheritance. As Mr. Hee-Ho's
Yet when Mr. Hee-Ho visited the old coot at the Cathedral of level was now 19, dividing that by 10 and adding 1 got him 2,
Shadows, the man gave a firm shake of his head. "It would seem meaning he could inherit 2 of his old skills. He chose Might and
you cannot handle that one yet." Mabufu to bring over.

"It's only one level off, dude! Hee oughta be cool with it-ho, we're After that, he had to redo all the stats on his sheet, accounting for
like family!" his new level and stats. As he was now at exactly the amount of
EXP required to be level 19, it would take him some time to level
"I do not see the resemblance. My answer is final." up again, but so long as he was that much stronger, he could live
with it.
He was up a creek without a paddle.
Thus do we behold the birth of a brand new Levi! Let him cast
But Mr. Hee-Ho didn't allow his spirits to remain down forever. aside the old moniker of Mr. Hee-Ho!
Instead, he tried to see what a combination of Lilim and Inugami
would do for him. The fusion result would be a Fairy clan demon, "We're still in it to hee-ho win it, ho!"
he found. Adding together the levels of the ingredient demons,
dividing by two, then adding two got him 12. And the Fairy demon Oh dear... it seems that horrible way of speaking didn't go
who was the closest to level 12 without going below was... anywhere...

Jack-o'-Lantern. At level 19, he was perfectly in line with


the party level. He was perfect. And better still, Jack-o'-
Lantern looked cool as heck.
Mr. Hee-Ho's New Stats
"Time to fus-hee-on and make myself into a Jack-o'- Strength: 8 Magic: 10*
Lantern, ho!" Vitality: 8 Agility: 6
Mr. Hee-Ho did not stop to wonder why his friend Hirosawa was Luck: 7 Fate: 6
groaning. Something about "his sweet Lilim." Whatever.
Skills: Agi, Maragi, Nag,
Once the fusion was complete, the resulting demon could inherit Fire Breath, Sexy Gaze,
some of the skills of the ingredient demons. Since the ingredient Might, Mabufu
demons, together, knew a total of four skills, the Jack-o'-Lantern
could inherit 2 of those skills. Naturally, Mr. Hee-Ho wanted the
strongest skills.

087
COOLDOWN
Once the game is over, there are still a few things to take care of. Neutral
As a whole, these things are called the "Cooldown," and it's here The character tended towards the middle road. Often arbitrated
we hand out EXP and do character evaluations. between two parties. They practiced restraint. Showed modesty.

Light
HANDING OUT EXP The character was overflowing with benevolence. They
demanded justice. Saved people, or provided aid of some kind.
Each PC who participated in the story until the end gains Cleared away the gloom.
scenario EXP, as below.
Dark
Scenario EXP = Party Level x 10 The character was brutal. They played dirty. Acted without justice.
Displayed self-righteous behavior. Deceived others, or caused
Any PC who has enough EXP to level up may now do so. them harm. Often was self-deprecating or harmful to self.

Hee-Ho
CHARACTER EVALUATIONS The character was comical. They caused the fun to increase for
all players. Made others laugh. Did gags, made jokes, and played
Here, each player reviews all the other characters they have to their bit.
played alongside in the game. The GM will pass out a review
sheet (Pg. 300) to each player. You should fill in your name and
your character's name out first.
ALIGNMENT ROLL
Once the review sheets are finished, the GM will collect them all.
Then, pass the sheets clockwise around the table. Once you have Then, they determine the Alignment most often given for each
a new sheet, write down your impressions, any thoughts you character and roll 1d10. The character gains that many points
have, and your assessment of the character's Alignment. Once towards that Alignment. If they have other points towards other
everyone is done, pass the sheets around clockwise again and Alignments, those Alignments each reduce by 1 point.
repeat until you're holding your sheet again. Then, this step is
complete. Afterward, the character is the alignment they have the most
points in.

ALIGNMENT
Select one of the following words when assessing another
ON ALIGNMENTS
character's Alignment. Alignments are a way of quantifying how other characters view
a particular PC. Like Reasons, they are meant to work as flavor
Lawful to enhance the story of Tokyo Conception. The GM may decide
The character was disciplined. They had integrity and often made whether or not they want Alignments to mean anything in a
sure to follow the rules. They were logical. particular session.

Chaotic It should be noted however that when there are a lot of PCs
The character was ruled by emotion. They were often passionate. with the Dark Alignment, the content of the story may become
Artistic. Often provided insight or inspiration. somewhat negative or bad feeling, and GMs should be mindful of
this.
088
ON THE REVIEW SHEET nothing happens. Otherwise, they roll 1d10 and consult the
Magatama Rampage Table to see what happens.
Once the GM has finished with the review sheets, they may wish
to return them to the players they belong to, as a souvenir of the
experience.
Demons
When a demon has learned all the skills that they can, or when
they are otherwise not learning a skill, upon level up, they may
NOW FOR REAL, COOL DOWN decide to power up or change a skill, which will allow them to
swap a skill for another. Only one of these may be done per level
This concludes everything needed to do as far as the game itself up. Also, a demon may only power up or change skills once each
goes. After this, time permitting, it's often pleasant to chat about while still the same demon (meaning if they manifest as a new
the game and look back over what happened. demon, they may once again power up and change skills once
each).
"Cool down" is an exercise term and is meant to be a time when
one catches their breath and lets their heart rate return to normal.
It's the part where you take your mind out of the world of the
POSSIBLE SKILLS
game and find yourself back in the real world. To power up or change a skill, you must have learned a skill that
can be powered up or changed. See the following list of skill
groups to see which are capable of powering up or changing
LEVEL UP EVENTS (with the actual skill names in parentheses).

Overview • Agi Group (Agi, Agilao, Agidyne)


• Bufu Group (Bufu, Bufula, Bufudyne)
The following are optional rules. In the original video game, when
• Zio Group (Zio, Zionga, Ziodyne)
someone leveled up, a random event may occur. These rules
• Zan Group (Zan, Zanma, Zandyne)
reproduce that system, but they put an extra burden on the GM
• Megido Group (Megido, Megidola)
especially. Feel free to not use them, either in whole or in part,
• Hama Group (Hama, Hamaon)
should the GM find them overly burdensome.
• Mudo Group (Mudo, Mudoon)
• Makajam Group (Makajam)
Humans • Dia Group (Dia, Diorama, Diarahan)
Humans, blessed with unparalleled luck and keen insight, may • Patra Group (Patra)
end up finding items at random. On level up, make a Luck check, • Recarm Group (Recarm)
and if successful, make a percentile roll. Find that number on the • Gaze Group (Mute Gaze, Stone Gaze)
Gift A Table, and take the corresponding item. Should the check • Lunge Group (Lunge, Berserk, Tempest)
have been a critical, however, use Gift B Table instead. If the check • Spike Group (Needle Rush, Toxic Sting, Stun Needle)
fails, then the human gets nothing. • Fang Group (Feral Bite, Venom Bite, Stun Bite)
• Claw Group (Feral Claw, Venom Claw)
• Life Group (Life Bonus, Life Gain)
Fiends
• Mana Group (Mana Bonus, Mana Gain)
Upon level up, fiends who haven't yet finished drawing out the • Counter Group (Counter, Retaliate)
power of their Magatama (I.E., haven't yet learned the max level • Affinity Change Group (Anti-X, Null X)
skill for that Magatama) may find their Magatama beginning to
act violently within them, their power running out of control. What
happens differs depending on which Magatama is equipped. SKILL POWER-UP
When doing a skill power-up, first select one skill you've learned
The fiend player may choose whether to let the Magatama's that can be powered up or changed. Then, find that skill on the
rampage continue or to suppress it. If they suppress it, then Power-Up/Change Table, find which skill is listed under it as its

089
"Post Power-Up Skill" and then learn that skill. powering up if that skill is for an affinity that can exist for X
Afterward, the original skill you chose is Drain affinity skills (Phys, Fire, Ice, Elec, Force). Finally, if the
lost. post power-up skill is a skill you already have learned, then you
cannot power up that skill.
If you choose an Affinity Change
skill, the affinity of the post power- Example: Pixie has just made level 7 and decides to power
up skill must match that of the up Dia. She looks at the Power Up/Change Table and finds
original skill. Also, Anti-X affinity Media listed as the post power-up skill under Dia. She loses
skills may only be Dia and learns Media in its place.
chosen for
SKILL CHANGE
When changing skills, first select one skill you've learned that
can be powered up or changed. Then, find the Power Up/Change
Table and make a percentile roll. Look for the skill of the same
grade in the row you rolled that is NOT the post power-up skill,
and learn that skill. Afterward, the original skill you chose is lost.

If the percentile roll has you learn an affinity change skill, roll a
1d10 on the Random Affinity Table to see which affinity that skill
applies to. If the result of the roll is blank (it's marked with an
"x") or you don't have the right inheritance
traits for it, then your change attempt
is unsuccessful. You may try to change
skills again at your next level up. Lastly,
if the skill you would change to is one you already
have, then your change attempt is unsuccessful.

Example 1: Pixie has leveled up again to level


8, and now wants to change her Zio skill. She
makes a percentile roll, and rolls 97. That
means the Affinity Change Group of skills, but
sadly, there's an "x" listed for its Grade 1 skills
(as Zio is a Grade 1). Her attempt to change is
unsuccessful this time.

Example 2: After hitting level 9, Pixie makes


another attempt to change her skill. The percentile
roll this time lands on 47. The Grade 1 skill for
that group is Patra, so she loses Zio and
instead gains Patra.

090
GIFT TABLE A / HUMAN GIFT TABLE B / HUMAN
% Roll Item % Roll Item
01-05 Dis-Poison 01-05 Bead Chain
06-10 Dis-Para 06-10 Chakra Pot
11-15 Dis-Charm 11-15 Soma
16-20 Dis-Mute 16-20 Megido Rock
21-25 Wagtail Plume 21-25 Sapphire
26-30 Float Ball 26-30 Jade
31-35 Light Ball 31-35 Opal
36-40 Repulse Bell 36-40 Amethyst
41-45 Attract Pipe 41-45 Ruby
46-50 Smoke Ball 46-50 ST Incense
51-55 Tetraja Rock 51-55 MA Incense
56-60 Dekaja Rock 56-60 VI Incense
61-65 Chakra Drop 61-65 AG Incense
66-70 Bead 66-70 LU Incense
71-75 Mahama Rock 71-75 Great Chakra
76-80 Mamudo Rock 76-80 Megidola Rock
81-85 Soma Droplet 81-85 Pearl
86-90 Magic Mirror 86-90 Emerald
91-95 Attack Mirror 91-95 Diamond
96-00 Roll once on Gift B Table 96-00 Agate

RANDOM AFFINITY TABLE


d10 Affinity
1 Phys
2 Fire
3 Ice
4 Elec
5 Force
6 Light
7 Dark
8 Ruin
9 Nerve
0 Mind

091
MAGATAMA RAMPAGE TABLE
Magatama d10 Effect Magatama d10 Effect
1-9 Fully recover HP & MP 1-8 Fully recover HP & MP
Marogareh
10 Increase Strength by 1 Geis All allies fully recover HP
9-10
1-9 Fully recover HP & MP & MP
Wadatsumi
10 Increase Magic by 1 1-3 Fully recover HP & MP
1-8 Fully recover HP & MP All allies fully recover HP
4-6
Ankh Djed & MP
All allies fully recover HP
9-10 7-8 You become Cursed
& MP
All allies fully recover HP 9-10 You become Stunned
1-5
& MP 1-5 Fully recover HP & MP
Iyomante
6-9 You become Poisoned Muspell 6-9 You become Cursed
10 Increase Agility by 1 10 Increase Magic by 1
1-9 Fully recover HP & MP 1-9 Fully recover HP & MP
Shiranui Gehenna
10 Increase Luck by 1 10 Increase Vitality by 1
All allies fully recover HP 1-9 Fully recover HP & MP
1-5 Kamurogi
Hifumi & MP 10 Increase Strength by 1
6-10 You become Stunned All allies fully recover HP
1-3
1-9 Fully recover HP & MP & MP
Kamudo
10 Increase Strength by 1 Satan 4-6 You become Cursed
All allies fully recover HP 7-8 You become Stunned
1-4
& MP 9-10 You become Poisoned
Narukami
5-9 You become Stunned 1-9 Fully recover HP & MP
10 Increase Vitality by 1 Adama
10 Increase Agility by 1
All allies fully recover HP All allies fully recover HP
1-5 1-3
Anathema & MP & MP
Vimana
6-10 You become Cursed 4-10 You become Stunned
1-5 Fully recover HP & MP 1-9 Fully recover HP & MP
Miasma 6-9 You become Stunned Gundari
10 Increase Agility by 1
10 Increase Vitality by 1 1-3 Fully recover HP & MP
1-8 Fully recover HP & MP All allies fully recover HP
Nirvana Sophia 4-8
All allies fully recover HP & MP
9-10
& MP 9-10 Nothing happens
1-5 Fully recover HP & MP 1-9 Fully recover HP & MP
Gaea
10 Increase Strength by 1
Murakumo 6-9 You become Cursed All allies fully recover HP
1-3
Kailash & MP
10 Increase Agility by 1
4-10 You become Cursed

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POWER UP/EVOLVE TABLE
% Roll Group Grade 1 Grade 2 Grade 3
01-05 Group Agi Agilao Agidyne
Post Power-Up Skill Maragi Maragion Maragidyne
06-10 Agi Bufu Group Bufu Bufula Bufudyne
Post Power-Up Skill Mabufu Mabufula Mabufudyne
11-15 Zio Group Zio Zionga Ziodyne
Post Power-Up Skill Mazio Mazionga Maziodyne
16-20 Zan Group Zan Zanma Zandyne
Post Power-Up Skill Mazan Mazanma Mazandyne
21-25 Megido Group x Megido Megidola
Post Power-Up Skill x Megidola Megidolaon
26-30 Hama Group x Hama Hamaon
Post Power-Up Skill x Mahama Mahamaon
31-35 Mudo Group x Mudo Mudoon
Post Power-Up Skill x Mamudo Mamudoon
36-40 Makajam Group x Makajam x
Post Power-Up Skill x Makajamaon x
41-45 Dia Group Dia Diarama Diarahan
Post Power-Up Skill Media Mediarama Mediarahan
46-50 Patra Group Patra x x
Post Power-Up Skill Me Patra x x
51-55 Recarm Group x x Recarm
Post Power-Up Skill x x Samarecarm
56-60 Gaze Group x Mute Gaze Stone Gaze
Post Power-Up Skill x Stone Gaze Evil Gaze
61-65 Lunge Group Lunge Berserk Tempest
Post Power-Up Skill Berserk Tempest Hades Blast
66-70 Spike Group Needle Rush Toxic Sting Stun Needle
Post Power-Up Skill Toxic Sting Stun Needle Arid Needle
71-75 Fang Group Feral Bite Venom Bite Stun Bite
Post Power-Up Skill Venom Bite Stun Bite Stone Bite
76-80 Claw Group Feral Claw Venom Claw x
Post Power-Up Skill Venom Claw Stun Claw x
81-85 Life Group Life Bonus Life Gain x
Post Power-Up Skill Life Gain Life Surge x
86-90 Mana Group Mana Bonus Mana Gain x
Post Power-Up Skill Mana Gain Mana Surge x
91-95 Counter Group x Counter Retaliate
Post Power-Up Skill x Retaliate Avenge
96-00 Affinity Change Group x Anti-(Affinity) (Affinity) Null
Post Power-Up Skill x (Affinity) Null (Affinity) Drain
093
CHAPTER FOUR

SKILLS EXPLANATIONS
WHAT IS A SKILL?
Tokyo Conception PCs can learn skills. Skills are divided into five
major types: Spells, Magical Attacks, Physical Attacks, Passives,
and Talk skills.

SPELLS
Magic skills that are traditionally found throughout the Shin
Megami Tensei series. They cost MP to use, and they use the
Magic stat for checks. When determining damage, use magical
power.

MAGICAL ATTACKS
Attack skills that behave like variations on spells. They cost MP
to use, and they use the Magic stat for checks. These skills, as
well as spells, are both referred to as "magic." When determining
damage, use magical power.

PHYSICAL ATTACKS
Attack skills that expand on the myriad variations
of physical strikes. They use the Strength
stat for checks. Because they cost HP to
use, overuse of them can result in death.
These skills, as well as basic strikes, are both
referred to as "strikes." When determining
damage, use physical power.

PASSIVES
Once learned, the effect of these skills is always active.
Included in this type of skill are "limited skills" which only
produce an effect once per session.

TALK
Skills used when negotiating with demons. They apply modifiers
to the TN of Negotiation checks. They may also be used when
gathering info. Each has an "impress type" they're particularly
effective against, and an "offend type" they will fail against.

095
SPECIAL SKILLS basic strike. This basic strike must target the one who made the
physical attack against you. Moreover, you may only make a basic
strike. Even if you have the Attack All skill, it may not be applied to
Certain skills have different effects than others of their type. this counterattack.

AREA OF EFFECT (AOE) SKILLS Also, counterattacking is not mandatory. These skills only grant
the opportunity to attack. Should your target have Tetrakarn up,
AoE skills affect all enemies, and so their damage is applied to all
for example, you may decline to counterattack.
affected enemies.

AUTO BOSS SKILLS


Certain skills are exclusively used by boss enemies. Demons who
Meaning "Auto-Success," these skills automatically succeed just
do not meet that requirement cannot use these skills or inherit
by using them. They cannot be critical or fumble. Even when the
them. Further, certain boss-only skills should only be used once
TN for an auto skill would exceed 100%, they cannot be used for
per round.
multi-actions.
For example, the skill exclusively used by the Fallen Forneus, Icy
LIMITED SKILLS Death, is an Ice element skill with 0 MP cost, but even as a boss
Some skills, such as the once-per-scenario Fortune, and the taking two actions per round, he may not use Icy Death twice
once-per-combat Endure, have "use limits"—restrictions on the back to back. Similarly, using Dragon Eye in succession to gain
number of times they can be used. Players with these skills are unlimited actions just wouldn't be fair.
responsible for keeping track of when to use such skills, and how
many uses they have remaining. PRESS SKILLS
Beast Eye and Dragon Eye are skills that can increase how many
BUFF & DEBUFF SKILLS actions one can take per turn. They cost one action to apply.
Two types of skills differ from all others: buff skills, such as Beast Eye spends one action to grant two actions, effectively
Tarukaja, and debuff skills, such as Tarunda. granting one additional action. Dragon Eye takes one action to
grant four actions, effectively granting three additional actions.
First off, the stat changes these skills provide are always
determined by a roll of 1d10, and base magical power is never
added. Moreover, even if you roll a 10 on this d10, you cannot
explode it.

Second, the same effect may only stack up to four times. For
example, if Tarukaja was cast on you four times, then barring
having the effect dispelled somehow, you could not benefit from
any further casts. Also, skills that produce similar effects, such as
Fog Breath, count towards this limit. For example, if you are hit
with Fog Breath twice, then Sukunda, which has the same effect,
can only be applied to you twice more.

COUNTERATTACK SKILLS
Counter, Retaliate, and Avenge have a 50% chance, upon taking
a Phys element attack, to grant one free opportunity to make a

096
THE SKILL LIST
Spell Skills Skills representing arcane power. They cost MP, and use Magic for checks.

Agi Group Spells that deal Fire Damage

Name MP Potency Element Effect Note


Agi 3 15 Fire Deal Fire damage to 1 target.
Agilao 6 40 Fire Deal Fire damage to 1 target.
Agidyne 10 80 Fire Deal Fire damage to 1 target.
Maragi 8 10 Fire Deal Fire damage to all targets.

Maragion 15 30 Fire Deal Fire damage to all targets.

Maragidyne 25 75 Fire Deal Fire damage to all targets.

Bufu Group Spells that deal Ice damage; may inflict Freeze on targets

Name MP Potency Element Effect Note


Deal Ice damage to 1 target; 20% chance to
Bufu 3 10 Ice inflict Freeze.
Deal Ice damage to 1 target; 20% chance to
Bufula 6 30 Ice inflict Freeze.
Deal Ice damage to 1 target; 20% chance to
Bufudyne 10 60 Ice inflict Freeze.
Deal Ice damage to all targets; 10% chance to
Mabufu 8 5 Ice inflict Freeze.
Deal Ice damage to all targets; 10% chance to
Mabufula 15 20 Ice inflict Freeze.
Deal Ice damage to all targets; 10% chance to
Mabufudyne 25 70 Ice
inflict Freeze.

ATTACKING WITH SKILLS deal damage. On the other hand, Tentarafoo will deal damage to
enemies on top of having a 20% chance to inflict Panic.
Skills that inflict damage and ailments on a target are all skills
that "make attacks." That means that their targets can avoid those Skills that say they "Drain HP/MP" will inflict damage equal to the
skills' effects by succeeding at a dodge check. When successful, total Power (skill potency + base power + power roll), and then
the target takes none of the skill's effects whatsoever. heal the user's HP or MP in proportion to the amount of HP or MP
the target lost. If fate points or resistance makes it so these skills
Skills that inflict damage to a target will explicitly say something do no damage, then they also don't heal anything, either. Affinity
to the effect of, "Deals damage" or "Drains HP/MP." If a skill does and resistance don't have any effect on the amount that the user
not say that, then it does not deal damage at all. For example, recovers.
the skill Marin Karin has a 40% to inflict Charmed but does not

097
Example: Preta uses Deathtouch, and the attack succeeds. The total Power ends up being 15. Because his target has 6 magical
resistance, Preta successfully deals 9 points of damage to the target's HP. In turn, Preta heals 9 HP, equal to the final damage that
was inflicted.

Zio Group Spells that deal Elec damage; may inflict Shock on targets

Name MP Potency Element Effect Note


Deal Elec damage to 1 target; 20% chance to
Zio 3 10 Elec
inflict Shock.
Deal Elec damage to 1 target; 20% chance to
Zionga 6 30 Elec
inflict Shock.
Deal Elec damage to 1 target; 20% chance to
Ziodyne 10 60 Elec
inflict Shock.
Deal Elec damage to all targets; 10% chance
Mazio 8 5 Elec
to inflict Shock.
Deal Elec damage to all targets; 10% chance
Mazionga 15 20 Elec
to inflict Shock.
Deal Elec damage to all targets; 10% chance
Maziodyne 25 70 Elec
to inflict Shock.

Zan Group Spells that deal Force damage; may instantly kill Stoned targets

Name MP Potency Element Effect Note


Deal Force damage to 1 target; 50% chance to
Zan 3 10 Force
Instant Kill a Stoned target.
Deal Force damage to 1 target; 50% chance to
Zanma 6 30 Force
Instant Kill a Stoned target.
Deal Force damage to 1 target; 50% chance to
Zandyne 10 60 Force
Instant Kill a Stoned target.
Deal Force damage to all targets; 30% chance
Mazan 8 5 Force
to Instant Kill Stoned targets.
Deal Force damage to all targets; 30% chance
Mazanma 15 20 Force
to Instant Kill Stoned targets.
Deal Force damage to all targets; 30% chance
Mazandyne 25 70 Force
to Instant Kill Stoned targets.

Megido Group Spells that deal Almighty damage

Name MP Potency Element Effect Note


Megido 30 30 Almighty Deal Almighty damage to all targets.
Megidola 40 60 Almighty Deal Almighty damage to all targets.
Megidolaon 50 90 Almighty Deal Almighty damage to all targets.

098
Hama Group Attacks with Light, giving a chance to instantly kill targets

Name MP Potency Element Effect Note


Attack 1 target with Light; 40% chance to
Hama 6 - Light
Instant Kill.
Attack 1 target with Light; 60% chance to
Hamaon 10 - Light
Instant Kill.
Attack all targets with Light; 20% chance to
Mahama 15 - Light
Instant Kill.
Attack all targets with Light; 30% chance to
Mahamaon 25 - Light
Instant Kill.

Mudo Group Attacks with Dark, giving a chance to instantly kill targets

Name MP Potency Element Effect Note


Attack 1 target with Dark; 40% chance to
Mudo 6 - Dark
Instant Kill.
Attack 1 target with Dark; 60% chance to
Mudoon 10 - Dark
Instant Kill.
Attack all targets with Dark; 20% chance to
Mamudo 15 - Dark
Instant Kill.
Attack all targets with Dark; 30% chance to
Mamudoon 25 - Dark
Instant Kill.

Mind Group Influence the target's mind, with a chance to inflict ailments

Name MP Potency Element Effect Note


Attack 1 target with Mind; 60% chance to
Pulinpa 5 - Mind
inflict Panic.
Attack all targets with Mind; 30% chance to
Dormina 9 - Mind
inflict Sleep.
Attack 1 target with Mind; 40% chance to
Marin Karin 8 - Mind
inflict Charm.
Deal Mind damage to all targets; 20% chance
Tentarafoo 15 50 Mind
to inflict Panic.

Nerve Group Influence the target's nerves, with a chance to Restrain them

Name MP Potency Element Effect Note


Attack 1 target with Nerve; 65% chance to
Shibaboo 5 - Nerve
Restrain.

099
Healing Group Recovery magic that restores the target's HP; checks auto-succeed

Name MP Potency Element Effect Note


Dia 3 10 Healing 1 target recovers HP equal to total Power. Auto
Diarama 7 30 Healing 1 target recovers HP equal to total Power. Auto
Diarahan 15 - Healing 1 target recovers all HP. Auto
Media 12 5 Healing All allies recover HP equal to total Power. Auto
Mediarama 20 25 Healing All allies recover HP equal to total Power. Auto
Mediarahan 35 - Healing All allies recover all HP. Auto

Remedy Group Purges ailments from targets; checks auto-succeed

Name MP Potency Element Effect Note


Remove Restrain, Sleep, and Panic from 1
Patra 5 - Healing Auto
target.
Remove Restrain, Sleep, and Panic from all
Me Patra 12 - Healing Auto
targets.
Mutudi 5 - Healing Remove Mute from 1 target. Auto
Posumudi 5 - Healing Remove Poison from 1 target. Auto
Paraladi 5 - Healing Remove Stun from 1 target. Auto
Petradi 5 - Healing Remove Stone from 1 target. Auto
Revive 1 target; target recovers HP equal to
Recarm 20 10 Healing Auto
total Power.
Samarecarm 35 - Healing Revive 1 target; target recovers all HP. Auto
All allies recover all HP and MP. After, user
Recarmdra - - Healing Auto
loses all HP and dies.

Debuff Group Lowers the stats of all enemies; checks auto-succeed

Name MP Potency Element Effect Note


All enemies reduce both their physical and
Tarunda 20 - Support magical power by 1d10; stacks up to 4 times.
Auto

All enemies reduce their hit rate and dodge


Sukunda 12 - Support rate by 1d10; stacks up to 4 times.
Auto

All enemies reduce their resistances by 1d10;


Rakunda 12 - Support stacks up to 4 times.
Auto

Remove the effect of all "-nda" debuff spells


Dekunda 10 - Support from all allies.
Auto

100
Buff Group Improves the stats of all allies; checks auto-succeed

Name MP Potency Element Effect Note


All allies improve their physical power by 1d10;
Tarukaja 12 - Support stacks up to 4 times.
Auto

All allies improve their hit rate and dodge rate


Sukukaja 12 - Support by 1d10; stacks up to 4 times.
Auto

All allies improve their resistances by 1d10;


Rakukaja 12 - Support stacks up to 4 times.
Auto

All allies improve their magical power by 1d10;


Makakaja 12 - Support stacks up to 4 times.
Auto

Remove the effect of all "-kaja" buff spells from


Dekaja 10 - Support all enemies.
Auto

Support Group Spells with miscellaneous, supportive effects

Name MP Potency Element Effect Note


Makatora 10 - Support 1 ally recovers 10 MP. Auto
All allies gain Null Light and Null Dark.
Tetraja 15 - Support However, after this effect nullifies one attack Auto
for an ally, they return to their normal affinity.
Until the end of the next round, all allies Repel
Makarakarn 45 - Support Auto
Magic.
Until the end of the next round, all allies Repel
Tetrakarn 45 - Support Auto
Phys.
Escapes from combat. Cannot be used during
Trafuri 25 - Unique Auto
a boss fight.
Until the next New phase, demons of a level
Estoma 40 - Unique lower than the user will not appear. Does not Auto
affect bosses.
Until the next New phase, doubles the random
Riberama 8 - Unique Auto
encounter rate.
Until the next New phase, damage zones have
Liftoma 12 - Unique Auto
no effect.
Until the next New phase, dark zones have no
Lightoma 10 - Unique Auto
effect.

101
Magical Attack Skills Attack skills that behave like variations on spells. Cost MP to use, and use Magic for checks

Info Group Magical skill that allows for the gathering of information

Name MP Potency Element Effect Note


Make a power roll, adding the user's level to
the roll. If this roll is equal to or higher than
the target demon's level, learn all info in their
statblock. This skill cannot be used on Bosses.
Analyze 0 - Almighty Auto
No check is necessary during combat. Out of
combat, this skill can be used to gather info.
Make a check in that case. If successful, learn
about the demon in question.

Fire Group Attacks that deal Fire damage

Name MP Potency Element Effect Note


Hellfire 18 30 Fire Deals Fire damage to all targets.
Prominence 30 80 Fire Deals Fire damage to all targets.
Ragnarok 30 120 Fire Deals Fire damage to all targets. Surt Only

Ice Group Attacks that deal Ice damage; may inflict Freeze on targets

Name MP Potency Element Effect Note


Deal Ice damage to all targets; 10% chance to
Glacial Blast 25 65 Ice inflict Freeze.
Deal Ice damage to all targets; 10% chance to
Icy Death 0 20 Ice inflict Freeze.
Forneus Only

Elec Group Attacks that deal Elec damage; may inflict Shock on targets

Name MP Potency Element Effect Note


Deal Elec damage to all targets; 10% chance
Shock 9 5 Elec to inflict Shock.
Deal Elec damage to all targets; 10% chance
Bolt Storm 25 65 Elec to inflict Shock.

Force Group Attacks that deal Force damage; may instantly kill Stoned targets

Name MP Potency Element Effect Note


Deal Force damage to all targets; 30% chance
Tornado 25 65 Force to Instant Kill a Stoned target.
Deal Force damage to 1 target; 30% chance to
Wind Cutter 13 60 Force Instant Kill a Stoned target.
Deal Force damage to all targets; 30% chance
Wet Wind 30 120 Force to Instant Kill a Stoned target.
Pazuzu Only

102
Almighty Group Attacks that deal Almighty damage

Name MP Potency Element Effect Note


Deathtouch 5 10 Almighty Drain HP from 1 target, and caster recovers HP.
Drain MP from 1 target, and caster recovers
Mana Drain 2 0 Almighty
MP.
Drain HP from 1 target, and the caster recovers
Life Drain 10 30 Almighty HP. Then, drains an equal amount of MP from
the same target, and the caster recovers MP.
Sol Niger 0 - Almighty All targets are reduced to 1 HP. Aciel Only
60% chance to inflict ailment to all targets.
God's Curse 0 - Almighty Roll 1d10: 1-2: Charm; 3-4: Panic; 5-6: Sleep; Samael Only
7-8: Restrain; 9-10: Stun.
May only target those who have not heeded
Hell's Call 0 - Almighty the Tyrant's words. 70% chance to Instant Kill 1 Ahriman Only
target. May not be used for multi-actions.
Apocalypse 0 68 Almighty Deal Almighty damage to all targets. Ahriman Only
Vast Light 0 50 Almighty Deal Almighty damage to all targets. Kagutsuchi Only
Infinite Light 0 100 Almighty Deal Almighty damage to all targets. Kagutsuchi Only

Light Group Attacks with Light, dealing damage or reducing HP directly

Name MP Potency Element Effect Note


Attacks all targets with Light; targets hit are
Thunderclap 12 - Light reduced to half their current HP. Fate points
cannot reduce this amount.
Attacks all targets with Light; targets hit are
Holy Wrath 36 - Light reduced to 20% of their current HP. Fate points Amaterasu Only
cannot reduce this amount.
Attacks 1 target with Light; if hit, the target is
Godly Light 10 - Light reduced to 20% of their current HP. Fate points Amaterasu Only
cannot reduce this amount.
Violent Flash 10 50 Light Deal Light damage to 1 target.

Radiance 30 50 Light Deal Light damage to all targets.

Starlight 22 35 Light Deal Light damage to all targets. Kurama Tengu Only

Dark Group Attacks with Dark, reducing HP directly, or inflicting various effects

Name MP Potency Element Effect Note


Attack 1 target with Dark; 70% chance to
Hell Gaze 10 - Dark
Instant Kill.
Attack 1 target with Dark; if hit, the target is
Evil Gaze 8 - Dark reduced to 1 HP. Fate points cannot reduce
this amount.
Attack 1 target with Dark; 50% chance to
Stone Gaze 6 - Dark
inflict Stone.
Attack 1 target with Dark; 40% chance to
Mute Gaze 5 - Dark
inflict Mute.

103
Ruin Group Attacks that deal Ruin damage; may inflict Mute on targets

Name MP Potency Element Effect Note


Deal Ruin damage to all targets; 10% chance
Dismal Tune 30 50 Ruin
to inflict Mute.
Attack 1 target with Ruin; drains HP & MP
Domination 0 0 Ruin equal to total Power, and Noah recovers the Noah Only
same amount of HP & MP.
Attack 1 target with Ruin; 60% chance to inflict
Bael's Curse 0 - Ruin Bael Only
Fly; target becomes Weak to Phys.

Mind Group Attacks with Mind; may inflict ailments on targets

Name MP Potency Element Effect Note


Attack 1 target with Mind; 70% chance to
Lullaby 6 - Mind
inflict Sleep.
Attack all targets with Mind; Instant Kill all
Eternal Rest 16 - Mind
Sleeping targets.
Attack 1 target with Mind; 50% chance to
Sexy Gaze 5 - Mind
inflict Charm.
Attack all targets with Mind; 40% chance to
Allure 13 - Mind
inflict Charm.
Attack all targets with Mind; 20% chance to
Sonic Wave 9 - Mind
inflict Panic.
Attack all targets with Mind; 30% chance to
Panic Voice 8 - Mind
inflict Panic.
Attack all targets with Mind; 50% chance to
Intoxicate 15 - Mind Mada Only
inflict Panic.
Attack all targets with Mind; 60% chance to
Wild Dance 18 - Mind Fiends Only
inflict Panic.
Attack all targets with Mind; 20% chance to
Mirage 0 30 Mind Mizuchi Only
inflict Panic.

Nerve Group Attacks with Nerve; may inflict ailments on targets

Name MP Potency Element Effect Note


Attack 1 target with Nerve; 40% chance to
Stun Gaze 5 - Nerve
inflict Stun.
Deal Nerve damage to all targets; 20% chance
Binding Cry 14 5 Nerve
to inflict Restrain.

Healing Group Heals the target's HP and removes ailments from them

Name MP Potency Element Effect Note


All allies recover all HP, and they remove all
Prayer 50 - Healing Auto
ailments other than Fly.

104
Debuff Group Lowers the stats of enemies; count against limits for debuff spells

Name MP Potency Element Effect Note


All enemies reduce both their physical and
War Cry 40 0 Support Auto
magical power by 1d10; stacks up to 4 times.
All enemies reduce their resistances by 1d10
Provoke 20 0 Support and also increase both their physical and Auto
magical power by the same amount.
All enemies reduce their physical power,
Debilitate 48 0 Support magical power, hit rate, physical resist, and Auto
magical resist by 1d10; stacks up to 4 times.

Support Group Skills that enhance character actions

Name MP Potency Element Effect Note


The caster doubles the total power of their
Focus 5 - Unique next basic strike or physical attack. The check Auto
for this auto-succeeds.
Gain two actions this round; this check auto-
Beast Eye 0 - Unique Boss LV10+
succeeds.
Gain four actions this round; this check auto-
Dragon Eye 0 - Unique Boss LV30+
succeeds.
All surviving Specters fuse into one huge
Specter. Add together HP and MP; for each
Foul Union 0 - Unique Amala Specters Only
Specter fused, increase Power and TNs by 10.
This check auto-succeeds.
Create three copies of the caster. The most
Replicate 0 - Unique that can be maintained at any time is 3. This Ongyo-Ki Only
check auto-succeeds.
Create four Zoas. Cannot be used if even one
Conjuration 0 - Unique Albion Only
Zoa remains. This check auto-succeeds.
Changes the user's affinities. Start at Repel All
but Ice, Weak Ice. At next skill use, change to
Aurora 0 - Unique Repel All but Fire, Weak Fire, then after that Noah Only
Force, then Elec, then returning to Ice. This
check auto-succeeds.
Summons demons Ose Hallel and Flauros
Divine Will 0 - Unique Hallel. Limited 1/combat. This check auto- Baal Only
succeeds.
Kagutsuchi advances one Phase. This check
Phase Shift 0 - Unique Kagutsuchi Only
auto-succeeds.
Summons demons of the same type, adding
Gather 0 - Unique Enemy Only
them to the combat.
Summons a demon of the same type, adding
Night Howls 0 - Unique Enemy Only
them to the combat.
Summons a demon of the same type, adding
Wild Laughter 0 - Unique Enemy Only
them to the combat.

105
Human-only skills that may only be used with human-exclusive firearms; use Agility
Gun Group
for checks
Name MP Potency Element Effect Note
Double Tap 8 - Phys In place of a normal action, shoot twice.
Make an attack with a firearm using Agility.
Pinhole 10 - Phys Your target treats their resistance and dodge
rate as being halved for this attack.

Attack skills that expand on the myriad variations of physical strikes. Use Strength for
Physical Attack Skills checks; as they cost HP, overuse can result in death

Breath Group Attacks that project some substance at all enemies; Wing Buffet requires having wings

Name HP Potency Element Effect Note


Fire Breath 9 10 Fire Deal Fire damage to all enemies.
Deal Ice damage to all enemies; 10% chance
Ice Breath 9 5 Ice to inflict Freeze.
Deal Ruin damage to all enemies; 20% chance
Toxic Cloud 8 5 Ruin to inflict Poison.
Deal Force damage to all enemies; 30%
Wing Buffet 9 5 Force chance to Instant Kill Stoned targets.

Debuff Group Lowers stats of enemies; counts against limits for debuff spells

Name HP Potency Element Effect Note


Reduce the dodge rate and hit rate for all
Fog Breath 30 - Support Auto
enemies by 1d10; stacks up to 4 times.

Lunge Group Attacks that deal Phys damage, making use of one's own body

Name HP Potency Element Effect Note


Lunge 10 10 Phys Deal Phys damage to 1 enemy.
Hell Thrust 20 25 Phys Deal Phys damage to 1 enemy.
Berserk 15 10 Phys Deal Phys damage to all enemies.
Tempest 25 30 Phys Deal Phys damage to all enemies.

Hades Blast 33 50 Phys Deal Phys damage to all enemies.

106
Weapon Group Weapon attacks that deal Phys damage; some may inflict ailments

Name HP Potency Element Effect Note


Heat Wave 13 22 Phys Deal Phys damage to all enemies.
Deal Phys damage to all enemies; 20%
Blight 33 43 Phys
chance to inflict Poison.
Brutal Slash 13 38 Phys Deal Phys damage to 1 enemy.
Hassohappa 33 57 Phys Deal Phys damage to all enemies.
Deal Phys damage to 1 enemy; 40% chance to
Dark Sword 20 46 Phys
inflict Mute.
Deal Phys damage to 1 enemy; 60% chance to
Stasis Blade 20 45 Phys
inflict Restrain.
Mighty Gust 13 33 Phys Deal Phys damage to 1 enemy.

Deathbound 25 45 Phys Deal Phys damage to all enemies.


Deal Phys damage to 1 enemy; 40% chance to
Guillotine 17 40 Phys
inflict Stun.
Deal Phys damage to all targets; 30% chance
Chaos Blade 33 43 Phys
to inflict Panic.

Spike Group Attacks that deal Phys damage using spikes; some may inflict ailments

Name HP Potency Element Effect Note


Needle Rush 10 21 Phys Deal Phys damage to 1 enemy.
Deal Phys damage to 1 enemy; 40% chance to
Stun Needle 7 10 Phys inflict Stun.
Deal Phys damage to 1 enemy; 40% chance to
Toxic Sting 7 10 Phys inflict Poison.
Deal Phys damage to 1 enemy; 50% chance to
Arid Needle 13 10 Phys inflict Stone.

Claw Group Attacks that deal Phys damage using claws; some may inflict ailments

Name HP Potency Element Effect Note


Feral Claw 6 10 Phys Deal Phys damage to 1 enemy.
Deal Phys damage to 1 enemy; 40% chance to
Venom Claw 17 21 Phys inflict Poison.
Deal Phys damage to 1 enemy; 40% chance to
Stun Claw 17 24 Phys inflict Stun.
Iron Claw 15 36 Phys Deal Phys damage to 1 enemy.

107
Fang Group Attacks that deal Phys damage using fangs; some may inflict ailments

Name HP Potency Element Effect Note


Feral Bite 13 24 Phys Deal Phys damage to 1 enemy.
Deal Phys damage to 1 enemy; 40% chance to
Venom Bite 17 21 Phys Amaterasu Only
inflict Poison.
Deal Phys damage to 1 enemy; 50% chance to
Charm Bite 17 21 Phys Amaterasu Only
inflict Charm.
Deal Phys damage to 1 enemy; 50% chance to
Stone Bite 20 24 Phys
inflict Stone.
Deal Phys damage to 1 enemy; 40% chance
Stun Bite 17 24 Phys
to Stun.
Hell Fang 15 36 Phys Deal Phys damage to 1 enemy. Kurama Tengu Only

Unique Skills Attacks that sacrifice your own life to deal damage

Name HP Potency Element Effect Note


In exchange for the caster dying, deal Phys
Last Resort All 24 Phys damage to all allies and all enemies.
In exchange for the caster dying, deal Phys
Sacrifice All 44 Phys damage to all enemies.
In exchange for the caster dying, deal Phys
Kamikaze All 78 Phys damage to 1 enemy.

Exclusive Skills Unique skills usable by only certain demons

Name HP Potency Element Effect Note


Earthquake 100 24 Phys Deal Phys damage to all enemies. Skadi Only
Foul Havoc 10 44 Phys Deal Phys damage to all enemies. Specter Only
Tentacle 10 78 Phys Deal Phys damage to all enemies. Ahriman Only

Fiend Skills Fiend-only skills, that can only be learned via magatama

Name HP Potency Element Effect Note


Divine Shot 13 30 Phys Deal Phys damage to 1 enemy. Fiends Only
Deal Phys damage to all enemies; 30%
Xeros Beat 40 18 Phys
chance to inflict Restrain.
Fiends Only
Magma Axis 15 28 Fire Deal Fire damage to 1 enemy. Fiends Only
Oni-Kagura 30 25 Phys Deal Phys damage to all enemies. Fiends Only
Deal Phys damage to all enemies. For this
Deadly Fury 33 20 Phys check only, treat critical rate as 20% of the TN. Fiends Only
Does not stack with Might.
Deal Phys damage to all enemies; 20%
Javelin Rain 40 21 Phys
chance to inflict Mute.
Fiends Only
Spiral Viper 20 42 Phys Deal Phys damage to 1 enemy. Fiends Only
Gaea Rage 33 27 Phys Deal Phys damage to all enemies. Fiends Only
Freikugel 17 45 Almighty Deal Almighty damage to 1 enemy. Fiends Only

108
Skills that, once learned, are always benefited from. Includes limited skills that are usable
Passive Skills
only 1/session.

Amplify Group Skills that increase the multiplicative bonus to HP or MP (Similar abilities do not stack)

Name Effect
Life Bonus Increase HP multiplier by 1.
Life Gain Increase HP multiplier by 2.
Life Surge Increase HP multiplier by 3.
Mana Bonus Increase MP multiplier by 1.

Mana Gain Increase MP multiplier by 2.

Mana Surge Increase MP multiplier by 3.

Affinity Changers Skills that change one's Affinities, granting resistances to various elements

Name Effect Name Effect

Anti-Phys Gain Strong against Phys attacks. Phys Drain Gain Drain against Phys attacks.

Anti-Fire Gain Strong against Fire attacks. Fire Drain Gain Drain against Fire attacks.

Anti-Ice Gain Strong against Ice attacks. Ice Drain Gain Drain against Ice attacks.

Anti-Elec Gain Strong against Elec attacks. Elec Drain Gain Drain against Elec attacks.

Anti-Force Gain Strong against Force attacks. Force Drain Gain Drain against Force attacks.

Anti-Light Gain Strong against Light attacks. Light Drain Gain Drain against Light attacks.

Anti-Dark Gain Strong against Dark attacks. Dark Drain Gain Drain against Dark attacks.

Anti-Ruin Gain Strong against Ruin attacks. Ruin Drain Gain Drain against Ruin attacks.

Anti-Nerve Gain Strong against Nerve attacks. Nerve Drain Gain Drain against Nerve attacks.

Anti-Mind Gain Strong against Mind attacks. Mind Drain Gain Drain against Mind attacks.

Null Phys Gain Null against Phys attacks. Phys Repel Gain Repel against Phys attacks.

Null Fire Gain Null against Fire attacks. Fire Repel Gain Repel against Fire attacks.

Null Ice Gain Null against Ice attacks. Ice Repel Gain Repel against Ice attacks.

Null Elec Gain Null against Elec attacks. Elec Repel Gain Repel against Elec attacks.

Null Force Gain Null against Force attacks. Force Repel Gain Repel against Force attacks.

Null Light Gain Null against Light attacks. Light Repel Gain Repel against Light attacks.

Null Dark Gain Null against Dark attacks. Dark Repel Gain Repel against Dark attacks.

Null Ruin Gain Null against Ruin attacks. Ruin Repel Gain Repel against Ruin attacks.

Null Nerve Gain Null against Nerve attacks. Nerve Repel Gain Repel against Nerve attacks.

Null Mind Gain Null against Mind attacks. Mind Repel Gain Repel against Mind attacks.

109
Attack Enhancers Skills that enhance the effect of attacks

Name Effect
Might When making basic strikes or using physical attack skills, critical hits happen at 20% (1/5th) of the TN.

Drain Attack When making a basic strike, recover HP equal to 25% of the damage dealt to the target.

Attack All Basic strikes always target all enemies. This effect does not apply to Counter, Retaliate, or Avenge.

Counter When hit with a Phys effect, 50% chance to make a basic strike as a counterattack.

Retaliate When hit with a Phys effect, 50% chance to make a basic strike as a counterattack. Damage dealt is doubled.

Avenge When hit with a Phys effect, 50% chance to make a basic strike as a counterattack. Damage dealt is tripled.

Fire Boost Multiply the power of Fire attacks by 1.5x (before power roll).

Ice Boost Multiply the power of Ice attacks by 1.5x (before power roll).

Elec Boost Multiply the power of Elec attacks by 1.5x (before power roll).

Force Boost Multiply the power of Force attacks by 1.5x (before power roll).

Powerful Spells When using a spell or magical attack skill, add 1d10 to the power roll.

Powerful Strikes When making a basic strike or physical attack skill, add 1d10 to the power roll.

Unique Skills Skills with miscellaneous effects

Name Effect
When hit with an attack from an enemy that would reduce you to 0 HP, instead survive the attack with 1 HP. 1/
Endure
combat only. No effect when Stoned.
Life Aid After combat ends, recover 20% of max HP.
Mana Aid After combat ends, recover 20% of max MP.
Victory Cry After combat ends, completely recover HP and MP.

Lucky Find After combat ends, make a Luck check to gain an item off the Item Acquisition table.

Mind's Eye When making an awareness check against an ambush, gain +20% to the TN.

Human Skills Skills with miscellaneous effects

Name Effect
Good Instincts When making a check (usually Luck) to notice things, gain +10% to the TN.
Sure Shot When Shooting, gain +10% to hit rate. Apply this bonus before multi-attacking.
Item Pro When using items, add 1d10 to the power roll.
Completely nullify the effects of an attack on you, 1/scenario only. May be learned multiple times, allowing you to
Luck Smiles
use it an additional time per scenario each.
Learn something useful, 1/scenario only. May be learned multiple times, allowing you to use it an additional time
Once a Snake
per scenario each.
Expert Dodge Gain +5% to the TN of dodge checks.

110
OMITTED SKILLS
In making the game of
Nocturne into a TRPG, certain
skills were omitted, to reduce the
need to strictly manage the phases
of Kagutsuchi.

BRIGHT MIGHT, DARK MIGHT


These skills only worked during the
Full and New phases respectively, but
this could potentially slow down the
game, and so they were omitted. Any
demons with these skills now have
Might instead.

DARK PLEDGE
A skill that worked only during a New
phase. Omitted for the same reason as
above.

LIFE REFILL, MANA REFILL


These skills would rely on Kagutsuchi's
phases, but keeping track of them would
slow play, so they were omitted.

WATCHFUL
As PC demons can't be "unsummoned"
to wait outside of the game, this skill was
omitted.

NPC ONLY SKILLS


The skills Gather, Night Howls, and Wild
Laughter are omitted from the demon statblocks
found on Pg. 126 and beyond. Instead, when
using NPC demons for battle, GMs should feel
free to give these skills to any Foul or Haunt
demon they end up using.

111
Skills used to negotiate with demons. All apply a modifier to Negotiation checks. Can be
Talk Skills used to gather info. The impress type represents effective approaches, and the offend type
represents bad ones.

Approach Group Skills that initiate negotiation; many can be used to gather info

Impress Type Offend Type


Name Mod Use
Speaker Subject Speaker Subject
Scout 20% Approach Adult Woman Child Woman
Begin negotiation with 1 enemy demon. When used to gather info, gains 1 demon's info.
Kidnap 20% Approach Youth/Adult Child Child Youth/Adult
Begin negotiation with 1 enemy demon. When used to gather info, gains 1 demon's info.
Seduce 20% Approach Female+Youth Male Male Male
Begin negotiation with 1 enemy demon. When used to gather info, gains 1 demon's info.
Brainwash 20% Approach Level higher than subject's
Begin negotiation with 1 enemy demon. When used to gather info, may force the demon to believe 1 false info.
Wooing 20% Approach Male+Youth Female Male Male
Begin negotiation with 1 enemy demon. If a demon using this skill has a higher level than their subject, add the following to impress types:
Female+Youth or Adult to Female+Child, and Female+Adult to Female+Youth.
Beseech 20% Approach
Begin negotiation with 1 enemy demon. If a demon using this skill has a lower level than their subject, there's a 65% chance to be treated as an
impress type, and 25% chance to be treated as an Offend type.
Soul Recruit 20% Approach Valkyrie Male
Begin negotiation with 1 enemy demon. May only be learned by Valkyrie.
Mischief 20% Approach Male Female
Begin negotiation with 1 enemy demon. May only be learned by Loki.
Death Pact 20% Approach
Begin negotiation with 1 enemy demon. May only be learned by Mitra. If demand is refused and the subject does not leave, then has a 65% chance
to inflict Stone on the subject. Counts as impress type to all demons that are capable of speech.
Jive Talk 20% Approach
Begin negotiation with 1 enemy demon. May approach Tyrant, Vile, Raptor, Wilder, Haunt, and Foul demons, which normally will not talk. When
used to gather info, may be used to gain info from Dark demons.
Female+Youth Male Child
Pester 20% Approach
Child Adult/Youth
Demand macca or items from 1 enemy demon.
Begging 20% Approach Level lower than subject's
Demand macca or items from 1 enemy demon.
Threaten 20% Appraoch Level higher than the subject's
Demand macca or items from 1 enemy demon.
Stone Hunt 20% Approach
Demand one "Rock" item or gem from 1 enemy demon.

112
Approach Group Skills that initiate negotiation; many can be used to gather info

Impress Type Offend Type


Name Mod Use
Speaker Subject Speaker Subject
Trade 20% Approach
Demand one item in exchange for another item from 1 enemy demon.
Loan 20% Approach
Demand macca from 1 enemy demon. 20% chance to instead be extorted for 25% of your held money.

Support Group Skills that support the talk efforts of others; may only be used once per talk attempt

Impress Type Offend Type


Name Mod Use
Speaker Subject Speaker Subject
Haggle 20% Support
When macca is demanded during a negotiation, reduce the amount demanded by half. May only be used once per talk attempt.
Arbitration 20% Support
When a subject would become angry during a talk attempt, smooth the subject's rage over and continue the conversation. May only be used once
per talk attempt.
Maiden's Plea 20% Support
When a subject would become angry during a talk attempt, smooth the subject's rage over and continue the conversation. May only be used once
per talk attempt. May only be learned by Kikuri-Hime. Negotiation checks made after this skill gain +20% TN.
Detain 20% Support
When a subject would leave a conversation for a reason other than anger, the subject is instead detained, and the negotiation continues. May only
be used once per talk attempt.
Connection 20% Support
May be used supportively when a speaker fails a Negotiation check. The user of this skill must be of the same clan as the subject. Treats
conversation as impress type.
Flatter 20% Support Level lower than the subject's
May be used supportively when a speaker fails a Negotiation check.
Persuade 20% Support
May be used supportively when a speaker fails a Negotiation check.
Level higher than the subject's
Intimidate 20% Support
Adult/Youth Child
May be used supportively when a speaker fails a Negotiation check.
Female+Youth/Adult Male
Nag 20% Support
Child Youth/Adult
May be used supportively when a speaker fails a Negotiation check.
Wine Party 20% Support Dionysus Kishin, Brute
May be used supportively when a speaker fails a Negotiation check. All following Negotiation checks gain +10% to TN.

113
ITEMS & GEAR
GEAR may be reloaded by spending one action (this is an auto-check).

After the Conception, humanity lost the majority of its GRENADES


conveniences and commodities. Not even the technology to make Grenade category weapons can be thrown, and are lost upon use.
such things survived. Equipment once synonymous with warfare, They use Agility like firearms do for their checks, and their power
such as firearms and bulletproof vests, now are infrequently is determined by adding Agility to the weapon's power. They
pulled from beneath the rubble of the old world–and even then, target all enemies.
the only people who know how to use those things are the
humans who have managed to survive.
CHANGING GEAR
"Gear" are items, only usable by humans, which raise various You may change what gear you have equipped by spending one
stats such as physical power and physical resistance. Humans action. However, as an exception, you may unequip all weapons
may also benefit from certain passive skills, just by equipping and return to being unarmed (and only unarmed) without an
a piece of gear. Which is to say, nothing happens if they simply action cost at any time during your turn.
possess the item, they must have it equipped as well.

Humans may equip one type of weapon and may equip as much ITEMS
armor as they like so long as the "Slot" does not overlap with
another piece of gear. Unless otherwise noted, stats from gear Items that are not gear may be used by spending one action,
are all added together. Fiends and demons cannot use gear at all, and then their effect is obtained automatically, with no check
and even if they strap it onto their bodies, nothing will happen. necessary. Fiends and humans can use items. Unless they have
certain abilities, demons are prohibited from using items. Items
may be used in multi-actions.
FIREARMS
Firearms rely on Agility. When making attacks with firearms,
make the accuracy check using Agility, and when calculating ATTACK ITEMS
their power, add together your Agility plus the firearm's modifier. Certain items, like a Mazan Stone, can be used to attack
Generally, firearms cannot be used to make physical attacks enemies. You make no hit check when doing so (auto-check),
(except for the Pinhole skill), so they cannot be used to convert but the target(s) may roll a dodge check as normal. Should it be
attacks to using Agility, and the firearm's power isn't added to necessary to know the item's power, utilize the using character's
skills. Magic stat. The skill "Item Pro" may add 1d10 to this power, but the
skill "Powerful Magic" or the "Boost" series of skills (Fire Boost,
Instead, when making a basic attack with a firearm, you may etc) cannot apply.
choose whether to make it unarmed or with the firearm (and in
the case of unarmed, the attack uses the normal unarmed stats).
TRADING ITEMS
Each attack or skill made using a firearm depletes the firearm's You may hand items over to other PCs. The one receiving the item
Ammo count by 1 (and when making a multi-action, Ammo is must spend one action for this to happen (which is an auto-
depleted per check made). Firearms may have up to their Ammo check).
count of ammunition loaded, and after making that many attacks,

114
THROWING ITEMS (OPTIONAL RULE) MAGATAMA VALUE TABLE
When it's necessary to speedily deliver an item, one can simply Purchase
toss it over. The one receiving the item must make an Agility Name Sale Price
Price
check, and if successful they gain the item without spending an Marogareh 2,000 1,000
action. However, if they fail the check, then they become unable
Wadatsumi 2,000 1,000
to act for the rest of the round, and the thrown item falls to the
ground. Anyone at all can then pick up the item by spending one Ankh 2,000 1,000
action. Iyomante 2,000 1,000
Shiranui 3,000 1,500

OBTAINING GEAR & ITEMS Hifumi


Narukami
4,000
4,000
2,000
2,000
Any item or gear on the list on the next page can be obtained by Kamudo 6,000 3,000
visiting the Junk Shop and paying in macca the amount listed as Nirvana 15,000 7,500
that item's "Purchase Price." Items that are not present on the list Gehenna 30,000 15,000
may only be obtained through combat, negotiating with demons, Kamurogi 45,000 22,500
or provided through the story somehow. The GM may decide to
Vimana 75,000 37,500
limit the availability of any item they desire, usually with a reason
like, "That item isn't in supply here" or "No one is selling that in Sophia 120,000 60,000
this town." Kailash 150,000 75,000

SELLING GEAR & ITEMS


Gear and items can be sold to the Junk Shop as well. When
RESTRICTED ITEMS
this happens, the seller gains an amount of macca equal to the
The Incense series of items, which raise certain stats, are
item's listed "Sale Price." GMs may limit their players selling off
certainly welcome items to get. However, they're but an item, and
items, usually with reasons such as, "They already have a lot of
yet yield an effect roughly equivalent to gaining a level. As such,
that item" or "They don't have the money to pay for something
these items should be very rare, and are therefore restricted from
that expensive." Items not found on the list may still be sold, and
being purchased.
generally are sold for whatever the GM determines is appropriate,
with half of the item's purchase price being a rough guideline.
Similarly, items of infinite use like the Chakra Elixir, Blessed Fan,
Soul-Return, and Spyglass all upset game balance, so should only
MAGATAMA appear in high level games.
Certain Magatama can occasionally be found for sale at the Junk
Shop. Whether or not a Magatama is for sale is entirely up to the
GM. In the World chapters, the shop list conforms to what is found
ORIGINAL ITEMS
in-game, but there are examples of shop lists with Magatama in
As this tabletop RPG allows for humans to be playable characters,
them.
something that wasn't included in the original game, there are
also original items in this game for them. GMs are free to restrict
the purchase or ability to obtain those original items as they see
fit.

115
FOUND ITEMS HUMAN RELIC TABLE
Human relics are rarely seen in the Vortex. Even a 1000 yen note
1d10 Item
was rare enough to belong as part of the Deity Loki's collection.
The GM may wish to incorporate certain relics of the old human 1 Paper money
world into their campaign and should take care of the ones they 2 A child's toy
do introduce so as not to throw the whole of the Vortex World 3 A book
into chaos. Preferably, these should be one-off rare items that are 4 A digital device
neither sold nor bought and are only found by sheer fortune.
5 Preserved foods, canned or "instant"
6 Fashion items, like jackets, hats, or shoes
Household items (things demons can't use,
7
like shoulder massagers or shoehorns, etc)
8 Special souvenir items
9 Weapons or armor
0 Collectible anime merch

ITEM PRICE LIST


Name Buy Sell Effect
Muscle Drink 400 200 Grants a random effect to one ally. Roll 1d10 on the Muscle Drink Effect table.
Medicine 100 50 One ally recovers 50 HP.
Life Stone - 50 One ally recovers 80 HP.
Bead - 250 One ally recovers all HP.
Bead Chain - 5,000 All allies recover all HP.
Chakra Drop 600 300 One ally recovers 40 MP.
Chakra Pot - 1,000 One ally recovers all MP.
Great Chakra - 7,000 All allies recover all MP.
Soma Droplet - 800 One ally recovers 80 HP and 40 MP.
Soma - 6,000 One ally recovers all HP and all MP.
Bead of Life - 10,000 All allies recover all HP and all MP.
Revival Bead 600 300 One dead ally is returned to life at 1 HP.
Balm of Rising - 1,200 One dead ally is returned to life at full HP.
Sacred Water 200 100 All allies recover from Restrain, Sleep, and Panic.
Dis-Poison 150 75 One ally recovers from Poison.
Dis-Stun 150 75 One ally recovers from Stun.
Dis-Charm 100 50 One ally recovers from Charm.
Dis-Mute 150 75 One ally recovers from Mute.
Dis-Stone 100 50 One ally recovers from Stone.
Maragi Rock 250 125 Deal Fire damage equal to base magical power + 10 to all enemies. Same effect as Maragi.
Deal Ice damage equal to base magical power + 5 to all enemies; 10% chance to inflict
Mabufu Rock 250 125
Freeze. Same effect as Mabufu.

116
ITEM PRICE LIST
Name Buy Sell Effect
Deal Elec damage equal to base magical power + 5 to all enemies; 10% chance to inflict
Mazio Rock 250 125
Stun. Same effect as Mazio.
Deal Force damage equal to base magical power + 5 to all enemies; 30% chance to
Mazan Rock 250 125
Instant Kill Stoned targets. Same effect as Mazan.
Mahama Rock 300 150 Attack all enemies with Light; 20% chance to Instant Kill. Same effect as Mahama.
Mamudo Rock 300 150 Attack all enemies with Dark; 20% chance to Instant Kill. Same effect as Mamudo.
Deal Almighty damage equal to base magical power + 30 to all enemies. Same effect as
Megido Rock - 400
Megido.
Deal Almighty damage equal to base magical power + 60 to all enemies. Same effect as
Megidola Rock - 600
Megidola.
Deal Ruin damage equal to base magical power + 10 to all enemies; 20% chance to inflict
Poison Arrow 300 150
Poison.
Wagtail Plume 400 200 Attack all enemies with Mind; 40% chance to inflict Charm.
Attack Mirror - 250 Until the end of the next round, all allies gain Phys Repel. Same effect as Tetrakarn.
Magic Mirror - 100 Until the end of the next round, all allies gain Magic Repel. Same effect as Makarakarn.
Attack all enemies with Almighty; reduce affected targets to 1 HP. The amount of HP lost
Pot of Death - 100
cannot be reduced with fate points. Cannot affect bosses.
Dekaja Rock - 200 All enemies lose all "-kaja" spell effects. Same effect as Dekaja.
All allies gain Null Light and Null Dark. After nullifying one attack, ally returns to normal
Tetraja Rock - 200
affinity. Same effect as Tetraja.
Until the next New phase, no demons with a level lower than the user may appear. Does
Repulse Bell - 200
not affect bosses. Same effect as Estoma.
Attract Pipe - 150 Until the next New phase, double the random encounter rate. Same effect as Riberama.
Float Ball 400 200 Until the next New phase, damage zones have no effect. Same effect as Liftoma.
Light Ball 600 300 Until the next New phase, dark zones have no effect. Same effect as Lightoma.
Smoke Ball - 450 Immediately escape from battle. Cannot be used in a boss battle. Same effect as Trafuri.
St Incense - 1,000 One ally increases their Strength by 1 and recovers all HP.
Ma Incense - 1,000 One ally increases their Magic by 1 and recovers all HP.
Vi Incense - 1,000 One ally increases their Vitality by 1 and recovers all HP.
Ag Incense - 1,000 One ally increases their Agility by 1 and recovers all HP.
Lu Incense - 1,000 One ally increases their Luck by 1 and recovers all HP.
Chakra Elixir - 50,000 All allies recover 40 MP. Item is not discarded upon use.
Blessed Fan - 50,000 Attack all enemies with Force; 20% chance to Instant Kill. Item is not discarded upon use.
Soul-Return - 100,000 One dead ally is returned to life at full HP. Item is not discarded upon use.
Learn one enemy's information (such as their HP, MP, and elemental affinities). Cannot be
Spyglass - 50,000
used on boss enemies. Item is not discarded upon use.

117
GEAR PRICE LIST
Gear Phys
Name Type Buy Sell Effect
Power Resist
Knife Weapon 20 10 A robustly made blade. 5 -
Katana Weapon 200 100 A single-edged blade with a beautiful edge pattern and curve. 10 -
A two-handed medieval blade pulled from some ruin or another. May not equip unless
Greatsword Weapon - 250 15 -
Strength is 20 or higher.
A true Japanese katana, crafted in the Edo period and certified as a true masterwork. It's
Katana
Weapon - 6,000 said that it chooses its own wielder and that once drawn, it will not return to its sheathe 35 -
(Masterwork)
until it tastes blood. May only be equipped by humans level 30 and above.
SIG-Sauer Weapon (Firearm) 300 150 A semi-automatic pistol made by the SIG Sauer company. Ammo Count 9. 16 -
Shotgun (Hunting) Weapon (Firearm) 200 100 A double barrel shotgun. May attack up to two targets with one action. Ammo Count 2. 8 -
H&K's best seller SMG. May attack all enemies with one action, but doing so spends 10
MP5 Weapon (Firearm) - 2,000 12 -
ammo. Ammo Count 30.
Bullets x10 Ammo 100 50 A set of 10 bullets for reloading. - -
Hand Grenade Weapon (Grenade) 50 25 Deals Phys damage to all enemies. 10 -
A hand grenade that uses thermite to burn enemies with extreme temps. Deals Fire
Incendiary Grenade Weapon (Grenade) 100 50 10 -
damage to all enemies.
Deals no damage, but instead allows you to escape from battle. Cannot be used on boss
Smoke Grenade Weapon (Grenade) - 100 - -
enemies.
A grenade that temporarily stuns enemies with light and sound. Attack all enemies with
Flash Grenade Weapon (Grenade) - 200 - -
Nerve; 20% chance to Restrain.
Helmet Head Armor 50 25 A common protector for the head. - 2
Tricorne Hat Head Armor - 500 A three-pointed hat, commonly seen on Jack-o'-Lantern. Grants 2 magic resistance. - 0
The hood that Jack Frost wears. Makes you feel a little "Hee-Ho" when worn. +10% when
Frost Hood Head Armor - 1,000 - 1
negotiating with Jack Frost.
Bulletproof Vest Body Armor 100 50 A type of protective vest that covers from the chest down. - 2
Manikin Clothes Body Armor 20 10 The clothes of a Manikin. +10% when negotiating with Manikin. - 0
Clothes that show you carry influence. May only be worn when you have 200 or
Leader's Robe Body Armor - - - 0
more influence points. Grants Null Light and Null Dark.
Combat Boots Leg Armor 75 37 Sturdy boots that offer support and protection for the ankles. - 2
A metal suit of armor worn over the whole body, akin to medieval times. You may -
Plate Mail Head/Body/Leg Armor - 5,000 12
not wear any other armor with this gear.

118
JUNK SHOP
MUSCLE DRINK EFFECT
There are junk shops all over the Vortex World, which buy and sell
1d10 Effect all kinds of items. Certain junk shops even sell Magatama. See the
1 Recover 50 HP Item Price List on Pg. 116 and the shop lists in the World chapter
2 Recover all HP on Pg. 237.
3 Recover 50 MP
4 Recover all MP GEM LIST
5 Recover 25 HP and 25 MP Gem Explanation
6 Recover all HP and all MP Diamond A beautiful gemstone, symbolizing pure love.
7 Sleep Pearl A beautiful gemstone, symbolizing chastity.
8 Stun Sapphire A beautiful gemstone, symbolizing charity.
9 Curse Emerald A beautiful gemstone, symbolizing marriage.
0 (No Effect) Ruby A beautiful gemstone, symbolizing passion.
Jade A beautiful gemstone, symbolizing fortune.

SHOPS Opal
Amethyst
A beautiful gemstone, symbolizing happiness.
A beautiful gemstone, symbolizing sincerity.
Even in the wasteland that is the Vortex World, non-human people Agate A beautiful gemstone, symbolizing truth.
who live here still have jobs to do. Below you'll find stores or other Turquoise A beautiful gemstone, symbolizing safety.
facilities that can be of help to you. Garnet A beautiful gemstone, symbolizing friendship.
Onyx A beautiful gemstone, symbolizing trust.
FOUNTAIN OF LIFE Coral A beautiful gemstone, symbolizing wisdom.
The Fountain of Life is tended to by a mysterious woman known Aquamarine A beautiful gemstone, symbolizing grace.
only as the Lady of the Fount. For a fee paid in macca, she can
heal HP and MP, remove ailments, or even revive the dead.
CATHEDRAL OF SHADOWS
At the Cathedral of Shadows awaits the Minister to the Demon
HP Recovery 1 macca per 1 HP healed Compendium, who can help you with all matters related to demon
MP Recovery 2 macca per 1 MP healed fusion and manifestation. Demon cards may be purchased here,
Revive from Death 400 macca as well, and nowhere else. Additionally, any learned skills may
Remove Curse 400 macca be recorded here, and relearned later, should those skills be
discarded at some point.
Remove any other ailment 100 macca

Demon Cards
HEAL SPOT Demon cards may be obtained by paying macca equal to the
There of course exist places other than the Fountain of Life that demon's level x 100, or the demon's level cubed (to the power of
allow one to heal their wounds. The GM may establish these "heal 3), whichever is higher.
spots" wherever they wish. In addition, the GM may specify these
heal spots to have only limited services, such as "reviving from Skill Recording
death and HP recovery only," or change the amount of money This is a service wherein currently-learned skills may be recorded
needed to access the service. and then relearned at a later time, when necessary. The cost at
the time of recording is 200 macca, and then when relearning the

119
skill, the cost is the character's level x 200 macca. A character
may only have one skill recorded at a time, and if they record RAG'S EXCHANGE LIST
a new skill, the old skill's record is lost. Moreover, you may not
Item Name Necessary Gems
learn someone else's recorded skill.
Bead Chain Aquamarine x3
Skill Recording: 200 macca Chakra Pot Sapphire x2
Skill Relearning: Character level x 200 macca Great Chakra Diamond x1
Soma Droplet Amethyst x1
Rag's Jewelry Balm of Rising Beryl x1
A jewelry store tended to by a mysterious entity known only as Megido Rock Ruby x1
Rag. Despite its name, this shop does not sell jewelry but rather Megidola Rock Ruby x2
takes gems in trade for items otherwise difficult to obtain, such Pot of Death Emerald x1, Coral x1
as items not sold at shops, Elements, and Mitama. When trading
Magic Mirror Opal x1, Onyx x1
for Elements or Mitama, the number of gems offered can change
that demon's level or known skills. Attack Mirror Opal x1, Turquoise x1
Dekaja Rock Garnet x1, Coral x1
Tetraja Rock Garnet x1, Aquamarine x1
Repulse Bell Garnet x1, Turquoise x1
Attract Pipe Coral x1, Turquoise x1
Smoke Ball Onyx x1, Aquamarine x1

ELEMENT EXCHANGE TABLE


Element LV St Ma Vi Ag Lu Skills Possessed Gems Needed
Flaemis 20 10 12 6 6 7 Maragi, Might Pearl x1, Coral x1
Flaemis 21 10 13 6 6 7 Maragi, Might, Makakaja Pearl x1, Garnet x1
Flaemis 21 11 12 6 6 7 Maragi, Might, Mabufu Pearl x1, Turquoise x1
Flaemis 22 11 13 6 6 7 Maragi, Might, Makakaja, Media Pearl x1, Onyx x1
Flaemis 22 11 12 6 6 8 Maragi, Might, Mabufu, Diarama Pearl x1, Aquamarine x1
Aquans 15 6 10 6 6 8 Sukukaja, Anti-Light Agate x1, Aquamarine x2
Aquans 16 6 10 6 6 9 Sukukaja, Anti-Light, Mabufu Agate x2, Aquamarine x2
Aquans 16 6 11 6 6 8 Sukukaja, Anti-Light, Null Ice Agate x2, Aquamarine x3
Aquans 17 6 11 6 6 9 Sukukaja, Anti-Light, Mabufu, Anti-Nerve Agate x3, Aquamarine x2
Aquans 17 7 11 6 6 8 Sukukaja, Anti-Light, Null Nerve, Null Mind Agate x3, Aquamarine x3
Aeros 11 5 8 6 8 5 Dia, Zio Agate x1, Turquoise x2
Aeros 12 5 8 6 9 5 Dia, Zio, Lullaby Agate x2, Turquoise x2
Aeros 12 6 8 6 8 5 Dia, Zio, Dormina Agate x2, Turquoise x3
Aeros 13 5 9 6 9 5 Dia, Zio, Lullaby, Marin Karin Agate x3, Turquoise x2
Aeros 13 6 8 6 8 6 Dia, Zio, Me Patra, Media Agate x3, Turquoise x3
Erthys 7 6 5 8 4 5 Zio, Patra Agate x1, Onyx x2
Erthys 8 5 5 9 5 5 Zio, Patra, Rakukaja Agate x2, Onyx x2
Erthys 8 5 5 10 4 5 Zio, Patra, Tarukaja Agate x2, Onyx x3
Erthys 9 5 5 10 5 5 Zio, Patra, Rakukaja, Anti-Ruin Agate x3, Onyx x2
Erthys 9 5 5 11 4 5 Zio, Patra, Tarukaja, Makakaja Agate x3, Onyx x3

120
MITAMA EXCHANGE TABLE
Mitama LV St Ma Vi Ag Lu Skills Possessed Gems Needed
Aramitama 25 12 10 10 10 10 Tarukaja, Might, Analyze Jade x1, Ruby x1
Aramitama 26 13 10 10 10 10 Tarukaja, Might, Analyze, Life Aid Jade x1, Ruby x2
Aramitama 26 12 11 10 10 10 Tarukaja, Might, Analyze, Mana Aid Jade x2, Ruby x1
Aramitama 27 13 10 11 10 10 Tarukaja, Might, Analyze, Life Aid, Kiai Jade x1, Ruby x3
Aramitama 27 12 11 11 10 10 Tarukaja, Might, Analyze, Mana Aid, Counter Jade x2, Ruby x2
Nigimitama 29 10 10 10 16 10 Rakunda, Persuade, Analyze Jade x1, Amethyst x1
Nigimitama 30 10 10 10 17 10 Rakunda, Persuade, Analyze, Fire Boost Jade x1, Amethyst x2
Nigimitama 30 11 10 10 16 10 Rakunda, Persuade, Analyze, Null Fire Jade x2, Amethyst x1
Nigimitama 31 10 11 10 17 10 Rakunda, Persuade, Analyze, Fire Boost, Elec Boost Jade x1, Amethyst x3
Nigimitama 31 10 11 10 16 10 Rakunda, Persuade, Analyze, Null Fire, Null Elec Jade x2, Amethyst x2
Kushimitama 32 9 18 8 12 12 Sukukaja, Dekaja, Analyze Jade x1, Opal x1
Kushimitama 33 9 19 8 12 12 Sukukaja, Dekaja, Analyze, Anti-Elec Jade x1, Opal x2
Kushimitama 33 9 18 8 13 12 Sukukaja, Dekaja, Analyze, Null Force Jade x2, Opal x1
Kushimitama 34 9 20 8 12 12 Sukukaja, Dekaja, Analyze, Anti-Force, Anti-Ice Jade x1, Opal x3
Kushimitama 34 9 18 9 13 12 Sukukaja, Dekaja, Analyze, Null Force, Null Ice Jade x2, Opal x2
Sakimitama 35 10 11 10 11 20 Dormina, Trade, Analyze Jade x1, Sapphire x1
Sakimitama 36 10 12 10 11 20 Dormina, Trade, Analyze, Mazanma Jade x1, Sapphire x2
Sakimitama 36 10 11 10 11 21 Dormina, Trade, Analyze, Zandyne Jade x2, Sapphire x1
Sakimitama 37 10 11 10 11 22 Dormina, Trade, Analyze, Mazanma, Mediarama Jade x1, Sapphire x3
Sakimitama 37 11 11 10 11 21 Dormina, Trade, Analyze, Mazanma, Diarahan Jade x2, Sapphire x2

121
CHAPTER FIVE

DEMON COMPENDIUM
In this section, you will find stats for all demons in the game.
From Pgs. 126-211, you will find a list of general demons that
BOSS STATBLOCKS
appeared in the original game, as well as boss demons from the
game starting on Pg. 213. The boss statblocks conform to how they appear in the original
game, deriving their stats from their HP and MP. The macca and
EXP values also conform to how they appeared in the game.
READING DEMON STATS
MAKING BOSSES
Clan
Some demons appear as bosses, then after their boss fight, they
The clan the demon belongs to. Important for fusion.
join the general pool of demons, like Forneus and Ose. Those
demons are listed along with the general demons. Meanwhile the
Evolve Path
boss demons list is for enemies that only appeared as bosses,
Indicates whether the demon can evolve into something else.
such as Albion and its four Zoas. To use a general demon as a
Once the demon reaches the level listed in parentheses, it may
boss, you'll need to make the following changes.
evolve.

Fate Points BASIC BOSS CHANGES


Though listed with fate points, they cannot be used unless the
• Bosses take two actions on their turn.
demon is a Boss.
• The GM may decide their actions strategically.
• Bosses can use fate points. If they have minions, they can
Inherit Traits
use fate points on their minions.
Indicates which parts the demon has, which relates to which
• They can use boss-only skills.
skills it can inherit. If the demon lacks an inherit trait a skill
• Bosses gain additional HP and MP, as per the Boss trait.
requires, they cannot inherit that skill.
Usually, they double their HP and MP.
• Upon defeat, Bosses grant additional EXP and macca. This
(Skill) Learn LV
is usually 10 times the boss's level for both EXP and macca.
The level at which the demon needs to be to acquire the skill.
• Bosses can appear alongside other demons as minions.
When to do this is entirely at the GM's discretion.
Auto-Success
• GMs can ignore the Learn LV of a boss's skill and have
Indicates the skill does not need a check, it automatically
them use any skill they're able to learn.
succeeds. This skill cannot be used for multi-actions.
The GM may also find it necessary to add one or more of the
Behaviors
following to a boss.
The keywords that influence the demon's speech and conduct.
• Null Ailments
Macca
• Null Light/Null Dark
How much macca is earned when the demon is defeated.
• Dekunda/Dekaja
• Beast Eye/Dragon Eye
EXP
• Any other special skill
How much EXP is earned when the demon is defeated.
Bosses may also use items, if desired. This is an exception to the
Drop Items
general rule that demons cannot use items.
The basic drop items earned when the demon is defeated.

123
BOSS HP/MP LIST
If you'd like to align your boss HP and MP values to that of the original game, use the following list.

BOSS HP/MP LIST


Location Demon HP MP Macca EXP
Shinjuku Medical Center Forneus 500 200 2000 150
Ginza Treasure Room Troll 850 150 1000 100
Trial by Combat Orthrus 1000 200 200 150
Trial by Combat Yaksini 1200 200 400 300
Trial by Combat Thor 2000 3000 800 700
White Kila Eligor 700 200 100 200
Red Kila Berith 1000 100 600 1000
Nihilo Core Ose 3800 500 3000 1200
Kabukicho Prison Mizuchi 4800 500 1500 1000
Ikebukuro Tunnel Kin-Ki 3000 2000 3000 1000
Ikebukuro Tunnel Sui-Ki 3500 1500 3000 1000
Ikebukuro Tunnel Fuu-Ki 3500 1000 3000 1000
Ikebukuro Tunnel Ongyo-Ki 5500 1500 10000 5000
Obelisk Clotho 2200 1200 1000 1000
Obelisk Lachesis 2200 1200 1000 1000
Obelisk Atropos 3000 1500 1000 3000
Yoyogi Park Girimekhala 4000 2000 500 2000
Amala Temple Aciel 8000 2000 10000 5000
Amala Temple Skadi 4000 3000 10000 5000
Amala Temple Albion 2700 1000 1000 1800
Mifunashiro Gabriel 3000 1500 4000 6000
Mifunashiro Uriel 3000 1000 4000 2000
Mifunashiro Raphael 3000 1000 3000 2000
Northern Temple Bishamonten 4568 504 10000 10000
Diet Building Surt 5000 3000 5000 8000
Diet Building Mada 2500 747 5000 8000
Diet Building Mot 3500 3000 5000 8000
Diet Building Mitra 4500 3000 5000 8000
Diet Building Samael 8500 4000 10000 9000

124
Location Demon HP MP Macca EXP
Tower of Kagutsuchi Thor (L80) 8000 3000 5000 200
Bando Shrine Bishamonten 20000 10000 10000 10000
Bando Shrine Jikokuten 20000 10000 10000 5000
Bando Shrine Koumokuten 20000 10000 10000 5000
Bando Shrine Zouchouten 20000 10000 10000 5000

125
VISHNU LV
93 CLAN
DEITY
EVOLVE? - AFFINITIES Repel Light, Null Dark, Strong All

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St 27 228% Physical Power 120 A principal god of India, Vishnu is the supreme being who presides over the universe itself, the deification
of sunlight. In Hinduism, he is worshiped as a triple deity alongside the Destroyer, Shiva. Vishnu possesses
Ma (*) 35 268% Magical Power 128 ten avatars, including Buddha, Krishna, the hero Rama, and Kalki. In the original game, Vishnu could only be
obtained via fusion. He is a candidate to be summoned as a sponsor god.
Vi 25 218% Save TN 219%

Ag 20 193% Dodge TN 30% BEHAVIOR Elite/Man/Adult MACCA 1068

Lu 26 223% Negotiation TN 72% DROP ITEMS None EXP 1044

HP 708 MP 384 PHYSICAL RESIST 59 MAGIC RESIST 64 FATE POINTS 10

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 228% 0 120 120 Phys —
1. Prayer — — Magical Attack All 50 MP 268% — — — Healing Auto-Success
2. Holy Wrath — — Magical Attack All 36 MP 268% — — — Light HP 1/5
3. Hell Gaze — Eye Magical Attack 1 10 MP 268% — — — Dark Instant Kill 70%
4. Prominence 94 — Magical Attack All 30 MP 268% 80 128 208 Fire —
5. Hades Blast 95 — Physical Attack All 33 HP 228% 50 120 170 Phys —
6. Radiance 96 — Magical Attack All 30 MP 268% 50 128 178 Light —
7. Phys Repel 97 — Passive — — — — — — — —
8. — — — — — — — — — — — —

MITRA LV
78 CLAN
DEITY
EVOLVE? - AFFINITIES Repel Phys, Null Light/Dark, Weak Ice

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St (*) 27 213% Physical Power 105 A sun god of ancient Persia. He oversees the harmony and truth of the world, and metes out judgment and punishment alike to
those who would seek to disrupt those. He also possesses the power to heal sickness. In ancient India, he was so linked with
the cosmic god Varuna, that they were commonly referred to as Mitra-Varuna. Incidentally, the day of high worship for Mitra is
Ma 25 203% Magical Power 103
December 25th, leading some to speculate it could be involved in the origins of Christmas. In the latter parts of Nocturne, he was
summoned by Hikawa, and stood in judgment over the Demi-fiend at the Diet Building.
Vi 27 213% Save TN 213%

Ag 16 158% Dodge TN 26% BEHAVIOR Elite/—/— MACCA 782

Lu 18 168% Negotiation TN 56% DROP ITEMS None EXP 804

HP 630 MP 309 PHYSICAL RESIST 52 MAGIC RESIST 51 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 213% 0 105 105 Phys —
1. Debilitate — — Magical Attack All 48 MP 203% — — — Support Auto-Success
2. Megidola — — Spell All 40 MP 203% 60 103 163 Almighty —
3. Mamudoon — — Spell All 25 MP 203% — — — Dark Instant Kill 30%
4. Death Pact 79 Speech Talk 1 — 76% — — — Talk Stone 65%
5. Holy Wrath 80 — Magical Attack All 36 MP 203% — — — Light HP 1/5
6. Fog Breath 81 Mouth Physical Attack All 30 HP 213% — — — Support Auto-Success
7. Mahamaon 82 — Spell All 25 MP 203% — — — Light Instant Kill 30%
8. Mana Surge 83 — Passive — — — — — — — —

126
ODIN LV
65 CLAN
DEITY
EVOLVE? - AFFINITIES Null Ice/Light, Weak Force

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St 24 185% Physical Power 89 The All Father of Norse mythology. Though a warrior, he is also a shaman and seeker of knowledge. When
he manifests, his appearance is that of a one eyed warrior. He wields the spear Gungnir, wears the self
Ma (*) 25 190% Magical Power 90 replicating golden ring Draupnir, and also rides upon the eight legged steed Sleipnir. By hanging himself
from the world tree Yggdrasil, wounded by his own spear, he gleaned knowledge of the ancient runes. In the
original game, Odin could only be obtained via fusion. He is a candidate to be summoned as a sponsor god.
Vi 18 155% Save TN 155%

Ag 17 150% Dodge TN 27% BEHAVIOR Elite/Man/Adult MACCA 570

Lu 16 145% Negotiation TN 52% DROP ITEMS Sapphire EXP 596

HP 498 MP 270 PHYSICAL RESIST 41 MAGIC RESIST 45 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 185% 0 89 89 Phys —
1. Bufudyne — — Spell 1 10 MP 190% 60 90 150 Ice Freeze 20%
2. Agidyne — — Spell 1 10 MP 190% 80 90 170 Fire —
3. Deathbound 66 Weapon Physical Attack All 25 HP 185% 45 89 134 Phys —
4. Makajamaon 67 — Spell All 11 MP 190% — — — Ruin Mute 20%
5. Wooing 68 Speech Talk 1 — 72% — — — Talk —
6. Mabufudyne 69 — Spell All 25 MP 190% 70 90 160 Ice Freeze 20%
7. Maragidyne 70 — Spell All 25 MP 190% 75 90 165 Fire —
8. — — — — — — — — — — — —

AMATERASU LV
56 CLAN
DEITY
EVOLVE? - AFFINITIES Null Fire/Light/Dark

Stats TN Substats INHERIT TRAITS None

St 19 151% Physical Power 75 The goddess of the sun in Japanese mythology. Her name can literally mean, "to shine in the sky." She is depicted in the Kojiki
and the Nihon Shoki as being the one who oversees the heavenly realm. As the representation of the sun, she is the goddess who
oversees life. It is said that she was born when Izanagi washed his left eye after his return from Yomi. One of the most famous tales
Ma 23 171% Magical Power 79
of her is when she, angered by her brother Susano-o's antics, shut herself in the Amano-Iwato cave, depriving the world of light. In
the original game, Amaterasu could only be obtained by fusion. She is a candidate to be summoned as a sponsor god.
Vi (*) 17 141% Save TN 141%

Ag 16 136% Dodge TN 26% BEHAVIOR Gentleman/—/Adult MACCA 443

Lu 16 136% Negotiation TN 52% DROP ITEMS Jade EXP 454

HP 438 MP 237 PHYSICAL RESIST 36 MAGIC RESIST 39 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 98% 0 50 50 Phys —
1. Tetrakarn — — Spell All 45 MP 171% — — — Support Auto-Success
2. Prominence — — Magical Attack All 30 MP 171% 80 79 159 Fire —
3. Godly Light 57 — Magical Attack 1 10 MP 171% — — — Light HP 1/5
4. Debilitate 58 — Magical Attack All 48 MP 171% — — — Support Auto-Success
5. Fire Repel 59 — Passive — — — — — — — —
6. Prayer 60 — Magical Attack All 50 MP 171% — — — Healing Auto-Success
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

127
ATAVAKA LV
47 CLAN
DEITY
EVOLVE? - AFFINITIES Repel Light/Dark, Weak Nerve/Mind

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 24 167% Physical Power 71 One of the Eight Yaksha Generals. Upon Buddha's death, Atavaka gathered together the other Yaksha generals, the Four Heavenly
Kings, and Ashura, and bade them to swear to convert to Buddhism. Having united the Wisdom Kings, he came to be known as the
Daigensuimyo-oh, or the Great General of the Wisdom Kings, and is why the Japanese military used gensui for the word "general"
Ma 14 117% Magical Power 61
until after World War II. In the original game, Atavaka could only be obtained via fusion. He is a candidate to be summoned as a
sponsor god.
Vi 20 147% Save TN 147%

Ag 10 97% Dodge TN 20% BEHAVIOR Elite/Man/Adult MACCA 332

Lu 14 117% Negotiation TN 48% DROP ITEMS Opal EXP 328

HP 402 MP 183 PHYSICAL RESIST 33 MAGIC RESIST 30 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 167% 0 71 71 Phys —
1. Might — — Passive — — — — — — — Double physical crit rate.
2. Mighty Gust — Weapon Physical Attack 1 13 HP 167% 33 71 104 Phys —
3. Endure 48 — Passive — — — — — — — —
4. Binding Cry 49 Mouth Magical Attack All 14 MP 117% 5 61 66 Nerve Restrain 20%
5. Retaliate 50 — Passive — — — — — — — Counter 50%, damage doubled
6. Chaos Blade 51 Weapon Physical Attack All 33 HP 167% 43 71 114 Phys Panic 30%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

HORUS LV
38 CLAN
DEITY
EVOLVE? - AFFINITIES Repel Light, Strong Phys, Weak Dark

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Claw

St 12 98% Physical Power 50 A god of ancient Egypt, who was widely seen to preside over the blessings and grandeur of nature, including
the sky, the flow of the Nile River, and falcons. At times, Horus was viewed as a major god, and it was this
Ma 16 118% Magical Power 54 that granted him his aspect of the sun, and worship as a sun god. His appearance was at times a man with a
falcon's head, or entirely that of a falcon. In the original game, Horus could only be obtained via fusion. He is a
candidate to be summoned as a sponsor god.
Vi 14 108% Save TN 108%

Ag (*) 21 143% Dodge TN 31% BEHAVIOR Gramps/—/— MACCA 238

Lu 10 88% Negotiation TN 40% DROP ITEMS None EXP 222

HP 312 MP 162 PHYSICAL RESIST 26 MAGIC RESIST 27 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 98% 0 50 50 Phys —
1. Wing Buffet — Wing Physical Attack All 9 HP 98% 5 50 55 Force If target is Stoned, Instant Kill 30%
2. Mahama — — Spell All 15 MP 118% — — — Light Instant Kill 20%
3. Mana Gain 39 — Passive — — — — — — — —
4. Dekunda 40 — Spell All 10 MP 118% — — — Support Auto-Success
5. Liftoma 41 — Spell All 12 MP 118% — — — Special Auto-Success
6. Mediarama 42 — Spell All 20 MP 118% 25 54 79 Healing Auto-Success
7. Violent Flash 43 — Magical Attack 1 10 MP 118% 50 54 104 Light —
8. — — — — — — — — — — — —

128
SCÁTHACH LV
64 CLAN
MEGAMI
EVOLVE? Scáthach (69) > Skadi AFFINITIES Null Force/Light/Ruin, Weak Elec

Stats TN Substats INHERIT TRAITS Eye

St 21 169% Physical Power 85 A goddess in Irish mythology, and a queen who ruled over Dún Scáith, the "Land of Shadows." Possessing
the power of foresight, she was a peerless warrior of incredible martial skill, and also had talent as a
Ma (*) 26 194% Magical Power 90 shaman. At one point she was teacher to Cú Chulainn, and in addition to her instruction in the martial arts,
she bequeathed unto him her magic spear, Gáe Bulg. She appears only in the Labyrinth of Amala and Bando
Shrine. With enough experience, she can evolve into Skadi.
Vi 17 149% Save TN 149%

Ag 18 154% Dodge TN 28% BEHAVIOR Heroine/Woman/Adult MACCA 555

Lu 15 139% Negotiation TN 50% DROP ITEMS Ruby EXP 580

HP 498 MP 270 PHYSICAL RESIST 41 MAGIC RESIST 45 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 169% 0 85 85 Phys —
1. Might — — Passive — — — — — — — Double physical crit rate.
2. Mazandyne — — Spell All 25 MP 194% 70 90 160 Force If target is Stoned, Instant Kill 30%
3. Force Repel 65 — Passive — — — — — — — —
4. Thunderclap 66 — Magical Attack All 12 MP 194% — — — Light HP Halved
5. Mana Aid 67 — Passive — — — — — — — —
6. Wind Cutter 68 — Magical Attack 1 13 MP 194% 60 90 150 Force If target is Stoned, Instant Kill 30%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

LAKSHMI LV
54 CLAN
MEGAMI
EVOLVE? - AFFINITIES Repel Light, Null Ailment, Weak Force

Stats TN Substats INHERIT TRAITS Eye

St 14 124% Physical Power 68 In Hinduism, Lakshmi is the goddess of beauty and good fortune. She is Vishnu's wife, and will without fail be
at his side, even when he appears as one of his avatars. She is also the mother of the goddess of love, Kama.
Ma (*) 24 174% Magical Power 78 Lakshmi is the idealization of the feminine form, so particularly prides herself on her looks. She is known for
her captivating dances, and it's said she's bewitched many gods who have seen her. Perhaps reflecting her
peaceful nature, she may only be obtained via fusion, and never appears in battle.
Vi 15 129% Save TN 129%

Ag 13 119% Dodge TN 23% BEHAVIOR Lady/Woman/Adult MACCA 417

Lu 16 134% Negotiation TN 52% DROP ITEMS None EXP 424

HP 414 MP 234 PHYSICAL RESIST 34 MAGIC RESIST 39 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 124% 0 68 68 Phys —
1. Mediarahan — — Spell All 35 MP 174% — — — Healing Auto-Success
2. Seduce — Speech Talk 1 — 72% — — — Talk —
3. Mana Aid 55 — Passive — — — — — — — —
4. Stone Gaze 56 Eye Magical Attack 1 6 MP 174% — — — Dark Stone 50%
5. Mana Surge 57 — Passive — — — — — — — —
6. Samarecarm 58 — Spell 1 35 MP 174% — — — Healing Auto-Success
7. Recarmdra 59 — Spell All — 174% — — — Healing Auto-Success
8. — — — — — — — — — — — —

129
SATI LV
48 CLAN
MEGAMI
EVOLVE? Sati (52) > Parvati AFFINITIES Drain Fire, Repel Light, Weak Ice

Stats TN Substats INHERIT TRAITS Eye

St 11 103% Physical Power 59 A goddess who, in Hinduism, was the first wife of the Destroyer, Shiva. Due to the strife between her father
Daksha and Shiva, Sati threw herself into a fire to uphold Shiva's honor. She would later be reborn as Parvati,
Ma (*) 20 148% Magical Power 68 and once more join with Shiva as his wife. She appears at Bando Shrine. Just like the legend, she can evolve
into Parvati with enough experience.
Vi 13 113% Save TN 113%

Ag 15 123% Dodge TN 25% BEHAVIOR Lady/Woman/Youth MACCA 344

Lu 17 133% Negotiation TN 54% DROP ITEMS Opal EXP 341

HP 366 MP 204 PHYSICAL RESIST 30 MAGIC RESIST 34 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 103% 0 59 59 Phys —
1. Agidyne — — Spell 1 10 MP 148% 80 68 148 Fire —
2. Recarm — — Spell 1 20 MP 148% 10 68 78 Healing Auto-Success
3. Sexy Gaze — Eye Magical Attack 1 5 MP 148% — — — Mind Charm 50%
4. Maragidyne 49 — Spell All 25 MP 148% 75 68 143 Fire —
5. Makatora 50 — Spell 1 10 MP 148% — — — Support Auto-Success
6. Pester 51 Speech Talk 1 — 74% — — — Talk —
7. Allure 52 — Magical Attack All 13 MP 148% — — — Mind Charm 40%
8. — — — — — — — — — — — —

SARASVATI LV
30 CLAN
MEGAMI
EVOLVE? - AFFINITIES Null Light/Ailment, Weak Fire

Stats TN Substats INHERIT TRAITS Eye

St 9 75% Physical Power 39 The wife (and daughter, in a sense) of the Hindu creator god Brahma. As the avatar of an ancient river of
the same name, her name holds the meaning of "one with plenty of water," which earns her worship as a
Ma (*) 17 115% Magical Power 47 goddess of bountiful harvests. She is also known as a goddess of the arts, and is a master of 64 forms of
music and artistry. In Buddhism, she is known as Benzaiten, and in Japan, is regarded as one of the Seven
Lucky Gods.
Vi 11 85% Save TN 85%

Ag 9 75% Dodge TN 19% BEHAVIOR Lady/Woman/Youth MACCA 168

Lu 12 90% Negotiation TN 44% DROP ITEMS None EXP 148

HP 246 MP 141 PHYSICAL RESIST 20 MAGIC RESIST 23 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 75% 0 39 39 Phys —
1. Mute Gaze — Eye Magical Attack 1 5 MP 115% — — — Dark Mute 40%
2. Lullaby — — Magical Attack 1 6 MP 115% — — — Mind Sleep 70%
3. Recarm 31 — Spell 1 20 MP 115% 10 47 57 Healing Auto-Success
4. Seduce 32 Speech Talk 1 — 64% — — — Talk —
5. Mazanma 33 — Spell All 15 MP 115% 20 47 100 (67) Force If target is Stoned, Instant Kill 30%
6. Force Boost 34 — Passive — — — — — — — Multiply Force attack power by 1.5x
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

130
AME-NO-UZUME LV
18 CLAN
MEGAMI
EVOLVE? - AFFINITIES Null Force/Light, Weak Elec

Stats TN Substats INHERIT TRAITS None

St 6 48% Physical Power 24 The Japanese goddess of revelry. While the "Ame" part of her name means heavenly, the Uzume part of her
name can mean a miko or priestess. She oversees the repose of departing souls, divine revelation, and
Ma 12 78% Magical Power 30 kagura dances. When the gods were attempting to call Amaterasu from the Amano Iwato cave, it was Uzume
who succeeded by performing a lewd dance. She later became Sarutahiko's wife. Megami demons rarely
appear as enemies, and Ame no Uzume is no exception to this.
Vi 8 58% Save TN 58%

Ag 8 58% Dodge TN 18% BEHAVIOR Witch/Woman/Youth MACCA 86

Lu (*) 12 78% Negotiation TN 44% DROP ITEMS None EXP 60

HP 156 MP 90 PHYSICAL RESIST 13 MAGIC RESIST 15 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 48% 0 24 24 Phys —
1. Media — — Spell All 12 MP 78% 5 30 35 Healing Auto-Success
2. Mazan — — Spell All 8 MP 78% 5 30 35 Force If target is Stoned, Instant Kill 30%
3. Hama 19 — Spell 1 6 MP 78% — — — Light Instant Kill 40%
4. Seduce 20 Speech Talk 1 — 64% — — — Talk —
5. Petradi 21 — Spell 1 5 MP 78% — — — Healing Auto-Success
6. Life Bonus 22 — Passive — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

SHIVA LV
95 CLAN
FURY
EVOLVE? - AFFINITIES Null Light/Dark, Strong All

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St 32 255% Physical Power 127 One of the three major gods of Hinduism. Along with Vishnu, he maintains to this day fervent worship. As
the Destroyer, Shiva boasts incomparable strength. Another of his aspects is Rudra, the god of storms, and
Ma 26 225% Magical Power 121 beyond that he presides over reincarnation. It is said that all the universe's cycles and motion move to the
rhythm of Shiva's dance. He bears another name, Mah?k?la, which the Japanese refer to as Daikokuten.
Vi 36 275% Save TN 275%

Ag 26 225% Dodge TN 36% BEHAVIOR Elite/Man/Adult MACCA 1108

Lu (*) 15 170% Negotiation TN 50% DROP ITEMS None EXP 1076

HP 786 MP 363 PHYSICAL RESIST 65 MAGIC RESIST 60 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 255% 0 127 127 Phys —
1. Victory Cry — — Passive — — — — — — — —
2. Hassohappa — Weapon Physical Attack All 33 HP 255% 57 127 184 Phys —
3. Allure — — Magical Attack All 13 MP 225% — — — Mind Charm 40%
4. Bolt Storm 96 — Magical Attack All 25 MP 225% 65 121 186 Elec Shock 10%
5. Avenge 97 — Passive — — — — — — — Counter 50%, triple damage
6. Megidolaon 98 — Spell All 50 MP 225% 90 121 211 Almighty —
7. Phys Drain 99 — Passive — — — — — — — —
8. — — — — — — — — — — — —

131
BEIDOU XINGJUN LV
61 CLAN
FURY
EVOLVE? - AFFINITIES Null Light/Dark, Strong Phys, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Weapon

St 23 176% Physical Power 84 Also called Hokuto Seikun in Japanese, Beidou is the deification of the seven stars of the Big Dipper asterism
in Taoist belief. He presides over judgment of the dead. Having fallen to the earth, he now inscribes the
Ma 24 181% Magical Power 85 lifetimes of people in his ledger. The seven stars of the Big Dipper are known as Dubhe, Merak, Phecda,
Megrez, Alioth, Mizar, and Alkaid. Alkaid in particular, called hagunsei in Japanese (meaning "military breaker
star") stands out as the fated star of famous Three Kingdoms tactician Zhuge Liang Kongming.
Vi (*) 23 176% Save TN 176%

Ag 14 131% Dodge TN 24% BEHAVIOR Gramps/Man/Adult MACCA 512

Lu 12 121% Negotiation TN 44% DROP ITEMS Amethyst EXP 532

HP 504 MP 255 PHYSICAL RESIST 42 MAGIC RESIST 42 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 176% 0 84 84 Phys —
1. Mana Aid — — Passive — — — — — — — —
2. Stasis Blade — Weapon Physical Attack 1 20 HP 176% 45 84 129 Phys Restrain 60%
3. Thunderclap — — Magical Attack All 12 MP 181% — — — Light HP Halved
4. Hell Gaze 62 Eye Magical Attack 1 10 MP 181% — — — Dark Instant Kill 70%
5. Wooing 63 Speech Talk 1 — 64% — — — Talk —
6. Mamudoon 64 — Spell All 25 MP 181% — — — Dark Instant Kill 30%
7. Holy Wrath 65 — Magical Attack All 36 MP 181% — — — Light HP 1/5
8. — — — — — — — — — — — —

QITIAN DASHENG LV
54 CLAN
FURY
EVOLVE? Ongkhot (42) > Hanuman (50) > Qitian Dasheng AFFINITIES Null Phys/Light/Dark

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St 22 164% Physical Power 76 The disciple Qitian Dasheng Sun Wukong, also known as Son Goku. A stone atop the Mountain of Flowers and
Fruit received the nurture of both heaven and earth, and from that stone came a monkey. Having learned the
Ma 13 119% Magical Power 67 ascetic arts, he was set to serve heaven, until his rebellion had him tear through heaven, earth, and the hells.
Then he was punished by Buddha, and buried under the Five Elements Mountain. He's later saved by the
monk Sanzang, and agrees to accompany them on the journey west.
Vi 18 144% Save TN 144%

Ag (*) 20 154% Dodge TN 30% BEHAVIOR Delinquent/Man/— MACCA 417

Lu 16 134% Negotiation TN 52% DROP ITEMS None EXP 424

HP 432 MP 201 PHYSICAL RESIST 36 MAGIC RESIST 33 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 (All) — 164% 0 76 76 Phys —
1. Hassahappo 55 Weapon Physical Attack All 33 HP 164% 57 76 133 Phys —
2. Focus 56 — Magical Attack — 5 MP 119% — — — Unique Auto-Success
3. Attack All 57 — Passive All — — — — — — Change target of Basic Strike to All
4. Avenge 58 — Passive — — — — — — — Counter 50%, triple damage
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

132
DIONYSUS LV
44 CLAN
FURY
EVOLVE? - AFFINITIES Null Fire/Light/Dark, Weak Ice

Stats TN Substats INHERIT TRAITS Lunge

St 16 124% Physical Power 60 The god of wine and theater from Greek mythology. He is the reincarnation of Zagreus, seen as the successor
of Zeus. The Romans instead called him Bacchus. He receives his most fervent worship primarily from
Ma 20 144% Magical Power 64 women. Originally, he was the god that protected Thracian mountains. It's claimed that Dionysus discovered
the grape vine, and thereby spread knowledge of its cultivation, as well as the process to making wine with
it, to humans. He does not appear as an enemy.
Vi 15 119% Save TN 119%

Ag (*) 13 109% Dodge TN 23% BEHAVIOR Gentleman/Man/Adult MACCA 299

Lu 15 119% Negotiation TN 50% DROP ITEMS None EXP 291

HP 354 MP 192 PHYSICAL RESIST 29 MAGIC RESIST 32 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 124% 0 60 60 Phys —
1. Maragion — — Spell All 15 MP 144% 30 64 94 Fire —
2. Fire Null — — Passive — — — — — — — —
3. Wine Party 45 Speech Talk 1 — 70% — — — Talk —
4. Dismal Tune 46 — Magical Attack All 30 MP 144% 50 64 114 Ruin Mute 10%
5. Tempest 47 Lunge Physical Attack All 25 HP 124% 30 60 90 Phys —
6. Maragidyne 48 — Spell All 25 MP 144% 75 64 139 Fire —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

SKADI LV
74 CLAN
LADY
EVOLVE? Scáthach (69) > Skadi AFFINITIES Null Force/Light/Ruin, Weak Elec

Stats TN Substats INHERIT TRAITS Eye

St 23 189% Physical Power 97 In Celtic myth, Skadi is the goddess of darkness. Her name itself means "shadow," and it's said that it implies
the shadow of where the gods will fall on the final day of judgment. She favors skiing and hunting, and
Ma (*) 29 219% Magical Power 103 has built her home deep within the forest. Some traditions treat her as the same entity as Scáthach. In the
original game, she was the guardian of the Red Temple within the Amala Temple, where a certain foreign god
was sealed away. Skadi evolves from Scáthach.
Vi 21 179% Save TN 179%

Ag 18 164% Dodge TN 28% BEHAVIOR Heroine/Woman/Adult MACCA 713

Lu 15 149% Negotiation TN 50% DROP ITEMS None EXP 740

HP 570 MP 309 PHYSICAL RESIST 47 MAGIC RESIST 51 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 189% 0 97 97 Phys —
1. Makajamaon 75 — Spell All 11 MP 219% — — — Ruin Mute 20%
2. Makakaja 76 — Spell All 12 MP 219% — — — Support Auto-Success
3. Elec Repel 77 — Passive — — — — — — — —
4. Earthquake 78 — Physical Attack All 100 HP 189% 70 97 167 Phys —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

133
KALI LV
67 CLAN
LADY
EVOLVE? - AFFINITIES Repel Dark, Null Fire/Light, Weak Ice

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 25 192% Physical Power 92 The goddess of destruction in Hindu belief. She is the fierce aspect of the mother goddess, constantly
seeking blood with a hostile attitude. Though she is never seen without her garland of skulls or her blood
Ma 19 162% Magical Power 86 drenched blades, it is also said she has the power to bless the faithful. This sharp duality is related to it being
said that she is but another aspect of Shiva's wife, Parvati. Typically, Kali can be found at the Labyrinth of
Amala and Bando Shrine.
Vi 23 182% Save TN 182%

Ag 19 162% Dodge TN 29% BEHAVIOR Witch/Woman/Adult MACCA 600

Lu 13 132% Negotiation TN 46% DROP ITEMS Ruby EXP 628

HP 540 MP 258 PHYSICAL RESIST 45 MAGIC RESIST 43 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 192% 0 92 92 Phys —
1. Tentarafoo — — Spell All 15 MP 162% 50 86 136 Mind Panic 20%
2. Deathbound — Weapon Physical Attack All 25 HP 192% 45 92 137 Phys —
3. Avenge 68 — Passive — — — — — — — Counter 50%, triple damage
4. Fog Breath 69 Mouth Physical Attack All 30 HP 192% — — — Support Auto-Success
5. Life Surge 70 — Passive — — — — — — — —
6. Dark Sword 71 Weapon Physical Attack 1 20 HP 192% 46 92 138 Phys Mute 40%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

PARVATI LV
57 CLAN
LADY
EVOLVE? Sati (52) > Parvati AFFINITIES Drain Fire, Repel Light, Weak Ice

Stats TN Substats INHERIT TRAITS Eye

St 15 132% Physical Power 72 In Hinduism, Parvati is Shiva's second wife, though the reincarnation of his first wife, the goddess Sati. She
has a gentle temperament, and is said to be the symbol of all beauty. As she is always by Shiva's side, she
Ma (*) 23 172% Magical Power 80 was of aid in opening Shiva's third eye, from which Skanda and Ganesha were born. Parvati evolves from Sati.

Vi 15 132% Save TN 132%

Ag 16 137% Dodge TN 26% BEHAVIOR Lady/Woman/Youth MACCA 456

Lu 20 157% Negotiation TN 60% DROP ITEMS None EXP 469

HP 432 MP 240 PHYSICAL RESIST 36 MAGIC RESIST 40 FATE POINTS 9

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 132% 0 72 72 Phys —
1. Mediarama 58 — Spell All 20 MP 172% 25 80 105 Healing Auto-Success
2. Tetrakarn 59 — Spell All 45 MP 172% — — — Support Auto-Success
3. Thunderclap 60 — Magical Attack All 12 MP 172% — — — Light HP Halved
4. Radiance 61 — Magical Attack All 30 MP 172% 50 80 130 Light —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

134
KUSHINADA LV
41 CLAN
LADY
EVOLVE? - AFFINITIES Repel Light, Weak Dark

Stats TN Substats INHERIT TRAITS Eye

St 12 101% Physical Power 53 A goddess from Japanese mythology. Her name in Japanese kanji contains the characters for "rice" and
"fields," denoting her domain over farmlands and harvests. She was born as the youngest of eight daughters
Ma 19 136% Magical Power 60 to the earthly deities Ashinazuchi and Tenazuchi, but lost all seven of her older sisters when they were given
to the monster Yamata no Orochi as sacrifices. She was saved from a similar fate by Susano o, the god of
storms, coming to slay the beast, and she became his wife thereafter.
Vi 14 111% Save TN 111%

Ag 10 91% Dodge TN 20% BEHAVIOR Lady/Woman/Youth MACCA 268

Lu (*) 18 131% Negotiation TN 56% DROP ITEMS None EXP 256

HP 330 MP 180 PHYSICAL RESIST 27 MAGIC RESIST 30 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 101% 0 53 53 Phys —
1. Medirama — — Spell All 20 MP 136% 25 60 85 Healing Auto-Success
2. Nag — Speech Talk 1 — 76% — — — Talk —
3. Toxic Sting — Spike Physical Attack 1 7 HP 101% 10 53 63 Phys Poison 40%
4. Maragion 42 — Spell All 15 MP 136% 30 60 90 Fire —
5. Paraladi 43 — Spell 1 5 MP 136% — — — Healing Auto-Success
6. Lucky Find 44 — Passive — — — — — — — —
7. Beseech 45 Speech Talk 1 — 76% — — — Talk —
8. — — — — — — — — — — — —

KIKURI-HIME LV
24 CLAN
LADY
EVOLVE? - AFFINITIES Null Light/Nerve/Mind, Weak Fire

Stats TN Substats INHERIT TRAITS Eye

St 10 74% Physical Power 34 A goddess from Japanese mythology. She is the fertility goddess of Hakusan ("White Mountains"). In some places, she is even
venerated as Shirayama-Hime, meaning the same as the mountains she protects. It's said that at the slope leading down to Yomi,
she stood as arbiter between the feuding creator gods Izanagi and Izanami. From this story is how she became the goddess of
Ma 16 104% Magical Power 40
marriages, and extending from that, later became associated with death and rebirth. This comes from the similarity of her name to
the Japanese word kukuru, which can mean both to tie the knot, and to hang oneself.
Vi 11 79% Save TN 79%

Ag 8 64% Dodge TN 18% BEHAVIOR Lady/Woman/Youth MACCA 123

Lu (*) 11 79% Negotiation TN 42% DROP ITEMS None EXP 99

HP 210 MP 120 PHYSICAL RESIST 17 MAGIC RESIST 20 FATE POINTS 10

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 74% 0 34 34 Phys —
1. Diarama — — Spell 1 7 MP 104% 30 40 70 Healing Auto-Success
2. Sexy Gaze — Eye Magical Attack 1 5 MP 104% — — — Mind Charm 50%
3. Maiden's Plea 25 Maiden Talk 1 — 62% — — — Talk —
4. Posumudi 26 — Spell 1 5 MP 104% — — — Healing Auto-Success
5. Me Patra 27 — Spell All 12 MP 104% — — — Healing Auto-Success
6. Recarm 28 — Spell 1 20 MP 104% 10 40 50 Healing Auto-Success
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

135
THOR LV
76 CLAN
KISHIN
EVOLVE? - AFFINITIES Drain Elec, Null Light/Ruin, Weak Nerve

Stats TN Substats INHERIT TRAITS Eye Lunge Weapon

St (*) 28 216% Physical Power 104 The Norse god of thunder. He is a protector of farmers, and holds sway over the abundance of harvests. As the son of the All-Father
Odin and the earth goddess Jord, he holds power enough to rival even the mightiest Jotunn. He wields the hammer Mjölnir, which
will strike his enemies no matter how he throws it then return to his hand unerringly, as well as the magical iron gloves Járngreipr,
Ma 20 176% Magical Power 96
which enhance his already powerful arms. In the original game, he was a leader in the Mantra Army, and was the final judge of the
trials by combat. After the fall of the Mantra, he wandered in search of true strength, until he met Tachibana Chiaki.
Vi 26 206% Save TN 206%

Ag 12 136% Dodge TN 22% BEHAVIOR Warrior/Man/Adult MACCA 747

Lu 17 161% Negotiation TN 54% DROP ITEMS None EXP 773

HP 612 MP 288 PHYSICAL RESIST 51 MAGIC RESIST 48 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 216% 0 104 104 Phys —
1. Avenge — — Passive — — — — — — — Counter 50%, triple damage
2. Ziodyne — — Spell 1 10 MP 176% 60 96 156 Elec Shock 20%
3. Hades Blast — Lunge Physical Attack All 33 HP 216% 50 104 154 Phys —
4. Mediarahan 77 — Spell All 35 MP 178% — — — Healing Auto-Success
5. Maziodyne 78 — Spell All 25 MP 178% 70 96 166 Elec Shock 10%
6. Stasis Blade 79 Weapon Physical Attack 1 20 HP 216% 45 104 149 Phys Restrain 60%
7. Fire Repel 80 — Passive — — — — — — — —
8. — — — — — — — — — — — —

BISHAMONTEN LV
72 CLAN
KISHIN
EVOLVE? - AFFINITIES Repel Fire, Null Light, Weak Ice

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St 25 197% Physical Power 97 The protector god of Buddhist teachings. One of the Four Heavenly Kings, originally named Tamonten
("listening to many teachings"). He counts as a member of the eight legions (of yakshas, devas, etc). By order
Ma 17 157% Magical Power 89 of Taishakuten of the Center, he stands guard over the north. Prince Shotoku once established a shrine to
Bishamonten for victory in battle, and ever since, Bishamonten has earned worship as a god of war from
famed warriors such as Uesugi Kenshin.
Vi (*) 25 197% Save TN 197%

Ag 17 157% Dodge TN 27% BEHAVIOR Elite/Man/Adult MACCA 680

Lu 15 147% Negotiation TN 50% DROP ITEMS None EXP 708

HP 582 MP 267 PHYSICAL RESIST 48 MAGIC RESIST 44 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 (All) — 197% 0 97 97 Phys —
1. Thunderclap — — Magical Attack All 12 MP 157% — — — Light HP Halved
2. Attack All — — Passive All — — — — — — Change basic strike target to All
3. Prominence 73 — Magical Attack All 30 MP 157% 80 89 253 (169) Fire —
4. Fire Boost 74 — Passive — — — — — — — Multiply Fire attack power by 1.5x
5. Detain 75 Speech Talk 1 — 70% — — — Talk —
6. Endure 76 — Passive — — — — — — — —
7. Hassohappa 77 Weapon Physical Attack All 33 HP 197% 57 97 154 Phys —
8. — — — — — — — — — — — —

136
JIKOKUTEN LV
52 CLAN
KISHIN
EVOLVE? - AFFINITIES Repel Ice, Null Light, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 21 157% Physical Power 73 Another guardian deity of Buddhism, and another of the Four Heavenly Kings. He counts as a member of the
eight legions, and by order of Taishakuten, stands guard over the east. He leads the Gandharva, part avian
Ma 16 132% Magical Power 68 creatures with golden wings who serve as musicians for the gods. It's said that Jikokuten is the deification of
the blind king of the same name who appears in the Mah?bh?rata, an epic poem from India. He may only be
obtained through fusion.
Vi 19 147% Save TN 147%

Ag 11 107% Dodge TN 21% BEHAVIOR Elite/Man/Adult MACCA 392

Lu 12 112% Negotiation TN 44% DROP ITEMS None EXP 396

HP 426 MP 204 PHYSICAL RESIST 35 MAGIC RESIST 34 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 157% 0 73 73 Phys —
1. Stasis Blade — Weapon Physical Attack 1 20 HP 157% 45 73 118 Phys Restrain 60%
2. Diarahan — — Spell 1 15 MP 132% — — — Healing Auto-Success
3. Dekunda 53 — Spell All 10 MP 132% — — — Support Auto-Success
4. Bufudyne 54 — Spell 1 10 MP 132% 60 68 128 Ice Freeze 20%
5. Mazandyne 55 — Spell All 25 MP 132% 70 68 138 Force If target is Stoned, Instant Kill 30%
6. Bolt Storm 56 — Magical Attack All 25 MP 132% 65 68 133 Elec Shock 10%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

TAKE-MIKAZUCHI LV
45 CLAN
KISHIN
EVOLVE? - AFFINITIES Repel Elec, Null Light, Weak Force

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 19 140% Physical Power 64 A Japanese god of sword and thunder. When the heavenly gods turned their attention to the subjugation of
the earthly lands, Take Mikazuchi was sent as their messenger to engage with Okuninushi. As the wielder
Ma 14 115% Magical Power 59 of the ten fist sword Totsuka no Tsurugi, he is often viewed as the ancestor of the oldest martial arts. The
Fujiwara clan, a powerful noble family of the Heian period, viewed him as their clan deity, and he is enshrined
at Kasuga Shrine to this day.
Vi 17 130% Save TN 130%

Ag 11 100% Dodge TN 21% BEHAVIOR Delinquent/Man/Youth MACCA 310

Lu 11 100% Negotiation TN 42% DROP ITEMS Jade EXP 303

HP 372 MP 177 PHYSICAL RESIST 31 MAGIC RESIST 29 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 140% 0 64 64 Phys —
1. Ziodyne — — Spell 1 10 MP 115% 60 59 119 Elec Shock 20%
2. Shock — — Magical Attack All 9 MP 115% 5 59 64 Elec Shock 10%
3. Arbitration 46 Talk Talk 1 — 62% — — — Talk —
4. Dark Sword 47 Weapon Physical Attack 1 20 HP 140% 46 64 110 Phys Mute 40%
5. Mazionga 48 — Spell All 15 MP 115% 20 59 79 Ele Shock 10%
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

137
OKUNINUSHI LV
39 CLAN
KISHIN
EVOLVE? - AFFINITIES Repel Light, Null Dark

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St 16 119% Physical Power 55 An earthly deity (as opposed to heavenly) of Japanese mythology. His name literally meaning "lord of the great earth," he ruled over
what was once known as Izumo, and today is place in Shimane prefecture, Japan. Though he once left Izumo, after succeeding at
the trials presented by Susano-o at the "Land of Roots," he took Susano-o's daughter Suseberibime as his wife and established
Ma (*) 16 119% Magical Power 55
a new kingdom within Izumo. Such is how he came to be seen as the most important god in Izumo mythology. He presides over
farming and medicinal arts.
Vi 13 104% Save TN 104%

Ag 11 94% Dodge TN 21% BEHAVIOR Gentleman/Man/Youth MACCA 248

Lu 10 89% Negotiation TN 40% DROP ITEMS None EXP 233

HP 312 MP 165 PHYSICAL RESIST 26 MAGIC RESIST 27 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 119% 0 55 55 Phys —
1. Chaos Blade — Weapon Physical Attack All 33 HP 119% 43 55 98 Phys Panic 30%
2. Mamudo — — Spell All 15 MP 119% — — — Dark Instant Kill 20%
3. Wooing 40 Speech Talk 1 — 60% — — — Talk —
4. Agidyne 41 — Spell 1 10 MP 119% 80 55 135 Fire —
5. Makajamaon 42 — Spell All 11 MP 119% — — — Ruin Mute 20%
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

KOUMOKUTEN LV
33 CLAN
KISHIN
EVOLVE? - AFFINITIES Repel Force, Null Light, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 16 113% Physical Power 49 Another guardian deity of Buddhism, and another of the Four Heavenly Kings. He counts as a member of
the eight legions, and by order of Taishakuten, stands guard over the west. With his all seeing eyes (what
Ma 12 93% Magical Power 45 his name literally means), he watches over all, and is believed to hold the power to punish the wicked and
reform their hearts. The Naga snake people serve him as retainers. He is often depicted holding an ink brush
in his right hand, a sutra scroll in his left, and with a fierce countenance.
Vi 14 103% Save TN 103%

Ag 9 78% Dodge TN 19% BEHAVIOR Elite/Man/Adult MACCA 192

Lu 9 78% Negotiation TN 38% DROP ITEMS None EXP 173

HP 282 MP 135 PHYSICAL RESIST 23 MAGIC RESIST 22 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 113% 0 49 49 Phys —
1. Mighty Gust — Weapon Physical Attack 1 13 HP 113% 33 49 82 Phys —
2. Mazanma — — Spell All 15 MP 93% 20 45 65 Force If target is Stoned, Instant Kill 30%
3. Life Gain 34 — Passive — — — — — — — —
4. Beseech 35 Talk Talk 1 — 58% — — — Talk —
5. Mana Bonus 36 — Passive — — — — — — — —
6. Tetraja 37 — Spell All 15 MP 93% — — — Support Auto-Success
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

138
ZOUCHOUTEN LV
27 CLAN
KISHIN
EVOLVE? - AFFINITIES Null Light/Ruin/Nerve, Weak Force

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 15 102% Physical Power 42 Another guardian deity of Buddhism, and another of the Four Heavenly Kings. He counts as a member of the
eight legions, and by order of Taishakuten, stands guard over the south. Originally a yaksha, it's believed that
Ma 10 77% Magical Power 37 the horse headed kumbhanda, who drain the life out of humans, serve under him. He is commonly depicted
wielding a three pronged spear, with an expression of fury.
Vi 12 87% Save TN 87%

Ag 7 62% Dodge TN 17% BEHAVIOR Elite/Man/Adult MACCA 144

Lu 10 77% Negotiation TN 40% DROP ITEMS None EXP 121

HP 234 MP 111 PHYSICAL RESIST 19 MAGIC RESIST 18 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 102% 0 42 42 Phys —
1. Brutal Slash — Weapon Physical Attack 1 13 HP 102% 38 42 80 Phys —
2. Agilao — — Spell 1 6 MP 77% 40 37 77 Fire —
3. Mahama — — Spell All 15 MP 77% — — — Light Instant Kill 20%
4. Detain 28 Speech Talk 1 — 60% — — — Talk —
5. Hamaon 29 — Spell 1 10 MP 77% — — — Light Instant Kill 60%
6. Anti-Dark 30 — Passive — — — — — — — —
7. Might 31 — Passive — — — — — — — Double physical crit rate.
8. — — — — — — — — — — — —

TAKE-MINAKATA LV
17 CLAN
KISHIN
EVOLVE? - AFFINITIES Repel Elec, Null Light, Weak Fire/Nerve

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 11 72% Physical Power 28 A god of war in Japanese mythology. He also is seen as a god of hunting and agriculture. When Take-Mikazuchi was taking over the
earthly realm, Take-Minakata lost a competition to him. He was driven all the way to Shinano, and lost both his arms in the process.
Ever since, he's been forbidden from leaving Suwa Lake (in Shinano). According to local Suwa legend, he was permitted to live
Ma 8 57% Magical Power 25
on Suwa land eventually, and married Yasakatome. To this day he remains enshrined at Suwa Grand Shrine. Due to his fight with
Take-Mikazuchi, he is seen as a patron deity of sumo.
Vi (*) 11 72% Save TN 72%

Ag 9 62% Dodge TN 19% BEHAVIOR Gentleman/Man/Adult MACCA 80

Lu 5 42% Negotiation TN 30% DROP ITEMS None EXP 55

HP 168 MP 75 PHYSICAL RESIST 14 MAGIC RESIST 12 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 72% 0 28 28 Phys —
1. Might — — Passive — — — — — — — Double physical crit rate.
2. Mazio — — Spell All 8 MP 57% 5 25 30 Elec Shock 10%
3. Zionga — — Spell 1 6 MP 57% 30 25 55 Elec Shock 20%
4. Makajam 18 — Spell 1 4 MP 57% — — — Ruin Mute 40%
5. Intimidate 19 Speech Talk 1 — 50% — — — Talk —
6. Stun Gaze 20 Eye Magical Attack 1 5 MP 57% — — — Nerve Stun 40%
7. Dekaja 21 — Spell All 10 MP 57% — — — Support Auto-Success
8. Focus 22 — Magical Attack — 5 MP 57% — — — Unique Auto-Success

139
CHIMERA LV
55 CLAN
HOLY
EVOLVE? - AFFINITIES Drain Fire, Null Light, Weak Nerve/Mind

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth Claw

St (*) 23 170% Physical Power 78 A monstrous creature that resembles a lion with an extra goat's head, and possessing a tail that is itself a
huge snake. Though originally it was a holy beast representing the three seasons of spring, summer, and
Ma 13 120% Magical Power 68 winter, its incorporation into Greek mythology made it be viewed more as a ravenous beast. Its father was the
storm wind giant Typhon, and its mother the snake goddess Echidna. Its end was brought about by the hero
Bellerophon, who rode upon Pegasus.
Vi 16 135% Save TN 135%

Ag 17 140% Dodge TN 27% BEHAVIOR Animal/—/— MACCA 430

Lu 10 105% Negotiation TN 40% DROP ITEMS Muscle Drink EXP 439

HP 426 MP 204 PHYSICAL RESIST 35 MAGIC RESIST 34 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 170% 0 78 78 Phys —
1. Fire Breath — Mouth Physical Attack All 9 HP 170% 10 78 132 (88) Fire —
2. Fire Boost — — Passive — — — — — — — Multiply Fire attack power by 1.5x
3. War Cry — Mouth Magical Attack All 40 MP 120% — — — Support Auto-Success
4. Iron Claw 56 Claw Physical Attack 1 15 HP 170% 36 78 114 Phys —
5. Kidnap 57 Speech Talk 1 — 60% — — — Talk —
6. Kamikaze 58 — Physical Attack 1 All HP 170% 78 78 156 Phys —
7. Sonic Wave 59 — Magical Attack All 9 MP 120% — — — Mind Panic 20%
8. — — — — — — — — — — — —

BAIHU LV
43 CLAN
HOLY
EVOLVE? - AFFINITIES Null Ice/Light, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth Claw

St (*) 19 138% Physical Power 62 Otherwise known as Byakko, its name means "white tiger." As one of the "four guardian beasts" spoken of
in many Chinese myths and beliefs, Baihu represents the west, autumn, and the wuxing element of metal.
Ma 8 83% Magical Power 51 Metal of course represents that found in the earth, but also the qualities of reliability, stability, and cool
headedness. In ancient China, the tiger was viewed as the king of beasts, and Baihu stands as the pinnacle
of all tigers. Baihu appears as an enemy in the Labyrinth of Amala's Fifth Kalpa, and also in Bando Shrine.
Vi 15 118% Save TN 118%

Ag 17 128% Dodge TN 27% BEHAVIOR Animal/—/— MACCA 288

Lu 8 83% Negotiation TN 36% DROP ITEMS None EXP 279

HP 348 MP 153 PHYSICAL RESIST 29 MAGIC RESIST 25 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 138% 0 62 62 Phys —
1. Life Aid — — Passive — — — — — — — —
2. Stone Bite — Teeth Physical Attack 1 20 HP 138% 24 62 86 Phys Stone 50%
3. Ice Breath — Mouth Physical Attack All 9 HP 138% 5 62 67 Ice Freeze 10%
4. Might 44 — Passive — — — — — — — Double physical crit rate.
5. Beseech 45 Speech Talk 1 — 56% — — — Talk —
6. Focus 46 — Magical Attack — 5 MP 83% — — — Unique Auto-Success
7. Bufudyne 47 — Spell 1 10 MP 83% 60 51 111 Ice Freeze 20%
8. — — — — — — — — — — — —

140
ZHUQUE LV
36 CLAN
HOLY
EVOLVE? - AFFINITIES Drain Elec, Null Light, Weak Ice

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth Claw

St 10 86% Physical Power 46 Otherwise known as Suzaku, its name means "vermillion bird." As one of the "four guardian beasts" spoken of in many Chinese
myths and beliefs, Zhuque represents the south, summer, and the wuxing element of fire. It looks like a huge bird, similar in
appearance to a quail, and it's said its chirps are like melodious singing. It nests in Chinese parasol trees, and it's said that you can
Ma 10 86% Magical Power 46
only see it once every sixty years, for that's how long it takes for bamboo to flower and provide to it its only meal, bamboo seeds. It
can sometimes be confused with a phoenix, but they are entirely different creatures.
Vi 10 86% Save TN 86%

Ag (*) 17 121% Dodge TN 27% BEHAVIOR Animal/—/— MACCA 219

Lu 13 101% Negotiation TN 46% DROP ITEMS None EXP 202

HP 276 MP 138 PHYSICAL RESIST 23 MAGIC RESIST 23 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 86% 0 46 46 Phys —
1. Liftoma — — Spell All 12 MP 86% — — — Unique Auto-Success
2. Wing Buffet — Wings Physical Attack All 9 HP 86% 5 46 51 Force If target is Stoned, Instant Kill 30%
3. Fire Breath — Mouth Physical Attack All 9 HP 86% 10 46 56 Fire —
4. Recarm 37 — Spell 1 20 MP 86% 10 46 56 Healing Auto-Success
5. Arbitrate 38 Speech Talk 1 — 66% — — — Talk —
6. Mazionga 39 — Spell All 15 MP 86% 20 46 66 Elec Shock 10%
7. Life Aid 40 — Passive — — — — — — — —
8. — — — — — — — — — — — —

SENRI LV
27 CLAN
HOLY
EVOLVE? Nekomata (22) > Senri AFFINITIES Drain Force, Null Light, Weak Elec

Stats TN Substats INHERIT TRAITS Eye Lunge Claw

St 10 77% Physical Power 37 In Japanese, Senri is written with the kanji for "mountain hermit" and "tanuki," but in Chinese, the same kanji (or hanzi) for
tanuki means mountain lion. Such animals who manage to live for a very long time eventually turn into Senri. As they drain life
from human men by transforming into beautiful women, they represent an even higher form of demon than similar things, like
Ma (*) 14 97% Magical Power 41
Nekomata. It's such that any altered animal that gathers life energy does so in hopes of becoming a Senri one day. With enough
experience, Nekomata can evolve into Senri.
Vi 9 72% Save TN 72%

Ag 12 87% Dodge TN 22% BEHAVIOR Witch/Woman/— MACCA 144

Lu 9 72% Negotiation TN 38% DROP ITEMS None EXP 121

HP 216 MP 123 PHYSICAL RESIST 18 MAGIC RESIST 20 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 77% 0 37 37 Phys —
1. Mazanma 28 — Spell All 15 MP 97% 20 41 61 Force If target is Stoned, Instant Kill 30%
2. Lucky Find 29 — Passive — — — — — — — —
3. Stone Hunt 30 Speech Talk 1 — 58% — — — Talk —
4. Drain Attack 31 — Passive — — — — — — — Basic strikes heal for 25% of damage dealt

5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

141
UNICORN LV
21 CLAN
HOLY
EVOLVE? - AFFINITIES Null Light/Ruin/Mind, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St (*) 9 66% Physical Power 30 In Latin, "unicorn" means "one horn." Unicorns are beautiful white horses with a single, spiraling horn on
its forehead. It will only approach maidens who have their chastity intact, and those same can easily lull it
Ma 12 81% Magical Power 33 to sleep by stroking its mane. The horn is a panacea, able to cure many diseases, so many seek to hunt the
beast. However, unicorns are so powerful that capturing one alive is next to impossible.
Vi 10 71% Save TN 71%

Ag 7 56% Dodge TN 17% BEHAVIOR Gentleman/—/— MACCA 104

Lu 7 56% Negotiation TN 34% DROP ITEMS None EXP 79

HP 186 MP 99 PHYSICAL RESIST 15 MAGIC RESIST 16 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 66% 0 30 30 Phys —
1. Rakukaja — — Spell All 12 MP 81% — — — Support Auto-Success
2. Mabufu — — Spell All 8 MP 81% 5 33 38 Ice Freeze 10%
3. Media — — Spell All 12 MP 81% 5 33 38 Healing Auto-Success
4. Stun Bite 22 Teeth Physical Attack 1 17 HP 66% 24 30 54 Phys Stun 40%
5. Tetraja 23 — Spell All 15 MP 81% — — — Support Auto-Success
6. Me Patra 24 — Spell All 12 MP 81% — — — Healing Auto-Success
7. Diarama 25 — Spell 1 7 MP 81% 30 33 63 Healing Auto-Success
8. — — — — — — — — — — — —

SHIISAA LV
13 CLAN
HOLY
EVOLVE? - AFFINITIES Drain Elec, Null Light, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth Claw

St 9 58% Physical Power 22 Also called an Okinawan lion, these holy beasts are commonly held in Ryukyuan folklore to protect families
from evil and to grant them blessings. Female Shiisaa with their mouth open are said to invite fortune, while
Ma 6 43% Magical Power 19 male Shiisaa with closed mouths are said to reject misfortune. Even in the modern day, Shiisaa are held to
be guardian spirits in Okinawa. In the original game, it was the lowest level Holy demon, and worked to resist
the Assembly of Nihilo.
Vi 7 48% Save TN 48%

Ag (*) 9 58% Dodge TN 19% BEHAVIOR Animal/—/— MACCA 80

Lu 6 43% Negotiation TN 32% DROP ITEMS None EXP 36

HP 120 MP 57 PHYSICAL RESIST 10 MAGIC RESIST 9 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 58% 0 22 22 Phys —
1. Shock — — Magical Attack All 9 MP 43% 5 19 24 Elec Shock 10%
2. Feral Claw — Claw Physical Attack 1 6 HP 58% 10 22 32 Phys —
3. War Cry 14 Mouth Magical Attack All 40 MP 43% — — — Support Auto-Success
4. Brainwash 15 Speech Talk 1 — 52% — — — Talk —
5. Stone Bite 16 Teeth Physical Attack 1 20 HP 58% 24 22 46 Phys Stone 50%
6. Counter 17 — Passive — — — — — — — —
7. Anti-Fire 18 — Passive — — — — — — — —
8. — — — — — — — — — — — —

142
FLAEMIS LV
20 CLAN
ELEMENT
EVOLVE? - AFFINITIES Drain Fire, Null Light/Dark, Weak Ice

Stats TN Substats INHERIT TRAITS Lunge

St 10 70% Physical Power 30 Flaemis is the elemental that embodies the element of fire. The sixteenth century alchemist Paracelsus
conceived of the classical elements of fire, water, air, and earth as having elemental beings embodying them.
Ma (*) 12 80% Magical Power 32 Salamanders were the elementals of fire. Flaemis can be thought of as a more primal form of fire, before fire
was conceptualized in the shape of salamanders. Flaemis appears in the Amala Network and Amala Temple.
Vi 6 50% Save TN 50%

Ag 6 50% Dodge TN 16% BEHAVIOR Gentleman/—/— MACCA 98

Lu 7 55% Negotiation TN 34% DROP ITEMS Sapphire EXP 100

HP 156 MP 96 PHYSICAL RESIST 13 MAGIC RESIST 16 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 70% 0 30 30 Phys —
1. Maragi — — Spell All 8 MP 80% 10 32 42 Fire —
2. Might — — Passive — — — — — — — Double physical crit rate.
3. Makakaja 21 — Spell All 12 MP 80% — — — Support Auto-Success
4. Media 22 — Spell All 12 MP 80% 5 32 37 Healing Auto-Success
5. Mind Null 23 — Passive — — — — — — — —
6. Agilao 24 — Spell 1 6 MP 80% 40 32 72 Fire —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

AQUANS LV
15 CLAN
ELEMENT
EVOLVE? - AFFINITIES Repel Ice, Null Light/Dark, Weak Fire

Stats TN Substats INHERIT TRAITS Lunge

St 6 45% Physical Power 21 Aquans is the elemental that embodies the element of water. The sixteenth century alchemist Paracelsus
conceived of the classical elements of fire, water, air, and earth as having elemental beings embodying them.
Ma (*) 10 65% Magical Power 25 Undines were the elementals of water. Aquans can be thought of as a more primal form of water, before water
was conceptualized in the shape of undines. Aquans appears in the Amala Network and Amala Temple.
Vi 6 45% Save TN 45%

Ag 6 45% Dodge TN 16% BEHAVIOR Gentleman/—/— MACCA 70

Lu 8 55% Negotiation TN 36% DROP ITEMS Aquamarine EXP 100

HP 126 MP 75 PHYSICAL RESIST 10 MAGIC RESIST 12 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 45% 0 21 21 Phys —
1. Sukukaja — — Spell All 12 MP 65% — — — Support Auto-Success
2. Anti-Light — — Passive — — — — — — — —
3. Mabufu 16 — Spell All 8 MP 65% 5 25 30 Ice Freeze 10%
4. Anti-Nerve 17 — Passive — — — — — — — —
5. Life Bonus 18 — Passive — — — — — — — —
6. Bufula 19 — Spell 1 6 MP 65% 30 25 55 Ice Freeze 20%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

143
AEROS LV
11 CLAN
ELEMENT
EVOLVE? - AFFINITIES Null Light/Dark, Weak Magic

Stats TN Substats INHERIT TRAITS Lunge

St 5 36% Physical Power 16 Aeros is the elemental that embodies the element of air. The sixteenth century alchemist Paracelsus
conceived of the classical elements of fire, water, air, and earth as having elemental beings embodying
Ma 8 51% Magical Power 19 them. Sylphs were the elementals of air. Aeros can be thought of as a more primal form of air, before air was
conceptualized in the shape of sylphs. Aeros appears in the Amala Network.
Vi 6 41% Save TN 41%

Ag (*) 8 51% Dodge TN 18% BEHAVIOR Gentleman/—/— MACCA 100

Lu 5 36% Negotiation TN 30% DROP ITEMS Garnet EXP 28

HP 102 MP 57 PHYSICAL RESIST 8 MAGIC RESIST 9 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 36% 0 16 16 Phys —
1. Dia — — Spell 1 3 MP 51% 10 19 29 Healing Auto-Success
2. Zio — — Spell 1 3 MP 51% 10 19 29 Elec Shock 20%
3. Lullaby 12 — Magical Attack 1 6 MP 51% — — — Mind Sleep 70%
4. Marin Karin 13 — Spell 1 8 MP 51% — — — Mind Charm 40%
5. Anti-Mind 14 — Passive — — — — — — — —
6. Toxic Sting 15 Spike Physical Attack 1 7 HP 36% 10 16 26 Phys Poison 40%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

ERTHYS LV
7 CLAN
ELEMENT
EVOLVE? - AFFINITIES Null Light/Dark, Weak Force

Stats TN Substats INHERIT TRAITS Lunge

St 6 37% Physical Power 13 Erthys is the elemental that embodies the element of earth. The sixteenth century alchemist Paracelsus
conceived of the classical elements of fire, water, air, and earth as having elemental beings embodying them.
Ma 5 32% Magical Power 12 Gnomes were the elementals of earth. Eryths can be thought of as a more primal form of earth, before earth
was conceptualized in the shape of gnomes. Erthys appears in the Amala Network.
Vi (*) 8 47% Save TN 47%

Ag 4 27% Dodge TN 14% BEHAVIOR Gentleman/—/— MACCA 100

Lu 5 32% Negotiation TN 30% DROP ITEMS Drop Items EXP 15

HP 90 MP 36 PHYSICAL RESIST 7 MAGIC RESIST 6 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 37% 0 13 13 Phys —
1. Zio — — Spell 1 3 MP 32% 10 12 22 Elec Shock 20%
2. Patra — — Spell 1 5 MP 32% — — — Healing Auto-Success
3. Rakukaja 8 — Spell All 12 MP 32% — — — Support Auto-Success
4. Anti-Ruin 9 — Passive — — — — — — — —
5. Arbitrate 10 Speech Talk 1 — 50% — — — Talk —
6. Mazio 11 — Spell All 8 MP 32% 5 12 17 Elec Shock 10%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

144
SAKI MITAMA LV
35 CLAN
MITAMA
EVOLVE? - AFFINITIES Null Light/Dark/Ailment

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 10 85% Physical Power 45 One of the four parts of the soul, as held in Shinto teachings. It's said that Saki Mitama brings blessings to
human industry, such as in hunting or fishing. As it represents the blessing of abundance, it's sometimes
Ma 11 90% Magical Power 46 thought of as a split aspect with Nigi Mitama. In the original game, Mitama are treated as a form of ascended
Element, and they appear as enemies in the latter parts of the Amala Network, and the Amala Temple.
Vi 10 85% Save TN 85%

Ag 11 90% Dodge TN 21% BEHAVIOR Lady/—/— MACCA 210

Lu (*) 20 135% Negotiation TN 60% DROP ITEMS Sapphire EXP 300

HP 270 MP 138 PHYSICAL RESIST 22 MAGIC RESIST 23 FATE POINTS 9

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 85% 0 45 45 Phys —
1. Dormina — — Spell All 9 MP 90% — — — Mind Sleep 30%
2. Trade — Speech Talk 1 — 80% — — — Talk —
3. Analyze — — Magical Attack 1 — 90% — — — Almighty Auto-Success
4. Mazanma 36 — Spell All 15 MP 90% 20 46 66 Force If target is Stoned, Instant Kill 30%
5. Mediarama 37 — Spell All 20 MP 90% 25 46 71 Healing Auto-Success
6. Mazionga 38 — Spell All 15 MP 90% 20 46 66 Elec Shock 10%
7. Tetrakarn 39 — Spell All 40 MP 90% — — — Support Auto-Success
8. — — — — — — — — — — — —

KUSHI MITAMA LV
32 CLAN
MITAMA
EVOLVE? - AFFINITIES Null Light/Dark/Ailment

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 9 77% Physical Power 41 One of the four parts of the soul, as held in Shinto teachings. It's said that Kushi Mitama brings blessings
to human life, including speedy recovery from illness and staying healthy. The "kushi" in Kushi Mitama can
Ma 18 122% Magical Power 50 correspond to the Japanese kanji for robustness, and has nearly the same meaning. As such, it sometimes is
thought of as a split aspect with Nigi Mitama. In the original game, Mitama are treated as a form of ascended
Element, and they appear as enemies in the latter parts of the Amala Network, and the Amala Temple.
Vi 8 72% Save TN 72%

Ag 12 92% Dodge TN 22% BEHAVIOR Gentleman/—/— MACCA 184

Lu (*) 12 92% Negotiation TN 44% DROP ITEMS Jade EXP 250

HP 240 MP 150 PHYSICAL RESIST 20 MAGIC RESIST 25 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 77% 0 41 41 Phys —
1. Sukukaja — — Spell All 12 MP 122% — — — Support Auto-Success
2. Dekaja — — Spell All 10 MP 122% — — — Support Auto-Success
3. Analyze — — Magical Attack 1 — 122% — — — Almighty Auto-Success
4. Anti-Force 33 — Passive — — — — — — — —
5. Anti-Ice 34 — Passive — — — — — — — —
6. Anti-Elec 35 — Passive — — — — — — — —
7. Anti-Fire 36 — Passive — — — — — — — —
8. — — — — — — — — — — — —

145
NIGI MITAMA LV
29 CLAN
MITAMA
EVOLVE? - AFFINITIES Null Light/Dark/Ailment

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 10 79% Physical Power 39 One of the four parts of the soul, as held in Shinto teachings. It's said that Nigi Mitama represents the peace of the soul. It can be
equated to the tranquility that can be inspired by nature's blessings, such as from rain or sunlight. It is considered to be the higher
part of the soul along with Ara Mitama, and, as they share the same meaning of blessing, Saki Mitama and Kushi Mitama are the
Ma (*) 10 79% Magical Power 39
lower part of the soul, subordinate to Nigi Mitama. In the original game, Mitama are treated as a form of ascended Element, and
they appear as enemies in the latter parts of the Amala Network, and the Amala Temple.
Vi 10 79% Save TN 79%

Ag 16 109% Dodge TN 26% BEHAVIOR Gramps/—/— MACCA 160

Lu 10 79% Negotiation TN 40% DROP ITEMS Ruby EXP 200

HP 234 MP 117 PHYSICAL RESIST 19 MAGIC RESIST 19 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 79% 0 39 39 Phys —
1. Rakunda — — Spell All 12 MP 79% — — — Support Auto-Success
2. Persuade — Speech Talk 1 — 60% — — — Talk —
3. Analyze — — Magical Attack 1 — 79% — — — Almighty Auto-Success
4. Fire Boost 30 — Passive — — — — — — — Multiply Fire attack power by 1.5x
5. Elec Boost 31 — Passive — — — — — — — Multiply Elec attack power by 1.5x
6. Ice Boost 32 — Passive — — — — — — — Multiply Ice attack power by 1.5x
7. Force Boost 33 — Passive — — — — — — — Multiply Force attack power by 1.5x
8. — — — — — — — — — — — —

ARA MITAMA LV
25 CLAN
MITAMA
EVOLVE? - AFFINITIES Null Light/Dark/Ailment

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St (*) 12 85% Physical Power 37 One of the four parts of the soul, as held in Shinto teachings. The soul possesses a dualistic nature, with Ara Mitama standing
alone, representing the wildness of the soul, as seen both in natural disasters like storms and thunder, as well as the wrath of the
divine. It's believed that with prayer and offering, Ara Mitama can be tamed into Nigi Mitama, and ultimately become divine spirits.
Ma 10 75% Magical Power 35
In the original game, Mitama are treated as a form of ascended Element, and they appear as enemies in the latter parts of the
Amala Network, and the Amala Temple.
Vi 10 75% Save TN 75%

Ag 10 75% Dodge TN 20% BEHAVIOR Delinquent/—/— MACCA 130

Lu 10 75% Negotiation TN 40% DROP ITEMS Revival Bead EXP 150

HP 210 MP 105 PHYSICAL RESIST 17 MAGIC RESIST 17 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 85% 0 37 37 Phys —
1. Tarukaja — — Spell All 12 MP 75% — — — Support Auto-Success
2. Might — — Passive — — — — — — — Double physical crit rate.
3. Analyze — — Magical Attack 1 — 75% — — — Almighty Auto-Success
4. Life Aid 26 — Passive — — — — — — — —
5. Counter 27 — Passive — — — — — — — —
6. Lunge 28 Lunge Physical Attack 1 10 HP 85% 10 37 47 Phys —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

146
EFREET LV
52 CLAN
YOMA
EVOLVE? Jinn (48) > Efreet AFFINITIES Drain Fire, Weak Ice

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 15 127% Physical Power 67 A type of Jinn from Arabian legends. He wields immense fire magic. While generally seen as temperamental,
there are times where he can grant blessings, such as bringing together men and women who like one
Ma (*) 23 167% Magical Power 75 another. As an aside, "Efreet" is the masculine form of the name, while "Efreeta" is the feminine. He appears in
Amala Temple and the Diet Building as an enemy. He cannot be obtained through fusion, rather can only be
obtained by evolving a Jinn.
Vi 15 127% Save TN 127%

Ag 14 122% Dodge TN 24% BEHAVIOR Delinquent/Man/— MACCA 392

Lu 9 97% Negotiation TN 38% DROP ITEMS Dis-Stun EXP 396

HP 402 MP 225 PHYSICAL RESIST 33 MAGIC RESIST 37 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 127% 0 67 67 Phys —
1. Agidyne — — Spell 1 10 MP 167% 80 75 155 Fire —
2. Provoke — — Magical Attack All 20 MP 167% — — — Support Auto-Success
3. Makakaja 53 — Spell All 12 MP 167% — — — Support Auto-Success
4. Mana Gain 54 — Passive — — — — — — — —
5. Maragidyne 55 — Spell All 25 MP 167% 75 75 150 Fire —
6. Prominence 56 — Magical Attack All 30 MP 167% 80 75 155 Fire —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

PULUKISHI LV
48 CLAN
YOMA
EVOLVE? Pulukishi (53) > Ganesha AFFINITIES Null Force/Light, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 19 143% Physical Power 67 An elephant headed god of India. He has a third eye upon his forehead, and wears clothes bearing a snake
motif. In Buddhism, he is viewed as being the same as the elephant headed god, Ganesha. It's theorized that
Ma 15 123% Magical Power 63 this was brought about through religious strife, where Ganesha was merged with gods indigenous to Tibet
and the Himalayas. He appears as an enemy in the Diet Building, and in the Obelisk after raising the Tower of
Kagutsuchi. With enough experience, he can be evolved into Ganesha.
Vi 17 133% Save TN 133%

Ag 9 93% Dodge TN 19% BEHAVIOR Gentleman/Man/— MACCA 344

Lu 12 108% Negotiation TN 44% DROP ITEMS Muscle Drink EXP 341

HP 390 MP 189 PHYSICAL RESIST 32 MAGIC RESIST 31 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 143% 0 67 67 Phys —
1. Binding Cry — Mouth Magical Attack All 14 MP 123% 5 63 68 Nerve Restrain 20%
2. Scout — Speech Talk 1 — 64% — — — Talk —
3. Stasis Blade 49 Weapon Physical Attack 1 20 HP 143% 45 67 112 Phys Restrain 60%
4. Panic Voice 50 — Magical Attack All 8 MP 123% — — — Mind Panic 30%
5. Force Boost 51 — Passive — — — — — — — Multiply Force attack power by 1.5x
6. Chaos Blade 52 Weapon Physical Attack All 33 HP 143% 43 67 110 Phys Panic 30%
7. Mazandyne 53 — Spell All 25 MP 123% 70 63 199 (133) Force If target is Stoned, Instant Kill 30%
8. — — — — — — — — — — — —

147
JINN LV
44 CLAN
YOMA
EVOLVE? Jinn (48) > Efreet AFFINITIES Drain Force, Weak Nerve

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 14 114% Physical Power 58 A spirit of fire and air in Arabian legends. Known more widely in the form of the "Genie of the Lamp." In the
Quran, jinn are described as being created from pure fire that gives off no smoke. They possess the power to
Ma (*) 19 139% Magical Power 63 create treasure, transform their forms at will, and have been known to marry humans as well. They appear in
the Diet Building as enemies, and with enough experience, can be evolved into Efreet.
Vi 13 109% Save TN 109%

Ag 14 114% Dodge TN 24% BEHAVIOR Gramps/Man/— MACCA 299

Lu 8 84% Negotiation TN 36% DROP ITEMS Chakra Drop EXP 291

HP 342 MP 189 PHYSICAL RESIST 28 MAGIC RESIST 31 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 114% 0 58 58 Phys —
1. Force Boost — — Passive — — — — — — — Multiply Force attack power by 1.5x
2. Zandyne — — Spell 1 10 MP 139% 60 63 184 (123) Force If target is Stoned, Instant Kill 50%
3. Mazanma — — Spell All 15 MP 139% 20 63 124 (83) Force If target is Stoned, Instant Kill 30%
4. Diarama 45 — Spell 1 7 MP 139% 30 63 93 Healing Auto-Success
5. Kamikaze 46 — Physical Attack 1 All HP 114% 78 58 136 Phys —
6. Flatter 47 Speech Talk 1 — 56% — — — Talk —
7. Provoke 48 — Magical Attack All 20 MP 139% — — — Support Auto-Success
8. — — — — — — — — — — — —

ONGKHOT LV
37 CLAN
YOMA
EVOLVE? Ongkhot (42) > Hanuman (50) > Qitian Dasheng AFFINITIES Strong Phys, Weak Ruin/Nerve

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St 14 107% Physical Power 51 A monkey god of Indian mythology. He is a general in the army of the monkey king, Sugriva. In the Ramayana
epic, he leads a force of monkeys, and aids the hero Rama, one of Vishnu's avatars, in reclaiming his wife,
Ma 9 82% Magical Power 46 Sita. During this time, he fights heroically against the forces of the evil Ravana. He appears as an enemy
in the Obelisk prior to the Tower of Kagutsuchi being raised. With enough experience, he can evolve into
Hanuman.
Vi 11 92% Save TN 92%

Ag (*) 15 112% Dodge TN 25% BEHAVIOR Delinquent/—/— MACCA 228

Lu 12 97% Negotiation TN 44% DROP ITEMS Chakra Drop EXP 212

HP 288 MP 138 PHYSICAL RESIST 24 MAGIC RESIST 23 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 107% 0 51 51 Phys —
1. Might — — Passive — — — — — — — Double physical crit rate.
2. Berserk — Lunge Physical Attack All 15 HP 107% 10 51 61 Phys —
3. Tarukaja — — Spell All 12 MP 82% — — — Support Auto-Success
4. Tetrakarn 38 — Spell All 45 MP 82% — — — Support Auto-Success
5. Brutal Slash 39 Weapon Physical Attack 1 13 HP 107% 38 51 89 Phys —
6. Stone Hunt 40 Speech Talk 1 — 64% — — — Talk —
7. Sukukaja 41 — Spell All 12 MP 82% — — — Support Auto-Success
8. Sacrifice — — Physical Attack All All HP 107% 44 51 95 Phys —

148
KARASU TENGU LV
28 CLAN
YOMA
EVOLVE? Koppa Tengu (24) > Karasu Tengu (33) > Kurama Tengu AFFINITIES Repel Force, Weak Ruin

Stats TN Substats INHERIT TRAITS Lunge Weapon

St 12 88% Physical Power 40 A type of tengu. Where tengu are known for their long noses, this creature has wings and a beak like that
of a crow, hence their name ("karasu" meaning crow). As they were said to be mountain gods, they became
Ma 11 83% Magical Power 39 associated with yamabushi, sages who follow the way of shugendo, so are thought to be wearing typical
sage robes. They can be found as enemies at the Obelisk prior to the Tower of Kagutsuchi being raised. They
are evolved from Koppa Tengu, and can later be evolved into Kurama Tengu.
Vi 11 83% Save TN 83%

Ag (*) 10 78% Dodge TN 20% BEHAVIOR Delinquent/Man/— MACCA 152

Lu 8 68% Negotiation TN 36% DROP ITEMS Dis-Stun EXP 129

HP 234 MP 117 PHYSICAL RESIST 19 MAGIC RESIST 19 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 88% 0 40 40 Phys —
1. Wing Buffet — Wings Physical Attack All 9 HP 88% 5 40 45 Force If target is Stoned, Instant Kill 30%
2. Tarukaja — — Spell All 12 MP 83% — — — Support Auto-Success
3. Mana Gain 29 — Passive — — — — — — — —
4. Connection 30 Speech Talk 1 — 56% — — — Talk —
5. Mahama 31 — Spell All 15 MP 83% — — — Light Instant Kill 20%
6. Might 32 — Passive — — — — — — — Double physical crit rate.
7. Tornado 33 — Magical Attack All 25 MP 83% 65 39 104 Force If target is Stoned, Instant Kill 30%
8. — — — — — — — — — — — —

DÍS LV
23 CLAN
YOMA
EVOLVE? Dís (27) > Valkyrie AFFINITIES Drain Fire

Stats TN Substats INHERIT TRAITS Eye

St 10 73% Physical Power 33 Dís are the ghostly attendants of humans in Norse mythology. While they are believed to be guardians of
farming and husbandry, they are also thought to be the deification of fortune in battle, so are often equated
Ma (*) 14 93% Magical Power 37 with valkyries. It may also be that valkyries are a deviation from dísir, taking on a different role. As demons
aligned with the Assembly of Nihilo, they can be found guarding the Obelisk. With enough experience, Dís
can be evolved into Valkyrie.
Vi 10 73% Save TN 73%

Ag 7 58% Dodge TN 17% BEHAVIOR Lady/Woman/Youth MACCA 118

Lu 6 53% Negotiation TN 32% DROP ITEMS Opal EXP 92

HP 198 MP 111 PHYSICAL RESIST 18 MAGIC RESIST 16 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 73% 0 33 33 Phys —
1. Tetraja — — Spell All 15 MP 93% — — — Support Auto-Success
2. Agilao — — Spell 1 6 MP 93% 40 37 77 Fire —
3. Makajam — — Spell 1 4 MP 93% — — — Ruin Mute 40%
4. Diarama 24 — Spell 1 7 MP 93% 30 37 67 Healing Auto-Success
5. Stone Gaze 25 Eye Magical Attack 1 6 MP 93% — — — Dark Stone 50%
6. Makatora 26 — Spell 1 10 MP 93% — — — Support Auto-Success
7. Me Patra 27 — Spell All 12 MP 93% — — — Healing Auto-Success
8. — — — — — — — — — — — —

149
KOPPA TENGU LV
19 CLAN
YOMA
EVOLVE? Koppa Tengu (24) > Karasu Tengu (33) > Kurama Tengu AFFINITIES Null Force, Weak Ruin

Stats TN Substats INHERIT TRAITS Lunge

St 7 54% Physical Power 26 Another of the tengu. As they possess inferior spiritual energy compared with other tengu, they are quite small. It's said that Koppa
Tengu are born from wolves who have turned completely white due to their advanced age. After their transformation, they can
eventually gain a form on par with Karasu Tengu. With enough experience, Koppa Tengu can evolve into Karasu Tengu, and with
Ma 10 69% Magical Power 29
even more experience, can evolve further into Kurama Tengu. In the original game, they were members of the Assembly of Nihilo,
and could be found in the Assembly's HQ, or at the Obelisk.
Vi 5 44% Save TN 44%

Ag (*) 13 84% Dodge TN 23% BEHAVIOR Delinquent/—/Youth MACCA 92

Lu 8 59% Negotiation TN 36% DROP ITEMS Agate EXP 66

HP 144 MP 87 PHYSICAL RESIST 12 MAGIC RESIST 14 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 54% 0 26 26 Phys —
1. Wing Buffet — Wings Physical Attack All 9 HP 54% 5 26 31 Force If target is Stoned, Instant Kill 30%
2. Tarukaja — — Spell All 12 MP 69% — — — Support Auto-Success
3. Shibaboo 20 — Spell 1 5 MP 69% — — — Nerve Restrain 65%
4. Makatora 21 — Spell 1 10 MP 69% — — — Support Auto-Success
5. Kamikaze 22 — Physical Attack 1 All HP 54% 78 26 104 Phys —
6. Zanma 23 — Spell 1 6 MP 69% 30 29 59 Force If target is Stoned, Instant Kill 50%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

ISORA LV
14 CLAN
YOMA
EVOLVE? - AFFINITIES Strong Ice, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St (*) 9 59% Physical Power 23 A sea god that can be found in the mythology of indigenous peoples of Japan. Their bodies are covered
in seashells and seaweed, making them appear unsettling. He is known for lending the tide controlling
Ma 8 54% Magical Power 22 jewels hirutama and mitsutama to Empress Jingu, helping her on the Korean expedition. His connection
with seafaring people is deep, and he received most of his worship via the Azumi peoples, who were expert
seafarers.
Vi 8 54% Save TN 54%

Ag 6 44% Dodge TN 16% BEHAVIOR Animal/—/— MACCA 65

Lu 3 29% Negotiation TN 26% DROP ITEMS Coral EXP 40

HP 132 MP 66 PHYSICAL RESIST 11 MAGIC RESIST 11 FATE POINTS 5

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 59% 0 23 23 Phys —
1. Analyze — — Magical Attack 1 — 54% — — — Almighty Auto-Success
2. Venom Bite — Teeth Physical Attack 1 17 HP 59% 21 23 44 Phys Poison 40%
3. Kidnap 15 Speech Talk 1 — 46% — — — Talk —
4. Lullaby 16 — Magical Attack 1 6 MP 54% — — — Mind Sleep 70%
5. Ice Breath 17 Mouth Physical Attack All 9 HP 59% 5 23 28 Ice Freeze 10%
6. Media 18 — Spell All 12 MP 54% 5 22 27 Healing Auto-Success
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

150
APSARAS LV
8 CLAN
YOMA
EVOLVE? - AFFINITIES Drain Elec, Weak Fire

Stats TN Substats INHERIT TRAITS Eye

St 6 38% Physical Power 14 In Indian belief, Apsaras are spirits of water. Their name can translate to, "ones moving in water." They appear
as young women, and their bewitching beauty is sometimes cited as an example of the kind of worldly desire
Ma (*) 6 38% Magical Power 14 that can be an obstacle to realization of asceticism, and can cause a would be ascetic to fall into corruption.
Apsaras are also charged with carrying the souls of those who die in battle to the heavenly realm of Indra,
making them similar to Norse mythology valkyries. They appear often around Ginza.
Vi 6 38% Save TN 38%

Ag 5 33% Dodge TN 15% BEHAVIOR Lady/Woman/Youth MACCA 40

Lu 5 33% Negotiation TN 30% DROP ITEMS Aquamarine EXP 18

HP 84 MP 42 PHYSICAL RESIST 7 MAGIC RESIST 7 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 38% 0 14 14 Phys —
1. Lullaby — — Magical Attack 1 6 MP 38% — — — Mind Sleep 70%
2. Seduce — Speech Talk 1 — 50% — — — Talk —
3. Mutudi — — Spell 1 5 MP 38% — — — Healing Auto-Success
4. Mazio 9 — Spell All 8 MP 38% 5 14 19 Elec Shock 10%
5. Anti-Mind 10 — Passive — — — — — — — —
6. Makajam 11 — Spell 1 4 MP 38% — — — Ruin Mute 40%
7. Dormina 12 — Spell All 9 MP 38% — — — Mind Sleep 30%
8. — — — — — — — — — — — —

TITANIA LV
57 CLAN
FAIRY
EVOLVE? - AFFINITIES Repel Light/Dark, Strong Magic

Stats TN Substats INHERIT TRAITS Eye

St 14 127% Physical Power 71 The ruler of the moonlit forest, and wife of the King of Fairies, Oberon. It's believed that her origins lie in the Greek goddess of the
hunt and the moon, Artemis. She was reinterpreted as a fairy in England, and became immortalized as the Queen of Fairies in
William Shakespeare's play, A Midsummer Night's Dream. In English reading, Titania's name is usually pronounced like "tie-tan-ee-
Ma (*) 23 172% Magical Power 80
ah," but originally was more like, "tea-tan-ee-ah." In the original game, Titania appeared alongside Oberon as rulers of Yoyogi Park.
After Sakahagi's assault, she could also be found in Asakusa.
Vi 15 132% Save TN 132%

Ag 12 117% Dodge TN 22% BEHAVIOR Lady/Woman/Youth MACCA 456

Lu 13 122% Negotiation TN 46% DROP ITEMS Sapphire EXP 469

HP 432 MP 240 PHYSICAL RESIST 36 MAGIC RESIST 40 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 127% 0 71 71 Phys —
1. Glacial Blast — — Magical Attack All 25 MP 172% 65 80 145 Ice Freeze 10%
2. Pester — Speech Talk 1 — 66% — — — Talk —
3. Mediarahan 58 — Spell All 35 MP 172% — — — Healing Auto-Success
4. Pulinpa 59 — Spell 1 5 MP 172% — — — Mind Panic 60%
5. Mana Surge 60 — Passive — — — — — — — —
6. Prayer 61 — Magical Attack All 50 MP 172% — — — Healing Auto-Success
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

151
OBERON LV
46 CLAN
FAIRY
EVOLVE? - AFFINITIES Strong Phys, Weak Ruin

Stats TN Substats INHERIT TRAITS Eye Lunge Weapon

St 16 126% Physical Power 62 The King of the Fairies, and husband to Queen Titania. He oversees all rites that occur between fairies. Though in truth having
lived a long life, due to a curse inflicted on him when he was young, his body has grown to be no more than that of a boy's. His
origins lay in his appearance in the 13th century French epic-romance poem, Huon of Bordeaux, and when the poem made its way
Ma (*) 19 141% Magical Power 65
to England, he was immortalized as the Fairy King. In the original game, he rules Yoyogi Park alongside Titania. After Sakahagi's
assault, he can also be found in the Amala Temple.
Vi 13 111% Save TN 111%

Ag 8 86% Dodge TN 18% BEHAVIOR Gentleman/Man/Youth MACCA 321

Lu 10 96% Negotiation TN 40% DROP ITEMS Aquamarine EXP 315

HP 354 MP 195 PHYSICAL RESIST 29 MAGIC RESIST 32 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 126% 0 62 62 Phys —
1. Heat Wave — Weapon Physical Attack All 13 HP 126% 22 62 84 Phs —
2. Wooing — Speech Talk 1 — 60% — — — Talk —
3. Mediarama — — Spell All 20 HP 141% 25 65 90 Healing Auto-Success
4. Makarakarn 47 — Spell All 45 MP 141% — — — Support Auto-Success
5. Diarahan 48 — Spell 1 15 MP 141% — — — Healing Auto-Success
6. Tornado 49 — Magical Attack All 25 MP 141% 65 65 130 Force If target is Stoned, Instant Kill 30%
7. Bufudyne 50 — Spell 1 10 MP 141% 60 65 125 Ice Freeze 20%
8. Ziodyne 51 — Spell 1 10 MP 141% 60 65 125 Elec Shock 20%

SETANTA LV
43 CLAN
FAIRY
EVOLVE? Setanta (48) > Cú Chulainn AFFINITIES Repel Force, Weak Ruin/Nerve

Stats TN Substats INHERIT TRAITS Eye Lunge Weapon

St (*) 17 128% Physical Power 60 Appearing as a brave youth who appears in Irish mythology, who would later become the hero Cú Chulainn
(Setanta being his given or childhood name). He earns that name after killing a maddened guard dog
Ma 12 103% Magical Power 55 barehanded, and offers to take up the position as sentry in its place (the name Cú Chulainn itself meaning
"mad dog of the clan.") Originally, Setanta lives in Yoyogi Park, but can be found wandering Asakusa after
Sakahagi's attack. With enough experience, Setanta can be evolved into Cú Chulainn.
Vi 20 143% Save TN 143%

Ag 12 103% Dodge TN 22% BEHAVIOR Gentleman/Man/Youth MACCA 288

Lu 6 73% Negotiation TN 32% DROP ITEMS Onyx EXP 279

HP 378 MP 165 PHYSICAL RESIST 31 MAGIC RESIST 27 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 128% 0 60 60 Phys —
1. Estoma — — Spell — 40 MP 103% — — — Unique Auto-Success
2. Guillotine — Weapon Physical Attack 1 17 HP 128% 40 60 100 Phys Stun 40%
3. Sukukaja — — Spell All 12 MP 103% — — — Support Auto-Success
4. Retaliate 44 — Passive — — — — — — — Counter 50%, double damage
5. Provoke 45 — Magical Attack All 20 MP 103% — — — Support Auto-Success
6. Magic Null 46 — Passive — — — — — — — —
7. Wooing 47 Speech Talk 1 — 52% — — — Talk —
8. Tempest 48 Lunge Physical Attack All 25 HP 128% 30 60 90 Phys —

152
TROLL LV
38 CLAN
FAIRY
EVOLVE? - AFFINITIES Drain Ice, Weak Mind

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 14 108% Physical Power 52 A brutish giant that appears in many myths and legends across Europe. As they turn to stone when touched
by the light of the sun, they prefer to roam at night. Folklore claims that trolls are powerful but dim witted,
Ma 10 88% Magical Power 48 and often are depicted as losing to resourceful humans. It's likely that the troll has origins in the Jotunn or
giants of Norse mythology. They can be found living in Yoyogi Park, and one even stood guard over Loki's
treasure room. After Sakahagi's assault on the park, they are found alongside Titania at Asakusa.
Vi (*) 21 143% Save TN 143%

Ag 4 58% Dodge TN 14% BEHAVIOR Delinquent/Man/Youth MACCA 238

Lu 9 83% Negotiation TN 38% DROP ITEMS Medicine EXP 222

HP 354 MP 144 PHYSICAL RESIST 29 MAGIC RESIST 24 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 108% 0 52 52 Phys —
1. Begging — Speech Talk 1 — 58% — — — Talk —
2. Mutudi — — Spell 1 5 MP 88% — — — Healing Auto-Success
3. Mabufula 39 — Spell All 15 MP 88% 20 48 68 Ice Freeze 10%
4. Berserk 40 Lunge Physical Attack All 15 HP 108% 10 52 62 Phys —
5. Life Gain 41 — Passive — — — — — — — —
6. Lightoma 42 — Spell All 10 MP 88% — — — Unique Auto-Success
7. Diarahan 43 — Spell 1 15 MP 88% — — — Healing Auto-Success
8. — — — — — — — — — — — —

KELPIE LV
26 CLAN
FAIRY
EVOLVE? - AFFINITIES Strong Ice, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 9 71% Physical Power 35 A water fairy spoken of in Scottish folktales. They look similar to horses. It's said they invite travelers to ride
them, and once mounted, the Kelpie submerged their rider into a deep river or mud pit, drowning them. It's
Ma 13 91% Magical Power 39 also claimed that if a Kelpie can be harnessed and tamed, it makes for the most loyal and swiftest of steeds.
Kelpie most often appear in Ikebukuro Tunnel and Asakusa.
Vi 9 71% Save TN 71%

Ag (*) 8 66% Dodge TN 18% BEHAVIOR Animal/—/— MACCA 137

Lu 7 61% Negotiation TN 34% DROP ITEMS Jade EXP 113

HP 210 MP 117 PHYSICAL RESIST 17 MAGIC RESIST 19 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 71% 0 35 35 Phys —
1. Pulinpa — — Spell 1 5 MP 91% — — — Mind Panic 60%
2. Arbitrate — Speech Talk 1 — 54% — — — Talk —
3. Paraladi — — Spell 1 5 MP 91% — — — Healing Auto-Success
4. Stun Bite 27 Teeth Physical Attack 1 17 HP 71% 24 35 59 Phys Stun 40%
5. Nerve Null 28 — Passive — — — — — — — —
6. Marin Karin 29 — Spell 1 8 MP 91% — — — Mind Charm 40%
7. Diarama 30 — Spell 1 7 MP 91% 30 39 69 Healing Auto-Success
8. — — — — — — — — — — — —

153
JACK-O'-LANTERN LV
19 CLAN
FAIRY
EVOLVE? - AFFINITIES Drain Fire, Weak Ice

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 8 59% Physical Power 27 A creature similar to a wisp of light, spoken of in English folklore. It's said such creatures are the souls of
people who lived a life of depravity, and were thus denied entry into the afterlife, dooming them to wander
Ma (*) 10 69% Magical Power 29 eternally. This is also the name for candle lit, carved pumpkins made for the 31st of October, also known as
Halloween, which were believed to drive away evil spirits. Primarily found in the Mantra HQ and Ginza areas.
One also served as a warden of the Mantra Army's prison.
Vi 8 59% Save TN 59%

Ag 6 49% Dodge TN 16% BEHAVIOR Hee-Ho/—/Child MACCA 92

Lu 7 54% Negotiation TN 34% DROP ITEMS Garnet EXP 66

HP 162 MP 87 PHYSICAL RESIST 13 MAGIC RESIST 14 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 59% 0 27 27 Phys —
1. Agi — — Spell 1 3 MP 69% 15 29 44 Fire —
2. Maragi — — Spell All 8 MP 69% 10 29 39 Fire —
3. Nag — Speech Talk 1 — 54% — — — Talk —
4. Stun Gaze 20 Eye Magical Attack 1 5 MP 69% — — — Nerve Stun 40%
5. Lunge 21 Lunge Physical Attack 1 10 HP 59% 10 27 37 Phys —
6. Agilao 22 — Spell 1 6 MP 69% 40 29 69 Fire —
7. Anti-Ice 23 — Passive — — — — — — — —
8. — — — — — — — — — — — —

HIGH PIXIE LV
10 CLAN
FAIRY
EVOLVE? Pixie (6) > High Pixie (16) > Queen Mab AFFINITIES Strong Elec

Stats TN Substats INHERIT TRAITS Eye

St 4 30% Physical Power 14 An older figure among the pixies. Pixies tend to be divided by their magical power and leadership abilities,
and those with outstanding levels of both are called High Pixies. This carries a meaning similar to nobility
Ma 6 40% Magical Power 16 among pixies, and they even have the capacity to to grow and evolve into Queen Mab with enough
experience. They're mainly found around Yoyogi Park. They can be evolved from Pixie.
Vi 4 30% Save TN 30%

Ag 6 40% Dodge TN 16% BEHAVIOR Lady/Woman/Youth MACCA 200

Lu (*) 10 60% Negotiation TN 40% DROP ITEMS Revival Bead EXP 100

HP 84 MP 48 PHYSICAL RESIST 7 MAGIC RESIST 8 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 30% 0 14 14 Phys —
1. Zio — — Spell 1 3 MP 40% 10 16 26 Elec Shock 20%
2. Wing Buffet — Wings Physical Attack All 9 HP 30% 5 14 19 Force If target is Stoned, Instant Kill 30%
3. Paraladi 11 — Spell 1 5 MP 40% — — — Healing Auto-Success
4. Me Patra 12 — Spell All 12 MP 40% — — — Healing Auto-Success
5. Seduce 13 Speech Talk 1 — 60% — — — Talk —
6. Lucky Find 14 — Passive — — — — — — — —
7. Trafuri 15 — Spell All 25 MP 40% — — — Unique —
8. Pester 16 Speech Talk 1 — 60% — — — Talk —

154
JACK FROST LV
7 CLAN
FAIRY
EVOLVE? Mini-Frost (4) > Jack Frost AFFINITIES Drain Ice, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 5 32% Physical Power 12 A fairy of winter and frost, as held in English folklore. They come in various forms, sometimes looking like a
young boy, other times as wizened old men, and sometimes as snowmen. These fairies love to play pranks,
Ma (*) 8 47% Magical Power 15 but generally hold no malice at all. On the other hand, when angered, they have another, more fearsome side:
they can easily kill anyone by freezing them to death.They are often found in Yoyogi Park and Ginza.
Vi 6 37% Save TN 37%

Ag 4 27% Dodge TN 14% BEHAVIOR Hee-Ho/—/Child MACCA 36

Lu 4 27% Negotiation TN 28% DROP ITEMS Chakra Drop EXP 15

HP 78 MP 45 PHYSICAL RESIST 6 MAGIC RESIST 7 FATE POINTS 5

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 32% 0 12 12 Phys —
1. Bufu — — Spell 1 3 MP 47% 10 15 25 Ice Freeze 20%
2. Connection — Speech Talk 1 — 48% — — — Talk —
3. Might — — Passive — — — — — — — Double physical crit rate.
4. Mabufu 8 — Spell All 8 MP 47% 5 15 20 Ice Freeze 10%
5. Trade 9 Speech Talk 1 — 48% — — — Talk —
6. Ice Breath 10 Mouth Physical Attack All 9 HP 32% 5 12 17 Ice Freeze 10%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

PIXIE LV
2 CLAN
FAIRY
EVOLVE? Pixie (6) > High Pixie (16) > Queen Mab AFFINITIES Strong Elec

Stats TN Substats INHERIT TRAITS Eye

St 3 17% Physical Power 5 A forest fairy from English folklore. It's said pixies arise from the souls of children who died without being
baptized. They do not often appear in places where people can see them, but also tend to have a symbiotic
Ma 6 32% Magical Power 8 relationship with humans in various ways. It's said pixies properly reward those who give them respect.
With enough experience, a Pixie can be evolved into a High Pixie, and with even more experience, can evolve
further into Queen Mab. They've been often sighted around Yoyogi Park.
Vi 4 22% Save TN 22%

Ag 2 12% Dodge TN 12% BEHAVIOR Girl/Woman/Child MACCA 22

Lu (*) 7 37% Negotiation TN 34% DROP ITEMS Chakra Drop EXP 5

HP 36 MP 24 PHYSICAL RESIST 3 MAGIC RESIST 4 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 17% 0 5 5 Phys —
1. Dia — — Spell 1 3 MP 32% 10 8 18 Healing Auto-Success
2. Zio — — Spell 1 3 MP 32% 10 8 18 Elec Shock 20%
3. Seduce 3 Talk Talk 1 — 54% — — — Talk —
4. Rakunda 4 — Spell All 12 MP 32% — — — Support Auto-Success
5. Posumudi 5 — Spell 1 5 MP 32% — — — Healing Auto-Success
6. Wing Buffet 6 Wings Physical Attack All 9 HP 17% 5 5 10 Force If target is Stoned, Instant Kill 30%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

155
THRONE LV
64 CLAN
DIVINE
EVOLVE? Throne (68) > Uriel AFFINITIES Repel Magic, Drain Fire, Weak Ice/Dark

Stats TN Substats INHERIT TRAITS Eye Lunge

St 18 154% Physical Power 82 In the hierarchy of angels, Thrones are those angels that belong to the third choir. The first through third
choirs are treated as the "highest order" of angels. Of those angels with material bodies, Thrones are of the
Ma (*) 22 174% Magical Power 86 highest caliber. It is believed that their role is to serve as transport for the Christian God, and so their name
can literally mean throne, but also chariot. After the fall of the Assembly of Nihilo, they join with the Reason of
Yosuga, and appear in the Tower of Kagutsuchi. With enough experience, they can evolve into Uriel.
Vi 18 154% Save TN 154%

Ag 15 139% Dodge TN 25% BEHAVIOR Gentleman/—/Adult MACCA 555

Lu 15 139% Negotiation TN 50% DROP ITEMS Opal EXP 580

HP 492 MP 258 PHYSICAL RESIST 41 MAGIC RESIST 43 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 154% 0 82 82 Phys —
1. Mahamaon — — Spell All 25 MP 174% — — — Light Instant Kill 30%
2. Prominence — — Magical Attack All 30 MP 174% 80 86 166 Fire —
3. Brainwash — Speech Talk 1 — 70% — — — Talk —
4. Mediarahan 65 — Spell All 35 MP 174% — — — Healing Auto-Success
5. Mute Gaze 66 Eye Magical Attack 1 5 MP 174% — — — Dark Mute 40%
6. Holy Wrath 67 — Magical Attack All 36 MP 174% — — — Light HP 1/5
7. Debilitate 68 — Magical Attack All 48 MP 174% — — — Support Auto-Success
8. — — — — — — — — — — — —

DOMINION LV
50 CLAN
DIVINE
EVOLVE? - AFFINITIES Repel Light, Weak Dark/Ruin

Stats TN Substats INHERIT TRAITS Eye

St 15 125% Physical Power 65 In the hierarchy of angels, Dominions are those angels that belong to the fourth choir of the middle orders.
Their name carries the meaning of sovereignty. It is their role to make known to all the majesty of God. They
Ma (*) 18 140% Magical Power 68 are led by the angels Zadkiel, Hashmal, Ariel, and Muriel. After the fall of the Assembly of Nihilo, they join with
the Reason of Yosuga, and appear at the Mantra Army HQ. During the assault on Asakusa, one served as a
subordinate to Chiaki.
Vi 15 125% Save TN 125%

Ag 11 105% Dodge TN 21% BEHAVIOR Gentleman/Man/Adult MACCA 368

Lu 11 105% Negotiation TN 42% DROP ITEMS Aquamarine EXP 368

HP 390 MP 204 PHYSICAL RESIST 32 MAGIC RESIST 34 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 125% 0 65 65 Phys —
1. Diarahan — — Spell 1 15 MP 140% — — — Healing Auto-Success
2. Violent Flash — — Magical Attack 1 10 MP 140% 50 68 118 Light —
3. Tetrakarn 51 — Spell All 45 MP 140% — — — Support Auto-Success
4. Persuade 52 Speech Talk 1 — 62% — — — Talk —
5. Makakaja 53 — Spell All 12 MP 140% — — — Support Auto-Success
6. Makajam 54 — Spell 1 4 MP 140% — — — Ruin Mute 40%
7. Mahamaon 55 — Spell All 25 MP 140% — — — Light Instant Kill 30%
8. — — — — — — — — — — — —

156
VIRTUE LV
41 CLAN
DIVINE
EVOLVE? - AFFINITIES Repel Light, Weak Force/Dark

Stats TN Substats INHERIT TRAITS None

St 12 101% Physical Power 53 In the hierarchy of angels, Virtues are those angels that belong to the fifth choir of the middle orders.Their
name reflects virtue itself, and also the nobility that comes with it. Virtues are said to preside over making
Ma (*) 17 126% Magical Power 58 miracles real, and in using those to grant courage to humans. They are also allies to heroes. After the fall of
the Assembly of Nihilo, they join with the Reason of Yosuga, and appear at Asakusa, as well as Sanno.
Vi 17 126% Save TN 126%

Ag 8 81% Dodge TN 18% BEHAVIOR Gentleman/—/Adult MACCA 268

Lu 7 76% Negotiation TN 34% DROP ITEMS Opal EXP 256

HP 348 MP 174 PHYSICAL RESIST 29 MAGIC RESIST 29 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 101% 0 53 53 Phys —
1. Mahama — — Spell All 15 MP 126% — — — Light —
2. Detain — Speech Talk 1 — 54% — — — Talk —
3. Mediarama — — Spell All 20 MP 126% 25 58 83 Healing —
4. Arid Needle 42 Spike Physical Attack 1 13 HP 101% 10 53 63 Phys —
5. Makarakarn 43 — Spell All 45 MP 126% — — — Support —
6. Mazionga 44 — Spell All 15 MP 126% 20 58 78 Elec —
7. Thunderclap 45 — Magical Attack All 12 MP 126% — — — Light —
8. — — — — — — — — — — — —

POWER LV
33 CLAN
DIVINE
EVOLVE? - AFFINITIES Repel Light, Weak Dark/Nerve

Stats TN Substats INHERIT TRAITS Eye Lunge Weapon

St (*) 16 113% Physical Power 49 In the hierarchy of angels, Powers are those angels that belong to the sixth choir of the middle orders.Their name symbolizes the
might of God. They were well-suited for their roles as pure soldiers, which led to some people believing them to be neither good
nor evil. To prevent demons from infiltrating Heaven, they're said to always be on the front lines, and continually patrol the paths to
Ma 8 73% Magical Power 41
Heaven. After the fall of the Assembly of Nihilo, they join with the Reason of Yosuga, and can be seen in Marunouchi and Nagatacho.
One was a leader on the assault against Asakusa.
Vi 16 113% Save TN 113%

Ag 7 68% Dodge TN 17% BEHAVIOR Gentleman/Man/Adult MACCA 192

Lu 6 63% Negotiation TN 32% DROP ITEMS Onyx EXP 173

HP 294 MP 123 PHYSICAL RESIST 24 MAGIC RESIST 20 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 113% 0 49 49 Phys —
1. Might — — Passive — — — — — — — Double physical crit rate.
2. Brainwash — Speech Talk 1 — 52% — — — Talk —
3. Tarukaja — — Spell All 12 MP 73% — — — Support Auto-Success
4. Guillotine 34 Weapon Physical Attack 1 17 HP 113% 40 49 89 Phys Stun 40%
5. Mahama 35 — Spell All 15 MP 73% — — — Light Instant Kill 20%
6. Hamaon 36 — Spell 1 10 MP 73% — — — Light Instant Kill 60%
7. Nerve Null 37 — Passive — — — — — — — —
8. — — — — — — — — — — — —

157
PRINCIPALITY LV
28 CLAN
DIVINE
EVOLVE? - AFFINITIES Null Light, Weak Dark/Mind

Stats TN Substats INHERIT TRAITS Eye Weapon

St 11 83% Physical Power 39 In the hierarchy of angels, Principalities are those angels that belong to the seventh choir of the lowest
orders. They have somewhat stubborn views of right and wrong, and are seen as guardians and advocates
Ma (*) 12 88% Magical Power 40 for nations and civilization. Among them, Anael (also called Haniel) stands as their leader. After the fall of the
Assembly of Nihilo, they join with the Reason of Yosuga, and appear at the Mantra Army HQ. They also help in
the assault of Asakusa.
Vi 9 73% Save TN 73%

Ag 7 63% Dodge TN 17% BEHAVIOR Gentleman/Man/Adult MACCA 152

Lu 9 73% Negotiation TN 38% DROP ITEMS Garnet EXP 129

HP 222 MP 120 PHYSICAL RESIST 18 MAGIC RESIST 20 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 83% 0 39 39 Phys —
1. Might — — Passive — — — — — — — Double physical crit rate.
2. Zanma — — Spell 1 6 MP 88% 30 40 70 Force If target is Stoned, Instant Kill 50%
3. Connection — Speech Talk 1 — 58% — — — Talk —
4. Diarama 29 — Spell 1 7 MP 88% 30 40 70 Healing Auto-Success
5. Mana Bonus 30 — Passive — — — — — — — —
6. Hamaon 31 — Spell 1 10 MP 88% — — — Light Instant Kill 60%
7. Heat Wave 32 Weapon Physical Attack All 13 HP 83% 22 39 61 Phys —
8. — — — — — — — — — — — —

ARCHANGEL LV
18 CLAN
DIVINE
EVOLVE? - AFFINITIES Null Light, Weak Ice/Dark

Stats TN Substats INHERIT TRAITS Eye Lunge Weapon

St (*) 11 73% Physical Power 29 In the hierarchy of angels, Archangels are those angels that belong to the eighth choir of the lowest orders.
Though called Archangels, this is not the same as the term archangel used to refer to greater angels, such
Ma 6 48% Magical Power 24 as Michael. Archangels have the most direct contact in human affairs, and are believed to be messengers
that intermediate between God and humans. As junior officers in the Assembly of Nihilo, they lead the fight
against the Mantra Army in the Ikebukuro area and Asakusa.
Vi 8 58% Save TN 58%

Ag 7 53% Dodge TN 17% BEHAVIOR Gentleman/Man/Adult MACCA 86

Lu 6 48% Negotiation TN 32% DROP ITEMS Medicine EXP 60

HP 156 MP 72 PHYSICAL RESIST 13 MAGIC RESIST 12 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 73% 0 29 29 Phys —
1. Tarukaja — — Spell All 12 MP 48% — — — Support Auto-Success
2. Mighty Gust — Weapon Physical Attack 1 13 HP 73% 33 29 62 Phys —
3. Hama 19 — Spell 1 6 MP 48% — — — Light Instant Kill 40%
4. Estoma 20 — Spell — 40 MP 48% — — — Unique Auto-Success
5. Wing Buffet 21 Wings Physical Attack All 9 HP 73% 5 29 34 Force If target is Stoned, Instant Kill 30%
6. Persuade 22 Speech Talk 1 — 52% — — — Talk —
7. Diarama 23 — Spell 1 7 MP 48% 30 24 54 Healing Auto-Success
8. — — — — — — — — — — — —

158
ANGEL LV
11 CLAN
DIVINE
EVOLVE? - AFFINITIES Null Light, Weak Force/Dark

Stats TN Substats INHERIT TRAITS None

St 4 31% Physical Power 15 Angels appear throughout Christian, Jewish, and Islamic teachings as agents of God's will. They are usually
depicted as having wings on their back, and possessing androgynous beauty. Theology suggests there
Ma (*) 7 46% Magical Power 18 are nine choirs of angels, and the Angels are of the lowest, ninth choir. Their name carries a meaning of
messenger or herald, and they serve as intermediaries between individual humans and God. As members of
the Assembly of Nihilo, they can be found in Ginza and the deserts surrounding it as well.
Vi 7 46% Save TN 46%

Ag 7 46% Dodge TN 17% BEHAVIOR Lady/Woman/Youth MACCA 52

Lu 6 41% Negotiation TN 32% DROP ITEMS Medicine EXP 28

HP 108 MP 54 PHYSICAL RESIST 9 MAGIC RESIST 9 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 31% 0 15 15 Phys —
1. Dia — — Spell 1 3 MP 46% 10 18 28 Healing Auto-Success
2. Hama — — Spell 1 6 MP 46% — — — Light Instant Kill 40%
3. Detain 12 Speech Talk 1 — 52% — — — Talk —
4. Patra 13 — Spell 1 5 MP 46% — — — Healing Auto-Success
5. Petradi 14 — Spell 1 5 MP 46% — — — Healing Auto-Success
6. Stun Needle 15 Spike Physical Attack 1 7 HP 31% 10 15 25 Phys Stun 40%
7. Life Aid 16 — Passive 1 — — — — — — —
8. — — — — — — — — — — — —

FLAUROS LV
68 CLAN
FALLEN
EVOLVE? - AFFINITIES Repel Dark, Weak Nerve

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Claw Weapon

St (*) 27 203% Physical Power 95 One of King Solomon’s seventy-two demons. He manifests as a warrior with the face of a leopard, or sometimes as a leopard itself.
He has the power to see into the past and the future and can answer any question, but unless summoned into a magic triangle, he
will lie. He also has the power to command flames at will and can incinerate anything he desires to. After the fall of the Assembly
Ma 14 138% Magical Power 82
of Nihilo, he joins with the Reason of Yosuga, and appears in the Tower of Kagutsuchi. When Chiaki merges with Baal Avatar, he is
summoned again in the form of Flauros Hallel.
Vi 22 178% Save TN 178%

Ag 13 133% Dodge TN 23% BEHAVIOR Delinquent/—/Adult MACCA 616

Lu 12 128% Negotiation TN 44% DROP ITEMS Muscle Drink EXP 644

HP 540 MP 246 PHYSICAL RESIST 45 MAGIC RESIST 41 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 203% 0 95 95 Phys —
1. Iron Claw — Claw Physical Attack 1 15 HP 203% 36 95 131 Phys —
2. Threaten — Speech Talk 1 — 64% — — — Talk —
3. War Cry — Mouth Magical Attack All 40 MP 138% — — — Support Auto-Success
4. Deathbound 69 Weapon Physical Attack All 25 HP 203% 45 95 140 Phys —
5. Endure 70 — Passive — — — — — — — —
6. Hades Blast 71 Lunge Physical Attack All 33 HP 203% 50 95 145 Phys —
7. Life Surge 72 — Passive — — — — — — — —
8. Hassohappa 73 Weapon Physical Attack All 33 HP 203% 57 95 152 Phys —

159
DECARABIA LV
58 CLAN
FALLEN
EVOLVE? - AFFINITIES Null Dark, Strong Magic

Stats TN Substats INHERIT TRAITS Eye Lunge

St 15 133% Physical Power 73 One of King Solomon’s seventy-two demons. He is a strange demon with the form of a pentagram, though he may also appear as
a naked old man. He possesses great knowledge of gemstones and plants, and can appraise gems. He also commands familiars
who take the form of birds and may bestow them upon his summoner. In the original game, he becomes the leader of the free city
Ma (*) 22 168% Magical Power 80
of Shibuya, and wishes to rule through force with his friend, Forneus, though he gives up on this after Forneus dies. Once the Yahiro
no Himorogi manifests, he joins with the Reason of Shijima, and appears in the Diet Building.
Vi 17 143% Save TN 143%

Ag 12 118% Dodge TN 22% BEHAVIOR Elite/—/— MACCA 470

Lu 12 118% Negotiation TN 44% DROP ITEMS Jade EXP 484

HP 450 MP 240 PHYSICAL RESIST 37 MAGIC RESIST 40 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 133% 0 73 73 Phys —
1. Analyze — — Magical Attack 1 — 168% — — — Almighty Auto-Success
2. Haggle — Speech Talk 1 — 64% — — — Talk —
3. Tetrakarn — — Spell All 45 MP 168% — — — Support Auto-Success
4. Sukukaja 59 — Spell All 12 MP 168% — — — Support Auto-Success
5. Hell Gaze 60 Eye Magical Attack 1 10 MP 168% — — — Dark Instant Kill 70%
6. Eternal Rest 61 — Magical Attack All 16 MP 168% — — — Mind If target is Sleeping, Instant Kill.
7. Trafuri 62 — Spell All 25 MP 168% — — — Unique —
8. Megido 63 — Spell All 30 MP 168% 30 80 110 Almighty —

OSE LV
45 CLAN
FALLEN
EVOLVE? - AFFINITIES Null Dark, Weak Nerve

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 17 130% Physical Power 62 One of King Solomon’s seventy two demons. He appears to be half man, half beast. When summoned, he
will transform his summoner into any shape they wish for, though this transformation will not last long. He
Ma 11 100% Magical Power 56 possesses the power to drive humans mad. He is also a demon of wisdom, and will answer all questions his
summoner puts to him. He is a member of the Assembly of Nihilo and a trusted aide of Hikawa’s. After the fall
of the Assembly of Nihilo, he appears as an enemy in the Amala Temple.
Vi 14 115% Save TN 115%

Ag 12 105% Dodge TN 22% BEHAVIOR Delinquent/—/Adult MACCA 310

Lu 11 100% Negotiation TN 42% DROP ITEMS Jade EXP 303

HP 354 MP 168 PHYSICAL RESIST 29 MAGIC RESIST 28 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 130% 0 62 62 Phys —
1. Rakukaja — — Spell All 12 MP 100% — — — Support Auto-Success
2. War Cry — Mouth Magical Attack All 40 MP 100% — — — Support Auto-Success
3. Blight — Weapon Physical Attack All 33 HP 130% 43 62 105 Phys Poison 20%
4. Dekaja 46 — Spell All 10 MP 100% — — — Support Auto-Success
5. Dekunda 47 — Spell All 10 MP 100% — — — Support Auto-Success
6. Threaten 48 Speech Talk 1 — 62% — — — Talk —
7. Focus 49 — Magical Attack — 5 MP 100% — — — Unique Auto-Success
8. Makarakarn 50 — Spell All 45 MP 100% — — — Support Auto-Success

160
BERITH LV
37 CLAN
FALLEN
EVOLVE? - AFFINITIES Drain Fire, Null Dark, Strong Phys, Weak Ice

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 16 117% Physical Power 53 One of King Solomon’s seventy two demons. He is a dreadful king who rides a great horse. Though he has
knowledge of the past, present, and future, his words cannot normally be trusted. Supposedly, he will bestow
Ma 10 87% Magical Power 47 knowledge in exchange for living sacrifices. He is wise in the ways of alchemy, and can transform lead and
other base metals into gold. He is a member of the Assembly of Nihilo, and guards a Kila. Later, he is found
patrolling the Obelisk.
Vi 17 122% Save TN 122%

Ag 8 77% Dodge TN 18% BEHAVIOR Elite/Man/Adult MACCA 228

Lu 6 67% Negotiation TN 32% DROP ITEMS Garnet EXP 212

HP 324 MP 141 PHYSICAL RESIST 27 MAGIC RESIST 23 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 117% 0 53 53 Phys —
1. Mudo — — Spell 1 6 MP 87% — — — Dark Instant Kill 40%
2. Kidnap — Speech Talk 1 — 52% — — — Talk —
3. Heat Wave — Weapon Physical Attack All 13 HP 117% 22 53 75 Phys —
4. Dekaja 38 — Spell All 10 MP 87% — — — Support Auto-Success
5. Maragion 39 — Spell All 15 MP 87% 30 47 115 (77) Fire —
6. Dismal Tune 40 — Magical Attack All 30 MP 87% 50 47 97 Ruin Mute 10%
7. Fire Boost 41 — Passive — — — — — — — Multiply Fire attack power by 1.5x
8. Hellfire 42 — Magical Attack All 18 MP 87% 30 47 115 (77) Fire —

ELIGOR LV
29 CLAN
FALLEN
EVOLVE? - AFFINITIES Null Dark, Strong Phys, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 14 99% Physical Power 43 One of King Solomon’s seventy two demons. He takes the form of a knight, and can foretell the outcome of
battles. Those who fight by his side shall never be routed. He can also manipulate the hearts of humans and
Ma 9 74% Magical Power 38 cause them to fall in love, or uncover their most secret treasures. He is a member of the Assembly of Nihilo,
where as well as patrolling the Assembly’s domain in Ginza, he guards the Obelisk at its center.
Vi 14 99% Save TN 99%

Ag 6 59% Dodge TN 16% BEHAVIOR Elite/Man/Adult MACCA 160

Lu 6 59% Negotiation TN 32% DROP ITEMS Amethyst EXP 137

HP 258 MP 114 PHYSICAL RESIST 21 MAGIC RESIST 19 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 99% 0 43 43 Phys —
1. Hell Thrust — Lunge Physical Attack 1 20 HP 99% 25 43 68 Phys —
2. Rakukaja — — Spell All 12 MP 74% — — — Support Auto-Success
3. Might — — Passive — — — — — — — Double physical crit rate.
4. Mudo 30 — Spell 1 6 MP 74% — — — Dark Instant Kill 40%
5. Berserk 31 Lunge Physical Attack All 15 HP 99% 10 43 53 Phys —
6. Riberama 32 — Spell All 8 MP 74% — — — Unique Auto-Success
7. Intimidate 33 Speech Talk 1 — 52% — — — Talk —
8. Stone Gaze 34 Eye Magical Attack 1 6 MP 74% — — — Dark Stone 50%

161
FORNEUS LV
20 CLAN
FALLEN
EVOLVE? - AFFINITIES Drain Ice, Null Dark, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 10 70% Physical Power 30 One of King Solomon’s seventy two demons. His form is that of a giant, winged fish made of silver. Before
his fall, he was one of the Thrones. He possesses great knowledge of all things related to language, and can
Ma 7 55% Magical Power 27 bestow instruction in rhetoric, linguistics, and onomastics. He can also dull the hostility of his foes and make
them become friendly with his summoner. He guards the exit of the Shinjuku Medical Center. He is a friend of
Decarabia’s and a member of the Assembly of Nihilo.
Vi (*) 10 70% Save TN 70%

Ag 5 45% Dodge TN 15% BEHAVIOR Delinquent/—/— MACCA 98

Lu 8 60% Negotiation TN 36% DROP ITEMS Aquamarine EXP 73

HP 180 MP 81 PHYSICAL RESIST 15 MAGIC RESIST 13 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 70% 0 30 30 Phys —
1. Stun Bite — Teeth Physical Attack 1 17 HP 70% 24 30 54 Phys Stun 40%
2. Riberama — — Spell All 8 MP 55% — — — Unique Auto-Success
3. Bufula 21 — Spell 1 6 MP 55% 30 27 57 Ice Freeze 20%
4. Loan 22 Speech Talk 1 — 56% — — — Talk —
5. Fog Breath 23 Mouth Physical Attack All 30 HP 70% — — — Support Auto-Success
6. Anti-Elec 24 — Passive — — — — — — — —
7. Mabufula 25 — Spell All 15 MP 55% 20 27 47 Ice Freeze 10%
8. — — — — — — — — — — — —

YURLUNGUR LV
66 CLAN
SNAKE
EVOLVE? - AFFINITIES Null Magic, Weak Ailment

Stats TN Substats INHERIT TRAITS Eye Lunge

St 18 156% Physical Power 84 A python from Oceanian mythology whose body is made of copper. As a harvest god that can control the
weather, he is a mighty being that transcends good and evil. Because he dwells within a sacred pool of
Ma 16 146% Magical Power 82 rainbow colored water, he is also known as the “Rainbow Serpent”, and rainbows are said to be Yurlungur
in repose. At times, he is known to swallow whole those who break taboos, but at other times he spits them
forth again, returning them to life. He appears near the top floor of the Tower of Kagutsuchi.
Vi (*) 30 216% Save TN 216%

Ag 9 111% Dodge TN 19% BEHAVIOR Animal/—/— MACCA 585

Lu 13 131% Negotiation TN 46% DROP ITEMS Muscle Drink EXP 612

HP 576 MP 246 PHYSICAL RESIST 48 MAGIC RESIST 41 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 156% 0 84 84 Phys —
1. Ziodyne — — Spell 1 10 MP 146% 60 82 213 (142) Elec Shock 20%
2. Rakukaja — — Spell All 12 MP 146% — — — Support Auto-Success
3. Bolt Storm — — Magical Attack All 25 MP 146% 65 82 220 (147) Elec Shock 10%
4. Elec Boost 67 — Passive — — — — — — — Multiply Elec attack power by 1.5x
5. Mediarahan 68 — Spell All 35 MP 146% — — — Healing Auto-Success
6. Samarecarm 69 — Spell 1 35 MP 146% — — — Healing Auto-Success
7. Wind Cutter 70 — Magical Attack 1 13 MP 146% 60 82 142 Force If target is Stoned, Instant Kill 30%
8. — — — — — — — — — — — —

162
QUETZALCOATL LV
55 CLAN
SNAKE
EVOLVE? - AFFINITIES Null Ice, Strong Phys, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 16 135% Physical Power 71 A deity from the Aztec pantheon. His name means “the feathered serpent,” and he is thus depicted as a great
snake with wings. He gathered bones from Mictlan, the land of the dead, and mixed them with his blood to
Ma 12 115% Magical Power 67 create humankind, then bestowed upon them the gifts of maize and of books. The planet Venus is said to be
Quetzalcoatl’s heart. He appears in the Amala Temple and in the Yurakucho Tunnel.
Vi (*) 27 190% Save TN 190%

Ag 9 100% Dodge TN 19% BEHAVIOR Animal/—/— MACCA 430

Lu 11 110% Negotiation TN 42% DROP ITEMS Turquoise EXP 439

HP 492 MP 201 PHYSICAL RESIST 41 MAGIC RESIST 33 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 135% 0 71 71 Phys —
1. Stone Bite — Teeth Physical Attack 1 20 HP 135% 24 71 95 Phys Stone 50%
2. Connection — Speech Talk 1 — 62% — — — Talk —
3. Glacial Blast — — Magical Attack All 25 MP 115% 65 67 198 (132) Ice Freeze 10%
4. Berserk 56 Lunge Physical Attack All 15 HP 135% 10 71 81 Phys —
5. Ice Boost 57 — Passive — — — — — — — Multiply Ice attack power by 1.5x
6. Ice Drain 58 — Passive — — — — — — — —
7. Toxic Cloud 59 Mouth Physical Attack All 8 HP 135% 5 71 76 Ruin Poison 20%
8. Recarmdra 60 — Spell All MP 115% — — — Healing Auto-Success

NAGA RAJA LV
37 CLAN
SNAKE
EVOLVE? Naga (32) > Naga Raja AFFINITIES Drain Elec, Strong Phys, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 15 112% Physical Power 52 Half man, half snake deities from Indian myth. Nagas with great power are known as Naga Rajas and are the
lords of their kind. The “Eight Great Dragon Kings” such as Nanda and Takshaka, as well as the world serpent
Ma 9 82% Magical Power 46 Ananda upon which Vishnu lies in repose, are also known by this name. They appear in Asakusa and the
Asakusa Tunnel. Naga Raja evolves from Naga.
Vi (*) 21 142% Save TN 142%

Ag 8 77% Dodge TN 18% BEHAVIOR Gentleman/—/Adult MACCA 228

Lu 9 82% Negotiation TN 38% DROP ITEMS Sacred Water EXP 212

HP 348 MP 138 PHYSICAL RESIST 29 MAGIC RESIST 23 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 112% 0 52 52 Phys —
1. Drain Attack — — Passive — — — — — — — Basic strikes heal for 25% of damage dealt

2. Tarukaja — — Spell All 12 MP 82% — — — Support Auto-Success


3. Counter 38 — Passive — — — — — — — —
4. Shock 39 — Magical Attack All 9 MP 82% 5 46 51 Elec Shock 10%
5. Wooing 40 Speech Talk 1 — 58% — — — Talk —
6. Tempest 41 Lunge Physical Attack All 25 HP 112% 30 52 82 Phys —
7. Fire Null 42 — Passive — — — — — — — —
8. — — — — — — — — — — — —

163
MIZUCHI LV
34 CLAN
SNAKE
EVOLVE? Mizuchi (38) > Qing Long AFFINITIES Drain Elec, Null Ice/Dark, Weak Fire

Stats TN Substats INHERIT TRAITS Eye Lunge

St 12 94% Physical Power 46 Water spirits from Japanese mythology. They rule over all creatures who live in fresh water such as lakes
and rivers. It is said Mizuchi can create illusions to deceive their opponents, and also poison them. In the
Ma 13 99% Magical Power 47 Nihon Shoki, it is written that Mizuchi dwell in the rivers of Kibi no kuni (a kingdom located in the modern
prefectures of Okayama and Hiroshima.) An unusually large Mizuchi is the chief of the Kabukicho Prison. With
enough experience, Mizuchi can evolve into Qing Long.
Vi (*) 19 129% Save TN 129%

Ag 7 69% Dodge TN 17% BEHAVIOR Animal/—/— MACCA 201

Lu 7 69% Negotiation TN 34% DROP ITEMS Aquamarine EXP 182

HP 318 MP 141 PHYSICAL RESIST 26 MAGIC RESIST 23 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 94% 0 46 46 Phys —
1. Bufula — — Spell 1 6 MP 99% 30 47 77 Ice Freeze 20%
2. Mabufula — — Spell All 15 MP 99% 20 47 67 Ice Freeze 10%
3. Makakaja — — Spell All 12 MP 99% — — — Support Auto-Success
4. Makarakarn 35 — Spell All 45 MP 99% — — — Support Auto-Success
5. Me Patra 36 — Spell All 12 MP 99% — — — Healing Auto-Success
6. Berserk 37 Lunge Physical Attack All 15 HP 94% 10 46 56 Phys —
7. Fog Breath 38 Mouth Physical Attack All 30 HP 94% — — — Support Auto-Success
8. — — — — — — — — — — — —

NAGA LV
28 CLAN
SNAKE
EVOLVE? Naga (32) > Naga Raja AFFINITIES Drain Elec, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St 13 93% Physical Power 41 Half-man, half-snake deities from Indian mythology, in which cobras are held to be sacred. They control resurrection and
reincarnation. They dwell in tranquil paradises at the bottom of rivers, lakes, and the sea, and spend all their time in song and
dance. Nagas can change their form to those of beautiful humans, and female ones, known as Nagi, are often made queens in the
Ma 8 68% Magical Power 36
human world. They serve as guards in the Mantra Army’s Kabukicho Prison, and after the Manikins there escape, they pursue them
to Asakusa Tunnel. With enough experience, they can evolve into Naga Raja.
Vi (*) 16 108% Save TN 108%

Ag 7 63% Dodge TN 17% BEHAVIOR Delinquent/—/Youth MACCA 152

Lu 8 68% Negotiation TN 36% DROP ITEMS Turquoise EXP 129

HP 264 MP 108 PHYSICAL RESIST 22 MAGIC RESIST 18 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 93% 0 41 41 Phys —
1. Drain Attack — — Passive — — — — — — — Basic strikes heal for 25% of damage dealt

2. Tarukaja — — Spell All 12 MP 68% — — — — Auto-Success


3. Trade — Speech Talk 1 — 56% — — — — —
4. Life Gain 29 — Passive — — — — — — — —
5. Fog Breath 30 Mouth Physical Attack All 30 HP 93% — — — — Auto-Success
6. Hell Thrust 31 Lunge Physical Attack 1 20 HP 93% 25 41 66 — —
7. Zionga 32 — Spell 1 6 MP 68% 30 36 66 — Shock 20%
8. — — — — — — — — — — — —

164
NOZUCHI LV
14 CLAN
SNAKE
EVOLVE? Nozuchi (18) > Xuanwu AFFINITIES Drain Force, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Lunge

St 11 69% Physical Power 25 Earth spirits from Japanese mythology whose name means “gods of the land.” Kaya-no-hime, an earth goddess, is also known by
the name Nozuchi. She was originally a goddess of plants, but when people started to write her name as Nozuchi, people began
to see her as a snake in the shape of a cudgel. They have a fierce temper, and should they spy humans from atop a hill, they will
Ma 6 44% Magical Power 20
attack by rolling down it. They are members of the Mantra Army, and appear in Ikebukuro, Kabukicho and the Ginza Underground
Labyrinth. With enough experience, Nozuchi can evolve into Xuanwu.
Vi (*) 10 64% Save TN 64%

Ag 4 34% Dodge TN 14% BEHAVIOR Animal/—/— MACCA 65

Lu 7 49% Negotiation TN 34% DROP ITEMS Garnet EXP 40

HP 144 MP 60 PHYSICAL RESIST 12 MAGIC RESIST 10 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 69% 0 25 25 Phys —
1. Lunge — Lunge Physical Attack 1 10 HP 69% 10 25 35 Phys —
2. Toxic Cloud — Mouth Physical Attack All 8 HP 69% 5 25 30 Ruin Poison 20%
3. Counter 15 — Passive — — — — — — — —
4. Flatter 16 Speech Talk 1 — 54% — — — Talk —
5. Rakukaja 17 — Spell All 12 MP 44% — — — Support Auto-Success
6. Sacrifice 18 — Physical Attack All All HP 69% 44 25 69 Phys —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

CERBERUS LV
61 CLAN
BEAST
EVOLVE? - AFFINITIES Repel Fire, Strong Phys, Weak Ice

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth Claw

St (*) 23 176% Physical Power 84 In Greek mythology, the guard dog of the dark pit of Tartarus, the land of the dead. He is a giant and fierce
hound with three heads. His father was the Titan of wind, Typhon, and his mother the snake goddess Echidna.
Ma 14 131% Magical Power 75 When Heracles wrestled him to the ground, it’s said that the froth from his mouth became wolfsbane. After
the Mantra Army is destroyed, he joins with the Reason of Shijima. He stands guard before the Yurakucho
Tunnel and the Diet Building.
Vi 15 136% Save TN 136%

Ag 17 146% Dodge TN 27% BEHAVIOR Animal/—/— MACCA 512

Lu 12 121% Negotiation TN 44% DROP ITEMS Garnet EXP 532

HP 456 MP 225 PHYSICAL RESIST 38 MAGIC RESIST 37 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 (All) — 176% 0 84 84 Phys —
1. Iron Claw — Claw Physical Attack 1 15 HP 176% 36 84 120 Phys —
2. Binding Cry — Mouth Magical Attack All 14 MP 131% 5 75 80 Nerve Restrain 20%
3. Fog Breath — Mouth Physical Attack All 30 HP 176% — — — Support Auto-Success
4. Retaliate 62 — Passive — — — — — — — Counter 50%, double damage
5. Detain 63 Speech Talk 1 — 64% — — — Talk —
6. Hellfire 64 — Magical Attack All 18 MP 131% 30 75 105 Fire —
7. Attack All 65 — Passive All — — — — — — Change basic strike to target All
8. — — — — — — — — — — — —

165
SUPARNA LV
54 CLAN
BEAST
EVOLVE? Suparna (58) > Garuda AFFINITIES Repel Force, Null Ailment

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Claw

St 13 119% Physical Power 67 A legendary bird that appears in Indian myth. His name means “the one with beautiful wings.” It is said
Suparna can conjure the winds, as well as alter the size of his own body, as it desires. Suparna is often
Ma 19 149% Magical Power 73 identified with Garuda, but he is believed to originate from a different legend, and in Brahmanism, Suparna is
an eagle that serves the thunder god Indra. He appears from the Sanno to Nagatacho areas, and outside the
Amala Temple. With enough experience, Suparna can evolve into Garuda.
Vi 14 124% Save TN 124%

Ag (*) 22 164% Dodge TN 32% BEHAVIOR Gentleman/—/— MACCA 417

Lu 11 109% Negotiation TN 42% DROP ITEMS Wagtail Plume EXP 424

HP 408 MP 219 PHYSICAL RESIST 34 MAGIC RESIST 36 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 119% 0 67 67 Phys —
1. Zandyne — — Spell 1 10 MP 149% 60 73 133 Force If target is Stoned, Instant Kill 50%
2. Fog Breath — Mouth Physical Attack All 30 HP 119% — — — Support Auto-Success
3. Sukukaja — — Spell All 12 MP 149% — — — Support Auto-Success
4. Mazandyne 55 — Spell All 25 MP 149% — — — Force If target is Stoned, Instant Kill 30%
5. Venom Claw 56 Claw Physical Attack 1 17 HP 119% 70 73 143 Phys Poison 40%
6. Stone Hunt 57 Speech Talk 1 — 62% 21 67 88 Talk —
7. Diarahan 58 — Spell 1 15 MP 149% — — — Healing Auto-Success
8. — — — — — — — — — — — —

ORTHRUS LV
34 CLAN
BEAST
EVOLVE? - AFFINITIES Drain Fire, Weak Ice

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth Claw

St (*) 16 114% Physical Power 50 In Greek mythology, a two-headed hound that guards the farm of the monster Geryon, who dwells upon an island in the world’s
furthest reaches. He was the mightiest of guard dogs, but when Heracles was challenged to steal Geryon’s cattle as the tenth of
his twelve labors, he killed Orthrus with a single blow. His father was the Titan of wind, Typhon, and his mother the snake goddess
Ma 8 74% Magical Power 42
Echidna. He is Cerberus’s brother. Orthrus is the main judge of the Mantra Army’s trials by combat. After the Mantra Army is
destroyed, he appears in Asakusa and Ginza.
Vi 13 99% Save TN 99%

Ag 11 89% Dodge TN 21% BEHAVIOR Animal/—/— MACCA 201

Lu 6 64% Negotiation TN 32% DROP ITEMS Medicine EXP 182

HP 282 MP 126 PHYSICAL RESIST 23 MAGIC RESIST 21 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 114% 0 50 50 Phys —
1. Fire Breath — Mouth Physical Attack All 9 HP 114% 10 50 90 (60) Fire —
2. Stun Claw — Claw Physical Attack 1 17 HP 114% 24 50 74 Phys Stun 40%
3. Fire Boost 35 — Passive — — — — — — — Multiply Fire attack power by 1.5x
4. Scout 36 Speech Talk 1 — 52% — — — Talk —
5. War Cry 37 Mouth Magical Attack All 40 MP 74% — — — Support Auto-Success
6. Hell Fang 38 Teeth Physical Attack 1 15 HP 114% 38 50 86 Phys —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

166
BADB CATHA LV
23 CLAN
BEAST
EVOLVE? - AFFINITIES Strong Phys, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Claw

St 11 78% Physical Power 34 A goddess of the Celtic pantheon who, despite the contradiction, oversees both love and war. Her name
means “crow of the battlefield.” Badb Catha was originally a name used for any of the three goddesses
Ma 6 53% Magical Power 29 Morrigan, Neamhain, and Macha. As her name suggests, she is a crow that appears on the battlefield to peck
the souls of the fallen from their corpses and carry them away. She is a member of the Mantra Army and
appears from Ikebukuro to Kabukicho, as well as on the roof of the Mantra HQ.
Vi 8 63% Save TN 63%

Ag (*) 12 83% Dodge TN 22% BEHAVIOR Witch/—/— MACCA 116

Lu 6 53% Negotiation TN 32% DROP ITEMS Agate EXP 92

HP 186 MP 87 PHYSICAL RESIST 15 MAGIC RESIST 14 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 78% 0 34 34 Phys —
1. Liftoma — — Spell All 12 MP 53% — — — Unique Auto-Success
2. Needle Rush — Spike Physical Attack 1 10 HP 78% 21 34 55 Phys —
3. Detain 24 Talk Talk 1 — 52% — — — Talk —
4. Wing Buffet 25 Wings Physical Attack All 9 HP 78% 5 34 39 Force If target is Stoned, Instant Kill 30%
5. Anti-Force 26 — Passive — — — — — — — —
6. Mana Aid 27 — Passive — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

NEKOMATA LV
18 CLAN
BEAST
EVOLVE? Nekomata (22) > Senri AFFINITIES Drain Force, Weak Elec

Stats TN Substats INHERIT TRAITS Eye Claw

St 7 53% Physical Power 25 A mystical creature who was once a cat that lived long enough to amass great power. Her tail has split into two, and that is why
she’s called a “Nekomata”, which means “two-tailed cat.” She is highly astute, can speak human tongues, and may appear in the
form of either a young or an old woman. Some Nekomata are said to be able to command the dead to serve them. In Japan, the tails
Ma (*) 12 78% Magical Power 30
of cats were sometimes chopped off so that they wouldn’t become Nekomata. At first, she gruesomely hunted human prey in the
Shibuya disco, but she then joined the Mantra Army. With enough experience, Nekomata can evolve into Senri.
Vi 8 58% Save TN 58%

Ag 7 53% Dodge TN 17% BEHAVIOR Witch/Woman/Youth MACCA 86

Lu 7 53% Negotiation TN 34% DROP ITEMS Dis-Charm EXP 60

HP 156 MP 90 PHYSICAL RESIST 13 MAGIC RESIST 15 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 53% 0 25 25 Phys —
1. Stun Needle — Spike Physical Attack 1 7 HP 53% 10 25 35 Phys Stun 40%
2. Marin Karin — — Spell 1 8 MP 78% — — — Mind Charm 40%
3. Paraladi — — Spell 1 5 MP 78% — — — Healing Auto-Success
4. Mana Bonus 19 — Passive — — — — — — — —
5. Feral Claw 20 Claw Physical Attack 1 6 HP 53% 10 25 35 Phys —
6. Pester 21 Speech Talk 1 — 54% — — — Talk —
7. Mute Gaze 22 Eye Magical Attack 1 5 MP 78% — — — Dark Mute 40%
8. — — — — — — — — — — — —

167
INUGAMI LV
13 CLAN
BEAST
EVOLVE? Inugami (17) > Makami AFFINITIES Null Fire/Dark, Weak Force

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St (*) 10 63% Physical Power 23 A ghostly hound that has been believed, since times of old in Japan, to possess humans. Those who become
possessed by an Inugami lose their sanity. Supposedly, one could compel an Inugami to serve them by
Ma 7 48% Magical Power 20 burying a dog from the neck down, starving it until the verge of death, cutting off its head, and enshrining
that head. They appear in Ikebukuro and Ginza, and are not aligned with any faction.
Vi 9 58% Save TN 58%

Ag 6 43% Dodge TN 16% BEHAVIOR Animal/—/— MACCA 60

Lu 5 38% Negotiation TN 30% DROP ITEMS Chakra Drop EXP 36

HP 132 MP 60 PHYSICAL RESIST 11 MAGIC RESIST 10 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 63% 0 23 23 Phys —
1. Fire Breath — Mouth Physical Attack All 9 HP 63% 10 23 33 Fire —
2. Feral Bite — Teeth Physical Attack 1 13 HP 63% 24 23 47 Phys —
3. Media 14 — Spell All 12 MP 48% 5 20 25 Healing Auto-Success
4. Rakunda 15 — Spell All 12 MP 48% — — — Support Auto-Success
5. Fog Breath 16 Mouth Physical Attack All 30 HP 63% — — — Support Auto-Success
6. Panic Voice 17 — Magical Attack All 8 MP 48% — — — Mind Panic 30%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

GOGMAGOG LV
55 CLAN
JIRAE
EVOLVE? Gogmagog (60) > Albion AFFINITIES Null Phys/Ice/Dark, Weak Fire

Stats TN Substats INHERIT TRAITS Eye Lunge

St 22 165% Physical Power 77 A giant who lived on the isle of Britain in bygone days. His name means “the enemy.” His size is such that
one swing of his arm is enough to destroy a sailing ship. He drove off all those who sought to intrude upon
Ma 14 125% Magical Power 69 Britain until he was finally defeated by Brutus, a Trojan who had fled from the Trojan War. Some also say that
Gogmagog was in fact two brothers named “Gog” and “Magog.” He appears in Asakusa and the Amala Temple.
Vi (*) 21 160% Save TN 160%

Ag 7 90% Dodge TN 17% BEHAVIOR Animal/—/— MACCA 430

Lu 14 125% Negotiation TN 48% DROP ITEMS Medicine EXP 439

HP 456 MP 207 PHYSICAL RESIST 38 MAGIC RESIST 34 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 165% 0 77 77 Phys —
1. Tornado — — Magical Attack All 25 MP 125% 65 69 134 Force If target is Stoned, Instant Kill 30%
2. Berserk — Lunge Physical Attack All 15 HP 165% 10 77 87 Phys —
3. Diarama — — Spell 1 7 MP 125% 30 69 99 Healing Auto-Success
4. Life Surge 56 — Passive — — — — — — — —
5. Tarunda 57 — Spell All 20 MP 125% — — — Support Auto-Success
6. Evil Gaze 58 Eye Magical Attack 1 8 MP 125% — — — Dark HP 1
7. Rakunda 59 — Spell All 12 MP 125% — — — Support Auto-Success
8. Sukunda 60 — Spell All 12 MP 125% — — — Support Auto-Success

168
TITAN LV
49 CLAN
JIRAE
EVOLVE? - AFFINITIES Null Force, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 21 154% Physical Power 70 One of the three tribes of giants born to Gaia and Ouranos in Greek mythology. Hyperion is one such giant.
They wear bronze helmets and are heavily armored. A Titan is a male giant, while the women among them
Ma 10 99% Magical Power 59 are known as Titanesses. They appear in Asakusa and the Amala Temple.

Vi 17 134% Save TN 134%

Ag 8 89% Dodge TN 18% BEHAVIOR Delinquent/Man/Adult MACCA 356

Lu 13 114% Negotiation TN 46% DROP ITEMS Medicine EXP 354

HP 396 MP 177 PHYSICAL RESIST 33 MAGIC RESIST 29 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 154% 0 70 70 Phys —
1. Beseech — Speech Talk 1 — 66% — — — Talk —
2. Guillotine — Weapon Physical Attack 1 17 HP 154% 40 70 110 Phys Stun 40%
3. Provoke — — Magical Attack All 20 MP 99% — — — Support Auto-Success
4. Stun Gaze 50 Eye Magical Attack 1 5 MP 99% — — — Nerve Stun 40%
5. Life Surge 51 — Passive — — — — — — — —
6. Retaliate 52 — Passive — — — — — — — Counter 50%, double damage
7. Fire Breath 53 Mouth Physical Attack All 9 HP 154% 10 70 80 Fire —
8. — — — — — — — — — — — —

SARUTAHIKO LV
35 CLAN
JIRAE
EVOLVE? - AFFINITIES Null Light/Dark, Weak Nerve

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 18 125% Physical Power 53 A god from Japanese mythology. He is the most powerful of the earth gods, and when Ninigi descended from
the heavens to the earth, Sarutahiko was the first to confront him and the other heavenly gods. He later took
Ma 7 70% Magical Power 42 Ame no Uzume, who was serving as Ninigi’s guide, as his wife. Sarutahiko is a gigantic and odd looking
figure with a long nose, and there is a theory that tengu originate from his legend. His territory includes
Ikebukuro Tunnel and Asakusa.
Vi 17 120% Save TN 120%

Ag 7 70% Dodge TN 17% BEHAVIOR Delinquent/Man/Adult MACCA 210

Lu 6 65% Negotiation TN 32% DROP ITEMS Turquoise EXP 192

HP 312 MP 126 PHYSICAL RESIST 26 MAGIC RESIST 21 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 125% 0 53 53 Phys —
1. Berserk — Lunge Physical Attack All 15 HP 125% 10 53 63 Phys —
2. Lightoma — — Spell All 10 MP 70% — — — Unique Auto-Success
3. Haggle 36 Speech Talk 1 — 52% — — — Talk —
4. Petradi 37 — Spell 1 5 MP 70% — — — Healing Auto-Success
5. Counter 38 — Passive — — — — — — — —
6. Focus 39 — Magical Attack — 5 MP 70% — — — Unique Auto-Success
7. Hell Thrust 40 Lunge Physical Attack 1 20 HP 125% 25 53 78 Phys —
8. — — — — — — — — — — — —

169
SUDAMA LV
13 CLAN
JIRAE
EVOLVE? Kodama (10) > Sudama AFFINITIES Strong Force, Weak Fire

Stats TN Substats INHERIT TRAITS Lunge

St 7 48% Physical Power 20 A kind of nature spirit in Japanese legends. The name “Sudama” itself refers to many different such spirits.
They are said to dwell within large trees and rocks that have stood for a long time. There is a theory that in
Ma (*) 7 48% Magical Power 20 their role as mountain gods, they will take the form of humans or four legged beasts and warn passers by of
danger, but they bear no ill intent. They are friendly towards Manikins, and appear in the Great Underpass of
Ginza and in Asakusa.
Vi 3 28% Save TN 28%

Ag 8 53% Dodge TN 18% BEHAVIOR Boy/—/Child MACCA 60

Lu 8 53% Negotiation TN 36% DROP ITEMS Turquoise EXP 36

HP 96 MP 60 PHYSICAL RESIST 8 MAGIC RESIST 10 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 48% 0 20 20 Phys —
1. Zan — — Spell 1 3 MP 48% 10 20 30 Force If target is Stoned, Instant Kill 50%
2. Begging — Speech Talk 1 — 56% — — — Talk —
3. Mazan 14 — Spell All 8 MP 48% 5 20 25 Force If target is Stoned, Instant Kill 30%
4. Kamikaze 15 — Physical Attack 1 All HP 48% 78 20 98 Phys —
5. Makatora 16 — Spell 1 10 MP 48% — — — Support Auto-Success
6. Makakaja 17 — Spell All 12 MP 48% — — — Support Auto-Success
7. Sukukaja 18 — Spell All 12 MP 48% — — — Support Auto-Success
8. — — — — — — — — — — — —

HUA PO LV
5 CLAN
JIRAE
EVOLVE? - AFFINITIES Strong Fire, Weak Ice

Stats TN Substats INHERIT TRAITS Eye

St 4 25% Physical Power 9 Tree spirits who, in Chinese myth, dwell in trees upon which many people have hanged themselves. They
appear to be beautiful young women dressed in white, but they are only about as large as a human hand.
Ma (*) 5 30% Magical Power 10 They cannot speak, but they have beautiful singing voices, like those of birds. If neglected, they will shrivel
up, but can be returned to normal if sprinkled with water. They appear in Ginza and Shibuya, and are not
aligned with any faction in particular.
Vi 5 30% Save TN 30%

Ag 6 35% Dodge TN 16% BEHAVIOR Girl/Woman/Child MACCA 30

Lu 5 30% Negotiation TN 30% DROP ITEMS Medicine EXP 11

HP 60 MP 30 PHYSICAL RESIST 5 MAGIC RESIST 5 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 25% 0 9 9 Phys —
1. Agi — — Spell 1 3 MP 30% 15 10 25 Fire —
2. Pester — Speech Talk 1 — 50% — — — Talk —
3. Patra 6 — Spell 1 5 MP 30% — — — Healing Auto-Success
4. Nag 7 Speech Talk 1 — 50% — — — Talk —
5. Sexy Gaze 8 Eye Magical Attack 1 5 MP 30% — — — Mind Charm 50%
6. Rakukaja 9 — Spell All 12 MP 30% — — — Support Auto-Success
7. Maragi 10 — Spell All 8 MP 30% 10 10 20 Fire —
8. — — — — — — — — — — — —

170
KODAMA LV
3 CLAN
JIRAE
EVOLVE? Kodama (10) > Sudama AFFINITIES Strong Force, Weak Fire

Stats TN Substats INHERIT TRAITS Lunge

St 4 23% Physical Power 7 The spirits of plants in Japanese mythology. They dwell in plants which have lived for untold ages. On Hachijo
Island, when a grove of trees was clear cut, a single tree was left standing and worshiped as a Kodama. You
Ma (*) 4 23% Magical Power 7 might recall them appearing in the film “Princess Mononoke” directed by Hayao Miyazaki, where they are
pale, childlike figures. They live in the Shinjuku Medical Center and in Shibuya. In the original game, they
cannot evolve, but in this TRPG they can evolve into Sudama.
Vi 4 23% Save TN 23%

Ag 6 33% Dodge TN 16% BEHAVIOR Boy/—/Child MACCA 24

Lu 5 28% Negotiation TN 30% DROP ITEMS Medicine EXP 7

HP 42 MP 21 PHYSICAL RESIST 3 MAGIC RESIST 3 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 23% 0 7 7 Phys —
1. Zan — — Spell 1 3 MP 23% 10 7 17 Force If target is Stoned, Instant Kill 50%
2. Connection — Speech Talk 1 — 50% — — — Talk —
3. Dia 4 — Spell 1 3 MP 23% 10 7 17 Healing Auto-Success
4. Lunge 5 Lunge Physical Attack 1 10 HP 23% 10 7 17 Phys —
5. Scout 6 Speech Talk 1 — 50% — — — Talk —
6. Anti-Force 7 — Passive — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

ONGYO-KI LV
81 CLAN
BRUTE
EVOLVE? - AFFINITIES Null Phys/Dark/Ruin/Mind, Weak Light

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St 23 196% Physical Power 104 His name means "invisible oni." One of the four oni who was said to serve the legendary nobleman Fujiwara
no Chikata, who held power on the border of Iga and Koga during the Heian period. He has the power to
Ma (*) 27 216% Magical Power 108 turn invisible or create illusionary clones of himself, and there is a theory that he gave rise to the legends of
ninja. After being driven out of the Mantra Army, he lurks in the Ikebukuro Tunnel along with Kin Ki, Sui Ki,
and Fuu Ki.
Vi 23 196% Save TN 196%

Ag 20 181% Dodge TN 30% BEHAVIOR Warrior/Man/Adult MACCA 836

Lu 11 136% Negotiation TN 42% DROP ITEMS None EXP 852

HP 624 MP 324 PHYSICAL RESIST 52 MAGIC RESIST 54 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 196% 0 104 104 Phys —
1. Dark Sword — Weapon Physical Attack 1 20 HP 196% 46 104 150 Phys Mute 40%
2. Tentarafoo — — Spell All 15 MP 216% 50 108 158 Mind Panic 20%
3. Megido 82 — Spell All 30 MP 216% 30 108 138 Almighty —
4. Threaten 83 Speech Talk 1 — 62% — — — Talk —
5. Mudoon 84 — Spell 1 10 MP 216% — — — Dark Instant Kill 60%
6. Blight 85 Weapon Physical Attack All 33 HP 196% 43 104 147 Phys Poison 20%
7. Victory Cry 86 — Passive — — — — — — — —
8. — — — — — — — — — — — —

171
FUU-KI LV
66 CLAN
BRUTE
EVOLVE? - AFFINITIES Null Force/Dark

Stats TN Substats INHERIT TRAITS Mouth Lunge Weapon

St (*) 18 156% Physical Power 84 His name means "wind oni." One of the four oni who was said to serve the legendary nobleman Fujiwara no
Chikata, who held power on the border of Iga and Koga during the Heian period. He can conjure gusts of
Ma 21 171% Magical Power 87 wind at will, and can create a typhoon capable even of smashing a castle to rubble. After being driven out of
the Mantra Army, he lurks in the Ikebukuro Tunnel along with Ongyo Ki and the others.
Vi 20 166% Save TN 166%

Ag 19 161% Dodge TN 29% BEHAVIOR Delinquent/Man/Youth MACCA 585

Lu 11 121% Negotiation TN 42% DROP ITEMS None EXP 612

HP 516 MP 261 PHYSICAL RESIST 43 MAGIC RESIST 43 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 156% 0 84 84 Phys —
1. Mazandyne — — Spell All 25 MP 171% 70 87 157 Force If target is Stoned, Instant Kill 30%
2. Zandyne — — Spell 1 10 MP 171% 60 87 147 Force If target is Stoned, Instant Kill 50%
3. Lucky Find — — Passive — — — — — — — —
4. Binding Cry 67 Mouth Magical Attack All 14 MP 171% 5 87 92 Nerve Restrain 20%
5. Chaos Blade 68 Weapon Physical Attack All 33 HP 156% 43 84 127 Phys Panic 30%
6. Fog Breath 69 Mouth Physical Attack All 30 HP 156% — — — Support Auto-Success
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

SUI-KI LV
62 CLAN
BRUTE
EVOLVE? - AFFINITIES Null Ice/Dark, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 18 152% Physical Power 80 His name means "water oni." One of the four oni who was said to serve the legendary nobleman Fujiwara
no Chikata, who held power on the border of Iga and Koga during the Heian period. With but a swing of his
Ma 24 182% Magical Power 86 arm, he can cause floods anywhere, and drown even an army of soldiers. After being driven out of the Mantra
Army, he lurks in the Ikebukuro Tunnel along with Ongyo Ki and the others.
Vi 20 162% Save TN 162%

Ag 14 132% Dodge TN 24% BEHAVIOR Delinquent/Man/Youth MACCA 526

Lu 9 107% Negotiation TN 38% DROP ITEMS None EXP 548

HP 492 MP 258 PHYSICAL RESIST 41 MAGIC RESIST 43 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 152% 0 80 80 Phys —
1. Dekaja — — Spell All 10 MP 182% — — — Support Auto-Success
2. Glacial Blast — — Magical Attack All 25 MP 182% 65 86 226 (151) Ice Freeze 10%
3. Ice Boost — — Passive — — — — — — — Multiply Ice attack power by 1.5x
4. Evil Gaze 63 Eye Magical Attack 1 8 MP 182% — — — Dark HP 1
5. Bufudyne 64 — Spell 1 10 MP 182% 60 86 219 (146) Ice Freeze 20%
6. Scout 65 Speech Talk 1 — 58% — — — Talk —
7. Life Aid 66 — Passive — — — — — — — —
8. — — — — — — — — — — — —

172
KIN-KI LV
59 CLAN
BRUTE
EVOLVE? - AFFINITIES Strong Phys, Weak Ruin

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 23 174% Physical Power 82 His name means “gold oni.” One of the four oni who was said to serve the legendary nobleman Fujiwara no
Chikata, who held power on the border of Iga and Koga during the Heian period. He is named the gold oni
Ma 13 124% Magical Power 72 because his body is made of gold, and is so sturdy that blades and arrows bounce off. There is a theory that
his name originates from a mountain tribe who refused to swear fealty to the Emperor of Japan. After being
driven out of the Mantra Army, he lurks in the Ikebukuro Tunnel along with Ongyo Ki and the others.
Vi 24 179% Save TN 179%

Ag 7 94% Dodge TN 17% BEHAVIOR Delinquent/Man/Youth MACCA 484

Lu 15 134% Negotiation TN 50% DROP ITEMS None EXP 500

HP 498 MP 216 PHYSICAL RESIST 41 MAGIC RESIST 36 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 174% 0 82 82 Phys —
1. Berserk — Lunge Physical Attack All 15 HP 174% 10 82 92 Phys —
2. Focus — — Magical Attack — 5 MP 124% — — — Unique Auto-Success
3. Rakukaja — — Spell All 12 MP 124% — — — Support Auto-Success
4. Provoke 60 — Magical Attack All 20 MP 124% — — — Support Auto-Success
5. Sacrifice 61 — Physical Attack All All HP 174% 44 82 126 Phys —
6. Loan 62 Speech Talk 1 — 70% — — — Talk —
7. Tempest 63 Lunge Physical Attack All 25 HP 174% 30 82 112 Phys —
8. — — — — — — — — — — — —

SHIKI-OUJI LV
54 CLAN
BRUTE
EVOLVE? - AFFINITIES Repel Light/Dark, Null Phys, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye

St 14 124% Physical Power 68 A mighty shikigami commanded by the Izanagi school of onmyoudo. It is called upon primarily in order
to exorcize evil spirits that cause people to fall ill. Once upon a time, it was a divine oni, with such ferocity
Ma (*) 24 174% Magical Power 78 that it could be used as a curse. Those cursed by it suffered so much misfortune that they, and all their
descendents, would inevitably be eradicated. It is a high level Brute who appears in Asakusa and
Mifunashiro.
Vi 16 134% Save TN 134%

Ag 10 104% Dodge TN 20% BEHAVIOR Elite/—/— MACCA 417

Lu 10 104% Negotiation TN 40% DROP ITEMS Agate EXP 424

HP 420 MP 234 PHYSICAL RESIST 35 MAGIC RESIST 39 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 124% 0 68 68 Phys —
1. Stun Needle — Spike Physical Attack 1 7 HP 124% 10 68 78 Phys Stun 40%
2. Mamudoon — — Spell All 25 MP 174% — — — Dark Instant Kill 30%
3. Dekaja — — Spell All 10 MP 174% — — — Support Auto-Success
4. Brainwash 55 Speech Talk 1 — 60% — — — Talk —
5. Mute Eye 56 Eye Magical Attack 1 5 MP 174% — — — Dark Mute 40%
6. Mahamaon 57 — Spell All 25 MP 174% — — — Light Instant Kill 30%
7. Megido 58 — Spell All 30 MP 174% 30 78 108 Almighty —
8. — — — — — — — — — — — —

173
YOMOTSU-IKUSA LV
44 CLAN
BRUTE
EVOLVE? - AFFINITIES Null Nerve, Weak Force

Stats TN Substats INHERIT TRAITS Lunge Weapon

St 17 129% Physical Power 61 Oni who, according to Japanese legend, dwell in the netherworld. At Yomotsu-Hirasaka, the slope that leads to and from the
underworld, Izanami loosed them in order to pursue Izanagi. There is an entire army of them, commanded by Yomotsu-Shikome.
1,500 of them chased after Izanagi, but when he threw peaches at them, they were driven back. This is because in China, peaches
Ma (*) 15 119% Magical Power 59
are thought to possess supernatural power. They guard the Mantra Army’s underground areas. After the fall of the Mantra, they run
away, and appear in the Asakusa Tunnel.
Vi 13 109% Save TN 109%

Ag 9 89% Dodge TN 19% BEHAVIOR Gramps/—/Adult MACCA 299

Lu 10 94% Negotiation TN 40% DROP ITEMS Agate EXP 291

HP 342 MP 177 PHYSICAL RESIST 28 MAGIC RESIST 29 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 129% 0 61 61 Phys —
1. Arid Needle — Spike Physical Attack 1 13 HP 129% 10 61 71 Phys Stone 50%
2. Petradi — — Spell 1 5 MP 119% — — — Healing Auto-Success
3. Analyze — — Magical Attack 1 — 119% — — — Almighty Auto-Success
4. Begging 45 Speech Talk 1 — 60% — — — Talk —
5. Mighty Gust 46 Weapon Physical Attack 1 13 HP 129% — — — Phys —
6. Mudoon 47 — Spell 1 10 MP 119% 33 61 94 Dark Instant Kill 60%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

ONI LV
25 CLAN
BRUTE
EVOLVE? AFFINITIES Strong Phys, Weak Nerve

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St 13 90% Physical Power 38 A kind of evil monster who appear in many Japanese myths. Their name originates from a word meaning
“hidden.” They are ugly, but incredibly strong. When they attack human villages, wreaking havoc with the iron
Ma 7 60% Magical Power 32 clubs in their hands. They have horns on their heads, red skin, and sharp fangs. They are variously said to be
based on rebel groups, bandits, or mountain tribes with prowess in blacksmithing. They serve the Mantra
Army and take part in the battle against the Assembly of Nihilo.
Vi (*) 12 85% Save TN 85%

Ag 6 55% Dodge TN 16% BEHAVIOR Delinquent/Man/Youth MACCA 130

Lu 7 60% Negotiation TN 34% DROP ITEMS Garnet EXP 108

HP 222 MP 96 PHYSICAL RESIST 18 MAGIC RESIST 16 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 90% 0 38 38 Phys —
1. Rakunda — — Spell All 12 MP 60% — — — Support Auto-Success
2. Haggle — Speech Talk 1 — 54% — — — Talk —
3. Berserk — Lunge Physical Attack All 15 HP 90% 10 38 48 Phys —
4. War Cry 26 Mouth Magical Attack All 40 MP 60% — — — Support Auto-Success
5. Estoma 27 — Spell — 40 MP 60% — — — Unique Auto-Success
6. Begging 28 Speech Talk 1 — 54% — — — Talk —
7. Life Gain 29 — Passive — — — — — — — —
8. Dark Blade 30 Weapon Physical Attack 1 20 HP 90% 46 38 84 Phys Mute 40%

174
MOMUNOFU LV
20 CLAN
BRUTE
EVOLVE? Momunofu (24) > Arahabaki AFFINITIES Strong Phys, Weak Ailment

Stats TN Substats INHERIT TRAITS Eye Lunge Weapon

St (*) 13 85% Physical Power 33 Shikigami from a northern Japanese legend. The same legend tells of Arahabaki, the god of the area, and says
Momunofu is his subordinate. There is also a place in Miyagi Prefecture with the ancient name of Momunofu,
Ma 6 50% Magical Power 26 surrounding the Kitakami River, and it is said to be where the hero Momotaro was born. The word shares a
common origin with “mononofu”, meaning “warrior.” They appear mostly in Ikebukuro and Ginza. With enough
experience, Momunofu can evolve into Arahabaki.
Vi 10 70% Save TN 70%

Ag 7 55% Dodge TN 17% BEHAVIOR Delinquent/Man/Adult MACCA 98

Lu 8 60% Negotiation TN 36% DROP ITEMS Agate EXP 73

HP 180 MP 78 PHYSICAL RESIST 15 MAGIC RESIST 13 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 85% 0 33 33 Phys —
1. Lunge — Lunge Physical Attack 1 10 HP 85% 10 33 43 Phys —
2. Focus — — Magical Attack — 5 MP 50% — — — Unique Auto-Success
3. Life Bonus 21 — Passive — — — — — — — —
4. Brutal Slash 22 Weapon Physical Attack 1 13 HP 85% 38 33 71 Phys —
5. Persuade 23 Speech Talk 1 — 56% — — — Talk —
6. Kamikaze 24 — Physical Attack 1 All HP 85% 78 33 111 Phys —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

SHIKIGAMI LV
4 CLAN
BRUTE
EVOLVE? - AFFINITIES Repel Elec, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 5 29% Physical Power 9 A type of oni that onmyouji use as servants. Depending on the skills of the one using them, they can do
anything from trivial chores to placing deadly curses upon people. To create shikigami, a magician cuts
Ma (*) 5 29% Magical Power 9 paper into the shape of a human, or beast, then breathes life into it. The legendary onmyouji Abe no Seimei
controlled the Twelve Heavenly Generals as his shikigami. They were at first used to guard the exit of the
Shinjuku Medical Center, but after later gaining freedom, they moved into Shibuya.
Vi 4 24% Save TN 24%

Ag 5 29% Dodge TN 15% BEHAVIOR Animal/—/— MACCA 27

Lu 5 29% Negotiation TN 30% DROP ITEMS Chakra Drop EXP 9

HP 48 MP 27 PHYSICAL RESIST 4 MAGIC RESIST 4 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 29% 0 9 9 Phys —
1. Zio — — Spell 1 3 MP 29% 10 9 19 Elec Shock 20%
2. Beseech — Speech Talk 1 — 50% — — — Talk —
3. Tarunda 5 — Spell All 20 MP 29% — — — Support Auto-Success
4. Sukunda 6 — Spell All 12 MP 29% — — — Support Auto-Success
5. Anti-Ruin 7 — Passive — — — — — — — —
6. Tarukaja 8 — Spell All 12 MP 29% — — — Support Auto-Success
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

175
RANGDA LV
72 CLAN
FEMME
EVOLVE? - AFFINITIES Repel Phys, Weak Elec

Stats TN Substats INHERIT TRAITS Eye Lunge Claw

St 19 167% Physical Power 91 Legends of this witch have been passed down on Indonesia’s Bali Island. In Hinduism, she symbolizes evil,
while the symbol of good is Barong. Even if slain, she will inevitably rise again, and the battle against her is
Ma (*) 24 192% Magical Power 96 eternal. Though her spells are typically cast only with ill intent, if someone manages to touch her heart, she
does have a conscience and can cast healing magic as well. As is befitting of the highest level Femme, she
appears near the top floor of the Tower of Kagutsuchi.
Vi 20 172% Save TN 172%

Ag 14 142% Dodge TN 24% BEHAVIOR Granny/—/Adult MACCA 680

Lu 15 147% Negotiation TN 50% DROP ITEMS Onyx EXP 708

HP 552 MP 288 PHYSICAL RESIST 46 MAGIC RESIST 48 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 167% 0 91 91 Phys —
1. Debilitate — — Magical Attack All 48 MP 192% — — — Support Auto-Success
2. Stun Claw — Claw Physical Attack 1 17 HP 167% 24 91 115 Phys Stun 40%
3. Dekaja — — Spell All 10 MP 192% — — — Support Auto-Success
4. Makajamaon 73 — Spell All 11 MP 192% — — — Ruin Mute 20%
5. Hellfire 74 — Magical Attack All 18 MP 192% 30 96 126 Fire —
6. Avenge 75 — Passive — — — — — — — Counter 50%, triple damage
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

ATROPOS LV
67 CLAN
FEMME
EVOLVE? - AFFINITIES Null Light/Dark/Mind

Stats TN Substats INHERIT TRAITS Eye

St 16 147% Physical Power 83 The youngest sister of the Moirai, the three goddesses who govern fate, in the Greek pantheon. After Lachesis
measures the length of a thread of fate, she cuts it, in other words sending humans to their deaths. For this
Ma (*) 28 207% Magical Power 95 purpose, she wields a pair of scissors in her right hand. She guards the higher floors of the Obelisk.

Vi 17 152% Save TN 152%

Ag 15 142% Dodge TN 25% BEHAVIOR Girl/Woman/Youth MACCA 600

Lu 14 137% Negotiation TN 48% DROP ITEMS None EXP 628

HP 504 MP 285 PHYSICAL RESIST 42 MAGIC RESIST 47 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 147% 0 83 83 Phys —
1. Ziodyne — — Spell 1 10 MP 207% 60 95 232 (155) Elec Shock 20%
2. Zandyne — — Spell 1 10 MP 207% 60 95 232 (155) Force If target is Stoned, Instant Kill 50%
3. Bufudyne — — Spell 1 10 MP 207% 60 95 232 (155) Ice Freeze 20%
4. Elec Boost 68 — Passive — — — — — — — Multiply Elec attack power by 1.5x
5. Force Boost 69 — Passive — — — — — — — Multiply Force attack power by 1.5x
6. Ice Boost 70 — Passive — — — — — — — Multiply Ice attack power by 1.5x
7. Mana Surge 71 — Passive — — — — — — — —
8. Megidola 72 — Spell All 40 MP 207% 60 95 155 Almighty —

176
LACHESIS LV
63 CLAN
FEMME
EVOLVE? - AFFINITIES Null Ailment

Stats TN Substats INHERIT TRAITS Eye

St 16 143% Physical Power 79 The middle sister of the Moirai, the three goddesses who govern fate, in the Greek pantheon. After Clotho
spins a thread of fate, Lachesis measures it. The length that she metes out determines how long that human
Ma (*) 26 193% Magical Power 89 will live. Incidentally, some believe that the Moirai fulfill three roles once belonging to a single goddess
known as Moira. She guards the higher floors of the Obelisk.
Vi 19 158% Save TN 158%

Ag 10 113% Dodge TN 20% BEHAVIOR Lady/Woman/Youth MACCA 540

Lu 15 138% Negotiation TN 50% DROP ITEMS None EXP 564

HP 492 MP 267 PHYSICAL RESIST 41 MAGIC RESIST 44 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 143% 0 79 79 Phys —
1. Makakaja — — Spell All 12 MP 193% — — — Support Auto-Success
2. Rakukaja — — Spell All 12 MP 193% — — — Support Auto-Success
3. Makarakarn — — Spell All 45 MP 193% — — — Support Auto-Success
4. Sukukaja 64 — Spell All 12 MP 193% — — — Support Auto-Success
5. Dormina 65 — Spell All 9 MP 193% — — — Support Sleep 30%
6. Tetrakarn 66 — Spell All 45 MP 193% — — — Support Auto-Success
7. Rakunda 67 — Spell All 12 MP 193% — — — Support Auto-Success
8. Trafuri 68 — Spell All 25 MP 193% — — — Support —

CLOTHO LV
58 CLAN
FEMME
EVOLVE? - AFFINITIES Null Light/Dark

Stats TN Substats INHERIT TRAITS Eye

St 16 138% Physical Power 74 The oldest sister of the Moirai, the three goddesses who govern fate, in the Greek pantheon. Each person’s
fate is represented as a thread, and Clotho is the one who spins it. This thread is often red, like the color of
Ma (*) 22 168% Magical Power 80 blood. Clotho’s name is the origin of the English word “cloth.” She guards the higher floors of the Obelisk.

Vi 15 133% Save TN 133%

Ag 16 138% Dodge TN 26% BEHAVIOR Heroine/Woman/Youth MACCA 470

Lu 12 118% Negotiation TN 44% DROP ITEMS None EXP 484

HP 438 MP 240 PHYSICAL RESIST 36 MAGIC RESIST 40 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 138% 0 74 74 Phys —
1. Hell Gaze — Eye Magical Attack 1 10 MP 168% — — — — Instant Kill 70%
2. Mahama — — Spell All 15 MP 168% — — — — Instant Kill 20%
3. Nag — Speech Talk 1 — 64% — — — — —
4. Mediarahan 59 — Spell All 35 MP 168% — — — — Auto-Success
5. Eternal Rest 60 — Magical Attack All 16 MP 168% — — — — If target is Sleeping, Instant Kill.
6. Allure 61 — Magical Attack All 13 MP 168% — — — — Charm 40%
7. Samarecarm 62 — Spell 1 35 MP 168% — — — — Auto-Success
8. — — — — — — — — — — — —

177
DAKINI LV
52 CLAN
FEMME
EVOLVE? - AFFINITIES Strong Fire, Weak Ice

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 21 157% Physical Power 73 Goddesses of love and matchmaking from Indian mythology. They serve Kali. Every night, they enter
graveyards and crematoriums in search of human flesh to eat. Their name means “those who frolic in the sky.”
Ma 11 107% Magical Power 63 They are connected to Japanese legends about fox goddesses. They can bestow fortune, but in Buddhism,
they are bringers of curses. They can be found wandering in the Yurakucho Tunnel and the Amala Temple.
Vi 17 137% Save TN 137%

Ag 13 117% Dodge TN 23% BEHAVIOR Witch/Woman/Adult MACCA 392

Lu 10 102% Negotiation TN 40% DROP ITEMS Coral EXP 396

HP 414 MP 189 PHYSICAL RESIST 34 MAGIC RESIST 31 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 157% 0 73 73 Phys —
1. Dismal Tune — — Magical Attack All 30 MP 107% 50 63 113 Ruin Mute 10%
2. Life Aid — — Passive — — — — — — — —
3. Mamudo 53 — Spell All 15 MP 107% — — — Dark Instant Kill 20%
4. Kidnap 54 Speech Talk 1 — 60% — — — Talk —
5. Agidyne 55 — Spell 1 10 MP 107% 80 63 143 Fire —
6. Blight 56 Weapon Physical Attack All 33 HP 157% 43 73 116 Phys Poison 20%
7. Endure 57 — Passive — — — — — — — —
8. — — — — — — — — — — — —

YAKSINI LV
43 CLAN
FEMME
EVOLVE? - AFFINITIES Null Force, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 17 128% Physical Power 60 Devil women from Indian mythology. They were originally harvest goddesses worshiped by the Dravidians.
Yaksini is the feminine form of “yaksha”, or in Japanese, “yasha”. They appear to be bewitching women. It is
Ma 11 98% Magical Power 54 said they will keep the possessions of good people safe, but they will lure evil people away and eat them
alive. They are officers in the Mantra Army, where they serve as guards at Kabukicho Prison and inquisitors
during the trials by combat.
Vi 15 118% Save TN 118%

Ag 11 98% Dodge TN 21% BEHAVIOR Witch/Woman/Youth MACCA 288

Lu 9 88% Negotiation TN 38% DROP ITEMS Medicine EXP 279

HP 348 MP 162 PHYSICAL RESIST 29 MAGIC RESIST 27 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 128% 0 60 60 Phys —
1. Kidnap — Speech Talk 1 — 58% — — — Talk —
2. Guillotine — Weapon Physical Attack 1 17 HP 128% 40 60 100 Phys Stun 40%
3. Riberama — — Spell All 8 MP 98% — — — Unique Auto-Success
4. Binding Cry 44 Mouth Magical Attack All 14 MP 98% 5 54 59 Nerve Restrain 20%
5. Ice Null 45 — Passive — — — — — — — —
6. Tentarafoo 46 — Spell All 15 MP 98% 50 54 104 Mind Panic 20%
7. Retaliate 47 — Passive — — — — — — — Counter 50%, double damage
8. — — — — — — — — — — — —

178
YOMOTSU-SHIKOME LV
32 CLAN
FEMME
EVOLVE? - AFFINITIES Null Ruin/Nerve, Strong Mind, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 8 72% Physical Power 40 A devilish woman who inhabits the underworld in Japanese mythology. At Yomotsu Hirasaka, the slope
that leads to and from the underworld, Izanami loosed her in order to pursue Izanagi. Izanagi changed the
Ma (*) 16 112% Magical Power 48 vines with which he adorned his hair into grapes, and his comb into bamboo shoots, and threw them at
Yomotsu Shikome. He escaped while she was eating them. Yomotsu Shikome appears in Asakusa and the
Ikebukuro Tunnel.
Vi 9 77% Save TN 77%

Ag 10 82% Dodge TN 20% BEHAVIOR Granny/Woman/Adult MACCA 184

Lu 9 77% Negotiation TN 38% DROP ITEMS Agate EXP 164

HP 246 MP 144 PHYSICAL RESIST 20 MAGIC RESIST 24 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 72% 0 40 40 Phys —
1. Loan — Speech Talk 1 — 58% — — — Talk —
2. Stone Gaze — Eye Magical Attack 1 6 MP 112% — — — Dark Stone 50%
3. Mazanma — — Spell All 15 MP 112% 20 48 68 Force If target is Stoned, Instant Kill 30%
4. Anti-Dark 33 — Passive — — — — — — —
5. Sonic Wave 34 — Magical Attack All 9 MP 112% — — — Mind Panic 20%
6. Stun Needle 35 Spike Physical Attack 1 7 HP 72% 10 40 50 Phys Stun 40%
7. Drain Attack 36 — Passive — — — — — — — Basic strikes heal for 25% of damage dealt

8. — — — — — — — — — — — —

TARAKA LV
20 CLAN
FEMME
EVOLVE? - AFFINITIES Null Nerve, Weak Ice

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 10 70% Physical Power 30 Devil women from Indian mythology. They live in the forest, and every night, they roam the darkness looking
for men to claim. Should they find a man they fancy, they either drain his vital essence or devour him starting
Ma 6 50% Magical Power 26 with the head. Their true nature varies depending on the legend; in some, they are asura, and in others
female rakshasa. In both cases, they are destined to be slain by heroes. They are members of the Mantra
Army and can be fought in the vicinity of Ikebukuro.
Vi 11 75% Save TN 75%

Ag 6 50% Dodge TN 16% BEHAVIOR Granny/Woman/— MACCA 98

Lu 7 55% Negotiation TN 34% DROP ITEMS Coral EXP 73

HP 186 MP 78 PHYSICAL RESIST 15 MAGIC RESIST 13 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 70% 0 30 30 Phys —
1. Shibaboo — — Spell 1 5 MP 50% — — — Nerve Restrain 65%
2. Provoke — — Magical Attack All 20 MP 50% — — — Support Auto-Success
3. Analyze — — Magical Attack 1 — 50% — — — Almighty Auto-Success
4. Rakukaja 21 — Spell All 12 MP 50% — — — Support Auto-Success
5. Beseech 22 Speech Talk 1 — 54% — — — Talk —
6. Kamikaze 23 — Physical Attack 1 All HP 70% 78 30 108 Phys —
7. Zionga 24 — Spell 1 6 MP 50% 30 26 56 Elec Shock 20%
8. Heat Wave 25 Weapon Physical Attack All 13 HP 70% 22 30 52 Phys —

179
DATSUE-BA LV
7 CLAN
FEMME
EVOLVE? - AFFINITIES Null Nerve/Mind, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Lunge

St 4 27% Physical Power 11 Monsters from Japanese legend. When the dead cannot afford passage across the underworld’s Sanzu River, the Datsue-Ba tear
off the clothes of those souls, and hang them upon the branches of a tree known as the Eryoju to measure the weight of their
sins. Depending on how the branches bend, the souls must each ford the river in a different place. They appear to be wrinkled
Ma (*) 8 47% Magical Power 15
old women, but their eyes sparkle with cunning, and even those who have not sinned will tremble under their gaze. A Datsue-Ba
serves as caretaker of the weak demons in Shinjuku General Hospital. They also appear in Shibuya and Ginza.
Vi 5 32% Save TN 32%

Ag 4 27% Dodge TN 14% BEHAVIOR Granny/Woman/Adult MACCA 36

Lu 6 37% Negotiation TN 32% DROP ITEMS Coral EXP 15

HP 72 MP 45 PHYSICAL RESIST 6 MAGIC RESIST 7 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 27% 0 11 11 Phys —
1. Needle Rush — Spike Physical Attack 1 10 HP 27% 21 11 32 — —
2. Shibaboo — — Spell 1 5 MP 47% — — — — Restain 65%
3. Haggle 8 Speech Talk 1 — 52% — — — — —
4. Bufu 9 — Spell 1 3 MP 47% 10 15 25 — Freeze 20%
5. Patra 10 — Spell 1 5 MP 47% — — — — Auto-Success
6. Dormina 11 — Spell All 9 MP 47% — — — — Sleep 30%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

MADA LV
83 CLAN
VILE
EVOLVE? - AFFINITIES Drain Phys, Null Dark, Weak Ruin

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St (*) 30 233% Physical Power 113 A rakshasa created by the gods that appears in Indian legend. Its name means “the intoxicator.” It can change
the size of its body at will, and can become large enough to swallow the entire cosmos and all the gods in
Ma 21 188% Magical Power 104 it in a single gulp. Even the thunder god Indra was made to yield to it out of fear. It is allied with the Reason
of Shijima, and creates an illusionary labyrinth in the Diet Building. Later, it appears near the top floor of the
Tower of Kagutsuchi.
Vi 30 233% Save TN 233%

Ag 14 153% Dodge TN 24% BEHAVIOR Delinquent/—/Adult MACCA 872

Lu 16 163% Negotiation TN 52% DROP ITEMS Ruby EXP 884

HP 678 MP 312 PHYSICAL RESIST 56 MAGIC RESIST 52 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 233% 0 113 113 Phys —
1. Debilitate — — Magical Attack All 48 MP 188% — — — Support Auto-Success
2. Hades Blast — Lunge Physical Attack All 33 HP 233% 50 113 163 Phys —
3. Threaten — Speech Talk 1 — 72% — — — Talk —
4. Intoxicate 84 — Magical Attack All 15 MP 188% — — — Mind Panic 50%
5. Diarahan 85 — Spell 1 15 MP 188% — — — Healing Auto-Success
6. Tarukaja 86 — Spell All 12 MP 188% — — — Support Auto-Success
7. Life Surge 87 — Passive — — — — — — — —
8. — — — — — — — — — — — —

180
SAMAEL LV
73 CLAN
VILE
EVOLVE? - AFFINITIES Repel Light/Dark, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 19 168% Physical Power 92 A mysterious angel whose name means “the poisonous and radiant one," and symbolizes treachery. Depicted
as a large serpent with wings, he was an archangel before his fall from grace. When this fall happened is
Ma (*) 26 203% Magical Power 99 not agreed upon. Some say he fell when he revealed the forbidden taste of liquor to Adam, others that his
fall came when he failed to convey the soul of Moses to heaven; the truth is a mystery. He is summoned by
Hikawa in the Diet Building.
Vi 23 188% Save TN 188%

Ag 19 168% Dodge TN 29% BEHAVIOR Gentleman/—/— MACCA 696

Lu 16 153% Negotiation TN 52% DROP ITEMS None EXP 724

HP 576 MP 297 PHYSICAL RESIST 48 MAGIC RESIST 49 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 168% 0 92 92 Phys —
1. Mahamaon — — Spell All 25 MP 203% — — — Light Instant Kill 30%
2. Mamudoon — — Spell All 25 MP 203% — — — Dark Instant Kill 30%
3. Prominence — — Magical Attack All 30 MP 203% 80 99 179 Fire —
4. Samarecarm 74 — Spell 1 35 MP 203% — — Healing Auto-Success
5. Tetrakarn 75 — Spell All 45 MP 203% — — — Support Auto-Success
6. Avenge 76 — Passive — — — — — — — Counter 50%, triple damage
7. Phys Repel 77 — Passive — — — — — — — —
8. — — — — — — — — — — — —

TAOTIE LV
65 CLAN
VILE
EVOLVE? - AFFINITIES Null Dark, Weak Ruin

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 18 155% Physical Power 83 A monster from ancient China who is one of the four beasts of ill omen. He appears to be a sheep with a
human face, and sharp fangs that he keeps hidden. His appetite can never be quelled, and he devours all
Ma 21 170% Magical Power 86 he sees, leaving nothing in his wake. He will also rob those weaker than itself of their possessions, while to
those who are stronger, he is a sycophant. He is said to have originally been the son of a powerful family
descended from an emperor of old. He appears in the lower floors of the Tower of Kagutsuchi.
Vi (*) 21 170% Save TN 170%

Ag 15 140% Dodge TN 25% BEHAVIOR Animal/—/— MACCA 570

Lu 18 155% Negotiation TN 56% DROP ITEMS Ruby EXP 596

HP 516 MP 258 PHYSICAL RESIST 43 MAGIC RESIST 43 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 155% 0 83 83 Phys —
1. Megido — — Spell All 30 MP 170% 30 86 116 Almighty —
2. Tetraja — — Spell All 15 MP 170% — — — Support Auto-Success
3. Loan — Speech Talk 1 — 76% — — — Talk —
4. Life Drain 66 — Magical Attack 1 10 MP 170% 30 86 116 Almighty —
5. Hell Gaze 67 Eye Magical Attack 1 10 MP 170% — — — Dark Instant Kill 70%
6. Mana Aid 68 — Passive — — — — — — — —
7. Makajamaon 69 — Spell All 11 MP 170% — — — Ruin Mute 20%
8. — — — — — — — — — — — —

181
GIRIMEKHALA LV
58 CLAN
VILE
EVOLVE? - AFFINITIES Repel Phys, Null Dark

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 22 168% Physical Power 80 A giant monster from Sri Lankan legend. He served as Mara’s mount when he was sent to tempt the Buddha
away from his quest for enlightenment. He is believed to be an alteration of the white elephant Airavata from
Ma 17 143% Magical Power 75 Indian myth. After Sakahagi acquires the Yahiro no Himorogi, he summons Girimekhala to Yoyogi Park.

Vi 21 163% Save TN 163%

Ag 13 123% Dodge TN 23% BEHAVIOR Delinquent/—/Adult MACCA 470

Lu 13 123% Negotiation TN 46% DROP ITEMS Ruby EXP 484

HP 474 MP 225 PHYSICAL RESIST 39 MAGIC RESIST 37 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 168% 0 80 80 Phys —
1. Binding Cry — Mouth Magical Attack All 14 MP 143% 5 75 80 Nerve Restrain 20%
2. Chaos Blade — Weapon Physical Attack All 33 HP 168% 43 80 123 Phys Panic 30%
3. Dismal Tune 59 — Magical Attack All 30 MP 143% 50 75 125 Ruin Mute 10%
4. Shock 60 — Magical Attack All 9 MP 143% 5 75 80 Elec Shock 10%
5. Debilitate 61 — Magical Attack All 48 MP 143% — — — Support Auto-Success
6. Tempest 62 Lunge Physical Attack All 25 HP 168% 30 80 110 Phys —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

PAZUZU LV
45 CLAN
VILE
EVOLVE? - AFFINITIES Null Dark, Weak Ice

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 16 125% Physical Power 61 A demon lord of the sand and winds from Babylonian mythology. He has the head and arms of a lion, feet
with the talons of an eagle, avian wings, the venom of a scorpion, and even the manhood of a great serpent.
Ma (*) 19 140% Magical Power 64 The plagues spread by him can only be cured by magical means. Icons of him were thought to be effective as
a charm against pestilence. He appears in the Amala Temple and the Obelisk.
Vi 20 145% Save TN 145%

Ag 10 95% Dodge TN 20% BEHAVIOR Elite/Man/Adult MACCA 310

Lu 8 85% Negotiation TN 36% DROP ITEMS Ruby EXP 303

HP 390 MP 192 PHYSICAL RESIST 32 MAGIC RESIST 32 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 125% 0 61 61 Phys —
1. Hell Gaze — Eye Magical Attack 1 10 MP 140% — — — Dark Instant Kill 70%
2. Mediarama — — Spell All 20 MP 140% 25 64 89 Healing Auto-Success
3. Intimidate — Speech Talk 1 — 58% — — — Talk —
4. Force Null 46 — Passive — — — — — — — —
5. Arid Needle 47 Spike Physical Attack 1 13 HP 125% 10 61 71 Phys Stone 50%
6. Tentarafoo 48 — Spell All 15 MP 140% 50 64 114 Mind Panic 20%
7. Wet Wind 49 — Magical Attack All 30 MP 140% 120 64 184 Force If target is Stoned, Instant Kill 30%
8. — — — — — — — — — — — —

182
BAPHOMET LV
33 CLAN
VILE
EVOLVE? - AFFINITIES Repel Dark, Weak Light

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 8 73% Physical Power 41 A devil with the head of a goat that oversees the Black Mass. Some also use the word Baphomet to refer to all
demons. When they were accused of idolatry, the famed crusaders known as the Knights Templar were said
Ma (*) 17 118% Magical Power 50 to worship Baphomet. Later, it was depicted as a hermaphrodite with a goat’s head, and became an object of
reverence for witches. It serves the Reason of Shijima and appears in the Obelisk. Prior to the Conception, it
was summoned by Hikawa as a bodyguard, and appeared in this capacity in the Shinjuku Medical Center.
Vi 17 118% Save TN 118%

Ag 9 78% Dodge TN 19% BEHAVIOR Elite/—/— MACCA 192

Lu 10 83% Negotiation TN 40% DROP ITEMS Turquoise EXP 173

HP 300 MP 150 PHYSICAL RESIST 25 MAGIC RESIST 25 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 73% 0 41 41 Phys —
1. Makakaja — — Spell All 12 MP 118% — — — Support Auto-Success
2. Brainwash — Speech Talk 1 — 60% — — — Talk —
3. Evil Gaze 34 Eye Magical Attack 1 8 MP 118% — — — Dark HP 1
4. Maragion 35 — Spell All 15 MP 118% 30 50 80 Fire —
5. Eternal Rest 36 — Magical Attack All 16 MP 118% — — — Mind If target is Sleeping, Instant Kill.
6. Dismal Tune 37 — Magical Attack All 30 MP 118% 50 50 100 Ruin Mute 10%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

ARAHABAKI LV
30 CLAN
VILE
EVOLVE? Momunofu (24) > Arahabaki AFFINITIES Repel Ice, Null Phys/Light/Dark, Weak All

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 14 100% Physical Power 44 A god from the mythology of northern Japan. There are no shrines dedicated to Arahabaki in the modern
day, but he is believed to have been an ancient deity. His appearance is based on the clay figures made by
Ma 10 80% Magical Power 40 the Jomon people. He was worshipped by Nagasunehiko, the one defeated by Emperor Jimmu’s military
expedition to pacify the north. Because of this, he is a symbol of rebellion against the imperial family, and
belief in him has long been suppressed. He evolves from Momunofu. He appears as an enemy in the Obelisk.
Vi (*) 19 125% Save TN 125%

Ag 6 60% Dodge TN 16% BEHAVIOR Elite/—/— MACCA 168

Lu 9 75% Negotiation TN 38% DROP ITEMS Dis-Mute EXP 146

HP 294 MP 120 PHYSICAL RESIST 24 MAGIC RESIST 20 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 100% 0 44 44 Phys —
1. Mabufula 31 — Spell All 15 MP 80% 20 40 60 Ice Freeze 10%
2. Stone Gaze 32 Eye Magical Attack 1 6 MP 80% — — — Dark Stone 50%
3. Mudo 33 — Spell 1 6 MP 80% — — — Dark Instant Kill 40%
4. Panic Voice 34 — Magical Attack All 8 MP 80% — — — Mind Panic 30%
5. Drain Attack 35 — Passive — — — — — — — Basic strikes heal for 25% of damage dealt

6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

183
MOT LV
91 CLAN
TYRANT
EVOLVE? - AFFINITIES Null Light/Dark/Ailment, Weak Elec

Stats TN Substats INHERIT TRAITS Lunge

St 25 216% Physical Power 116 The Mesopotamian god of death and famine who brought dread upon the land of Canaan. His name means “death”, and he dwells
in the underworld. He was angered by the insolent behavior of the harvest god Baal, and schemed to lure him to his death, but
he was killed by Baal’s sister, the war goddess Anat. She cut Mot’s body apart, ground it beneath a millstone and scattered his
Ma 32 251% Magical Power 123
powdered remains over the earth. Then, seven years later, he came back to life. Mot serves the Reason of Shijima and is waiting to
spring a trap in the Diet Building. Later, he appears near the top floor of the Tower of Kagutsuchi.
Vi (*) 31 246% Save TN 246%

Ag 16 171% Dodge TN 26% BEHAVIOR Elite/—/— MACCA 1028

Lu 19 186% Negotiation TN 58% DROP ITEMS Amethyst EXP 1012

HP 732 MP 369 PHYSICAL RESIST 61 MAGIC RESIST 61 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 216% 0 116 116 Phys —
1. Maragidyne — — Spell All 25 MP 251% 75 123 198 Fire —
2. Mazandyne — — Spell All 25 MP 251% 70 123 193 Force If target is Stoned, Instant Kill 30%
3. Makakaja — — Spell All 12 MP 251% — — — Support Auto-Success
4. Intimidate 92 Speech Talk 1 — 78% — — — Talk —
5. Force Drain 93 — Passive — — — — — — — —
6. Megidolaon 94 — Spell All 50 MP 251% 90 123 213 Almighty —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

ACIEL LV
77 CLAN
TYRANT
EVOLVE? Abaddon (74) > Aciel AFFINITIES Repel Dark, Null Light, Strong Magic

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 29 222% Physical Power 106 A god of darkness from the Old Testament found in the seventh layer of Hell, Gehenna. He is symbolized by
a black sun. Often thought of as the king of the depths of Hell, he is sometimes considered to be the same
Ma 25 202% Magical Power 102 entity as Abaddon, king of locusts, and Satan. Being a god of the underworld, he has invaded the Amala
Temple and claimed the Black Temple as his. Later, he appears near the top floor of the Tower of Kagutsuchi.
He evolves from Abaddon.
Vi (*) 27 212% Save TN 212%

Ag 14 147% Dodge TN 24% BEHAVIOR Gentleman/—/— MACCA 764

Lu 16 157% Negotiation TN 52% DROP ITEMS Aquamarine EXP 788

HP 624 MP 306 PHYSICAL RESIST 52 MAGIC RESIST 51 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 222% 0 106 106 Phys —
1. Life Surge 78 — Passive — — — — — — — —
2. Tetrakarn 79 — Spell All 45 MP 202% — — — Support Auto-Success
3. Hell Fang 80 Teeth Physical Attack 1 15 HP 222% 36 106 142 Phys —
4. Victory Cry 81 — Passive — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

184
SURT LV
74 CLAN
TYRANT
EVOLVE? - AFFINITIES Drain Fire, Null Dark/Nerve/Mind, Weak Ice

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 28 214% Physical Power 102 The king of the giants in Norse mythology. He is ruler of Muspelheim, the land of flame, and in his hand he
wields the burning blade Laevateinn. During Ragnarok, the twilight of the gods, he commanded the sons of
Ma 20 174% Magical Power 94 Muspel in their invasion of Asgard, and vanquished the Aesir. It is said he then caused flame to consume the
entire world. Surt is the only demon whose normal attacks are Fire element. He is summoned by Hikawa to
serve Shijima, and stands guard outside the Diet Building.
Vi 24 194% Save TN 194%

Ag 15 149% Dodge TN 25% BEHAVIOR Elite/Man/Adult MACCA 713

Lu 19 169% Negotiation TN 58% DROP ITEMS Amethyst EXP 740

HP 588 MP 282 PHYSICAL RESIST 49 MAGIC RESIST 47 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 (All) — 214% 0 102 102 Fire —
1. Hellfire — — Magical Attack All 18 MP 174% 30 94 124 Fire —
2. War Cry — Mouth Magical Attack All 40 MP 174% — — — Support Auto-Success
3. Heat Wave — Weapon Physical Attack All 13 HP 214% 22 102 124 Phys —
4. Elec Drain 75 — Passive — — — — — — — —
5. Attack All 76 — Passive All — — — — — — Change basic strike target to All
6. Wooing 77 Speech Talk 1 — 78% — — — Talk —
7. Ragnarok 78 — Magical Attack All 30 MP 174% 120 94 214 Fire —
8. — — — — — — — — — — — —

ABADDON LV
69 CLAN
TYRANT
EVOLVE? Abaddon (74) > Aciel AFFINITIES Repel Dark, Null Light, Strong Magic

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 26 199% Physical Power 95 The king of hell according to the Apocalypse of John. It is written that when the fifth angel blows their
trumpet, for five months, he will cause people suffering from which even death is no escape. He is the tyrant
Ma 24 189% Magical Power 93 of swarming insects and of pestilence, and it is believed he is a deified form of the calamities brought by
locusts. He appears from the middle to the top floors of the Tower of Kagutsuchi. With enough experience, he
can evolve into Aciel.
Vi (*) 25 194% Save TN 194%

Ag 13 134% Dodge TN 23% BEHAVIOR Elite/—/— MACCA 632

Lu 15 144% Negotiation TN 50% DROP ITEMS Aquamarine EXP 660

HP 564 MP 279 PHYSICAL RESIST 47 MAGIC RESIST 46 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 (All) — 199% 0 95 95 Phys —
1. Attack All — — Passive All — — — — — — Change basic strike target to All
2. Panic Voice — — Magical Attack All 8 MP 189% — — — Mind Panic 30%
3. Mabufudyne 70 — Spell All 25 MP 189% 70 93 163 Ice Freeze 10%
4. Intimidate 71 Speech Talk 1 — 70% — — — Talk —
5. Retaliate 72 — Passive — — — — — — — Counter 50%, double damage
6. Ice Repel 73 — Passive — — — — — — — —
7. Hades Blast 74 Lunge Physical Attack All 33 HP 199% 50 95 145 Phys —
8. — — — — — — — — — — — —

185
LOKI LV
52 CLAN
TYRANT
EVOLVE? - AFFINITIES Strong Phys/Magic/Ailment

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 16 132% Physical Power 68 A wicked god from Norse mythology. Although he is not wholly evil, he has long worked ill spirited mischief.
He once swore an oath of brotherhood with the All Father Odin. Despite this, his many dark deeds such as the
Ma 20 152% Magical Power 72 killing of Odin’s son Baldur lead to him being imprisoned as a punishment. When Ragnarok came, he escaped
and lead the giants to battle against the gods. He frequents the bar in Ginza and is a collector of many items.
Later, he goes to the Amala Temple.
Vi 20 152% Save TN 152%

Ag 12 112% Dodge TN 22% BEHAVIOR Delinquent/Man/Youth MACCA 392

Lu (*) 16 132% Negotiation TN 52% DROP ITEMS Amethyst EXP 396

HP 432 MP 216 PHYSICAL RESIST 36 MAGIC RESIST 36 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 132% 0 68 68 Phys —
1. Mabufudyne — — Spell All 25 MP 152% 70 72 142 Ice Freeze 10%
2. Makajamaon — — Spell All 11 MP 152% — — — Ruin Mute 20%
3. Mischief 53 Talk Talk 1 — 72% — — — Talk —
4. Trafuri 54 — Spell All 25 MP 152% — — — Unique —
5. Mudoon 55 — Spell 1 10 MP 152% — — — Dark Instant Kill 60%
6. Mana Gain 56 — Passive — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

LILITH LV
80 CLAN
NIGHT
EVOLVE? Lilim (12) > Lilith AFFINITIES Null Light/Dark, Strong Magic

Stats TN Substats INHERIT TRAITS Mouth Eye Teeth

St 17 165% Physical Power 97 A woman who was Adam’s first wife in the Old Testament. There is a theory that when she refused to submit
to him, he grew to hate her and cast her away. After being banished from Eden, she became a demon of the
Ma (*) 30 230% Magical Power 110 night. She causes women to miscarry, as well as stealing newborn children and draining their blood. She
appears to be a beautiful woman, but her lower half is that of a snake, and she has the wings of a bat. She
appears from the middle to the top floors of the Tower of Kagutsuchi. She evolves from Lilim.
Vi 21 185% Save TN 185%

Ag 17 165% Dodge TN 27% BEHAVIOR Witch/Woman/Adult MACCA 818

Lu 15 155% Negotiation TN 50% DROP ITEMS Wagtail Plume EXP 836

HP 606 MP 330 PHYSICAL RESIST 50 MAGIC RESIST 55 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 165% 0 97 97 Phys —
1. Allure — — Magical Attack All 13 MP 230% — — — Mind Charm 40%
2. Hell Gaze — Eye Magical Attack 1 10 MP 230% — — — Dark Instant Kill 70%
3. Maziodyne — — Spell All 25 MP 230% 70 110 180 Elec Shock 10%
4. Mana Drain 81 — Magical Attack 1 2 MP 230% 0 110 110 Almighty —
5. Hell Fang 82 Teeth Physical Attack 1 15 HP 165% 36 97 133 Phys —
6. Mana Surge 83 — Passive — — — — — — — —
7. Megidola 84 — Spell All 40 MP 230% 60 110 170 Almighty —
8. — — — — — — — — — — — —

When evolving into Lilith, learn Megidolaon instead of Megidola at level 84.
186
NYX LV
70 CLAN
NIGHT
EVOLVE? - AFFINITIES Strong Magic

Stats TN Substats INHERIT TRAITS Eye

St 15 145% Physical Power 85 The goddess of the night in Greek mythology. She was born from primordial chaos, and her name means
“Mother Night.” It is the source of the English word “night.” She is depicted as a goddess clothed in black.
Ma (*) 27 205% Magical Power 97 Some say that she laid a silver egg, from which the world itself hatched. She is also the mother of many other
gods, such as Hypnos, the god of sleep. She appears in the middle floors of the Tower of Kagutsuchi, and also
runs the bar “Nyx’s Lounge” in Ginza.
Vi 17 155% Save TN 155%

Ag 16 150% Dodge TN 26% BEHAVIOR Witch/Woman/Adult MACCA 648

Lu 15 145% Negotiation TN 50% DROP ITEMS Chakra Drop EXP 676

HP 522 MP 291 PHYSICAL RESIST 43 MAGIC RESIST 48 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 145% 0 85 85 Phys —
1. Dormina — — Spell All 9 MP 205% — — — Mind Sleep 30%
2. Makarakarn — — Spell All 45 MP 205% — — — Support Auto-Success
3. Eternal Rest — — Magical Attack All 16 MP 205% — — — Mind If target is Sleeping, Instant Kill.
4. Debilitate 71 — Magical Attack All 48 MP 205% — — — Support Auto-Success
5. Mana Drain 72 — Magical Attack 1 2 MP 205% 0 97 97 Almighty —
6. Glacial Blast 73 — Magical Attack All 25 MP 205% 65 97 162 Ice Freeze 10%
7. Fire Drain 74 — Passive — — — — — — — —
8. — — — — — — — — — — — —

QUEEN MAB LV
56 CLAN
NIGHT
EVOLVE? Pixie (6) > High Pixie (16) > Queen Mab AFFINITIES Strong Magic

Stats TN Substats INHERIT TRAITS Eye

St 12 116% Physical Power 68 Also known as Maeve. A queen who appears in Irish legend. She was, originally, a being close to a devilish
temptress. She made a red mead into which her menstrual blood was mixed, and by giving it to her many
Ma (*) 21 161% Magical Power 77 husbands, she divided the rule of her domains among them. She makes an appearance in “Peter Pan” as
queen of the fairies. She joins with the Reason of Shijima, and appears in Marunouchi and the Diet Building.
She evolves from High Pixie.
Vi 12 116% Save TN 116%

Ag 12 116% Dodge TN 22% BEHAVIOR Witch/Woman/Adult MACCA 443

Lu 19 151% Negotiation TN 58% DROP ITEMS Dis-Mute EXP 454

HP 408 MP 231 PHYSICAL RESIST 34 MAGIC RESIST 38 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 116% 0 68 68 Phys —
1. Medirama — — Spell All 20 MP 161% 25 77 102 Healing Auto-Success
2. Ziodyne — — Spell 1 10 MP 161% 60 77 137 Elec Shock 20%
3. Tarukaja — — Spell All 12 MP 161% — — — Support Auto-Success
4. Diarahan 57 — Spell 1 15 MP 161% — — — Healing Auto-Success
5. Makarakarn 58 — Spell All 45 MP 161% — — — Support Auto-Success
6. Dormina 59 — Spell All 9 MP 161% — — — Mind Sleep 30%
7. Tetraja 60 — Spell All 15 MP 161% — — — Support Auto-Success
8. Maziodyne 61 — Spell All 25 MP 161% 70 77 147 Elec Shock 10%

When evolving into Queen Mab, learn Mediarahan instead of Diarahan at level 57.
187
LOA LV
53 CLAN
NIGHT
EVOLVE? - AFFINITIES Null Dark/Ruin/Nerve, Weak Light

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 16 133% Physical Power 69 The general term for gods and also sacred spirits in Haitian Vodou. The creed of Vodou tells of many
mysterious beings, but those who influence the world of the living are known as Loa. The ones associated
Ma (*) 22 163% Magical Power 75 with shadow are said to be capable of inflicting deadly curses. They appear mainly in the Yurakucho Tunnel
and the Diet Building.
Vi 16 133% Save TN 133%

Ag 12 113% Dodge TN 22% BEHAVIOR Elite/—/— MACCA 404

Lu 7 88% Negotiation TN 34% DROP ITEMS Chakra Drop EXP 410

HP 414 MP 225 PHYSICAL RESIST 34 MAGIC RESIST 37 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 133% 0 69 69 Phys —
1. Mamudo — — Spell All 15 MP 163% — — — Dark Instant Kill 20%
2. Tetraja — — Spell All 15 MP 163% — — — Support Auto-Success
3. Dekunda — — Spell All 10 MP 163% — — — Support Auto-Success
4. Venom Bite 54 Teeth Physical Attack 1 17 HP 133% 21 69 90 Phys Poison 40%
5. Stone Gaze 55 Eye Magical Attack 1 6 MP 163% — — — Dark Stone 50%
6. Last Resort 56 — Physical Attack All All HP 133% 24 69 93 Phys —
7. Mamudoon 57 — Spell All 25 MP 163% — — — Dark Instant Kill 30%
8. Debilitate 58 — Magical Attack All 45 MP 163% — — — Support Auto-Success

KAIWAN LV
47 CLAN
NIGHT
EVOLVE? - AFFINITIES Null Dark, Strong Magic, Weak Light

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 14 117% Physical Power 61 In the Book of Amos, before the people of Israel accepted the Lord as their one true god, Kaiwan was
worshiped by them as an idol. He is a god of the heavens, represented by a star. He is frequently spoken
Ma (*) 19 142% Magical Power 66 of alongside Ninibu, the Assyrian god of the planet Saturn, who is also known by the name of Sakkuth. He
guards a Kila for the Assembly of Nihilo. Afterwards, he goes with Hikawa to the Diet Building.
Vi 15 122% Save TN 122%

Ag 11 102% Dodge TN 21% BEHAVIOR Delinquent/—/— MACCA 332

Lu 8 87% Negotiation TN 36% DROP ITEMS Turquoise EXP 328

HP 372 MP 198 PHYSICAL RESIST 31 MAGIC RESIST 33 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 117% 0 61 61 Phys —
1. Mudoon — — Spell 1 10 MP 142% — — — Dark Instant Kill 60%
2. Charm Bite — Teeth Physical Attack 1 17 HP 117% 21 61 82 Phys Charm 50%
3. Sonic Wave — — Magical Attack All 9 MP 142% — — — Mind Panic 20%
4. Sukukaja 48 — Spell All 12 MP 142% — — — Support Auto-Success
5. Trade 49 Speech Talk 1 — 58% — — — Talk —
6. Rakukaja 50 — Spell All 12 MP 142% — — — Support Auto-Success
7. Evil Gaze 51 Eye Magical Attack 1 8 MP 142% — — — Dark HP 1
8. Light Null 52 — Passive — — — — — — — —

188
SUCCUBUS LV
37 CLAN
NIGHT
EVOLVE? - AFFINITIES Null Mind, Strong Light

Stats TN Substats INHERIT TRAITS Eye

St 10 87% Physical Power 47 A female temptress long spoken of in legends throughout Europe. They are the counterpart of the male
Incubi. They sneak into the dreams of men and, through sexual relations, gather their vital essence. It’s
Ma (*) 16 117% Magical Power 53 unusual for any to be able to resist them, and those couple with them for too long may be weakened to the
point of death. There are those who believe they’re actually the same beings as Incubi. As members of the
Assembly of Nihilo, they appear in the Obelisk.
Vi 11 92% Save TN 92%

Ag 10 87% Dodge TN 20% BEHAVIOR Witch/Woman/Youth MACCA 228

Lu 10 87% Negotiation TN 40% DROP ITEMS Wagtail Plume EXP 212

HP 288 MP 159 PHYSICAL RESIST 24 MAGIC RESIST 26 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 87% 0 47 47 Phys —
1. Dormina — — Spell All 9 MP 117% — — — Mind Sleep 30%
2. Analyze — — Magical Attack 1 — 117% — — — Almighty Auto-Success
3. Nag — Speech Talk 1 — 60% — — — Talk —
4. Eternal Rest 38 — Magical Attack All 16 MP 117% — — — Mind If target is Sleeping, Instant Kill.
5. Sexy Gaze 39 Eye Magical Attack 1 5 MP 117% — — — Mind Charm 50%
6. Life Drain 40 — Magical Attack 1 10 MP 117% 30 53 83 Almighty —
7. Tentarafoo 41 — Spell All 15 MP 117% 50 53 103 Mind Panic 20%
8. — — — — — — — — — — — —

INCUBUS LV
25 CLAN
NIGHT
EVOLVE? - AFFINITIES Null Ruin/Mind, Weak Force

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Claw

St 7 60% Physical Power 32 A male temptress long spoken of in legends throughout Europe. They are the counterpart of the female
Succubi. They are said to sneak into the dreams of women and impregnate them. But they do not use their
Ma (*) 14 95% Magical Power 39 own sperm, but that gathered by the Succubi. Children born from this union will become warlocks and
witches. Like the Succubi, they are members of the Assembly of Nihilo, and appear in the Obelisk.
Vi 8 65% Save TN 65%

Ag 9 70% Dodge TN 19% BEHAVIOR Delinquent/Man/Youth MACCA 130

Lu 7 60% Negotiation TN 34% DROP ITEMS Coral EXP 106

HP 198 MP 117 PHYSICAL RESIST 16 MAGIC RESIST 19 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 60% 0 32 32 Phys —
1. Flatter — Speech Talk 1 — 54% — — — Talk —
2. Sexy Gaze — Eye Magical Attack 1 5 MP 95% — — — Mind Charm 50%
3. Wing Buffet — Wing Physical Attack All 9 HP 60% 5 32 37 Force If target is Stoned, Instant Kill 30%
4. Stun Claw 26 Claw Physical Attack 1 17 HP 60% 24 32 56 Phys Stun 40%
5. Wooing 27 Speech Talk 1 — 54% — — — Talk —
6. Evil Gaze 28 Eye Magical Attack 1 8 MP 95% — — — Dark HP 1
7. Life Drain 29 — Magical Attack 1 10 MP 95% 30 39 69 Almighty —
8. — — — — — — — — — — — —

189
FOMORIAN LV
18 CLAN
NIGHT
EVOLVE? - AFFINITIES Null Ice, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 8 58% Physical Power 26 Evil giants from Celtic myth. They are often depicted as savages with the heads of goats and horses. Their
rulers included Indech and Balor of the Evil Eye. They lived in Ireland of old, and on many occasions, they
Ma 7 53% Magical Power 25 fought off invaders from the west. But they were finally defeated by the Tuatha Dé Danann. They are members
of the Assembly of Nihilo and appear from Ginza to Yurakucho.
Vi (*) 14 88% Save TN 88%

Ag 4 38% Dodge TN 14% BEHAVIOR Delinquent/—/— MACCA 86

Lu 5 43% Negotiation TN 30% DROP ITEMS Medicine EXP 60

HP 192 MP 75 PHYSICAL RESIST 16 MAGIC RESIST 12 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 58% 0 26 26 Phys —
1. Bufu — — Spell 1 3 MP 53% 10 25 35 Ice Freeze 20%
2. Lullaby — — Magical Attack 1 6 MP 53% — — — Mind Sleep 70%
3. Lunge 19 Lunge Physical Attack 1 10 HP 58% 10 26 36 Phys —
4. Life Bonus 20 — Passive — — — — — — — —
5. Kidnap 21 Speech Talk 1 — 50% — — — Talk —
6. Mabufu 22 — Spell All 8 MP 53% 5 25 30 Ice Freeze 10%
7. Berserk 23 Lunge Physical Attack All 15 HP 58% 10 26 36 Phys —
8. — — — — — — — — — — — —

LILIM LV
8 CLAN
NIGHT
EVOLVE? Lilim (12) > Lilith AFFINITIES Null Elec, Weak Ice

Stats TN Substats INHERIT TRAITS Eye

St 4 28% Physical Power 12 In the old testament, the children of Adam and Lilith, or other children born of monsters. They are also known
as Lilin. Like their mother, they are viewed as devils or as temptresses. Later, their legend spread to Greece,
Ma (*) 8 48% Magical Power 16 where they were likened to the vampiric empousa and said to be the cause of erotic dreams. They appear
throughout all of Ginza. With enough experience, they can evolve into the mighty Lilith.
Vi 5 33% Save TN 33%

Ag 7 43% Dodge TN 17% BEHAVIOR Witch/Woman/Youth MACCA 40

Lu 4 28% Negotiation TN 28% DROP ITEMS Turquoise EXP 18

HP 78 MP 48 PHYSICAL RESIST 6 MAGIC RESIST 8 FATE POINTS 5

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 28% 0 12 12 Phys —
1. Rakunda — — Spell All 12 MP 48% — — — Support Auto-Success
2. Sexy Gaze — Eye Magical Attack 1 5 MP 48% — — — Mind Charm 50%
3. Analyze 9 — Magical Attack 1 — 48% — — — Almighty Auto-Success
4. Tarunda 10 — Spell All 20 MP 48% — — — Support Auto-Success
5. Mazio 11 — Spell All 8 MP 48% 5 16 21 Elec Shock 10%
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

190
HRESVELGR LV
75 CLAN
WILDER
EVOLVE? - AFFINITIES Repel Ice, Null Dark, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth Claw

St 20 175% Physical Power 95 In Norse mythology, an all knowing eagle that perches on the highest branch of the world tree, Yggdrasil, and
looks out upon all the world. It is said to carry out the duty of evoking the world’s winds. Its eternal enemy
Ma 20 175% Magical Power 95 is Nidhogg, the snake that lives opposite it at the very base of Yggdrasil and gnaws at the world’s roots. It
appears mainly from Marunouchi to Chiyoda, as well as on the upper floors of the Tower of Kagutsuchi.
Vi 19 170% Save TN 170%

Ag (*) 25 200% Dodge TN 35% BEHAVIOR Wild/—/— MACCA 730

Lu 11 130% Negotiation TN 42% DROP ITEMS Wagtail Plume EXP 756

HP 564 MP 285 PHYSICAL RESIST 47 MAGIC RESIST 47 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 175% 0 95 95 Phys —
1. Mabufudyne — — Spell All 25 MP 175% 70 95 247 (165) Ice Freeze 10%
2. Ice Boost — — Passive — — — — — — — Multiply Ice attack power by 1.5x
3. Wing Buffet — Wings Physical Attack All 9 HP 175% 5 95 100 Force If target is Stoned, Instant Kill 30%
4. Anti-Phys 76 — Passive — — — — — — — —
5. Iron Claw 77 Claw Physical Attack 1 15 HP 175% 36 95 131 Phys —
6. Elec Repel 78 — Passive — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

MOTHMAN LV
43 CLAN
WILDER
EVOLVE? - AFFINITIES Null Fire/Dark, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Claw

St 11 98% Physical Power 54 A cryptid first sighted in the United States during the 1960s. It stands two meters tall. It has fin like
protrusions to either side thought to resemble the wings of a moth, which lead to it being named the
Ma 18 133% Magical Power 61 Mothman. Rumor has it that the Mothman follows the scent of blood keenly, and will abduct those people
bearing such a scent and drain them dry. It dwells in the Ikebukuro Tunnel, awaiting new victims.
Vi 18 133% Save TN 133%

Ag (*) 8 83% Dodge TN 18% BEHAVIOR Wild/—/— MACCA 288

Lu 8 83% Negotiation TN 36% DROP ITEMS Opal EXP 279

HP 366 MP 183 PHYSICAL RESIST 30 MAGIC RESIST 30 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 98% 0 54 54 Phys —
1. Evil Gaze — Eye Magical Attack 1 8 MP 133% — — — Dark HP 1
2. Stun Claw — Claw Physical Attack 1 17 HP 98% 24 54 78 Phys Stun 40%
3. Trafuri 44 — Spell All 25 MP 133% — — — Unique —
4. Panic Voice 45 — Magical Attack All 8 MP 133% — — — Mind Panic 30%
5. Fire Breath 46 Mouth Physical Attack All 9 HP 98% 10 54 64 Fire —
6. Elec Null 47 — Passive — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

191
NUE LV
31 CLAN
WILDER
EVOLVE? - AFFINITIES Null Ice/Dark, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth Claw

St 14 101% Physical Power 45 In legends passed down in Japan, the Nue, when first seen, had the form of a monstrous bird. The Heike
Monogatari says that it has the head of a monkey, the body of a tanuki, the arms and legs of a tiger, and
Ma 9 76% Magical Power 40 the tail of a snake. Every night, at two hours past midnight, it would fly hidden in the clouds to attack the
Emperor’s palace. Minamoto no Yorimasa was ordered to slay it, and did so by shooting it down with an
arrow.
Vi 12 91% Save TN 91%

Ag (*) 8 71% Dodge TN 18% BEHAVIOR Wild/—/— MACCA 176

Lu 8 71% Negotiation TN 36% DROP ITEMS Coral EXP 155

HP 258 MP 120 PHYSICAL RESIST 21 MAGIC RESIST 20 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 101% 0 45 45 Phys —
1. Stun Claw — Claw Physical Attack 1 17 HP 101% 24 45 69 Phys Stun 40%
2. War Cry — Mouth Magical Attack All 40 MP 76% — — — Support Auto-Success
3. Ice Breath 32 Mouth Physical Attack All 9 HP 101% 5 45 75 (50) Ice Freeze 10%
4. Panic Voice 33 — Magical Attack All 8 MP 76% — — — Mind Panic 30%
5. Ice Boost 34 — Passive — — — — — — — Multiply Ice attack power by 1.5x
6. Mamudo 35 — Spell All 15 MP 76% — — — Mind Instant Kill 20%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

RAIJU LV
25 CLAN
WILDER
EVOLVE? - AFFINITIES Drain Elec, Null Dark, Weak Force

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth Claw

St 8 65% Physical Power 33 The subject of Japanese folktales, Raiju are mysterious creatures that descend to the earth along with
lightning. They were originally from a Chinese legend. Typically, they run around in thunderclouds, where
Ma 15 100% Magical Power 40 they will ride lightning bolts down to the earth. They have limbs and fangs like a weasel, but otherwise, there
is much disagreement about what they look like. The Mantra Army recruited the Raiju after noticing their
lightning, and now has them stand guard in the Kabukicho Prison.
Vi 9 70% Save TN 70%

Ag (*) 8 65% Dodge TN 18% BEHAVIOR Wild/—/— MACCA 130

Lu 5 50% Negotiation TN 30% DROP ITEMS Aquamarine EXP 108

HP 204 MP 120 PHYSICAL RESIST 17 MAGIC RESIST 20 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 65% 0 33 33 Phys —
1. Zionga — — Spell 1 6 MP 100% 30 40 105 (70) Elec Shock 20%
2. Lightoma — — Spell All 10 MP 100% — — — Unique Auto-Success
3. Feral Claw 26 Claw Physical Attack 1 6 HP 65% 10 — 43 Phys —
4. Shock 27 — Magical Attack All 9 MP 100% 5 — 67 (45) Elec Shock 10%
5. Needle Rush 28 Spike Physical Attack 1 10 HP 65% 21 — 54 Phys —
6. Elec Boost 29 — Passive — — — — — — — Multiply Elec attack power by 1.5x
— — — — — — — — — — —
8. — — — — — — — — — — — —

192
BICORN LV
15 CLAN
WILDER
EVOLVE? - AFFINITIES Null Dark, Strong Ailment, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 10 65% Physical Power 25 Evil creatures that resemble a horse with two spiraling horns jutting from its head. Unlike the unicorn, a
symbol of purity, their two horns symbolize their corruption. Their name can mean both “two horned” and
Ma 6 45% Magical Power 21 “crescent horned,” so the true origin of the name is unclear. As members of the Mantra Army, they are found
in abundance near Ikebukuro.
Vi 10 65% Save TN 65%

Ag (*) 5 40% Dodge TN 15% BEHAVIOR Wild/—/— MACCA 70

Lu 4 35% Negotiation TN 28% DROP ITEMS Onyx EXP 45

HP 150 MP 63 PHYSICAL RESIST 12 MAGIC RESIST 10 FATE POINTS 5

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 65% 0 25 25 Phys —
1. Sukukaja — — Spell All 12 MP 45% — — — Support Auto-Success
2. Charm Bite — Teeth Physical Attack 1 17 HP 65% 21 25 46 Phys Charm 50%
3. Maragi 16 — Spell All 8 MP 45% 10 21 31 Fire —
4. Might 17 — Passive — — — — — — — Double physical crit rate.
5. Anti-Nerve 18 — Passive — — — — — — — —
6. Pulinpa 19 — Spell 1 5 MP 45% — — — Mind Panic 60%
7. Stun Gaze 20 Eye Magical Attack 1 5 MP 45% — — — Nerve Stun 40%
8. — — — — — — — — — — — —

ZHEN LV
6 CLAN
WILDER
EVOLVE? - AFFINITIES Null Dark, Strong Ailment, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St 4 26% Physical Power 10 A venomous bird spoken of in Chinese legend. Their bill is bronze in color, and they prefer to feed upon
snakes. Their poison is so deadly that when the Zhen flies over a field, the plants in it wither, and if a single
Ma 6 36% Magical Power 12 feather of theirs is steeped in liquor, it will become a poison that kills with but a single sip. They gather in
flocks in the desert surrounding Ginza and Ikebukuro, where they hunt prey together. Angels and Night clan
demons often use them for various ends.
Vi 6 36% Save TN 36%

Ag (*) 5 31% Dodge TN 15% BEHAVIOR Wild/—/— MACCA 33

Lu 5 31% Negotiation TN 30% DROP ITEMS Onyx EXP 12

HP 72 MP 36 PHYSICAL RESIST 6 MAGIC RESIST 6 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 26% 0 10 10 Phys —
1. Mute Gaze — Eye Magical Attack 1 5 MP 36% — — — Dark Mute 40%
2. Posumudi — — Spell 1 5 MP 36% — — — Healing Auto-Success
3. Zan — — Spell 1 3 MP 36% 10 12 22 Force If target is Stoned, Instant Kill 50%
4. Toxic Sting 7 Spike Physical Attack 1 7 HP 26% 10 10 20 Phys Poison 40%
5. War Cry 8 Mouth Magical Attack All 40 MP 36% — — — Support Auto-Success
6. Wing Buffet 9 Wings Physical Attack All 9 HP 26% 5 10 15 Force If target is Stoned, Instant Kill 30%
7. Mazan 10 — Spell All 8 MP 36% 5 12 17 Force If target is Stoned, Instant Kill 30%
8. Nerve Null 11 — Passive — — — — — — — —

193
VETALA LV
63 CLAN
HAUNT
EVOLVE? - AFFINITIES Repel Dark, Weak Elec/Light

Stats TN Substats INHERIT TRAITS Eye Lunge Claw

St 22 173% Physical Power 85 A type of corpse eating devil in both Hindu and Buddhist scripture. They are evil spirits who possess dead
bodies in order to do harm. Their appearance is not agreed upon. Some say they look like wizened witches,
Ma 20 163% Magical Power 83 others that they are tall, monstrous figures whose limbs hang loosely. They can be summoned with a ritual,
but one must have an offering of human flesh, lest they instead devour their summoner. As the highest level
Haunt, they appear in the Yurakucho Tunnel.
Vi 16 143% Save TN 143%

Ag (*) 11 118% Dodge TN 21% BEHAVIOR Blob/—/— MACCA 540

Lu 14 133% Negotiation TN 48% DROP ITEMS Chakra Drop EXP 564

HP 474 MP 249 PHYSICAL RESIST 39 MAGIC RESIST 41 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 173% 0 85 85 Phys —
1. Stun Claw — Claw Physical Attack 1 17 HP 173% 24 85 109 Phys Stun 40%
2. Sacrifice — — Physical Attack All All HP 173% 44 85 129 Phys —
3. Life Drain 64 — Magical Attack 1 10 MP 163% 30 83 113 Almighty —
4. Rakunda 65 — Spell All 12 MP 163% — — — — Auto-Success
5. Retaliate 66 — Passive — — — — — — — Counter 50%, double damage
6. Megido 67 — Spell All 30 MP 163% 30 83 113 Almighty —
7. Berserk 68 Lunge Physical Attack All 15 HP 173% 10 85 95 Phys —
8. — — — — — — — — — — — —

LEGION LV
49 CLAN
HAUNT
EVOLVE? - AFFINITIES Repel Dark, Weak Elec/Light

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St (*) 19 144% Physical Power 68 A flock of evil spirits who, in the Gospel of Mark, said “Our name is Legion.” In ancient Rome, their name
was a term for a military unit of 5,000 men. Jesus Christ ordered them to depart from the man they were
Ma 11 104% Magical Power 60 possessing, and they instead possessed a herd of around 2,000 swine that were nearby. They appear in the
Amala Network and on the lower floors of the Tower of Kagutsuchi.
Vi 21 154% Save TN 154%

Ag 9 94% Dodge TN 19% BEHAVIOR Blob/—/— MACCA 356

Lu 9 94% Negotiation TN 38% DROP ITEMS Onyx EXP 354

HP 420 MP 180 PHYSICAL RESIST 35 MAGIC RESIST 30 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 144% 0 68 68 Phys —
1. Tetrakarn — — Spell All 45 MP 104% — — — Support Auto-Success
2. Deathtouch — — Magical Attack 1 5 MP 104% 10 60 70 Almighty —
3. Anti-Phys 50 — — — — — — — — — —
4. Tempest 51 Lunge Physical Attack All 25 HP 144% 30 68 98 Phys —
5. Hell Gaze 52 Eye Magical Attack 1 10 MP 104% — — — Dark Instant Kill 70%
6. Pulinpa 53 — Spell 1 5 MP 104% — — — Mind Panic 60%
7. Mamudoon 54 — Spell All 25 MP 104% — — — Dark Instant Kill 30%
8. — — — — — — — — — — — —

194
PISACA LV
28 CLAN
HAUNT
EVOLVE? - AFFINITIES Null Dark/Ruin/Mind, Weak Fire

Stats TN Substats INHERIT TRAITS Eye Lunge Teeth Claw

St 8 68% Physical Power 36 Devils in Indian mythology that eat the flesh of the dead. They enter people through their mouths, and until
exorcized with magic or medicine, they continuously blight crops. When yawning, people must cover their
Ma (*) 10 78% Magical Power 38 mouths with their fingers or snap their fingers as a warding spell to stay safe. It’s also said that anyone who
sees a Pisaca will inevitably die within nine months. They appear in Asakusa and the Kabukicho Prison. In
the Labyrinth of Amala, you can buy one to help with the Menorah hunt.
Vi 17 113% Save TN 113%

Ag 7 63% Dodge TN 17% BEHAVIOR Blob/—/— MACCA 152

Lu 6 58% Negotiation TN 32% DROP ITEMS Onyx EXP 129

HP 270 MP 114 PHYSICAL RESIST 22 MAGIC RESIST 19 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 68% 0 36 36 Phys —
1. Venom Bite — Teeth Physical Attack 1 17 HP 68% 21 36 57 Phys Poison 40%
2. Sukunda — — Spell All 12 MP 78% — — — Support Auto-Success
3. Stun Gaze 29 Eye Magical Attack 1 5 MP 78% — — — Nerve Stun 40%
4. Life Drain 30 — Magical Attack 1 10 MP 78% 30 38 68 Almighty —
5. Sonic Wave 31 — Magical Attack All 9 MP 78% — — — Mind Panic 20%
6. Dekunda 32 — Spell All 10 MP 78% — — — Support Auto-Success
7. Mazionga 33 — Spell All 15 MP 78% 20 38 58 Elec Shock 10%
8. — — — — — — — — — — — —

CHATTERSKULL LV
20 CLAN
HAUNT
EVOLVE? - AFFINITIES Drain Fire, Null Dark, Wak Light/Ruin

Stats TN Substats INHERIT TRAITS Eye Lunge Teeth

St 7 55% Physical Power 27 A legend among the people of the Dominican Republic. They are human skulls with wills of their own.
They laugh with unearthly screeches, and any who hear that laughter will have their hearts stop. It’s said
Ma (*) 12 80% Magical Power 32 Chatterskulls seek to avenge themselves on those who wronged them during life. They appear in the Harumi
Warehouse and the Great Underpass of Ginza.
Vi 6 50% Save TN 50%

Ag 7 55% Dodge TN 17% BEHAVIOR Blob/—/— MACCA 98

Lu 8 60% Negotiation TN 36% DROP ITEMS Muscle Drink EXP 73

HP 156 MP 96 PHYSICAL RESIST 13 MAGIC RESIST 16 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 55% 0 27 27 Phys —
1. Sukunda — — Spell All 12 MP 80% — — — Support Auto-Success
2. Stun Gaze — Eye Magical Attack 1 5 MP 80% — — — Nerve Stun 40%
3. Dekaja 21 — Spell All 10 MP 80% — — — Support Auto-Success
4. Dormina 22 — Spell All 9 MP 80% — — — Mind Sleep 30%
5. Last Resort 23 — Physical Attack All All HP 55% 24 27 51 Phys —
6. Hell Thrust 24 Lunge Physical Attack 1 20 HP 55% 25 27 52 Phys —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

195
YAKA LV
17 CLAN
HAUNT
EVOLVE? - AFFINITIES Null Dark, Weak Ice/Light

Stats TN Substats INHERIT TRAITS Eye Lunge Claw

St 8 57% Physical Power 25 Devils of pestilence in Sri Lankan mythology. Their origins lie in the devils known as Yaksha from Indian
mythology. They bring misfortune and inflict plagues and madness upon people. If a sorcerer makes an
Ma (*) 10 67% Magical Power 27 offering of half a pumpkin and a prayer to a Yaka, they will be satisfied and heal the disease they inflicted.
They can take many forms, but their true appearances are small and hideous. They serve as torturers in the
Kabukicho Prison and also appear in the Harumi Warehouse.
Vi 8 57% Save TN 57%

Ag 5 42% Dodge TN 15% BEHAVIOR Blob/—/— MACCA 80

Lu 6 47% Negotiation TN 32% DROP ITEMS Dis-Poison EXP 55

HP 150 MP 81 PHYSICAL RESIST 12 MAGIC RESIST 13 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 57% 0 25 25 Phys —
1. Deathtouch — — Magical Attack 1 5 MP 67% 10 27 37 Almighty —
2. Tarunda — — Spell All 20 MP 67% — — — Support Auto-Success
3. Mazio 18 — Spell All 8 MP 67% 5 27 32 Elec Shock 10%
4. Provoke 19 — Magical Attack All 20 MP 67% — — — Support Auto-Success
5. Dia 20 — Spell 1 3 MP 67% 10 27 37 Healing Auto-Success
6. Venom Claw 21 Claw Physical Attack 1 17 HP 57% 21 25 48 Phys Poison 40%
7. Diarama 22 — Spell 1 7 MP 67% 30 27 57 Healing Auto-Success
8. — — — — — — — — — — — —

CHORONZON LV
11 CLAN
HAUNT
EVOLVE? - AFFINITIES Drain Fire, Null Dark, Strong Phys, Weak Elec/Light

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge

St (*) 9 56% Physical Power 20 Aleister Crowley, a real world magician from the 20th century, attempted to summon this demon into his own
body. It is a conglomerate of many wicked beings. They seek to bewilder and stymie those who draw too near
Ma 4 31% Magical Power 15 to ultimate wisdom. When Choronzon descended into Crowley, he was ecstatic, but the demon tried to tempt
and murder his nearby pupil who had carried out the ritual. They attack repeatedly in the Amala Network and
the Harumi Warehouse.
Vi 15 86% Save TN 86%

Ag 1 16% Dodge TN 11% BEHAVIOR Blob/—/— MACCA 52

Lu 2 21% Negotiation TN 24% DROP ITEMS Medicine EXP 28

HP 156 MP 45 PHYSICAL RESIST 13 MAGIC RESIST 7 FATE POINTS 5

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 56% 0 20 20 Phys —
1. Agi — — Spell 1 3 MP 31% 15 15 30 Fire —
2. Sukunda — — Spell All 12 MP 31% — — — Support Auto-Success
3. Fire Breath 12 Mouth Physical Attack All 9 HP 56% 10 20 30 Fire —
4. Berserk 13 Lunge Physical Attack All 15 HP 56% 10 20 30 Phys —
5. Trafuri 14 — Spell All 25 MP 31% — — — Unique —
6. Stun Gaze 15 Eye Magical Attack 1 6 MP 31% — — — Dark Stone 50%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

196
PRETA LV
4 CLAN
HAUNT
EVOLVE? - AFFINITIES Null Dark, Weak Magic

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth Claw

St 5 29% Physical Power 9 In Buddhism, one of the six realms people may enter after death is the “realm of the hungry ghosts,” inhabited
by the Preta. They are emaciated figures with bellies that bulge oddly. Anything they find that can be eaten or
Ma (*) 4 24% Magical Power 8 drunk disappears into their mouths as if consumed by fire, but as they are hungry ghosts, their hunger and
thirst will torment them forever. As the lowest level Haunts, they appear in the Shinjuku Medical Center and
the Harumi Warehouse.
Vi 5 29% Save TN 29%

Ag 6 34% Dodge TN 16% BEHAVIOR Blob/—/— MACCA 27

Lu 4 24% Negotiation TN 28% DROP ITEMS Medicine EXP 9

HP 54 MP 24 PHYSICAL RESIST 4 MAGIC RESIST 4 FATE POINTS 5

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 29% 0 9 9 Phys —
1. Feral Claw — Claw Physical Attack 1 6 HP 29% 10 9 — Phys —
2. Sukukaja — — Spell All 12 MP 24% — — — Support Auto-Success
3. Agi 5 — Spell 1 3 MP 24% 15 8 23 Fire —
4. Deathtouch 6 — Magical Attack 1 5 MP 24% 10 8 18 Almighty —
5. Venom Claw 7 Claw Physical Attack 1 17 HP 29% 21 9 30 Phys Poison 40%
6. Fog Breath 8 Mouth Physical Attack All 30 HP 29% — — — Support Auto-Success
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

SHADOW LV
52 CLAN
FOUL
EVOLVE? - AFFINITIES Null Dark, Strong Phys, Weak Force/Light

Stats TN Substats INHERIT TRAITS Lunge

St 10 102% Physical Power 62 An illusionary being that can assume the form of anyone who looks upon them. Anyone who encounters a
Shadow will die within a matter of days. They are also known as doppelgangers. Various legends exist about
Ma (*) 20 152% Magical Power 72 them around the world, and in the real world, belief in them can be a symptom of mental illness. The author
Akutagawa Ryunosuke was affected by this near the end of his life. As the highest level Foul, they appear
throughout the Tower of Kagutsuchi and from the Marunouchi to the Chiyoda area.
Vi 18 142% Save TN 142%

Ag 16 132% Dodge TN 26% BEHAVIOR Blob/—/— MACCA 392

Lu 8 92% Negotiation TN 36% DROP ITEMS Chakra Drop EXP 396

HP 420 MP 216 PHYSICAL RESIST 35 MAGIC RESIST 36 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 102% 0 62 62 Phys —
1. Anti-Phys — — Passive — — — — — — — —
2. Mudoon — — Spell 1 10 MP 152% — — — Dark Instant Kill 60%
3. Mazionga 53 — Spell All 15 MP 152% 20 72 92 Elec Shock 10%
4. Mana Drain 54 — Magical Attack 1 2 MP 152% 0 72 72 Almighty —
5. Makakaja 55 — Spell All 12 MP 152% — — — Support Auto-Success
6. Tarukaja 56 — Spell All 12 MP 152% — — — Support Auto-Success
7. Rakukaja 57 — Spell All 12 MP 152% — — — Support Auto-Success
8. Sukukaja 58 — Spell All 12 MP 152% — — — Support Auto-Success

197
PHANTOM LV
42 CLAN
FOUL
EVOLVE? - AFFINITIES Null Dark, Strong Phys, Weak Force/Light

Stats TN Substats INHERIT TRAITS Lunge

St 9 87% Physical Power 51 A legendary ghostlike being in the folklore of England and nearby places. They embody the grudges of a
person who died while still harboring hatred. When anyone looks upon them, they take the form of someone
Ma (*) 17 127% Magical Power 59 that person knows well, and presage death and ill fortune. They are dangerous to the living, but people say
that one can stay safe from them by wearing a veil or by carrying stinging nettle with them. They appear in
the Amala Network and the Obelisk.
Vi 14 112% Save TN 112%

Ag 15 117% Dodge TN 25% BEHAVIOR Blob/—/— MACCA 278

Lu 7 77% Negotiation TN 34% DROP ITEMS Coral EXP 267

HP 336 MP 177 PHYSICAL RESIST 28 MAGIC RESIST 29 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 87% 0 51 51 Phys —
1. Mana Drain — — Magical Attack 1 2 MP 127% 0 59 59 Almighty —
2. Last Resort — — Physical Attack All All HP 87% 24 51 75 Phys —
3. Mazionga 43 — Spell All 15 MP 127% 20 59 79 Elec Shock 10%
4. Kamikaze 44 — Physical Attack 1 All HP 87% 78 51 129 Phys —
5. Tarunda 45 — Spell All 20 MP 127% — — — Support Auto-Success
6. Dekaja 46 — Spell All 10 MP 127% — — — Support Auto-Success
7. Ziodyne 47 — Spell 1 10 MP 127% 60 59 119 Elec Shock 20%
8. — — — — — — — — — — — —

BLACK OOZE LV
28 CLAN
FOUL
EVOLVE? - AFFINITIES Null Dark, Strong Phys, Weak Elec/Light

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 11 83% Physical Power 39 A manifestation of pure ill will that could not completely become a demon, and so cannot assume a fixed
shape. Because of this, they are capable of oozing through any gap. When they sense prey, they attempt to
Ma 9 73% Magical Power 37 engulf it like a net, and if successful, swiftly digest it. They mindlessly do this over and over, growing larger
with each meal. They appear in the Ikebukuro Tunnel and Asakusa.
Vi (*) 16 108% Save TN 108%

Ag 6 58% Dodge TN 16% BEHAVIOR Blob/—/— MACCA 152

Lu 6 58% Negotiation TN 32% DROP ITEMS Medicine EXP 129

HP 264 MP 111 PHYSICAL RESIST 22 MAGIC RESIST 18 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 83% 0 39 39 Phys —
1. Mute Gaze — Eye Magical Attack 1 5 MP 73% — — — Dark Mute 40%
2. Charm Bite — Teeth Physical Attack 1 17 HP 83% 21 39 60 Phys Charm 50%
3. Sacrifice 29 — Physical Attack All All HP 83% 44 39 83 Phys —
4. Deathtouch 30 — Magical Attack 1 5 MP 73% 10 37 47 Almighty —
5. Mana Drain 31 — Magical Attack 1 2 MP 73% 0 37 37 Almighty —
6. Panic Voice 32 — Magical Attack All 8 MP 73% — — — Mind Panic 30%
7. Anti-Light 33 — Passive — — — — — — — —
8. — — — — — — — — — — — —

198
BLOB LV
16 CLAN
FOUL
EVOLVE? - AFFINITIES Null Dark, Strong Phys, Weak Ice/Light

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 8 56% Physical Power 24 A formless monster that became famous when it appeared in the Hollywood remake of the movie “The
Blob.” Its body is like frothy phlegm as red as blood, and it grows larger as it devours people. In the movie,
Ma 6 46% Magical Power 22 it was vulnerable to cold, and was frozen with liquid nitrogen and then shattered to bits. But should it ever
thaw, it may revive and become a deadly creature once again. It prefers to dwell in dark places in the Great
Underpass of Ginza and Ikebukuro Tunnel.
Vi (*) 10 66% Save TN 66%

Ag 5 41% Dodge TN 15% BEHAVIOR Blob/—/— MACCA 75

Lu 7 51% Negotiation TN 34% DROP ITEMS Medicine EXP 50

HP 156 MP 66 PHYSICAL RESIST 13 MAGIC RESIST 11 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 56% 0 24 24 Phys —
1. Tarunda — — Spell All 20 MP 46% — — — Support Auto-Success
2. Last Resort — — Physical Attack All All HP 56% 24 24 48 Phys —
3. Toxic Sting 17 Spike Physical Attack 1 7 HP 56% 10 24 34 Phys Poison 40%
4. Marin Karin 18 — Spell 1 8 MP 46% — — — Mind Charm 40%
5. Mana Drain 19 — Magical Attack 1 2 MP 46% 0 22 22 Almighty —
6. Zanma 20 — Spell 1 6 MP 46% 30 22 52 Force If target is Stoned, 50% Instant Kill
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

MOU-RYO LV
7 CLAN
FOUL
EVOLVE? - AFFINITIES Null Dark, Weak Light

Stats TN Substats INHERIT TRAITS Lunge

St 6 37% Physical Power 13 If combined with the word “Sudama”, this Japanese word refers to all youkai. In Japanese legends and folklore,
they are spirits of the dead who were unable to rest in peace, and are often associated with water. Though
Ma (*) 7 42% Magical Power 14 they are full of hatred, they are not very powerful. They are often depicted as looking like ball lightning. They
appear in Shibuya and the Amala Network.
Vi 4 27% Save TN 27%

Ag 5 32% Dodge TN 15% BEHAVIOR Blob/—/— MACCA 36

Lu 5 32% Negotiation TN 30% DROP ITEMS Medicine EXP 15

HP 66 MP 42 PHYSICAL RESIST 5 MAGIC RESIST 7 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 37% 0 13 13 Phys —
1. Pulinpa — — Spell 1 5 MP 42% — — — Mind Panic 60%
2. Toxic Sting — Spike Physical Attack 1 7 HP 37% 10 13 23 Phys Poison 40%
3. Zan 8 — Spell 1 3 MP 42% 10 14 24 Force If target is Stoned, Instant Kill 50%
4. Deathtouch 9 — Magical Attack 1 5 MP 42% 10 14 24 Almighty —
5. Mana Aid 10 — Passive — — — — — — — —
6. Mazan 11 — Spell All 8 MP 42% 5 14 19 Force If target is Stoned, Instant Kill 30%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

199
SLIME LV
6 CLAN
FOUL
EVOLVE? - AFFINITIES Null Dark, Strong Phys, Weak Fire/Light

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 6 36% Physical Power 12 Primitive monsters with gelatinous bodies. There are many competing theories about their mythological
origin. Supposedly, they have a predilection for gathering shiny things. Because of their strange, gelatinous
Ma 5 31% Magical Power 11 bodies, physical attacks are ineffective against them. They like dark places, and dwell in the Great Underpass
of Ginza, but sometimes wander into Shibuya.
Vi (*) 3 21% Save TN 21%

Ag 5 31% Dodge TN 15% BEHAVIOR Blob/—/— MACCA 33

Lu 7 41% Negotiation TN 34% DROP ITEMS Medicine EXP 13

HP 54 MP 33 PHYSICAL RESIST 4 MAGIC RESIST 5 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 36% 0 12 12 Phys —
1. Deathtouch — — Magical Attack 1 5 MP 31% 10 11 21 Almighty —
2. Feral Bite — Teeth Physical Attack 1 13 HP 36% 24 12 36 Phys —
3. Sukunda 7 — Spell All 12 MP 31% — — — Support Auto-Success
4. Last Resort 8 — Physical Attack All All HP 36% 24 12 36 Phys —
5. War Cry 9 Mouth Magical Attack All 40 MP 31% — — — Support Auto-Success
6. Sonic Wave 10 — Magical Attack All 9 MP 31% — — — Mind Panic 20%
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

WILL O' WISP LV


1 CLAN
FOUL
EVOLVE? - AFFINITIES Null Dark, Strong Phys, Weak Magic/Light

Stats TN Substats INHERIT TRAITS Lunge

St 4 21% Physical Power 5 The name bestowed upon one of the many legends about ball lightning throughout the world. He is said to be in truth the spirit of
a blacksmith, Will, who was unable to ascend to heaven and has wandered the world ever since. He often appears in graveyards,
where he attempts to lure nearby travelers astray from the road. This is because of Will’s disposition when he still lived; he was
Ma (*) 5 26% Magical Power 6
already a scoundrel, and after his death, he was cunning enough to trick even the Devil. As the lowest level Foul, he appears in the
Shinjuku Medical Center and in the Shinjuku to Shibuya area.
Vi 4 21% Save TN 21%

Ag 5 26% Dodge TN 15% BEHAVIOR Blob/—/— MACCA 20

Lu 3 16% Negotiation TN 26% DROP ITEMS Medicine EXP 5

HP 30 MP 18 PHYSICAL RESIST 2 MAGIC RESIST 3 FATE POINTS 5

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 21% 0 5 5 Phys —
1. Needle Rush — Spike Physical Attack 1 10 HP 21% 21 5 26 Phys —
2. Zan 2 — Spell 1 3 MP 26% 10 6 16 Force If target is Stoned, Instant Kill 50%
3. Riberama 3 — Spell All 8 MP 26% — — — Unique Auto-Success
4. Deathtouch 4 — Magical Attack 1 5 MP 26% 10 6 16 Almighty —
5. Last Resort 5 — Physical Attack All All HP 21% 24 5 29 Phys —
6. Makakaja 6 — Spell All 12 MP 26% — — — Support Auto-Success
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

200
MICHAEL LV
90 CLAN
SERAPH
EVOLVE? - AFFINITIES Repel Light, Null Magic

Stats TN Substats INHERIT TRAITS Eye Lunge Weapon

St 29 235% Physical Power 119 The greatest of the Four Archangels, who are the highest rank of angels. His name means “The one who is
like God.” He is symbolized by fire and the east. He is a powerful being who serves as the right hand man of
Ma 30 240% Magical Power 120 God Himself. In his hand, he wields a mystical weapon which will not yield against any blade or attack. He
does not appear as an enemy, but can be created and used by fusing the other three Archangels.
Vi 23 205% Save TN 205%

Ag (*) 25 215% Dodge TN 35% BEHAVIOR Elite/Man/Adult MACCA 1008

Lu 18 180% Negotiation TN 56% DROP ITEMS None EXP 996

HP 678 MP 360 PHYSICAL RESIST 56 MAGIC RESIST 60 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 235% 0 119 119 Phys —
1. Deathbound — Weapon Physical Attack All 25 HP 235% 45 119 164 Phys —
2. Endure — — Passive — — — — — — — —
3. Victory Cry 91 — Passive — — — — — — — —
4. Tarukaja 92 — Spell All 12 MP 240% — — — Support Auto-Success
5. Mana Surge 93 — Passive — — — — — — — —
6. Megidolaon 94 — Spell All 50 MP 240% 90 120 210 Almighty —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

GABRIEL LV
87 CLAN
SERAPH
EVOLVE? - AFFINITIES Repel Light, Null Fire/Elec/Force

Stats TN Substats INHERIT TRAITS Eye Lunge Weapon

St 24 207% Physical Power 111 One of the Four Archangels, who are the highest rank of angels. Her name means “the one who unites.” She
is symbolized by water and the north. Because she appears feminine, Gabriel alone, among all the angels, is
Ma 30 237% Magical Power 117 considered to be female rather than genderless. However, devout Muslims reject this point of view. She joins
with the Reason of Yosuga, and takes part in Chiaki’s assault on Asakusa.
Vi 22 197% Save TN 197%

Ag (*) 24 207% Dodge TN 34% BEHAVIOR Lady/Woman/Adult MACCA 948

Lu 22 197% Negotiation TN 64% DROP ITEMS None EXP 948

HP 654 MP 351 PHYSICAL RESIST 54 MAGIC RESIST 58 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 207% 0 111 111 Phys —
1. Samarecarm — — Spell 1 35 MP 237% — — — Healing Auto-Success
2. Ziodyne — — Spell 1 10 MP 237% 60 117 265 (177) Elec Shock 20%
3. Maziodyne — — Spell All 25 MP 237% 70 117 280 (187) Elec Shock 10%
4. Blight 88 Weapon Physical Attack All 33 HP 207% 43 111 154 Phys Poison 20%
5. Persuade 89 Speech Talk 1 — 84% — — — Talk —
6. Elec Boost 90 — Passive — — — — — — — Multiply Elec attack power by 1.5x
7. Radiance 91 — Magical Attack All 30 MP 237% 50 117 167 Light —
8. — — — — — — — — — — — —

201
RAPHAEL LV
84 CLAN
SERAPH
EVOLVE? - AFFINITIES Repel Light, Null Fire/Force

Stats TN Substats INHERIT TRAITS Eye Lunge Weapon

St 26 214% Physical Power 110 One of the Four Archangels, who are the highest rank of angels. His name means “the one who heals.” He is
symbolized by wind and the west. He is associated with serpents and sometimes appears with a reptilian
Ma 26 214% Magical Power 110 head. When Adam and Eve dwelled in the Garden of Even, his duty was to guard the Tree of Life, said to be the
twin of the Tree of Wisdom. He joins with the Reason of Yosuga, and takes part in Chiaki’s assault on Asakusa.
He does not appear as an enemy, and may only be obtained through fusion.
Vi 22 194% Save TN 194%

Ag (*) 28 224% Dodge TN 38% BEHAVIOR Gentleman/Man/Adult MACCA 981

Lu 17 169% Negotiation TN 54% DROP ITEMS None EXP 900

HP 636 MP 330 PHYSICAL RESIST 53 MAGIC RESIST 55 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 214% 0 110 110 Phys —
1. Makarakarn — — Spell All 45 MP 214% — — — Support Auto-Success
2. Tetrakarn — — Spell All 45 MP 214% — — — Support Auto-Success
3. Prayer 84 — Magical Attack All 50 MP 214% — — — Healing Auto-Success
4. Mahamaon 85 — Spell All 25 MP 214% — — — Light Instant Kill 30%
5. Stasis Blade 86 Weapon Physical Attack 1 20 HP 214% 45 110 155 Phys Restrain 60%
6. Holy Wrath 87 — Magical Attack All 36 MP 214% — — — Light HP 1/5
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

URIEL LV
73 CLAN
SERAPH
EVOLVE? Throne (66) > Uriel AFFINITIES Repel Light, Null Fire

Stats TN Substats INHERIT TRAITS Eye Lunge Weapon

St 25 198% Physical Power 98 One of the Four Archangels, who are the highest rank of angels. His name means “the fire of God.” He is symbolized by earth and
the south. When the Day of Final Judgment comes, he is believed to be the angel who will resurrect and judge all mankind. He also
has the duty of overseeing the motion of the heavenly bodies. Uriel, who is never named in the Biblical canon, has at times been
Ma 24 193% Magical Power 97
considered a fallen angel in order to prevent zealous angel worship. He joins with the Reason of Yosuga, and takes part in Chiaki’s
assault on Asakusa. He evolves from Throne.
Vi 20 173% Save TN 173%

Ag (*) 21 178% Dodge TN 31% BEHAVIOR Gentleman/Man/Adult MACCA 696

Lu 18 163% Negotiation TN 56% DROP ITEMS None EXP 724

HP 558 MP 291 PHYSICAL RESIST 46 MAGIC RESIST 48 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 198% 0 98 98 Phys —
1. Heat Wave 74 Weapon Physical Attack All 13 HP 198% 22 98 120 Phys —
2. Drain Attack 75 — Passive — — — — — — — Basic strikes heal for 25% of damage dealt

3. Megidola 76 — Spell All 40 MP 193% 60 97 157 Almighty —


4. Radiance 77 — Magical Attack All 30 MP 193% 50 97 147 Light —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

202
GANESHA LV
58 CLAN
WARGOD
EVOLVE? Pulukishi (53) > Ganesha AFFINITIES Null Ice/Force/Light, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St 21 163% Physical Power 79 An elephant headed god from Indian mythology. Long ago, he was created as a youthful god by Parvati to
stand guard as she was bathing, so that her husband Shiva would not see her. But then, Shiva promptly cut
Ma 21 163% Magical Power 79 off Ganesha’s head. When he saw that he had saddened his wife, Shiva sought out an elephant and gave its
head to Ganesha, reviving him and leading to his present appearance. He evolves from Pulukishi.
Vi 21 163% Save TN 163%

Ag 12 118% Dodge TN 22% BEHAVIOR Warrior/—/Adult MACCA 470

Lu (*) 13 123% Negotiation TN 46% DROP ITEMS None EXP 484

HP 474 MP 237 PHYSICAL RESIST 39 MAGIC RESIST 39 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 163% 0 79 79 Phys —
1. Endure 59 — Passive — — — — — — — —
2. Force Drain 60 — Passive — — — — — — — —
3. Debilitate 61 — Magical Attack All 48 MP 163% — — — Support Auto-Success
4. Tempest 62 Lunge Physical Attack All 25 HP 163% 30 79 109 Phys —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

VALKYRIE LV
33 CLAN
WARGOD
EVOLVE? Dís (27) > Valkyrie AFFINITIES Drain Fire, Null Light

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St (*) 15 108% Physical Power 48 The daughters of the All Father Odin from Norse mythology. Clad in helmets and riding swift horses, they
are beautiful and graceful as they charge from the skies into battle. They have the role of guiding the souls
Ma 12 93% Magical Power 45 of human warriors to the hall of Valhalla in preparation for Ragnarok, the Twilight of the Gods. Their name
means “Choosers of the Slain.” They evolve from Dís.
Vi 14 103% Save TN 103%

Ag 12 93% Dodge TN 22% BEHAVIOR Heroine/Woman/Youth MACCA 192

Lu 10 83% Negotiation TN 40% DROP ITEMS None EXP 173

HP 282 MP 135 PHYSICAL RESIST 23 MAGIC RESIST 22 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 108% 0 48 48 Phys —
1. Guillotine 34 Weapon Physical Attack 1 17 HP 108% 40 48 88 Phys Stun 40%
2. Soul Recruit 35 Speech Talk 1 — 60% — — — Talk —
3. Retaliate 36 — Passive — — — — — — — —
4. Might 37 — Passive — — — — — — — Double physical crit rate.
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

203
CU CHULAINN LV
52 CLAN
GENMA
EVOLVE? Setanta (48) > Cu Chulainn AFFINITIES Repel Force, Null Light

Stats TN Substats INHERIT TRAITS Eye Lunge Weapon

St (*) 21 157% Physical Power 73 A hero from Irish legend. His name was originally Setanta, but he is now known by his epithet, which means
“the mad dog of Culann.” A tall and cheerful youth, he studied under Scáthach, queen of the Land of Shadows.
Ma 15 127% Magical Power 67 When he had proven himself, she entrusted him with the magic spear Gae Bolg, with which he did many
great deeds. He evolves from Setanta.
Vi 17 137% Save TN 137%

Ag 14 122% Dodge TN 24% BEHAVIOR Gentleman/Man/Youth MACCA 392

Lu 15 127% Negotiation TN 50% DROP ITEMS None EXP 396

HP 414 MP 201 PHYSICAL RESIST 34 MAGIC RESIST 33 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 (All) — 157% 0 73 73 Phys —
1. Zandyne 53 — Spell 1 10 MP 127% 60 67 127 Force If target is stoned, Instant Kill 50%
2. Thunderclap 54 — Magical Attack All 12 MP 127% — — — Light HP Halved
3. Wooing 55 Speech Talk 1 — 70% — — — Talk —
4. Blight 56 Weapon Physical Attack All 33 HP 157% 43 73 116 Phys Poison 20%
5. Attack All 57 — Passive All — — — — — — Change basic strike target to All
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

HANUMAN LV
46 CLAN
GENMA
EVOLVE? Ongkhot (42) > Hanuman (50) > Qitian Dasheng AFFINITIES Null Light, Strong Phys

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Weapon

St 17 131% Physical Power 63 A hero from Indian mythology. A shapeshifter with the power to soar through the sky, his many feats are
recounted in the epic poem known as the Ramayana. His name means “the one with a jaw,” and because of
Ma 12 106% Magical Power 58 this, many people have depicted him as having the head and tail of a monkey. Sun Wukong from the Chinese
tale “The Journey to the West '' was based on him. He evolves from Ongkhot.
Vi 15 121% Save TN 121%

Ag (*) 19 141% Dodge TN 29% BEHAVIOR Delinquent/—/— MACCA 321

Lu 13 111% Negotiation TN 46% DROP ITEMS None EXP 315

HP 366 MP 174 PHYSICAL RESIST 30 MAGIC RESIST 29 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 131% 0 63 63 Phys —
1. Rakukaja 47 — Spell All 12 MP 106% — — — Support Auto-Success
2. Endure 48 — Passive — — — — — — — —
3. Kidnap 49 Speech Talk 1 — 66% — — — Talk —
4. Life Surge 50 — Passive — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

204
KURAMA TENGU LV
38 CLAN
GENMA
EVOLVE? Koppa Tengu (24) > Karasu Tengu (33) > Kurama Tengu AFFINITIES Drain Force, Null Light

Stats TN Substats INHERIT TRAITS Mouth Eye

St 13 103% Physical Power 51 A tengu, said to live on Mount Kurama in Kyoto. When Minamoto no Yoshitsune was still known as
Ushiwakamaru, Kurama Tengu was his teacher. Of the legends of tengu still passed down in Japan, those
Ma 17 123% Magical Power 55 about Kurama Tengu are the most widely known. He has the power to cause both good and ill luck. He is said
to be, in truth, the form that Bishamonten takes during the night. He evolves from Karasu Tengu.
Vi 13 103% Save TN 103%

Ag (*) 17 123% Dodge TN 27% BEHAVIOR Warrior/Man/Adult MACCA 238

Lu 8 78% Negotiation TN 36% DROP ITEMS None EXP 222

HP 306 MP 165 PHYSICAL RESIST 25 MAGIC RESIST 27 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 103% 0 51 51 Phys —
1. Violent Flash 39 — Magical Attack 1 10 MP 123% 50 55 105 Light —
2. Force Boost 40 — Passive — — — — — — — Multiply Force attack power by 1.5x
3. Fog Breath 41 Mouth Physical Attack All 30 HP 103% — — — Support Auto-Success
4. Wind Cutter 42 — Magical Attack 1 13 MP 123% 60 55 172 (115) Force If target is Stoned, Instant Kill 30%
5. Starlight 43 — Magical Attack All 22 MP 123% 35 55 90 Light —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

QING LONG LV
44 CLAN
DRAGON
EVOLVE? Mizuchi (38) > Qing Long AFFINITIES Drain Ice, Null Light, Weak Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 15 119% Physical Power 59 One of the Four Holy Beasts in Chinese mythology, and the subject of a great many legends and beliefs. It
represents the direction of the east, the season of spring, and the element of wood. In China, people are
Ma 13 109% Magical Power 57 believed to live for eighty years, and each 20 year period is named after one of the Four Holy Beasts and their
season. This is why the first twenty years of one's life are the "springtime of their life." Qing Long lives in a
palace at the bottom of the sea. It evolves from Mizuchi.
Vi (*) 22 154% Save TN 154%

Ag 9 89% Dodge TN 19% BEHAVIOR Animal/—/— MACCA 299

Lu 11 99% Negotiation TN 42% DROP ITEMS None EXP 291

HP 396 MP 171 PHYSICAL RESIST 33 MAGIC RESIST 28 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 119% 0 59 59 Phys —
1. Life Gain 45 — Passive — — — — — — — —
2. Stone Bite 46 Teeth Physical Attack 1 20 HP 119% 24 59 83 Phys Stone 50%
3. Ice Breath 47 Mouth Physical Attack All 9 HP 119% 5 59 64 Ice Freeze 10%
4. Violent Flash 48 — Magical Attack 1 10 MP 109% 50 57 107 Light —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

205
XUANWU LV
24 CLAN
DRAGON
EVOLVE? Nozuchi (18) > Xuanwu AFFINITIES Repel Light, Drain Ice, Weak Elec

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 9 69% Physical Power 33 One of the Four Holy Beasts in Chinese mythology, and the subject of a great many legends and beliefs. It
represents the direction of the north, the season of winter, and the element of water. Supposedly, there are
Ma 11 79% Magical Power 35 times when it assumes human form and battles against demons. Its original form is that of a tortoise with
some serpentine aspects, but legends differ in the details. It evolves from Nozuchi.
Vi (*) 16 104% Save TN 104%

Ag 4 44% Dodge TN 14% BEHAVIOR Gramps/—/— MACCA 123

Lu 10 74% Negotiation TN 40% DROP ITEMS None EXP 99

HP 240 MP 105 PHYSICAL RESIST 20 MAGIC RESIST 17 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 69% 0 33 33 Phys —
1. Bufula 25 — Spell 1 6 MP 79% 30 35 97 (65) Ice Freeze 20%
2. Estoma 26 — Spell — 40 MP 79% — — — Unique Auto-Success
3. Ice Boost 27 — Passive — — — — — — — Multiply Ice attack power by 1.5x
4. Ice Breath 28 Mouth Physical Attack All 9 HP 69% 5 33 57 (38) Ice Freeze 10%
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

BARONG LV
60 CLAN
AVATAR
EVOLVE? - AFFINITIES Repel Light, Drain Elec, Weak Dark

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth Claw

St 22 170% Physical Power 82 A divine beast resembling a lion in the legends of Bali, Indonesia. In Balinese Hinduism, he is a symbol of
good and the enemy of Rangda, the symbol of evil. Even if he is slain in his eternal battle against Rangda, he
Ma (*) 22 170% Magical Power 82 will revive again. Because his power safeguards against evil, all temples contain a corner dedicated to him.
He appears in the Bando Shrine.
Vi 16 140% Save TN 140%

Ag 16 140% Dodge TN 26% BEHAVIOR Gentleman/—/— MACCA 498

Lu 14 130% Negotiation TN 48% DROP ITEMS Amethyst EXP 516

HP 456 MP 246 PHYSICAL RESIST 38 MAGIC RESIST 41 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 170% 0 82 82 Phys —
1. Bolt Storm — — Magical Attack All 25 MP 170% 65 82 147 Elec Shock 10%
2. Binding Cry — Mouth Magical Attack All 14 MP 170% 5 82 87 Nerve Restrain 20%
3. Iron Claw 61 Claw Physical Attack 1 15 HP 170% 36 82 118 Phys —
4. Mediarahan 62 — Spell All 35 MP 170% — — — Healing Auto-Success
5. Glacial Blast 63 — Magical Attack All 25 MP 170% 65 82 147 Ice Freeze 10%
6. Dark Null 64 — Passive — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

206
YATAGARASU LV
46 CLAN
AVATAR
EVOLVE? - AFFINITIES Repel Force/Light

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Claw

St 13 111% Physical Power 59 A mystical bird in Japanese mythology. It is a sacred crow with three legs that Amaterasu is said to have sent
to humankind. When Emperor Jimmu lost his way on the battlefield, Yatagarasu guided him and his army to
Ma 19 141% Magical Power 65 victory as he subdued the east. It is well known nowadays as the logo of Japan's national football team. It
appears in the Bando Shrine.
Vi 12 106% Save TN 106%

Ag (*) 16 126% Dodge TN 26% BEHAVIOR Gentleman/—/— MACCA 321

Lu 10 96% Negotiation TN 40% DROP ITEMS Wagtail Plume EXP 315

HP 348 MP 195 PHYSICAL RESIST 29 MAGIC RESIST 32 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 111% 0 59 59 Phys —
1. Mana Aid — — Passive — — — — — — — —
2. Violent Flash — — Magical Attack 1 10 MP 141% 50 65 115 Light —
3. Wind Cutter 47 — Magical Attack 1 13 MP 141% 60 65 187 (125) Force If target is Stoned, Instant Kill 30%
4. Mana Gain 48 — Passive — — — — — — — —
5. Force Boost 49 — Passive — — — — — — — Multiply Force attack power by 1.5x
6. Recarmdra 50 — Spell All MP — — — — Healing Auto-Success
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

XIEZHAI LV
26 CLAN
AVATAR
EVOLVE? - AFFINITIES Null Ice/Light, Weak Ailment

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 13 91% Physical Power 39 A mystical beast in Chinese legend that resembles a goat. Its eyes can immediately unmask any falsehood.
It's said that it frequently appears in the human world and uses the power within its sharp horn to punish
Ma 12 86% Magical Power 38 those with evil hearts. In Japan, it is thought of as a dog, and because the legend arrived from the ancient
kingdom of Goryeo, it became known as the "Dog of Goryeo." Nowadays it's more often known as a "komainu."
In the original game, Xiezhai could only be obtained via fusion.
Vi 9 71% Save TN 71%

Ag (*) 9 71% Dodge TN 19% BEHAVIOR Animal/—/— MACCA 137

Lu 7 61% Negotiation TN 34% DROP ITEMS None EXP 113

HP 210 MP 114 PHYSICAL RESIST 17 MAGIC RESIST 19 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 91% 0 39 39 Phys —
1. Toxic Cloud — Mouth Physical Attack All 8 HP 91% 5 39 44 Ruin Poison 20%
2. Mutudi — — Spell 1 5 MP 86% — — — Healing Auto-Success
3. Hell Thrust — Lunge Physical Attack 1 20 HP 91% 25 39 64 Phys —
4. Hamaon 27 — Spell 1 10 MP 86% — — — Light Instant Kill 60%
5. Scout 28 Talk Talk 1 — 54% — — — Talk —
6. Paraladi 29 — Spell 1 5 MP 86% — — — Healing Auto-Success
7. Mabufula 30 — Spell All 15 MP 86% 20 38 58 Ice Freeze 10%
8. — — — — — — — — — — — —

207
MAKAMI LV
22 CLAN
AVATAR
EVOLVE? Inugami (17) > Makami AFFINITIES Repel Light, Null Fire

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Teeth

St 11 77% Physical Power 33 A sacred beast in Japanese mythology, it is also known as Ookuchimagami. It is a deified form of the
Japanese wolf. It was said to protect against misfortune, especially robbery and destructive fires. But when it
Ma (*) 14 92% Magical Power 36 became widely known that wolves hunt livestock, it was no longer venerated. It evolves from Inugami.

Vi 9 67% Save TN 67%

Ag 7 57% Dodge TN 17% BEHAVIOR Delinquent/—/— MACCA 110

Lu 11 77% Negotiation TN 42% DROP ITEMS None EXP 86

HP 186 MP 108 PHYSICAL RESIST 15 MAGIC RESIST 18 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 77% 0 33 33 Phys —
1. Mind Null 23 — Passive — — — — — — — —
2. Petradi 24 — Spell 1 5 MP 92% — — — Healing Auto-Success
3. Diarama 25 — Spell 1 7 MP 92% 30 36 66 Healing Auto-Success
4. Recarm 26 — Spell 1 20 MP 92% 10 36 46 Healing Auto-Success
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

GURULU LV
63 CLAN
RAPTOR
EVOLVE? - AFFINITIES Repel Dark, Null Nerve/Mind, Weak Light

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Claw

St 18 153% Physical Power 81 A demon from Sri Lankan mythology with the form of a giant bird. Sri Lanka of old viewed India, a country
where Hinduism reigned supreme, as a land in which rakshasa dwelled. The holy bird Garuda, who in India
Ma 22 173% Magical Power 85 is a symbol of good, became a demonic rakshasa named Gurulu in Sri Lanka. He takes the form of a ghostly
eagle and inflicts misfortune upon people. He appears from Marunouchi to Chiyoda, and up until the high
floors of the Tower of Kagutsuchi.
Vi 19 158% Save TN 158%

Ag (*) 24 183% Dodge TN 34% BEHAVIOR Delinquent/—/— MACCA 540

Lu 12 123% Negotiation TN 44% DROP ITEMS None EXP 564

HP 492 MP 255 PHYSICAL RESIST 41 MAGIC RESIST 42 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 153% 0 81 81 Phys —
1. Zandyne — — Spell 1 10 MP 173% 60 85 145 Force If target is Stoned, Instant Kill 50%
2. Fog Breath — Mouth Physical Attack All 30 HP 153% — — — Support Auto-Success
3. Mazandyne — — Spell All 25 MP 173% 70 85 155 Force If target is Stoned, Instant Kill 30%
4. Mamudoon 64 — Spell All 25 MP 173% — — — Dark Instant Kill 30%
5. Flatter 65 Speech Talk 1 — 64% — — — Talk —
6. Wind Cutter 66 — Magical Attack 1 13 MP 173% 60 85 145 Force If target is Stoned, Instant Kill 30%
7. Bolt Storm 67 — Magical Attack All 25 MP 173% 65 85 150 Elec Shock 10%
8. Avenge 68 — Passive — — — — — — — Counter 50%, triple damage

208
GARUDA LV
63 CLAN
AVIAN
EVOLVE? Suparna (58) > Garuda AFFINITIES Repel Light, Null Ruin/Nerve, Weak Dark

Stats TN Substats INHERIT TRAITS Mouth Eye Lunge Claw

St 22 173% Physical Power 85 A holy bird in Indian mythology. A god who is half eagle and half man, his mother was once held captive by
the Naga in a scheme. This lead to Garuda assaulting the heavens in order to obtain Amrita, the nectar of
Ma 18 153% Magical Power 81 immortality. Vishnu desired Garuda's power, which had defeated all the gods, and offered him an exchange:
Garuda himself would be granted immortality if he henceforth became Vishnu's mount. Garuda evolves from
Suparna.
Vi 19 158% Save TN 158%

Ag (*) 24 183% Dodge TN 34% BEHAVIOR Warrior/—/— MACCA 540

Lu 12 123% Negotiation TN 44% DROP ITEMS None EXP 584

HP 492 MP 243 PHYSICAL RESIST 41 MAGIC RESIST 40 FATE POINTS 7

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 173% 0 85 85 Phys —
1. Mahamaon 64 — Spell All 25 MP 153% — — — Light Instant Kill 30%
2. Persuade 65 Talk Talk 1 — 64% — — — Talk —
3. Wind Cutter 66 — Magical Attack 1 13 MP 153% 60 81 141 Force If target is Stoned, Instant Kill 30%
4. Endure 67 — Passive — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

ALBION LV
64 CLAN
ENTITY
EVOLVE? Gogmagog (60) > Albion AFFINITIES Null Phys/Ice/Light

Stats TN Substats INHERIT TRAITS Eye Lunge Weapon

St 25 189% Physical Power 89 A being from the founding myth of Britain. He was a giant who was the first one to defeat Gogmagog and live
on the island. He is believed to be the child of Poseidon, from Greek legend, and his wife Amphitrite. When
Ma 20 164% Magical Power 84 the hero Heracles journeyed west, Albion sought to bar his way, but Heracles defeated him. He appears in
the Amala Temple as one of its guardians, where he leads four gods of lower rank, the Zoas. He evolves from
Gogmagog.
Vi (*) 25 189% Save TN 189%

Ag 10 114% Dodge TN 20% BEHAVIOR Elite/—/— MACCA 555

Lu 16 144% Negotiation TN 52% DROP ITEMS None EXP 580

HP 534 MP 252 PHYSICAL RESIST 44 MAGIC RESIST 42 FATE POINTS 8

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 189% 0 89 89 Phys —
1. Drain Attack 65 — Passive — — — — — — — Basic strikes heal for 25% of damage dealt

2. Phys Drain 66 — Passive — — — — — — — —


3. Recarmdra 67 — Spell All MP 164% — — — — Auto-Success
4. Hades Blast 68 Lunge Physical Attack All 33 HP 189% 50 89 138 Phys —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

209
MANIKIN 1 LV
13 CLAN
CORPUS
EVOLVE? - AFFINITIES Null Light/Dark

Stats TN Substats INHERIT TRAITS Mouth Eye

St 7 48% Physical Power 20 Artificial humans made from riverbed mud. They maintain the infrastructure of the Vortex World. Often, they're
abused and oppressed by other demons, and frequently are subjected to extreme violence. Stats wise,
Ma 5 38% Magical Power 18 Manikins are similar to humans, but they have few skills, and can't really fight.

Vi 1 18% Save TN 18%

Ag 7 48% Dodge TN 17% BEHAVIOR Manikin/—/— MACCA 10

Lu 7 48% Negotiation TN 34% DROP ITEMS None EXP 5

HP 84 MP 54 PHYSICAL RESIST 7 MAGIC RESIST 9 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 48% 0 20 20 Phys —
1. Panic Voice — — Magical Attack All 8 MP 38% — — — Mind Panic 30%
2. — — — — — — — — — — — —
3. — — — — — — — — — — — —
4. — — — — — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

MANIKIN 2 LV
13 CLAN
CORPUS
EVOLVE? - AFFINITIES Null Light/Dark

Stats TN Substats INHERIT TRAITS Mouth Eye

St 7 48% Physical Power 20 Artificial humans made from riverbed mud. They maintain the infrastructure of the Vortex World. Often, they're
abused and oppressed by other demons, and frequently are subjected to extreme violence. Stats wise,
Ma 5 38% Magical Power 18 Manikins are similar to humans, but they have few skills, and can't really fight.

Vi 1 18% Save TN 18%

Ag 7 48% Dodge TN 17% BEHAVIOR Manikin/—/— MACCA 10

Lu 7 48% Negotiation TN 34% DROP ITEMS None EXP 5

HP 84 MP 54 PHYSICAL RESIST 7 MAGIC RESIST 9 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 48% 0 20 20 Phys —
1. Binding Cry — Mouth Magical Attack All 14 MP 38% 5 18 23 Nerve Restrain 20%
2. — — — — — — — — — — — —
3. — — — — — — — — — — — —
4. — — — — — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

210
MANIKIN 3 LV
13 CLAN
CORPUS
EVOLVE? - AFFINITIES Null Light/Dark

Stats TN Substats INHERIT TRAITS Mouth Eye

St 7 48% Physical Power 20 Artificial humans made from riverbed mud. They maintain the infrastructure of the Vortex World. Often, they're
abused and oppressed by other demons, and frequently are subjected to extreme violence. Stats wise,
Ma 5 38% Magical Power 18 Manikins are similar to humans, but they have few skills, and can't really fight.

Vi 1 18% Save TN 18%

Ag 7 48% Dodge TN 17% BEHAVIOR Manikin/—/— MACCA 10

Lu 7 48% Negotiation TN 34% DROP ITEMS None EXP 5

HP 84 MP 54 PHYSICAL RESIST 7 MAGIC RESIST 9 FATE POINTS 6

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 48% 0 20 20 Phys —
1. War Cry — Mouth Magical Attack All 40 MP 38% — — — Support Auto-Success
2. — — — — — — — — — — — —
3. — — — — — — — — — — — —
4. — — — — — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —

211
DEMON COMPENDIUM:
BOSSES
FORNEUS LVL
20 CLAN
FALLEN
HP 180

MP 81

PHYSICAL RESIST 15

MAGIC RESIST 13

FATE POINTS 6

Stats TN Substats

St 10 70% Physical Power 30

Ma 7 55% Magical Power 27

Vi 10 70% Save TN 70%

Ag 5 45% Dodge TN 15%

Lu 8 60% Negotiation TN 36%

AFFINITIES Drain Ice, Null Dark / Elec Weak

MACCA 298

EXP 273

Aquamarine, Bead, Magatama


DROP ITEMS
(Wadatsumi)

Forneus as he appears when he's the Boss fight of Shinjuku


Medical Center. Because his exclusive skill Icy Death is quite
powerful, it should only be used once he is half HP or lower.
This version doesn't quite correspond to the one used in the
introductory replay, Deep Below. Defeating Forneus still drops
the Wadatsumi Magatama.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 70% 0 30 30 Phys —
1. Bufula — — Spell 1 6 MP 55% 30 27 57 Ice Freeze 20%
2. Mabufu — — Spell All 8 MP 55% 5 27 32 Ice Freeze 10%
3. Icy Death — — Magical Attack All — 55% 20 27 47 Ice Freeze 10%
4. — — — — — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

213
SPECTER LVL
9 CLAN
FOUL
HP 148

MP 100

PHYSICAL RESIST 6

MAGIC RESIST 6

FATE POINTS 5

Stats TN Substats

St 1 14% Physical Power 10

Ma 3 24% Magical Power 12

Vi 3 24% Save TN 24%

Ag 1 14% Dodge TN 11%

Lu 1 14% Negotiation TN 22%

Null Light, Dark, Nerve, and Mind,


AFFINITIES
Strong Magic

MACCA 160

EXP 100

DROP ITEMS None


An evil spirit lurking within the Amala Network, seeking to drain the
Magatsuhi from those who become lost in the Network. As a Boss
fight, on its first turn it uses Gather to summon six other Specters,
and then on its next turn it uses Foul Union to merge and grow
bigger. If it merges with 5-6 other Specters, use the "After Merging,
Powerful" version. With 2-4 other Specters, use the "After Merging,
Normal" version. If it merges with only 1, then leave it as-is.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 14% 0 10 10 Phys —
1. Gather — — Magical Attack — — 24% — — — Unique —
2. Agi — — Spell 1 3 MP 24% 15 12 27 Fire —
3. Foul Union — — Magical Attack — — — — — — Unique —
4. — — — — — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

214
SPECTER (AFTER MERGING, NORMAL) LVL
15 CLAN
FOUL
HP 260

MP 250

PHYSICAL RESIST 9

MAGIC RESIST 8

FATE POINTS 5

Stats TN Substats

St 5 40% Physical Power 20

Ma 1 20% Magical Power 16

Vi 3 30% Save TN 30%

Ag 1 20% Dodge TN 11%

Lu 1 20% Negotiation TN 22%

Null Light, Dark, Nerve, and Mind,


AFFINITIES
Strong Magic

MACCA 500

EXP 500

DROP ITEMS None

The Specter's normal merged form, when merged with 2 4


other Specters.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 40% 0 20 20 Phys —
1. Agi — — Spell 1 3 MP 20% 15 16 31 Fire —
2. Foul Havoc — — Physical Attack All 10 HP 40% 50 20 70 Phys —
3. — — — — — — — — — — — —
4. — — — — — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

215
SPECTER (AFTER MERGING, POWERFUL) LVL
20 CLAN
FALLEN
HP 550

MP 500

PHYSICAL RESIST 16

MAGIC RESIST 17

FATE POINTS 6

Stats TN Substats

St 14 90% Physical Power 34

Ma 14 90% Magical Power 34

Vi 13 85% Save TN 85%

Ag 5 45% Dodge TN 15%

Lu 5 45% Negotiation TN 30%

AFFINITIES Drain Ice, Null Dark / Elec Weak

MACCA 298

EXP 273

DROP ITEMS None

The Specter's powerful merged form, when merged with 5 6


other Specters.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 90% 0 34 34 Phys —
1. Agi — — Spell 1 3 MP 90% 15 34 49 Fire —
2. Foul Havoc — — Physical Attack All 10 HP 90% 50 34 84 Phys —
3. — — — — — — — — — — — —
4. — — — — — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

216
SPECTER (2ND TIME) LVL
40 CLAN
FOUL
HP 980

MP 10 (300)

PHYSICAL RESIST 30

MAGIC RESIST 29

FATE POINTS 6

Stats TN Substats

St 24 160% Physical Power 64

Ma 18 130% Magical Power 58

Vi 20 140% Save TN 140%

Ag 8 80% Dodge TN 18%

Lu 6 70% Negotiation TN 32%

Null Magic, Light, Dark, Mind,


AFFINITIES
Nerve

MACCA 600

EXP 2,000

DROP ITEMS None


A Specter haunting the Amala Network. It's learned a new,
terrible skill in the form of Megido, but for some reason only
has 10 MP. After summoning more Specters with Gather, it will
attempt to use Megido, but fail due to not having enough MP.
From there, it will start using Mana Drain.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 160% 0 64 64 Phys —
1. Gather — — Magical Attack — — 130% — — — Unique —
2. Megido — — Spell All 30 MP 130% 30 58 88 Almighty —
3. Dekunda — — Spell All 10 MP 130% — — — Support Auto-Success
4. Mana Drain — — Magical Attack 1 2 MP 130% 0 58 58 Almighty —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

217
SPECTER (3RD TIME) LVL
440 CLAN
FOUL
HP 700

MP 500

PHYSICAL RESIST 25

MAGIC RESIST 25

FATE POINTS 5

Stats TN Substats

St 20 140% Physical Power 60

Ma 10 90% Magical Power 50

Vi 10 90% Save TN 90%

Ag 1 45% Dodge TN 11%

Lu 1 45% Negotiation TN 22%

AFFINITIES
Repel Magic, Null Light, Dark,
Nerve, and Mind

MACCA 1,000

EXP 1,500

DROP ITEMS None

The final time the Specter lurking within the Amala Network
appears. After it summons more Specters with Gather, it
demonstrates a puzzling tactic of using Last Resort once
its HP is in the double digits. Until then it will repeat basic
strikes, sometimes using Dekaja.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 140% 0 60 60 Phys —
1. Gather — — Magical Attack — — 90% — — — Unique —
2. Last Resort — — Physical Attack All All HP 140% 24 60 84 Phys —
3. Dekaja — — Spell All 10 MP 90% — — — Support Auto-Success
4. — — — — — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

218
MARA LVL
85 CLAN
TYRANT
HP 2,300

MP 3,000

PHYSICAL RESIST 55

MAGIC RESIST 62

FATE POINTS 8

Stats TN Substats

St 30 235% Physical Power 115

Ma 40 285% Magical Power 125

Vi 25 210% Save TN 210%

Ag 14 155% Dodge TN 24%

Lu 15 160% Negotiation TN 50%

Repel Dark, Null Light and Ailment


AFFINITIES
Attacks, Strong Magic

MACCA 20,000

EXP 5,000

DROP ITEMS None


In Indian Buddhist myths, Mara is synonymous with evil itself.
He seduces those who would seek enlightenment, and helps
them fall from the path. As the original demon in India, he is
often linked to the God of Love, Kama, and sometimes is even
referred to as Mara Kama. In the original game, sorcerers in
Shibuya summon him from the demon world as a Tyrant.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 235% 0 115 115 Phys —
1. Dismal Tune — — Magical Attack All 30 MP 285% 50 125 175 Ruin Mute 10%
2. Diarahan — — Spell 1 15 MP 285% — — — Healing Auto-Success
3. Hell Thrust — Lunge Physical Attack 1 20 HP 235% 25 115 140 Phys —
4. Hades Blast — Lunge Physical Attack All 33 HP 235% 50 115 165 Phys —
5. Dekaja — — Spell All 10 MP 285% — — — Support Auto-Success
6. Mazanma — — Spell All 15 MP 285% 20 125 145 Force If target is Stoned, Instant Kill 30%
7. Marin Karin — — Spell 1 8 MP 285% — — — Mind Charm 40%
8. Makajamaon — — Spell All 11 MP 285% — — — Ruin Mute 20%
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

219
FUTOMIMI LVL
57 CLAN
CORPUS
HP 5,500

MP 2,000

PHYSICAL RESIST 50

MAGIC RESIST 55

FATE POINTS 9

Stats TN Substats

St 22 167% Physical Power 79

Ma 4 77% Magical Power 61

Vi 20 157% Save TN 157%

Ag 15 132% Dodge TN 25%

Lu 15 132% Negotiation TN 50%

Null Light, Dark, and Ailment


AFFINITIES
Attacks, Strong Phys

MACCA 10,000

EXP 10,000

DROP ITEMS None

A prophet who rose from the Manikins, unexpected to say


the least. His name comes from the Futomimi of the Tajima
Province described in the Nihon Shoki. He was the man who
welcomed, as his son in law, the great prince Amenohihoko,
who had come from the continent. In the original game, he
was a prophet and leader who led the Manikins, however
he resisted fighting, being a pacifist. Even during the Mantra
Army's assault on Asakusa, he focuses his effort on saving as
many Manikin as he can. But in the end, unable to bear the
injustice, he challenged the leader of Yosuga, Chiaki.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 167% 0 79 79 Phys —
1. Focus — — Magical Attack — 5 MP 77% — — — Unique —
2. War Cry — Mouth Magical Attack All 40 MP 77% — — — Support —
3. Mute Gaze — Eye Magical Attack 1 5 MP 77% — — — Dark —
4. Lunge — Lunge Physical Attack 1 10 HP 167% 10 79 89 Phys —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

220
SAKAHAGI LVL
69 CLAN
CORPUS
HP 1,600

MP 300

PHYSICAL RESIST 44

MAGIC RESIST 46

FATE POINTS 7

Stats TN Substats

St 19 164% Physical Power 88

Ma 23 184% Magical Power 92

Vi 20 169% Save TN 169%

Ag 14 139% Dodge TN 24%

Lu 14 139% Negotiation TN 48%

AFFINITIES Null Light, Dark, and Ailment Attacks

MACCA 5,000

EXP 12,000

DROP ITEMS None (Yahiro no Himorogi)


Some Manikins, for some reason or another, mimic the actions
of humans. Sakahagi is a "Mad Manikin" who resembles human
criminals with a lust for murder. His name, Sakahagi, comes
from the fact he'd kill his fellow Manikins and then skin them
(sakahagi meaning to peel back). His stats are from after he
raids Yoyogi Park, steals the Yahiro no Himorogi, and obtains
magic. Prior to this, he could only use basic strikes and Panic
Voice. He'd prefer not to be using magic, sadly.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 164% 0 88 88 Phys —
1. Mazionga — — Spell All 15 MP 184% 20 92 112 Elec Shock 10%
2. Maragion — — Spell All 15 MP 184% 30 92 122 Fire —
3. Mabufula — — Spell All 15 MP 184% 20 92 112 Ice Freeze 10%
4. Mazanma — — Spell All 15 MP 184% 20 92 112 Force If target is Stoned, Instant Kill 30%
5. Panic Voice — — Magical Attack All 8 MP 184% — — — Mind Panic 30%
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

221
BLACK FROST LVL
70 CLAN
NIGHT
HP 2,950

MP 2,500

PHYSICAL RESIST 44

MAGIC RESIST 52

FATE POINTS 12

Stats TN Substats

St 35 245% Physical Power 105

Ma 35 245% Magical Power 105

Vi 18 160% Save TN 160%

Ag 25 195% Dodge TN 35%

Lu 35 245% Negotiation TN 90%

Repel Fire, Ice, Dark; Null Light and


AFFINITIES
Ailment Attacks; Strong Phys

MACCA 298

EXP 273

DROP ITEMS Magatama (Satan)


A Jack Frost who ingested the inauspiciously named
Magatama, Satan. After the Manikins flee Kabukicho Prison, it
falls into disuse until Black Frost appears to take it over. Once
defeated, it will turn back into a Jack Frost.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 245% 0 105 105 Phys —
1. Mamudoon — — Spell All 25 MP 245% — — — Dark Instant Kill 30%
2. Mabufudyne — — Spell All 25 MP 245% 70 105 175 Ice Freeze 10%
3. Berserk — Lunge Physical Attack All 15 HP 245% 10 105 115 Phys —
4. Diarama — — Spell 1 7 MP 245% 30 105 135 Healing Auto-Success
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

222
BAAL AVATAR LVL
85 CLAN
DIETY
HP 13,000

MP 5,000

PHYSICAL RESIST 52

MAGIC RESIST 57

FATE POINTS 9

Stats TN Substats

St 35 260% Physical Power 120

Ma 30 235% Magical Power 115

Vi 20 185% Save TN 185%

Ag 20 185% Dodge TN 30%

Lu 20 185% Negotiation TN 60%

Repel Light, Null Dark and Ailment


AFFINITIES
Attacks

MACCA 10,000

EXP 10,000

DROP ITEMS Heavenstone


Baal is the primary god of the Canaanites, whose name itself
means "lord." He is the son of the god of seas, Dagon, and was
husband to Ishtar. When Christianity rose, he was diminished,
spread between the demons Ba'al, Beelzebub, and Belphegor.
The "avatar" of his name relates to Hinduism, similar to how
it's said that Vishnu has ten incarnations or avatars. In the
original game, Baal is summoned in the final stages of the
Asakusa assault by Tachibana Chiaki, the leader of Yosuga,
where he then fuses with her, becoming Baal Avatar. Baal
Avatar, ascending the Tower of Kagutsuchi, is accompanied
by Ose Hallel and Flauros Hallel, who have ascended to
seraphim. Defeating Baal Avatar earns the Heavenstone.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 260% 0 120 120 Phys —
1. Bael's Curse — — Magical Attack 1 — 235% — — — Ruin Fly 60%
2. Beast Eye — — Magical Attack — — — — — — Unique Take 2 actions this turn
3. Mahamaon — — Spell All 25 MP 235% — — — Light Instant Kill 30%
4. Radiance — — Magical Attack All 30 MP 235% 50 115 165 Light —
5. Holy Wrath — — Magical Attack All 36 MP 235% — — — Light HP 1/5
6. Megidola — — Spell All 40 MP 235% 60 115 175 Almighty —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

223
OSE HALLEL LVL
70 CLAN
HALLEL
HP 6,000

MP 3,000

PHYSICAL RESIST 45

MAGIC RESIST 42

FATE POINTS 9

Stats TN Substats

St 25 195% Physical Power 95

Ma 15 145% Magical Power 85

Vi 20 170% Save TN 170%

Ag 22 180% Dodge TN 32%

Lu 20 170% Negotiation TN 60%

Repel Light, Null Dark, Strong


AFFINITIES
Ailment Attacks

MACCA 500

EXP 2,000

DROP ITEMS None


Once belonging to the Assembly of Nihilo, the Fallen Ose
changed to Yosuga after the merged Chiaki helped him to
regain his original seraphic form, resplendent with the fire of
God. He appears at the Tower of Kagutsuchi as Baal Avatar's
aide. If Ose Hallel is used in the same fight as Baal Avatar,
treat him as providing 0 EXP and macca.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 195% 0 95 95 Phys —
1. Diarahan — — Spell 1 15 MP 145% — — — Healing Auto-Success
2. Mabufudyne — — Spell All 25 MP 145% 70 85 155 Ice Freeze 10%
3. Dekunda — — Spell All 10 MP 145% — — — Support Auto-Success
4. Dekaja — — Spell All 10 MP 145% — — — Support Auto-Success
5. Tetrakarn — — Spell All 45 MP 145% — — — Support Auto-Success
6. Makarakarn — — Spell All 45 MP 145% — — — Support Auto-Success
7. Rakunda — — Spell All 12 MP 145% — — — Support Auto-Success
8. Chaos Blade — Weapon Physical Attack All 33 HP 195% 43 95 138 Phys Panic 30%
9. Maziodyne — — Spell All 25 MP 145% 70 85 155 Elec Shock 10%
10. Dragon Eye — — Magical Attack — — — — — — Unique Take 4 actions this turn

224
FLAUROS HALLEL LVL
70 CLAN
HALLEL
HP 6,700

MP 3,000

PHYSICAL RESIST 50

MAGIC RESIST 42

FATE POINTS 7

Stats TN Substats

St 35 245% Physical Power 105

Ma 15 145% Magical Power 85

Vi 30 220% Save TN 220%

Ag 18 160% Dodge TN 28%

Lu 14 140% Negotiation TN 48%

Repel Light, Null Dark and Ailment


AFFINITIES
Attacks

MACCA 500

EXP 2,000

DROP ITEMS None


The Fallen Flauros, now returned to his original seraphic form
by the merged Chiaki's power. He appears at the Tower of
Kagutsuchi as Baal Avatar's aide. If Flauros Hallel is used in
the same fight as Baal Avatar, treat him as providing 0 EXP
and macca.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 245% 0 105 105 Phys —
1. Diarahan — — Spell 1 15 MP 145% — — — Healing Auto-Success
2. Dekaja — — Spell All 10 MP 145% — — — Support Auto-Success
3. Tetrakarn — — Spell All 45 MP 145% — — — Support Auto-Success
4. Tarukaja — — Spell All 12 MP 145% — — — Support Auto-Success
5. Rakukaja — — Spell All 12 MP 145% — — — Support Auto-Success
6. Sukukaja — — Spell All 12 MP 145% — — — Support Auto-Success
7. Makakaja — — Spell All 12 MP 145% — — — Support Auto-Success
8. Hassohappa — Weapon Physical Attack All 33 HP 245% 57 105 162 Phys —
9. Mazandyne — — Spell All 25 MP 145% 70 85 155 Elec If target is Stoned, Instant Kill 30%
10. Maragidyne — — Spell All 25 MP 145% 75 85 160 Fire —

225
URTHONA LVL
30 CLAN
ZOA
HP 1,300

MP 300

PHYSICAL RESIST 25

MAGIC RESIST 20

FATE POINTS 5

Stats TN Substats

St 20 130% Physical Power 50

Ma 10 80% Magical Power 40

Vi 20 130% Save TN 130%

Ag 8 70% Dodge TN 18%

Lu 1 35% Negotiation TN 22%

Repel Elec; Null Light, Dark,


AFFINITIES
Ailment Attacks / Force Weak

MACCA 1,000

EXP 1,800

DROP ITEMS None


When the Entity Albion appears at the Amala Temple, he
possesses the boss exclusive skill Conjuration, which, having
no cost and auto succeeding, creates the four Zoas: Urthona,
Urizen, Luvah, and Tharmas. When the Zoas are all defeated,
Albion can repeat the skill. If Albion dies, then if at least one
Zoa remains, it can use Samarecarm to revive Albion. The four
Zoas have the same stats, they differ only in Affinities and
skills. Urthona is the lightning form.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 130% 0 50 50 Phys —
1. Ziodyne — — Spell 1 10 MP 80% 60 40 100 Elec Shock 20%
2. Maziodyne — — Spell All 25 MP 80% 70 40 110 Elec Shock 10%
3. Samarecarm — — Spell 1 35 MP 80% — — — Healing Auto-Success
4. — — — — — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

226
URIZEN LVL
30 CLAN
ZOA
HP 1,300

MP 300

PHYSICAL RESIST 25

MAGIC RESIST 20

FATE POINTS 5

Stats TN Substats

St 20 130% Physical Power 50

Ma 10 80% Magical Power 40

Vi 20 130% Save TN 130%

Ag 8 70% Dodge TN 18%

Lu 1 35% Negotiation TN 22%

Repel Fire; Null Light, Dark,


AFFINITIES
Ailement Attacks / Ice Weak

MACCA 1,000

EXP 1,800

DROP ITEMS None


One of Albion's Zoas, the fire form.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 130% 0 50 50 Phys —
1. Agidyne — — Spell 1 10 MP 80% 80 40 120 Fire —
2. Maragidyne — — Spell All 25 MP 80% 75 40 115 Fire —
3. Samarecarm — — Spell 1 35 MP 80% — — — Healing Auto-Success
4. — — — — — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

227
LUVAH LVL
30 CLAN
ZOA
HP 1,300

MP 300

PHYSICAL RESIST 25

MAGIC RESIST 20

FATE POINTS 5

Stats TN Substats

St 20 130% Physical Power 50

Ma 10 80% Magical Power 40

Vi 20 130% Save TN 130%

Ag 8 70% Dodge TN 18%

Lu 1 35% Negotiation TN 22%

Repel Force; Null Light, Dark,


AFFINITIES
Ailment Attacks / Elec Weak

MACCA 298

EXP 273

DROP ITEMS None


One of Albion's Zoas, the wind form.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 130% 0 50 50 Phys —
1. Zandyne — — Spell 1 10 MP 80% 60 40 100 Force If target is Stoned, Instant Kill 50%
2. Mazandyne — — Spell All 25 MP 80% 70 40 110 Force If target is Stoned, Instant Kill 30%
3. Samarecarm — — Spell 1 35 MP 80% — — — Healing Auto-Success
4. — — — — — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

228
THARMAS LVL
30 CLAN
ZOA
HP 1,300

MP 300

PHYSICAL RESIST 25

MAGIC RESIST 20

FATE POINTS 5

Stats TN Substats

St 20 130% Physical Power 50

Ma 10 80% Magical Power 40

Vi 20 130% Save TN 130%

Ag 8 70% Dodge TN 18%

Lu 1 35% Negotiation TN 22%

Repel Ice; Null Light, Dark,


AFFINITIES
Ailment Attacks / Fire Weak

MACCA 1,000

EXP 1,800

DROP ITEMS None


One of Albion Zoas, the ice form.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 130% 0 50 50 Phys —
1. Bufudyne — — Spell 1 10 MP 80% 60 40 100 Elec Freeze 20%
2. Mabufudyne — — Spell All 25 MP 80% 70 40 110 Elec Freeze 10%
3. Samarecarm — — Spell 1 35 MP 80% — — — Healing Auto-Success
4. — — — — — — — — — — — —
5. — — — — — — — — — — — —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

229
AHRIMAN (1ST FORM) LVL
80 CLAN
TYRANT
HP 6,000

MP 3,000

PHYSICAL RESIST 50

MAGIC RESIST 55

FATE POINTS 9

Stats TN Substats

St 40 280% Physical Power 120

Ma 30 230% Magical Power 110

Vi 20 180% Save TN 180%

Ag 20 180% Dodge TN 30%

Lu 20 180% Negotiation TN 60%

Repel Light, Dark; Null Ailment


AFFINITIES
Attacks

MACCA 10,000

EXP 10,000

DROP ITEMS None


Also known as Angra Mainyu, the spirit of all evil, in
Zoroastrian teachings. It's said he lives in the underworld,
yet all smoke and darkness, sickness and death seeps out
to the world above. He is the personification of darkness and
evil itself. In the original game, he's summoned by Hikawa
and fuses with him. In this first form, he plays a "game" by
randomly forbidding certain actions. Roll 1d10. 1: Physical
attacks (basic strikes + physical attack skills); 2: Magical
attacks (spells + magical attack skills); 3: Spells; 4: Healing;
5: Tools (items + gear); 6: Magical Attack Skills; 7: Physical
Attack Skills; 8: Aid & Concentrate; 9: Healing & Items; 10: All
save basic strikes.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 280% 0 120 120 Phys —
1. Hell's Call — — Magical Attack 1 — 230% — — — Almighty Instant Kill 70%
2. Agidyne — — Spell 1 10 MP 230% 80 110 190 Fire —
3. Maragidyne — — Spell All 25 MP 230% 75 110 185 Fire —
4. Bufudyne — — Spell 1 10 MP 230% 60 110 170 Ice Freeze 20%
5. Mabufudyne — — Spell All 25 MP 230% 70 110 180 Ice Freeze 10%
6. Zandyne — — Spell 1 10 MP 230% 60 110 170 Force If target is Stoned, Instant Kill 50%
7. Mazandyne — — Spell All 25 MP 230% 70 110 180 Force If target is Stoned, Instant Kill 30%
8. Ziodyne — — Spell 1 10 MP 230% 60 110 170 Elec Shock 20%
9. Maziodyne — — Spell All 25 MP 230% 70 110 180 Elec Shock 10%
10. — — — — — — — — — — — —

230
AHRIMAN (2ND FORM) LVL
99 CLAN
TYRANT
HP 18,000

MP 6,000

PHYSICAL RESIST 59

MAGIC RESIST 59

FATE POINTS 9

Stats TN Substats

St 40 299% Physical Power 139

Ma 40 299% Magical Power 139

Vi 20 199% Save TN 199%

Ag 20 199% Dodge TN 30%

Lu 20 199% Negotiation TN 60%

Repel Light, Dark; Null Ailment


AFFINITIES
Attacks

MACCA 10,000

EXP 10,000

DROP ITEMS Earthstone


Once his first form is defeated, Ahriman takes on his second
form, puts an end to his game, and begins to go all out. If
Ahriman is defeated now, the Earthstone is acquired, an
indispensable item needed to reach Kagutsuchi.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 299% 0 139 139 Phys —
1. Dekaja — — Spell All 10 MP 299% — — — Support —
2. Dekunda — — Spell All 10 MP 299% — — — Support —
3. Tentacle — — Physical Attack All 10 HP 299% 50 139 189 Phys —
4. Apocalypse — — Magical Attack All — 299% 68 139 207 Almighty —
5. Megidolaon — — Spell All 50 MP 299% 90 139 229 Almighty —
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

231
NOAH (1ST FORM) LVL
80 CLAN
VILE
HP 8,000

MP 5,000

PHYSICAL RESIST 55

MAGIC RESIST 52

FATE POINTS 5

Stats TN Substats

St 30 230% Physical Power 110

Ma 25 205% Magical Power 105

Vi 30 230% Save TN 230%

Ag 5 105% Dodge TN 15%

Lu 4 100% Negotiation TN 28%

Repel All Except Chosen (Strong


AFFINITIES
vs. Almighty)

MACCA 10,000

EXP 10,000

DROP ITEMS None


A silent god that has drifted outside our world. Because its
wanderings also took it beyond the void outside the Vortex
World, it was named Noah, after the Bible. Another possibility
is the name came from Noano Oshiwake no Mikoto, a name
found in the ancient Kukami Monjo text. Nitta Isamu, after
realizing his Reason of Musubi in the Amala Network, used
the Magatsuhi in the Amala Temple to summon Noah, later
fusing with it. Noah has Aurora, which changes its affinities.
It always has Null Light/Dark/Ailment, but each time it uses
Aurora, it gains Weak to one element in the order of Ice, Fire,
Force, Elec, and Repel to all other elements except Almighty.
Also, with same conditions, attack only in order of Fire, Ice,
Elec, Force (so when Weak Ice, Agidyne only).

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 230% 0 110 110 Phys —
1. Aurora — — Magical Attack — — 205% — — — Unique Auto-Success
2. Agidyne — — Spell 1 10 MP 205% 80 105 185 Fire —
3. Bufudyne — — Spell 1 10 MP 205% 60 105 165 Ice Freeze 20%
4. Ziodyne — — Spell 1 10 MP 205% 60 105 165 Elec Shock 20%
5. Zandyne — — Spell 1 10 MP 205% 60 105 165 Force If target is Stoned, Instant Kill 50%
6. — — — — — — — — — — — —
7. — — — — — — — — — — — —
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

232
NOAH (2ND FORM) LVL
80 CLAN
VILE
HP 15,000

MP 5,000

PHYSICAL RESIST 55

MAGIC RESIST 52

FATE POINTS 5

Stats TN Substats

St 30 230% Physical Power 110

Ma 25 205% Magical Power 105

Vi 30 230% Save TN 230%

Ag 5 105% Dodge TN 15%

Lu 4 100% Negotiation TN 28%

AFFINITIES Repel All Except Valid

MACCA 10,000

EXP 10,000

DROP ITEMS Netherstone


Once Noah's first form is defeated, it transitions to its much
more varied second form. It changes its affinities every
turn using Aurora, then in addition to its basic strike and
using the attack spell aligned with its Weak element, it
adds the Almighty magical attack Domination. Once Noah is
defeated, it grants the Netherstone, which gives one access
to Kagutsuchi.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 230% 0 110 110 Phys —
1. Aurora — — Magical Attack — — 205% — — — Unique Auto-Success
2. Dekunda — — Spell All 10 MP 205% — — — Support Auto-Success
3. Dekaja — — Spell All 10 MP 205% — — — Support Auto-Success
4. Domination — — Magical Attack 1 — 205% 0 105 105 Ruin —
5. Maragidyne — — Spell All 25 MP 205% 75 105 180 Fire —
6. Mabufudyne — — Spell All 25 MP 205% 70 105 175 Ice Freeze 10%
7. Maziodyne — — Spell All 25 MP 205% 70 105 175 Elec Shock 10%
8. Mazandyne — — Spell All 25 MP 205% 70 105 175 Force If target is Stoned, Instant Kill 30%
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

233
KAGUTSUCHI (1ST FORM) LVL
85 CLAN
LIGHT
HP 20,000

MP 7,000

PHYSICAL RESIST 57

MAGIC RESIST 59

FATE POINTS 8

Stats TN Substats

St 30 235% Physical Power 115

Ma 34 255% Magical Power 119

Vi 29 230% Save TN 230%

Ag 18 175% Dodge TN 28%

Lu 15 160% Negotiation TN 50%

AFFINITIES Null Light, Dark, Ailment Attacks

MACCA 10,000

EXP 10,000

DROP ITEMS None


The shining light at the center of the Vortex World. A divinity
of utmost power that it could be said to be this world itself.
It stands as the final judge of the one who would forge
a new world. The name Kagutsuchi is probably derived
from the Kojiki's Hinokagutsuchi, the god of fire born from
Izanami no mikoto, who burned his own mother to death, but
why it would have that name is uncertain. Kagutsuchi has
two forms, and in its spherical first form, it takes 2 actions on
its turn like any boss. Any time the Phase is Full, it uses the
powerful Almighty spell, Vast Light. It manipulates the phase
by using Phase Shift once per turn.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 235% 0 115 115 Phys —
1. Vast Light — — Magical Attack All — 255% — — — — Limited to Full Phase
2. Dekunda — — Spell All 10 MP 255% — — — — Auto-Success
3. Dekaja — — Spell All 10 MP 255% — — — — Auto-Success
4. Phase Shift — — Magical Attack — — 255% — — — — —
5. Maragidyne — — Spell All 25 MP 255% 75 119 194 Fire —
6. Mabufudyne — — Spell All 25 MP 255% 70 119 189 Ice Freeze 10%
7. Maziodyne — — Spell All 25 MP 255% 70 119 189 Elec Shock 10%
8. Mazandyne — — Spell All 25 MP 255% 70 119 189 Force If target is Stoned, Instant Kill 30%
9. Megidola — — Spell All 40 MP 255% 60 119 179 Almighty —
10. — — — — — — — — — — — —

234
KAGUTSUCHI (2ND FORM) LVL
90 CLAN
LIGHT
HP 40,000

MP 10,000

PHYSICAL RESIST 60

MAGIC RESIST 60

FATE POINTS 5

Stats TN Substats

St 30 240% Physical Power 120

Ma 30 240% Magical Power 120

Vi 30 240% Save TN 240%

Ag 1 95% Dodge TN 11%

Lu 1 95% Negotiation TN 22%

AFFINITIES Null Light, Dark, Ailment Attacks

MACCA 100

EXP 3,000

DROP ITEMS ???


In its second form, Kagutsuchi reveals its own divine face.
Here, it uses Dragon Eye to increase the number of actions it
takes. With the Phase now stuck on Full, it can mix in its most
powerful skill Infinite Light alongside its area of effect spells
and basic attacks, and does so randomly. If Kagutsuchi in this
form is defeated, it's said that it will be akin to the birth of a
brand new world.

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Basic Strike — — Physical Attack 1 — 240% 0 120 120 Phys —
1. Dragon Eye — — Magical Attack — — — — — — Unique Take 4 actions this turn.
2. Maragidyne — — Spell All 25 MP 240% 75 120 195 Fire —
3. Mabufudyne — — Spell All 25 MP 240% 70 120 190 Ice Freeze 10%
4. Maziodyne — — Spell All 25 MP 240% 70 120 190 Elec Shock 10%
5. Mazandyne — — Spell All 25 MP 240% 70 120 190 Force If target is Stoned, Instant Kill 30%
6. Infinite Light — — Magical Attack All — 240% 100 120 220 Almighty —
7. Dekunda — — Spell All 10 MP 240% — — — Support Auto-Success
8. — — — — — — — — — — — —
9. — — — — — — — — — — — —
10. — — — — — — — — — — — —

235
CHAPTER SIX

THE WORLD
This chapter will provide you with a look at the Vortex World the PCs step outside of the free cities of Shibuya, Shinjuku, or
itself, which is where your adventures will be taking place. Before Yoyogi; they'll inevitably encounter these Magatsuhi-hunting
we get into it, first you need to know about the GP rule, which demons.
helps to order the world. GP is a number that serves as a level
recommendation for an area. This phase ends once the ruler of Shinjuku, Forneus, is defeated
by the Demi-fiend, and his Magatama is taken.
GP (GATE POWER)
Every area of the Vortex World has a rough estimate for the levels PHASE 2: NIHILO VS. MANTRA
of the demons who appear there. Gate Power (GP) tells you what GP: 11 ~ 30
this level is. The GM should keep in mind the GP of the areas the The hostility between the Assembly of Nihilo and the Mantra
players are operating in. Army starts to heat up.. Demons on both sides start searching for
humans, in order to make them into the Maiden of their Reason.
The hunt for Magatsuhi intensifies. The Mantra Army assaults
GP GUIDELINES the Assembly of Nihilo base in Shiodome, but thanks to the
Demons with a level under the GP may appear as the GM likes. Assembly's diversion, the assault ends in failure. The Mantra Army
Demons equal to or over the GP, up to around GP+10, should be is then destroyed by the Nightmare System.
viewed as powerful foes for the area in which your scenario takes
place. Assuming they are not Boss enemies, then you can have a This phase continues until the Nightmare System is destroyed,
number of these demons appear equal to about half the number and the Assembly of Nihilo is dismantled.
of PCs.

A demon of a level at or around GP+10 that has the Boss trait is PHASE 3: UNCERTAINTY
equivalent to four PCs. If it suits the story, having 1 or 2 minion GP: 21 ~ 50
demons appear alongside the Boss is good. A demon of a level at With the two major factions destroyed, Tokyo's situation enters a
GP+15 or even higher is a mighty foe indeed. These sorts of boss state of flux. A group of Manikins including Futomimi are liberated
fights are best avoided if your PCs are at low levels. from Kabukicho prison, and go on to restore Asakusa.

Note that with PCs lower than level 10, the above guidelines will This phase ends when the Yahiro no Himorogi is rediscovered
feel more difficult, and conversely at higher levels become less during Sakahagi's occupation of Yoyogi.
and less severe.
PHASE 4: YOSUGA, MUSUBI, SHIJIMA
VORTEX WORLD PROGRESSION GP: 41 ~ 20
The world is reshaped into three new major powers, guided
The general progression of the Vortex World in terms of GP is as by new leaders born from humanity. The Assembly of Nihilo
follows: establishes the Reason of Shijima, and sets up in the Tokyo Diet
Building to summon a sponsor god. The fallen Mantra Army,
accepting Tachibana Chiaki as successor, is reborn as Yosuga,
PHASE 1: CONCEPTION and assaults Asakusa. Lastly, Niita Isamu, who sought seclusion
GP: 1 ~ 20 in the Amala Network, begins the Reason of Musubi, and
After the Conception, the PCs will simply try to survive, engaging summons the drifting god, Noah, at the Amala Temple.
in deals with the rulers of the areas they find themselves in while
searching for the truth of what happened to the world. This phase ends with the appearance of the Tower of Kagutsuchi.

At this stage, the Assembly of Nihilo and the Mantra Army are
represented by in low level demons hunting for Magatsuhi. Once

237
PHASE 5: TOWER OF KAGUTSUCHI A WORLD INSIDE A SPHERE
GP: 51 ~ 100 The first thing to know is that the Vortex World is on the inside
With all Reasons established, the final battle has come. The three of a sphere. There is no horizon. if you look up, past the glittering
major factions climb the Tower of Kagutsuchi, each with their light of Kagutsuchi, you'll see a different part of Tokyo rising up
own new world in mind. The time of creation's judgment has from you, like a wall. gravity pulls towards the outside of the
begun. sphere so one can walk around normally anywhere on the interior
of the sphere.

WHAT IS THE VORTEX WORLD? TOKYO, TORN APART


The Vortex World is a twisted version of Tokyo, illuminated by the The Vortex World appears as though the former Tokyo, up through
light of Kagutsuchi. the Yamanote Line, was torn apart and then pasted to the inside
of a sphere. Outside of the core locations, the world is made up of
The Vortex World is the egg of the new world. nearly entirely desert, split up into regions by rivers of chaos that
pour out of nothingness. “Hills” taller then most buildings also
The word Vortex has the meaning of "whirlpool." Perhaps it was make traveling between these regions nearly impossible.
named due to the swirl of the thoughts and emotions of all the
people within it, much like a whirlpool themselves? None know Demons who are capable of flight cannot fly above a certain
who it was that gave it this name. altitude. This means even winged demons are incapable of
crossing the void sea or flying over the hills. It's said that certain
angels are able to fly in the space between the ground and
THE CONCEPTION — VORTEX'S BIRTH Kagutsuchi, yet none have ever cared to prove whether they
The Vortex World is a world that was purposely built. It was could or not.
brought about by Hikawa of the Ring of Gaia cult, and put in place
of the world's ending. This incident is known as "the Conception."

This is how Takao Yuko, Maiden of the Ring of Gaia, explained it


to those she was close with: "The world must first die, for it to be Marunouchi-Chiyoda
born again." Region
Pg. 261
And indeed, the world did die.

Ikebukuro-Kabukicho
Region
Pg. 252

Ginza-Yurakucho Region Shinjuku-Shibuya Region Asakusa-Yushima Region


Pg. 247 Pg. 242 Pg. 257
Sanno-Nagatacho
Region
THE SIX REGIONS Pg. 264

238
THE VORTEX WORLD supply of manikins will never run dry. To demons, manikins are
like air, or water–completely ignorable.

Marunouchi-Chiyoda Region

Ginza-Yurakucho
NECESSITIES
Shinjuku-Shibuya
Region Region In the Vortex World, the passage of time isn't all that important.
(Rear panel) It's never necessary to eat or drink. You'll never need to sleep
or to rest. Even if you walk its deserts, you'll never grow tired or
thirsty. You won't even sweat. Your hair and nails won't grow. Your
Kagutsuchi body won't constantly renew skin cells and cause you to need a
bath, nor will you even need to use the restroom ever.

For demons, this is how they've always existed so they pay it no


Asakusa-Yushima
Region mind. However, among the scant few humans who have survived,
Sanno-Nagatacho
Region
some will wonder if these facts don't point to the Vortex World
Ikebukuro-Kabukicho being a kind of afterlife, or even a virtual reality environment of an
(Bottom Panel)
Region
online game. There are of course no means to ascertain whether
(Facing Panel)
that's true or not. Likely only the Assembly of Nihilo leader Hikawa
and the Maiden of Creation Takao Yuko know something about
SIX REGIONS this, and neither one is likely to reveal the truth.
The Vortex World, due to chaos rivers and hills, is split up into six
major regions. These six regions are entirely separated from one
another, meaning one can only move between them using either MACCA
underground passages or the Amala Network and its terminals. The currency of the Vortex World is called macca. Humans,
manikins, and more powerful demons are the only ones who tend
to use it. Most demons can't use items at all, so they generally
STRUCTURE OF SOCIETY don't see the worth of currency. One theory puts forth that macca
is processed Magatsuhi.
There are three kinds of people living in the Vortex World:
demons, manikins, and humans. Because very few humans
are in existence anymore, most would say that demons are the GEOGRAPHY
dominant ones these days. However, since the vast majority of
demons have no idea how to live in an ordered society, most tend Nearly all of the Vortex World is desert. Most of what remains of
to live life as wanderers in the Vortex World. Tokyo are mere ruins, and the parts that are inhabitable were
made into towns by demons.
Any actual labor is left to the artificial humans known as
manikins. Said to be created from the mud of the Kanda River, and
therefore possessing no soul, manikins don't possess strong will,
TERMINALS & THE AMALA NETWORK
and so they merely live out their lives doing labor as instructed. In every town, the Assembly of Nihilo has installed terminals
Once they complete their orders, they will merely stand around in to the Amala Network. If one is a member of the Assembly, or
a daze, waiting for new work to be given to them. Many manikins, possess a specific skill, they can use these terminals to instantly
when standing around, will wobble side to side as if made of cogs teleport between locations with other terminals. Using the
on the inside. terminals is complicated, so most demons are unable to operate
them. Humans, or someone nearly human, are the only ones able
Demons generally don't value manikin labor, so some may to make use of them freely. Manikins, however, are all unable to
torment them, eat them, or harvest their Magatsuhi. No matter use the terminals.
how many are killed, more will always be made in Asakusa, so the

239
Terminals make use of the Amala Network, which is made up of
the Magatsuhi that flows throughout the Vortex World like a web.
THE AMALA NETWORK
It’s said that at times errors can occur during transport, where
one will end up falling into the Amala Network itself. The Amala Network is the name for the channels of Magatsuhi
flowing through the ground of the Vortex World. It's not directly
accessible from the surface, however one can enter it either
TUNNELS through a terminal, or due to a terminal link error. Unfortunately,
The six regions of the Vortex World are completely cut off leaving the Amala Network again requires searching for a
from one another, with the exception of the tunnels. These gateway back to the surface.
underground tunnels have been discovered over time, connecting
these regions. But there could be more undiscovered tunnels Getting information about what's happening outside the
waiting. Network is next to impossible, though it's said that one can send
messages from a terminal to places in the Network where the
The Great Underpass of Ginza is a massive sewer tunnel that Magatsuhi flows thinnest.
connects the Harumi Warehouse with Ikebukuro.
Demons of the Element and Foul clan are most commonly seen
The Ikebukuro, Asakusa, and Yurakucho Tunnels are three tunnels here, but there are layers to the Amala Network, and the deeper
which originated from the old subway lines. Ikebukuro Tunnel you go, the more kinds of demons that will appear.
connects east Ikebukuro to Asakusa. Asakusa Tunnel runs from
Yushima to Gaien-Mae, and opens a path to Yoyogi Park. Lastly, There are no Fountains of Life in the Amala Network. From time to
Yurakucho Tunnel goes from Yurakucho to Kasumigaseki. time you may run into a soul that will heal you for free. This sort of
generosity is rare.

DAMAGE ZONES
Damage zones are places thick with miasma. For each
UNMAPPED NETWORK
Kagutsuchi phase spent in a damage zone, a character loses 10% It's said that the Amala Network covers the entirety of the Vortex
of their HP, with a 20% chance to inflict Poison on them as well. To World, and so by traveling its corridors, you could theoretically
pass through these areas safely, you need something with a lift access any region you wanted. However, no one knows the exact
effect, such as a Float Ball item, or the Liftoma spell. layout of the Network, or how one would reach a specific region.
According to magazine writer Hijiri Jouji, who is an expert in the
relationship between the Amala Network and its terminals, there
DARK ZONES exists a specific route between Shibuya and Ginza.
Dark zones are exactly that: areas with no light. When entering
such an area, unless someone in the party passes a Luck check,
you'll waste time wandering around, lost. Even worse, should
ENTERING THE NETWORK
combat happen in a dark zone, the chance of being ambushed Only Boss characters, or characters with the human-exclusive
goes up to 50%, and enemies gain a +1d10 bonus to their skill Item Pro can open a path into the Amala Network from
initiative rolls. a terminal. This only allows entry into the upper layers of the
Network, however, and the only established route is from Shibuya
to Ginza.
WARP ZONES
Warp zones are a kind of trap, and the moment a character steps
on one, they'll immediately be teleported to another location.
NETWORK INHABITANTS
Within the Amala Network, there are many souls who choose
to live there who are hiding away from the Vortex World. These
souls are devoted to the Reason of Musubi. As they value solitude
above all, they generally want nothing to do with people who

240
come from the surface. These souls will change the Amala DEMONS RESIDING IN THE AMALA NETWORK
Network itself by closing off various routes or installing warp
zone traps, all to prevent coming into contact with others.
Amala Network: Upper Layers / GP 20
Common Demons: Aeros, Eryths, Aquans, Flaemis, Mou-Ryo,
RULES FOR USING THE NETWORK Choronzon
Bosses: Specter
The GM may, if their scenario demands it, have the PCs enter the
Amala Network from a terminal or even cause them to fall into the
Network due to a link error. When it would disrupt their scenario,
Amala Network: Middle Layers / GP 35
GMs may also prevent PCs from entering into the Amala Network Common Demons: Aeros, Eryths, Aquans, Flaemis, Mou-Ryo,
at all. Choronzon, Ara Mitama, Nigi Mitama, Kushi Mitama, Saki
Mitama
Indeed, the particulars of entering into the Amala Network are Bosses: Specter, Legion, Phantom
left entirely to the GM. This includes allowing PCs to enter into the
lower layers of the Network from a terminal, skipping right by the
upper layers, if the GM so chooses.
LABYRINTH OF AMALA
It's said that there's a place even deeper below the Amala
TRANSMISSION ZONES Network, called the Labyrinth of Amala. Some day, the tale of the
“Transmission Zones” are where Magatsuhi is concentrated the terrible demons that are bound there shall be told.
thinnest within the Amala Network, and it's from these spots
that one can communicate with the outside. One of the following
conditions is needed for this to work:

• - You can communicate with someone who is operating


the terminal you entered the Network from. However,
because the communication itself causes the transmission
zone to become unstable, communication is only possible
for about 10 minutes after the connection is established.
Afterward, the transmission zone dissipates and you would
need to find another zone.
• You can call out to random terminals. If someone is
operating that terminal, then they might respond to your
voice. If that someone is hostile, they may send enemies
after you. In any case, it's likely you'll be dealing with
demons. As for what sort of demon that would be, the GM
might want to have them be relevant to the scenario. If not,
then it's fine to simply choose from those demons common
to the Amala Network.

NETWORK RUMORS: THE DEMON DEALER


Sometimes, you hear a certain rumor. That deep within the Amala
Network, you may find a dealer selling demon cards. They'll sell
you whatever demon card you like, but it's said the price is nearly
extortive, equal to raising a demon to that level all on your own.
Some people suggest there are multiple dealers, and each one
deals in a specific clan of demons.
241
SHINJUKU-SHIBUYA REGION

WEST
SHINJUKU SHINJUKU
SH

YOYOGI
HATSUDAI
SHINJUKU
YOYOGI- NATIONALL GARDE
N GARDEN
Y GI-
YOYOGI- KAMIZONOCHO
KAMIZONOC
UEHARA

HARAJUKU
HARAJUK

KOMABA
G N-MAE
GAIEN-MAE
JINNAN

JINGU-GAIEN

SOUTH
H
AOYA
AOYAMA

SHIBUYA

The Shinjuku-Shibuya region is, compared to


Shinjuku Medical Center
other regions, much more open. From the old
REGION INFO

Tokyo, what remains in this region stretches from Yoyogi Park


eastern Shinjuku, past Yoyogi Park, down through Shibuya
Shibuya. Apart from Shinjuku National Garden
and Yoyogi Park, the region is entirely desert. As a
region abandoned by both the Assembly of Nihilo
and the Mantra Army, it's rare to see Manikins
outside of Shibuya.

242
SHINJUKU SHINJUKU THIRD DISTRICT
This area is what remains of Shinjuku around the Shinjuku
Medical Center. Flocks of Zhen fly in the sky above, looking for
living things crawling out from the ruins to prey upon.

GP 6
Common Demons: Zhen, Kodama, Shikigami, Hua Po

Shinjuku has been torn up in strange ways. While the third


district area with the subway station at its heart, remains, the
SHINJUKU NATIONAL GARDEN
area around the Alta building has sunk to the bottom of the void,
The third district beyond the gardens has fallen into the void.
and Kabukicho now resides in Ikebukuro instead.
While the garden now barely resembles what it was in the past,
some greenery still remains here. Under the shade of its trees,
GP 6 certain Foul and Haunt demons–chiefly Mou-Ryo and Preta–have
Common Demons: Will o' Wisp, Zhen formed a tribe.

GP 7
SHINJUKU MEDICAL CENTER Common Demons: Zhen, Preta, Mou-Ryo, Slime

SHINJUKU STATION SOUTH


While Shinjuku Station remains, the portion near the Alta building
has disappeared, falling away into the void sea. The only way to
cross over is the southbound overpass. Entrances into the tunnels
underneath Shinjuku Station exist, but Blobs and Slimes make it
their home, making it somewhat dangerous.
Once used as a headquarters by the Ring of Gaea, it's now
used by human survivors who, by chance, were there during
the Conception. However, despite surviving, the Fallen demon GP 6 (ABOVE GROUND)
Forneus now maintains a barrier over the building, so until he is Common Demons: Hua Po, Zhen
defeated, those survivors cannot leave.

In the medical center's basement, there's a terminal. There are GP 16 (BELOW GROUND)
also souls who initially can provide healing, but once Forneus is Common Demons: Slime, Blob, Mou-Ryo, Preta
dealt with, they get eaten up by wild Pretas.

GP 7
WEST SHINJUKU
Common Demons: Will o' Wisp, Preta, Kodama, Shikigami, Hua Once the second heart of all Shinjuku, now all that remains of it
Po, Datsue-Ba are high-rise apartment buildings entirely devoid of people, and
Bosses: Forneus what was once Shinjuku Park is now buried in sand dunes. It's

243
said that a witch dwells in the government building, but no one here. The path into the center of the park is decidedly closed off,
has ever decided to see if it was true or not. and guarded by a Troll. To enter the center of the park, you must
either be of the Fairy clan, or have connections with them.
GP 10 At the western entrance to the grounds, there's a Fountain of Life,
Common Demons: Hua Po, Zhen, Datsue-Ba, Kodama as well as a single Incubus who's snuck into the area, lured by
rumors of the Lady of the Fount. There are no threats present.

YOYOGI-HATSUDAI
GP 2
The area around what was Yoyogi Station has fallen into the void, Common Demons: Pixie
and no trace of it remains. The Yoyogi area itself has become Special: Troll, Incubus
a desert wasteland, and along with the neighboring Hatsudai
area, contains nothing to see. From time to time, the Assembly of
Nihilo sends Magatsuhi hunters out here. Usually, they're packs of YOYOGI PARK CENTRAL
Slimes being led by a Lilim.
The radio tower remains here in the park's central area, which
also now serves as the hideaway for the Fairy clan, ruled by
GP 8 Titania and Oberon. The fairies have no interest in anything
Common Demons: Hua Po, Zhen, Slime, Lilim outside of the park, and have no desire at all to participate in the
battle over Reasons. At the very heart of the park hides the Yahiro
no Himorogi, protected by the Fairy Setanta.
YOYOGI PARK
GP 40
Common Demons: Pixe, Jack Frost, High Pixie, Jack-o'-Latnern,
Kelpie, Trol
Bosses: Setanta, Oberon, Titania

After the restoration of Asakusa, the home of the fairies is taken


by Sakahagi, who turns it into a twisted labyrinth, afflicted by the
madness of Girimekhala.

Prior to the Conception, the Ring of Gaea constructed a radio


tower here, which served as one of the main points in bringing
GP 60
about the Conception. Even now, after the Vortex World came to Common Demons: Pixie, Black Frost, High Pixie, Jack-o'-Lantern,
be, the remains of the construction of the tower can be seen here. Kelpie, Troll, Setanta, Oberon, Titania
Meanwhile, the fairies have made the park into a free city, ruled Bosses: Girimekhala, Sakahagi
over by the King of the Fairies. Officially, Yoyogi Park is registered
as Yoyogikamizonocho.
HARAJUKU
WEST GROUNDS An area to the east of Yoyogi Park. Once a place for the young,
now nearly all of it has been destroyed, with just the area in
The west grounds of Yoyogi Park, accessible from both Shibuya front of the station remaining, and even the streets having
and Shinjuku, looks much the same as it once did, save that there disappeared. Very few demons can be found here with the worst
aren't any humans there anymore, and the pixies dance freely one can expect to see being a Kelpie that's strayed out of Yoyogi.

244
GP 20 SHIBUYA
Common Demons: High Pixie, Jack-o'-Lantern, Kelpie

GAIEN-MAE
A wasteland area beyond Yoyogi Park. It connects with Asakusa
via the Asakusa Tunnel. However, the Asakusa Tunnel is quite
dangerous, being overrun with Oni.

GP 20 (ABOVE GROUND) Shibuya remains relatively intact, at least from the Hachiko
station entrance to the Shibuya Center-Gai, making it the largest
Common Demons: Jack-o'-Lantern, Kelpie
inhabitable area in the region. The Fallen Decarabia, dispatched
from the Assembly of Nihilo, rules over Shibuya. However,
GP 40 (ASAKUSA TUNNEL AREA) together with his best friend Forneus, the two strive to keep their
Common Demons: Naga, Kelpie, Black Ooze, Nue, Yomotsu- territories independent.
Shikome, Sarutahiko
Bosses: Naga Raja, Yomotsu-Ikusa Because of that, Shibuya is now completely a free city and all
kinds of demons have poured into it to live there. Even manikins
are seen here, gathering together cultural relics dug up from
JINGU-GAIEN surrounding areas and bringing them here to trade.

Some of the trees this area was once famous for remain today Shibuya plays host to a Junk Shop, Cathedral of Shadows, an
and now it serves as a secluded area for some of the gods of Amala terminal, and a Fountain of Life. It also is where the disco
Yamato. club, Disco Inferno, can be found.

GP 40 GP 10 (THROUGHOUT)
Common Demons: Nue, Yomotsu-Shikome, Sarutahiko, Yomotsu- Common Demons: Will o' Wisp, Preta, Kodama, Shikigami, Hua
Ikusa Po, Datsue-Ba, Mou-Ryo, Pixie
Bosses: Kikuri-Hime, Take-Mikazuchi Bosses: Decarabia

SOUTH AOYAMA
Much of this high society street has fallen to the void. The center
of fashion has been left in ruins. What remains is the shore of
chaos, and wandering Blobs. Human cultural items have been
found here from time to time, so manikins loiter around here.

GP 20
Common Demons: Manikin, Blob

245
JUNK SHOP basement is entered while Kagutsuchi is full, Baphomet will
attempt to summon the Tyrant. Said Tyrant, Mara, is only able
to be summoned after Takao Yuko makes contact with the god
This shop is run by Mr. Hee-Ho, a Jack Frost. Aradia at the top of the Obelisk.

JUNK SHOP GP 28
Item Name Price Common Demons: None
Medicine 100 Bosses: Baphomet, Mara
Revival Bead 600
Dis-Poison 150 EBISU
Dis-Stun 150
Dis-Mute 150 Ebisu, to the south of Shibuya, has almost entirely been
Marogareh 2000 swallowed by sand. Yebisu Garden Place is no more,
with only some of the buildings around the station
Iyomante 2000
remaining. Manikins who are searching for human
Shiranui 3000
cultural relics, can be seen in the area often.
SIG-Sauer 300
Bullets x10 100 Said Manikins have made a home out of the
Helmet 50 half-buried Ebisu station, and they store the relics they've
Bulletproof Vest 100 dug up there. Occasionally, an Angel or Lilim from the
Assembly of Nihilo will show up to try and steal some of
Combat Boots 75
what the manikins have dug up.
Knife 20
Katana 200 Somewhere in this area there's said to be a Japanese Self-
Defense Force research lab, but its exact location isn't known.
Most believe that even if it did exist, it's likely lost to the sand
DISCO INFERNO now.

A disco where demons hang out. Lots of demons who get


overstimulated here run wild, so some caution is advised. In GP 10
particular, a certain Nekomata frequents this disco, one filled Common Demons: Kodama, Shikigami, Hua Po, Datsue-Ba, Mou-
with cruelty and a craving for blood. Ryo, Pixie, Jack Frost, Slime
Bosses: Lilim, Ange, Archangel
GP 20
Common Demons: Will o' Wisp, Preta, Kodama, Shikigami, Hua
Po, Datsue-Ba, Mou-Ryo, Pixie
Bosses: Nekomata

109 BUILDING
Sorcerers who survived the Conception now lurk in the basement
of the 109 building, working alongside Baphomet to summon
a certain demon. Normally, no one will be present, but if the

246
GINZA-YURAKUCHO REGION
YURAKUCHO

GINZA
TSUKIJI
UKIJI
SHINBASHI

KIBA

TSUKISHIMA TOYOSU

SHIODOME
HARUMI
SHIBA SHIBAURA

ARIAKE

RAINBOW BRIDGE

DAIBA

This once coastal region has been left relatively


Ginza Assembly HQ
whole, with even its roads and bridges intact. (Secondary Entrance)
REGION INFO

The Assembly of Nihilo keeps their headquarters Harumi Warehouse Yurakucho Tunnel
here, and the entire region is under their control.
Assembly HQ
When the Mantra Army assaults the Assembly's
HQ, the region temporarily falls into disorder. Then,
once the Mantra Army is destroyed, everything
returns to as it was. Uniquely, this region is the
only one with part of the former ocean.

247
the three Kila stakes hidden throughout the Magatsuhi storage

ASSEMBLY HQ area.

Around the time of Asakusa's revival, the bulk of the Assembly's


forces move to their Obelisk in Marunouchi. The fifteenth sublevel
of this base then extends as a path to the Obelisk.

GP 30 (OUTSIDE BASE)
Common Demons: Angel, Archangel, Fomorian, Badb Catha,
Principality
Bosses: Power
The Assembly of Nihilo is an organization under the command
of one of the Ring of Gaea's leaders, Hikawa. With its Nightmare GP 40 (INSIDE BASE)
System, the Assembly collects Magatsuhi so as to bring about
the Reason of Shijima. The forces of the Assembly include many Common Demons: Koppa Tengu, Incubus, Fomorian, Forneus,
Divine, Fallen, Night, and Brute clan demons. Dís, Kelpie
Bosses: Eligor, Succubus, Kaiwan, Berith, Ose

SHIODOME SHIBA
This area contains the main entrance to the Assembly of Nihilo's
HQ. Divine demons stand attentively at guard both inside and out, Tokyo Tower has escaped destruction and now serves as a
making it rather difficult for outsiders to sneak in. The Nightmare gathering spot for Divine demons.
System, an experimental harvesting machine, is kept here. Its
only purpose being to gather and store Magatsuhi. The Mantra GP 30
Army eventually will be lured here to destroy a fake of this
Common Demons: Angel, Archangel, Fomorian, Badb Catha,
system. The real Nightmare System lies nearer the secondary
Principality
entrance.
Bosses: Power

GP 20 (OUTSIDE BASE)
Common Demons: Angel, Archangel, Fomorian
SHIBAURA
Bosses: Principality
As one of the end points of the Rainbow Bridge, this area serves
as the gateway to Ginza. The famous bridge is now the only thing
GP 25 (INSIDE BASE) that serves as a reminder of what the old bay area looked like. As
Common Demons: Koppa Tengu , Incubus, Fomoria , Forneus, Dís this area also connects to the Assembly of Nihilo HQ's secondary
Bosses: Eligor, Succubus entrance, it is heavily guarded by Divines. On the beach, one can
expect to find Forneus and Isora.

SHINBASHI GP 30 (ON LAND)


This area is the secondary entrance to the Assembly of Nihilo HQ. Common Demons: Angel, Archangel, Fomorian, Badb Catha,
It can be accessed through a hidden route in Shiodome. This is Principality
the true heart of the Assembly's HQ, and within can be found the Bosses: Power
Nightmare System and Magatsuhi storage. To enter into the heart
of the building where the Nightmare System is, one must gather
248
GP 30 (BEACH) TSUKIJI
Common Demons: Isora
Bosses: Forneus A bay area that borders Ginza on the west and south. Nearly
everything in this area is gone now, save for the Higashi Honganji
Temple. Generally, the most you'll see in this area are patrol teams

GINZA of Angels. Tsukiji also contains the sole bridge leading to Tokyo
Bay land reclamation areas.

GP 18
Common Demons: Zhen, Angel, Fomorian
Bosses: Archangel, Badb Catha

TSUKISHIMA, KIBA, TOYOSU


Ginza is a city under the Assembly's control, and is kept No buildings remain standing on the reclaimed land areas,
watch over by the Fallen, Eligor. Even so, it is still a relatively making them strangely flat, desolate places. Isora prowl the
independent place. The city is populated by a good many Fairy, beaches, while Fomorians stalk the land.
Fallen, and Divine demons. On top of having an Amala terminal, a
Cathedral of Shadows, and a Fountain of Life; it has Rag's Jewelry, GP 20
and Nyx's Lounge.
Common Demons: Angel, Fomorian, Zhen, Isora
Bosses: Fomorian
GP 20
Common Demons: Hua Po, Jack Frost, Lilim, Apsaras, Angel, Pixie,
Preta, Chatterskull, Kodama, Shikigami, Datsue-Ba, Choronzon,
HARUMI
Yaka
A now decaying warehouse district. The Great Underpass of Ginza
Bosses: Eligor
can be accessed here, leading to Ikebukuro. Above ground, the
ruins are stalked by Haunt clan demons. This area also serves
NYX'S LOUNGE as the other end point of the Rainbow Bridge, connecting to
Shibaura. Divine demons patrol all around the bridge.
A bar run by the Queen of the Night, Nyx. Loki is a regular
customer of hers. Nyx knows a lot about a lot, and likes to GP 18 (NEAR BRIDGE)
encourage young demons. As the bar has both Nyx and Loki in
Common Demons: Zhen, Angel, Fomorian
attendance, it's very unlikely any fights will break out. Out back,
Bosses: Archangel, Badb Catha
Loki has a private room where he keeps his collection of human
relics. The room is guarded by a Troll.
GP 20 (WAREHOUSE AREA)
GP N/A (TAKE IT OUTSIDE) Common Demons: Manikin, Preta, Chatterskull, Choronzon, Yaka
Bosses: Choronzon
Common Demons: N/A
Bosses: Nyx, Loki, Troll

249
GREAT UNDERPASS OF GINZA ARIAKE
Deep in the Great Underpass of Ginza is a colony of manikins who The oddity of the International Exhibition Center, once called the
have escaped captivity. They play host to an Amala terminal, a Mecca of Subculture, remains in this area, though now it is home
Cathedral of Shadows, a Fountain of Life, and a Junk Shop. The to Succubi. All sorts of human relics can be found in this place,
Collector Manikin, whose intense interest in humans has driven and many of them are of particularly strange or outright unknown
him to form a collection of old human relics, also lives here. The purpose, so the Succubi leave them out as bait.
Underpass also plays host to a number of Foul demons, who
favor its darkness, and within the waterways, Isora can often be
spotted. What the manikins fear most, however, is being invaded
GP 25
by Mantra Army demons from Ikebukuro. Common Demons: Manikin, Lilim, Kodama, Sudama, Incubus,
Fomorian, Chatterskull
Bosses: Succubus
GP 20
Common Demons: Manikin, Preta, Chatterskull, Choronzon, Yaka,
Slime, Sudama, Nozuchi, Blob, Kodama, Fomorian DAIBA
Bosses: Forneus
This area, which once prompted the development of Odaiba
island after a certain TV station moved here, is now no more than
JUNK SHOP a deserted bit of land with the Rainbow Bridge passing overhead.
The TV station, which once was the pride of the area, now has
This Junk Shop is run by a flamboyant manikin from the Haunts taking up residence within it. There are also rumors a
Underpass manikin colony. certain Deity is lurking here as well.

JUNK SHOP GP 18 (NEAR BRIDGE)


Item Name Price Common Demons: Zhen, Angel, Fomorian
Medicine 100 Bosses: Archangel, Badb Catha
Chakra Drop 600
Revival Bead 600 GP 20 (WAREHOUSES)
Sacred Water 200 Common Demons: Manikin, Preta, Chatterskull, Choronzon, Yaka
Dis-Poison 150 Bosses: Choronzon
Float Ball 400
Marogareh 2000 YURAKUCHO
Ankh 2000
Wadatsumi 2000
Hifumi 4000
Kamudo 6000
SIG-Sauer 300
Bullets x10 100
Shotgun 200

250
The business center that this area used to be is now
gone without a trace. Instead, this area contains the
Yurakucho Tunnel, which leads to the Sanno-Nagatacho
region. This tunnel ensures a path to the Diet Building, which
is being prepped by the Assembly of Nihilo for the summoning of
their sponsor god. Near the tunnel, a Kaiwan leads a group of
Shikigami in making preparations.

Peculiarly within the tunnel, a soul named Shige searches for


buried gold. Though he asks for the assistance of passing
demons, those demons of the Assembly of Nihilo aren't
particularly keen on helping.

GP 40
Common Demons: Shikigami, Manikin, Incubus, Succubus,
Nozuchi
Bosses: Kaiwan, Shiki-Ouji

After the Yahiro no Himorogi is discovered, rumors that Hikawa


has revived Shijima at the Diet Building begin to surface,
leading to many demons streaming through the Yurakucho
Tunnel to return to that Reason. The demons Cerberus and
Dominion keep watch over that stream of demons.

GP 50
Common Demons: Shikigami, Shiki-Ouji, Manikin,
Nozuchi, Kaiwan, Efreet, Loa, Quetzalcoatl, Vetala,
Titan, Dakini, Gogmagog
Bosses: Cerberus, Dominion, Throne

251
IKEBUKURO-KABUKICHO REGION
OTSUKA
EA T IKEBUKURO
EAST IK U O

IKEBUKURO

ZOSHIGAYAA GOKOKUJI
MEJIRO

TAKADANOBABA

WASEDA

KAGURAZAKA

OKUBO
TOYAMA
ICHIGAYA

KABUKICHO

Due to the sharp cliffs throughout, this region Zoshigaya Cemetery Kabukicho Prison
is split into two: the environs around Ikebukuro,
REGION INFO

Ikebukuro Ikevukuro Tunnel


and then the Waseda to Kabukicho areas, which Mantra Army HQ
are covered in toxic miasma. While the region is
under Mantra Army control, the Assembly's Divine GP 15 (WASTELANDS)
demons have infiltrated the desert wasteland
Common Demons: Zhen, Angel, Nozuchi, Sudama
areas, putting the Mantra Army's activities in
Bosses: Archangel, Badb Catha
check.

252
ZOSHIGAYA
IKEBUKURO
The Zoshigaya Cemetery is still here and serves as an exit point
for the Great Underpass of Ginza. Within the cemetery itself, the
corpses of manikins who have been wrung dry of Magatsuhi by
the Mantra Army are littered about, decaying into the mud they
were made from.

GP 20
Common Demons: Preta, Chatterskull, Yaka
Bosses: N/A
The stronghold of the Mantra Army. The Sunshine 60 skyscraper
serves as the Mantra Army's headquarters itself. The city is
MEJIRO divided into the West Hall, the East Hall, and the Main Hall, with
the skyscraper located in the Main Hall.
Mejiro, south of Ikebukuro, is utterly destroyed now and there are
few signs of life within it. The biggest of these are Mantra Army
patrols on the lookout for escaped manikins.
WEST HALL
The lower West Hall of Ikebukuro is fashioned with a terminal,
GP 25 a Fountain of Life, a Junk Shop, and a Cathedral of Shadows.
Common Demons: Oni, Nekomata, Jack-o'-Lantern, Taraka, Appropriately for the stronghold of the Mantra Army, who adhere
Inugami, Bicorn, Yaka, Nue to the creed of "strength is all," demons spoiling for a fight loiter
Bosses: Yaksini, Orthrus, Badb Catha around the area, and hostilities may break out at the drop of a
hat. With Oni serving as guards, they're all too glad to dole out
violence whenever possible. At times, one might see Yaksini or
Taraka, sergeants in the Mantra Army, moving about.
TAKADANOBABA
GP 25
This former student neighborhood is now ruined with barely any
of the buildings around the station remaining. Rumors persist Common Demons: Inugami, Bicorn, Momunofu, Yaka, Nekomata,
of human survivors holed up in the BigBox shopping mall, but Manikin, Taraka, Oni
no one seems to know for certain. This area is strategically Bosses: Yaksini
unimportant that both the Mantra Army and Assembly of Nihilo
have abandoned it, so there are few demons there.

GP 25
Common Demons: Inugami, Bicorn, Yaka, Nue
Bosses: Orthrus

253
JUNK SHOP MANTRA ARMY HQ
This Junk Shop is run by a flamboyant manikin. Suitable for the
Mantra Army, this shop stocks a fair amount of items specialized
for combat.

JUNK SHOP
Item Name Price
Medicine 100
Revival Bead 600
The old high-rise skyscraper, Sunshine 60, now serves as the
Dis-Poison 150 Mantra Army's headquarters. Gozu-Tennoh, the Mantra Army's
Dis-Stun 150 leader, resides upon the highest floor of the building, and from
Dis-Charm 100 here he leads his forces through a manikin shaman. The entrance
Dis-Mute 150 to the building lies on the 2nd floor, where normally a number of
Nue stand guard. Within the 2nd floor, one can also find a gate
Dis-Stone 100
out to East Ikebukuro. On the 1st floor, there's the prison, as well
Maragi Rock 250 as an unopenable treasure room. On the 3rd floor is the arena
Mabufu Rock 250 where they hold the trials by combat.
Mazio Rock 250
Mazan Rock 250 GP 25
Poison Arrow 300
Common Demons: Oni, Nekomata, Jack-o'-Lantern, Taraka,
Makajam Rock 200 Inugami, Bicorn, Yaka, Nekomata, Nue
Float Ball 400 Bosses: Thor, Yaksini, Orthrus, Badb Catha (upper floors only)
Light Ball 600
Manikin Clothes 20 After the Nightmare System destroys the Mantra Army, many
of the strongest — Thor included — leave this area. Once the
Assembly of Nihilo is destroyed, Tachibana Chiaki takes over the

EAST HALL place, and establishes the Reason of Yosuga here, causing many
Divine demons to convert.

Compared with the West Hall, the East Hall has largely been left
in a state of disrepair and is more or less nothing but manikins GP 50
doing warehouse labor. Some say that the East Hall is cursed, and Common Demons: Angel, Archangel, Principality, Power, Virtue
that the soul of a monk who was killed there will appear and kill Bosses: Dominion (upper floors only)
any who dare trespass within.

GP 25 TRIALS BY COMBAT
Common Demons: Inugami, Bicorn, Momunofu, Yaka, Nekomata, The Mantra Army decides everything through strength.
Manikin, Taraka, Oni
Bosses: Yaksini Even crimes are handled this way, with one's innocence or guilt
determined through a battle with certain select demons. This is
true even for minor crimes, such as unintentionally wandering
into the Mantra Army's HQ.

254
There are three judges for these trials, and surviving all of them GP 15
is difficult at best. Should one survive them, they will be treated
as one who has the strength the Mantra Army desires. Those Common Demons: Zhen, Angel, Nozuchi, Sudama
strong few are given free rein to come and go through the Army's Bosses: Archangel, Badb Catha
headquarters.

IKEBUKURO TUNNEL
JUDGES
Bosses: Orthrus, Yaksini, Thor A tunnel that leads from Ikebukuro to Asakusa. It contains
multiple dark zones, and dangerous demons like Mothman are
lurking about. Demons to note here include the Four Oni, a group
UNOPENABLE DOOR that were banished from the Mantra Army. Each of them ends
their name with “-Ki.” They claim the tunnel as their territory and
Within the prison there is an unopenable door, beyond which lies are very unfriendly towards visitors.
a treasure room containing the Magatama Gaea, a testament to
the strength the Mantra Army craves. To obtain Gaea, one must GP 35
open the unopenable door, but to do so requires one to have an
unmodified Str stat of at least 24. Common Demons: Kelpie, Black Ooze, Nue, Sarutahiko, Slime,
Sudama, Yomotsu-Shikome
Bosses: Mothman, Sui-Ki, Fuu-Ki, Kin-Ki, Ongyo-Ki
EASTERN PASSAGE
This gate leads to East Ikebukuro. As the only passage that leads
to the Kabukicho prison, it's guarded by Yomotsu-Ikusa.
TOXIC LANDS
Bosses: Yomotsu-Ikusa

EAST IKEBUKURO

The southern half of this region is a toxic land (damage zones),


covered with miasma. As such, the demons who can be found
here are usually ones with resistance to poison, such as Zhen or
Divine demons. Central to this area is Toyama, which is littered
with abandoned housing, and further southwards is Ichigaya,
which is said to have the last human military base. To get to the
Ikebukuro’s east end is nearly entirely destroyed. It still Mantra Army's prison in Kabukicho means one must traverse the
contains multiple destinations within. It has a connection to the miasma.
Expressway, the only way to the southern toxic cloud-field areas.
It also contains the Ikebukuro Tunnel. The Ikebukuro Tunnel is the GP 15
connection between East Ikebukuro Station and Asakusa. This
makes it a highly used route. Otsuka and Gokokuji are mostly Common Demons: Zhen, Angel, Nozuchi
uninhabited deserts, though colonies of escaped manikins can Bosses: Archangel, Badh Catha
be found here and there.

255
TOYAMA
KABUKICHO PRISON
The miasma of the toxic lands separates the old Toyama housing
district, leaving it isolated. This makes it a relatively safe area,
largely free from demons save for some Foul. Within the housing
district is a church holding a secret colony. Former students from
Waseda along with some young children are barely scraping
by. However, the toxic miasma here is slowly but surely bringing
things to a tragic end.

GP 23
This facility houses the Mantra Army's prisoners, which includes
Common Demons: Zhen, Blob, Mou-Ryo, Preta, Chatterskull
manikins, for the purpose of draining them of all of their
Bosses: Black Ooze, Pisaca
Magatsuhi. Due to a special mirror, the prisoners have been
sealed within a mirage world, making it impossible for them to
ICHIGAYA escape. The manikin leader, Futomimi, is also imprisoned here.
To enter the mirage, one must have an Umugi Stone, held by the
Kudanshita station has fallen into the void sea, and Yasukuni wardens of the prison. A massive Mizuchi rules the prison with an
Shrine has been pulled over to the Marunouchi-Chiyoda region. iron claw.
At the former Japanese Ground Self-Defense Force base, a scant
few of the JSDF's elite troops remain, preparing for a decisive GP 28
offensive against demonkind. They aim to use the very last few
Common Demons: Naga, Yaka, Raiju, Pisaca
combat vehicles left in the whole of the Vortex World to do this.
Bosses: Yaksini, Mizuchi
Or at least, they had been. When the Nightmare System was
activated, their plans for an offensive fell through, as they too had
After the Mizuchi is defeated and the prisoners are freed, the
the life energy drained from them.
prison becomes a shelter for displaced Mantra Army demons.
However, it also comes under the control of a Black Frost that has
GP 23 ingested the Satan Magatama.
Common Demons: Zhen,
Blob, Chatterskull, Soldier GP 40
(sample character)
Common Demons: Naga, Yaka, Raiju, Pisaca, Yaksini, Mizuchi
Bosses: Black Ooze
Bosses: Black Frost

256
ASAKUSA-YUSHIMA REGION

SENJU

UGU
UGUISUDANI
I
WEST
ASAKUSA
ASAKUSA

IRIYA

UENO PARK

UENO
KURAMAE

YUSHIMA
H
TAITO
ASAKUSABASHI

This region is the last of the six major regions to


see the touch of the Assembly of Nihilo. It gets Ikebukuro Tunnel Asakusa Tunnel
restored as a place to live after the manikins
REGION INFO

Asakusa Northern Temple


escape Kabukicho prison. Why this region has
Mifunashiro
been under neither the Assembly nor the Mantra
Army's control is likely due to the one who resides GP 23 (WASTELANDS)
at the Northern Temple. Until the forces of Yosuga
Common Demons: Manikin, Angel, Archangel, Badb Catha
invade, Asakusa is remarkably peaceful. Before that
Bosses: Principality
happens, the occasional scouting party from the
Assembly of Nihilo is the greatest threat.

257
KURAMAE GP 35 (POST-RESTORATION)
Common Demons: Orthrus, Hua Po, Pisaca, Nue, Yomotsu-
This area is the other end point to the Ikebukuro Tunnel. The old Shikome, Kodama, Sudama, Nekomata, Black Ooze, Sarutahiko
sumo arena is now an abandoned ruin. It's said that when night Bosses: Titan, Futomimi, Sakahagi
falls, the stands become filled with the souls of people who died,
raising cheers for no clear purpose. Later on, the Divines of Yosuga, led by Tachibana Chiaki, assault
the city and lay it to waste. During this period, demons formerly
of both the Assembly of Nihilo and the Mantra Army stream into
ASAKUSA the city. This causes a much wider variety of demons can be met
here. Weaker demons take shelter in the path to Mifunashiro. The
city falls quiet, leading to the Junk Shops closing. Once Chiaki and
her forces leave for the Tower of Kagutsuchi, the shops open up
again.

GP 45
Common Demons: Sudama, Virtue, Archangel, Power, Sarutahiko,
Troll, Setanta, Shikigami, Inugami, Nekomata, Kelpie, Momunofu,
Oni, Principality, Nue, Yomotsu-Shikome, Naga Raja, Yomotsu-
A ruined area within a crater. Some manikins who've escaped Ikusa, Dominion, Shiki-Ouji, Gogmagog, Titania, Titan, Suparna
captivity live here, if one can call it living. At the heart of the
crater is the manikin holy land, Mifunashiro. Once Futomimi and
the other manikins escape from Kabukicho prison, the area is ASAKUSA JUNK SHOP
restored and is established as an independent, free city. After the
Mantra Army is destroyed, Asakusa opens its doors to the Beast This Junk Shop is run by a particularly fabulous manikin.
demons and other survivors from the Army.

JUNK SHOP
Asakusa has an Amala terminal, a Fountain of Life, a Cathedral
of Shadows, and a Junk Shop. Once Asakusa is restored by Item Name Price
Futomimi, the Collector Manikin comes in to establish a second Medicine 100
Junk Shop with a truly unique lineup. There's also a game center Revival Bead 600
within the tunnel leading to Mifunashiro, and if you manage
Dis-Poison 150
to beat all twenty levels of Puzzle Boy, you can obtain the Geis
Magatama. Dis-Stun 150
Dis-Charm 100
Eventually, a series of bizarre murders occurs in Asakusa, Dis-Mute 150
perpetrated by Sakahagi. Dis-Stone 100
Mahama Rock 300
GP 12 (PRE-RESTORATION) Mamudo Rock 300
Common Demons: Manikin, Angel Float Ball 400
Bosses: Badb Catha Light Ball 600
Nirvana 15,000
Gehenna 30,000

258
COLLECTOR MANIKIN JUNK SHOP SENJU
After Asakusa's restoration, the Collector Manikin eventually The unpopulated backyard of Asakusa. The manikin restoration
moves in to set up a Junk Shop. Many of the items are quite rare, efforts don't reach this area. There's still ruined human buildings
and he even collects info about human relics. leftover from the Conception dotted around. Despite the number
of available ruins, the manikins avoid it, for the manikin-slayer
Sakahagi is said to be lurking here.
JUNK SHOP
Item Name Price GP 35
Muscle Drink 400 Common Demons: Orthrus, Pisaca, Nue, Yomotsu-Shikome, Black
Revival Bead 600 Ooze
Sacred Water 200 Bosses: Sakahagi
Chakra Drop 600
Wagtail Plume 400 TAITO
Narukami 4,000
Kamurogi 45,000 This area serves as a kind of backdoor into Asakusa. The Collector
Vimana 75,000 Manikin's shop has an underground tunnel that lets out here.
Once known for its wholesale markets and "downtown" feel, it's
Sophia 120,000
now lost both of those. All that stands among the sands are ruins.
Hand Grenade 50
The drainage ditches that run nearby are said to be the birthplace
Incendiary Grenade 100 of the manikins. From time to time, Assembly of Nihilo scouting
parties can be seen here.

MIFUNASHIRO GP 18
The manikin holy land at the heart of Asakusa. It is here that Common Demons: Manikin, Shikigami, Angel, Badb Catha
Futomimi shuts himself away and meditates, seeking a path to Bosses: Archangel
the future for all manikins. Outsiders are not permitted inside.
Even if one were to make it to the entrance, the doors remain
sealed. Both inside and out, Mifunashiro is protected by the gods
of old Japan. Additionally Jirae demons are drawn to the location
UENO DISTRICT
and are found in abundance. Then, during Yosuga's assault,
higher-order Divines descend upon Mifunashiro in droves.

GP 45 (BEFORE ASSAULT)
Common Demons: Shikigami, Manikin, Sudama, Sarutahiko
Bosses: Futomimi, Shiki-Ouji, Titan, Gogmagog

GP 49 (AFTER ASSAULT) The larger Ueno District remains relatively green, with Ueno Park
Common Demons: Manikin, Sarutahiko, Power, Virtue, Titan itself being shrouded in tranquility. This is due to the protection of
Bosses: Futomimi, Shiki-Ouji, Gogmagog, Dominion Bishamonten, who resides within the Northern Temple. Likewise,
Bishamonten's presence means that the Mantra Army and the

259
Assembly of Nihilo both tend to leave the Ueno District alone.
From Yushima, one can access the Asakusa Tunnel to continue on
through to Gaien-Mae, and from there, access the eastern side of
Yoyogi Park.

YUSHIMA & ASAKUSA TUNNEL


The old Yushima Tenjin Shrine is now on the brink of falling into
the void. Underneath the scant number of remaining buildings
lies the entrance to the Asakusa Tunnel, which connects to Gaien-
Mae. At times, the demons lurking within the Asakusa Tunnel can
crawl out into Yushima at large. The tunnel itself is narrow and
treacherous. It has red mist which act as damage zones, as well
as dark zones that prevent one from seeing.

GP 40
Common Demons: Naga, Kelpie, Black Ooze, Nue, Yomotsu-
Shikome, Sarutahiko
Bosses: Naga Raja, Yomotsu-Ikusa

UENO PARK
This area maintains at least some of its greenery. With
Bishamonten sealed inside of the Northern Temple close by, the
Assembly Nihilo's Divines rarely get close. Badb Cathas can still
be seen flying over the park, however.

GP 23
Common Demons: Badb Catha

UGUISUDANI
Beyond Ueno Park lies the Northern Temple, and it is here where
Bishamonten lives in seclusion. The seal on the temple is so
impenetrable that one can't hope to enter it without possessing
the Kimon Stone, found in Yurakucho Tunnel.

Bosses: Bishamonten

260
MARUNOUCHI-CHIYODA REGION

HITOTSU ASH
HITOTSUBASHI

UDAN

KANDA

OTEMACHI
T CH

KOJIMACHI

CHIYODA

MARUNOUCHI

Assembly HQ (Marunouchi Entrance)


This region, once known for its office buildings,
REGION INFO

Obelisk
has been completely overhauled by the Assembly
of Nihilo. This location is dedicated entirely now
to constructing the Obelisk. As this region is GP 33
completely under the Assembly's control, it's Common Demons: Principality, Power, Badb Catha
entirely common to see patrols of Divine demons
flying around overhead.

261
MARUNOUCHI & OTEMACHI Once the Yahiro no Himorogi is used at Amala Temple, the Tower
of Kagutsuchi descends over the Obelisk, driving it into the
ground and lowering its upper reaches. The final battle then
A former government distract, Otemachi has been torn asunder. begins. The Obelisk of this period is covered in the Tower of
This split has seperated Kanda from Marunouchi. Within Kagutsuchi section.
Marnuouchi is a line of abandoned buildings. The center building
contains the Assembly of Nihilo’s Marunouchi Entrance. It is
heavily guarded by Divine demons, led by Virtues. GP 30 (LOWER FLOORS)
Common Demons: Koppa Tengu, Karasu Tengu, Arahabaki,
GP 35 Incubus, Eligor

Common Demons: Principality, Power, Badb Catha


Bosses: Virtue GP 37 (MIDDLE FLOORS)
Common Demons: Koppa Tengu, Karasu Tengu, Arahabaki, Dis,

CHIYODA Incubus, Eligor, Baphomet, Succubus, Ongkhot, Berith

The grounds of the Imperial Palace are now nothing but a crater GP 45 (UPPER FLOORS)
that has no clear origin. At the heart of the crater stands the Common Demons: Koppa Tengu, Karasu Tengu, Arahabaki, Dis,
Obelisk, constructed by the Assembly of Nihilo. Incubus, Eligor, Baphomet, Succubus, Ongkhot, Berith, Phantom,
Pazuzu
GP 33 (OUTSIDE OBELISK) Bosses: The Moirae Sisters (Clotho, Lachesis, Atropos)

Common Demons: Principality, Power, Badb Catha

KUDAN
OBELISK

Yasukuni Shrine has been pulled into Kudan now, but no one can
enter it due to a powerful barrier erected over it. As the whole
The Obelisk serves as a site for the Assembly of Nihilo's world area is rich in spiritual energy, the Divines of the Assembly of
recreation ritual. The 160th floor—its topmost floor—contains Nihilo do not often approach it.
a room where one can commune with creator gods. The room
contains only Takao Yuko, the Maiden of Creation, while Hikawa is
already off at the Diet Building, enacting his next scheme.

In the middle floors, a labyrinth making use of Kagutsuchi has


been constructed to deter intruders. Should any make it to the
128th floor, the Moirae Sisters await to bring those intruders their
doom. Also within the tower is an Amala terminal as well as a
Fountain of Life.

262
KANDA

Another former government district. One who possesses


the Lord’s Blade and all Magatama can travel to
Masakado’s Grave. From there, they can be transported
to the Bandou Shrine. There, this person is subjected
to the trials of the four Devas. If they succeed, they will
receive the ultimate Magatama, Masakados, from Taira no
Masakado himself.

Bosses: Bishamonten, Zouchouten, Jikokuten, Koumokuten

263
SANNO-NAGATACHO REGION
KASUMIGASEKI

N
NAGATACHO
O

SANNO

AKASAKA

TORANOMON

ROPPONGI AZABU

Due to sharp elevation changes, the Sanno side of


Amala Network (Exit) White Temple
this region is completely cut off from the Nagatacho
side. Amala Temple Yurakucho Tunnel
Red Temple Diet Building
REGION INFO

Within Sanno lies the Amala Temple, inside of which a Black Temple
foreign god is sealed. There aren't any direct routes that
allow one access to the temple, so the only way to reach
GP 50
it is via the Amala Network. The neighboring areas of Common Demons: Virtue, Dominion, Troll
Akasaka and Roppongi are wastelands, with hardly any Bosses: Suparna
demons to be seen aside from Suparnas flying overhead.
active around Kasumigaseki. They havebuilt up a nightmarish labyrinth,
On the Nagatacho side, the Assembly of Nihilo is quite which they seek to populate with many Tyrant and Vile demons.

264
Full/New Kagutsuchi: Eryths, Aeros, Aquans, Flaemis, Ara

SANNO Mitama, Saki Mitama, Nigi Mitama, Kushi Mitama

BLACK TEMPLE
Within the Black Temple awaits the Tyrant demon, Aciel. The
whole temple is filled with darkness and many of its doors are
sealed. To reach the Tyrant, one must first climb their way to the
third floor and extinguish the black flame there.

GP 57
The Amala Temple is in Sanno, with three subsidiary temples– Common Demons: Pazuzu, Ose, Loki, Quetzalcoatl, Choronzon,
Red, Black, and White–all protected by a guardian. Once the three Phantom, Legion
guardians are defeated, a sponsor god can be summoned at the Bosses: Aciel
core temple. In the original game, it's here where Nitta Isamu Full/New Kagutsuchi: Eryths, Aeros, Aquans, Flaemis, Ara
summons the drifting god, Noah. Mitama, Saki Mitama, Nigi Mitama, Kushi Mitama

AMALA TEMPLE ENVIRONS RED TEMPLE


Demons abound throughout the Amala Temple, and in addition Skadi lurks in the Red Temple. Shadows fall across the grounds
to the more usual demons, whenever Kagutsuchi is Full or New, of this temple, which also serve as warp zones. Stepping into a
Elements and Mitama may also appear. shadow will whisk you away to the land of shadows, wherein
exist many damage zones. Escaping from the land of shadows
requires touching a shaft of light.
GP 54
Common Demons: Virtue, Dominion, Troll, Choronzon, Phantom, GP 57
Legion, Suparna, Oberon
Full/New Kagutsuchi: Eryths, Aeros, Aquans, Flaemis, Ara Mitama, Common Demons: Yaksini, Efreet, Dakini, Choronzon, Phantom,
Saki Mitama, Nigi Mitama, Kushi Mitama Legion
Bosses: Skadi
Full/New Kagutsuchi: Eryths, Aeros, Aquans, Flaemis, Ara
WHITE TEMPLE Mitama, Saki Mitama, Nigi Mitama, Kushi Mitama

Within the White Temple lies the Entity, Albion. There are warp
zone traps set up throughout the temple, teleporting any unlucky
victims to another room entirely. A unique item, the Blessed Fan,
hides away on the second floor.

GP 57
Common Demons: Titan, Titania, Gogmagog, Troll, Choronzon,
Phantom, Legion
Bosses: Albion (plus 4 Zoas)

265
Assembly of Nihilo scout teams led by Dominions will sometimes

BARRENS be seen nearby.

GP 50
Common Demons: Virtue, Dominion, Troll
Bosses: Suparna

AZABU
Once an upper class, affluent residential district, now turned into
On the Sanno side: the hilly, affluent residential neighborhoods a shoreline of ruins falling into the void. Some say that the souls
of the Akasaka, Roppongi, and Azabu areas are no more, and of people who once lived there, now continue their lives among
instead all that remains are barren wastelands. the ruins, entirely unaware of their deaths.

GP 50
AKASAKA Common Demons: Virtue, Dominion, Troll
The old business district is now entirely desert and none of Bosses: Suparna
its buildings remain. The only demons that would normally be
caught here are the Suparna flying overhead. Even so, people
who come to this area through the Amala Network must still
contend with the barren sand dunes. In the north, the greenery
NAGATACHO OUTSKIRTS
of the Akasaka Estate is hanging on, and travelers may find a
moment to rest there. It's said that something lives deep in the
gardens here, but none have confirmed exactly what.

GP 50
Common Demons: Virtue, Dominion, Troll
Bosses: Suparna

The Assembly of Nihilo is active in Nagatacho, preparing to


ROPPONGI summon the god of their Reason. Serving as the site for that
ritual is the Diet Building. Tyrant demons inside have erected a
This area, once held as a "nightlife district," is now nothing but nightmarish labyrinth, awaiting for the destined time.
desert. The Conception claimed Roppongi Hills and no trace of it
remains anymore. When exiting the Amala Network into Sanno,
travelers will find themselves in the middle of Roppongi's sand KASUMIGASEKI & TORANOMON
dunes. They also learn that they cannot return to the Amala
Network the same way they came out. While now abandoned, this former governmental district has
retained nearly all of its buildings. Instead of politicians, it's now
The sparse ruins of the old world left in Roppongi include the old the Assembly of Nihilo's Divines who lord it over the area.
Defense Ministry building, which now seems to be shielded by
some strange barrier. It's rumored that within the building lies Kasumigaseki connects through to Shinbashi via the Yurakucho
some secret weapon of the JSDF. Perhaps because of that rumor, Tunnel. After the fall of Asakusa, demons flock here. They hear

266
of the Reason of Shijima established here. Within Kasumigaseki
Station, Queen Mab and Eligor stand, watching those who come
GP 61
and go through the station. Common Demons: Kaiwan, Pulukishi, Efreet, Queen Mab,
Decarabia, Girimekhala, Cerberus, Jinn, Loa
Toranomon is an isolated area, slowly falling into the void. The Bosses: Surt (Entrance), Mada (West Wing), Mot (East Wing),
police department of the area is half sunken already, and now is Mitra (Conference Hall), Samael (Central Tower)
nothing more than ruins where souls wander. It's possible one
might unearth firearms and related supplies there.

GP 50
Common Demons: Virtue, Dominion, Troll
Bosses: Suparna, Queen Mab, Eligor

NAGATACHO

Here, one will find the Diet Building. No longer having power
even in this place where laws were once made, the pitiful souls
of pompous politicians linger, unable to let go of what they once
had.

After the fall of Asakusa, many Vile and Tyrant demons are
summoned to the Diet Building. To serve the cause of Shijima,
they change the area into a labyrinth.

The Diet Building interior is divided into the following


areas: Entrance, Central Tower, West Wing, East Wing,
and Conference Hall. At the Entrance, Surt stands
guard. The West Wing houses Mada, while the East Wing holds
Mot. These make the building into a maze, misdirecting visitors
with warp traps and illusions. At the Conference Hall, Mitra
stands in judgment over any demons who have made it that far,
and if he finds them guilty, he will try to kill them without fail.

Finally, the Central Tower serves as the place where Hikawa and
Takao Yuko will try to summon Ahriman to advance their plans.
Watching over them is another demon, Samael.

267
TOWER OF KAGUTSUCHI GP 80 (MIDDLE TOWER 224F TO 401F)
Once the Yahiro no Himorogi is presented at the Amala Temple, Common Demons: Shadow, Taotie, Yurlungur, Flauros, Abaddon,
the Tower of Kagutsuchi descends, uniting with the Obelisk. The Nyx, Surt, Queen Mab, Throne, Girimekhala, Decarabia, Cerberus,
Obelisk changes due to this, as though being crunched down, Gurulu, Rangda, Hresvelgr, Lilith
now allowing access to the 132nd floor directly from the ground.
The 160th floor connects to the Tower of Kagutsuchi, and from GP 80 (UPPER TOWER 402F TO 666F)
there, continues on to the 666th floor.
Common Demons: Aciel, Mada, Mot, Shadow, Yurlungur Flauros,
Abaddon, Nyx, Surt, Queen Mab, Girimekhala, Cerberus, Rangda,
Once the Tower of Kagutsuchi manifests, all that is left is for every
Hresvelgr, Lilith
faction to try and climb it.
Bosses: Noah, Thor (Level 80), Baal Avatar, Kagutsuchi
One of three stones—the Heavenstone, the Earthstone, and the
Netherstone—are granted to the three Reason forerunners, and
then are ordered to assemble all three again. Only the one who
JUNK SHOP
gathers the three stones, ascends to the 666th floor, and offers
them to the altars there, will be allowed to face the scrutiny of
whether or not they are suited to be the creator of the new world JUNK SHOP
by Kagutsuchi itself. Item Name Price
At the 223rd floor awaits Hikawa, merged with Ahriman. At the Medicine 100
329th floor awaits Nitta Isamu, merged with Noah. At the 426th
Revival Bead 600
floor awaits Tachibana Chiaki, merged with Baal Avatar. There
is also at the 418th floor a level 80 Thor, who awaits a worthy Dis-Poison 150
challenger. Dis-Stun 150
Dis-Charm 100
Lastly, a group of manikins who escaped from Asakusa have Dis-Stone 100
built a small settlement at the 402nd floor, setting up an Amala
Dis-Mute 150
terminal, Cathedral of Shadows, Fountain of Life, and a Junk Shop.
Other terminals are located throughout the tower. Sacred Water 200
Float Ball 400
Light Ball 600
GP 65 (NEARBY)
Chakra Drop 600
Common Demons: Dominion, Suparna, Decarabia, Gurulu, Virtue,
Maragi Rock 250
Shadow, Queen Mab
Bosses: Hresvelgr Mabufu Rock 250
Mazio Rock 250
Mazan Rock 250
GP 60 (OBELISK 132F TO 160F)
Mahama Rock 300
Common Demons: Girimekhala, Decarabia, Pulukishi, Queen Mab
Mamudo Rock 300
Makajam Rock 200
GP 75 (LOWER TOWER 160F TO 223F) Poison Arrow 300
Common Demons: Gurulu, Shadow, Queen Mab, Throne, Surt, Wagtail Plume 400
Legion, Girimekhala, Flauros, Pulukishi, Decarabia, Cerberus,
Kailash 150,000
Taotie
Bosses: Ahriman

268
GUIDANCE: BEFORE THE CONCEPTION
When playing Tokyo Conception, you may end up wanting to run a CONTACTS
scenario where you fight with Hikawa just before the Conception
hits, or go on an adventure with a Pixie who's come fluttering into For contacts prior to the Conception, each PC should decide on two
modern society. Here, you'll find guidance on how to do exactly that. people they are familiar with who are suited for the setting. Any
particulars should be decided in conversation between the player
and the GM.
GENERAL RULE
This rulebook is dedicated to providing the information needed to
Example: A teacher from school, the shopkeep from a local
reproduce the Vortex World, that is, the world of Nocturne. If you
store, the boss or manager from a small company, a priest
decide you want to do something prior to the Conception, the GM
from a local shrine or church, a friend from the net, or
will need to do a lot of heavy lifting in figuring out the details of the
someone involved in the same club or activity.
setting.

When playing in this style, we recommend that you limit it to 1 or 2


scenarios, and then link those stories to the Vortex World such that,
PUBLIC IDENTITY
despite the PCs' efforts, the Conception happens regardless. Then Should you commit a crime, or if it's found out you're actually a
the PCs survive into the next world. demon or fiend, then you probably won't be able to live the same
life you have been until then. While the identity is the PC's to decide,
the GM decides when the identity might be burned.
SETTING
When playing before the Conception, the setting where the story
takes place is for the GM to decide. They may also decide to limit
ITEMS
the mechanics used to the following, rather than use the full book's No items other than Medicine exist.
mechanics.
CARRYING WEAPONS
EXTRA RULES PCs gain only the equipment and Gear they would normally start
with, and anything beyond that comes from demons as item drops.
For sessions that are set only before the Conception, the following As far as legality goes, anyone other than a soldier or police officer
rules may be adopted as desired. In particular, the rules for who is found carrying a firearm will be treated as a criminal and
contacts, as well as the special skills, Human Form and Closed punished accordingly. For swords, one can try obtaining a permit to
World, are indispensable for making sure your story goes smoothly. carry a katana from the government, but this may mean the police
If anyone at the table wants to play a fiend or a demon, then in eye you, or even arrest and detain you, depending on how you use
addition to their normal starting skills, they gain the Human Form it.
skill.
Demons and other such things, of course, do not exist in society.
The police, nor anyone really, will believe you when you say you
MONEY were fighting one.
All PCs gain an amount of yen equal to 20,000 times their Luck stat.
When buying things, 1 macca is equivalent to 1,000 yen.

269
Special Skill: Human Form Special Skill: Favorite Subject
Requires: Demon, Fiend Requires: Human, Fiend
Category: Passive Category: Passive
Effect: You assume a human form. If you're a fiend, this form is what Effect: Specify a keyword that represents your character's
you looked like prior to being a fiend. If you're a demon, then you individuality and is suitable for the setting the GM has made. You
take on a particular, unique human form. This form is based on and gain a +20% bonus to checks related to that word. The keyword
suggestive of your original demon form. You may decide which form should generally come from fields like school subjects, hobbies,
you enter a scene in, and may also change between them at any club activities, sports, or art. Practical examples of a keyword would
time. When you shift into human form, your clothes automatically be: linguistics, baseball, skiing, photography, or the like.
return as well.
The bonus only is only gained when the check is appropriate to the
Regardless of form, your stats and TNs do not change. However, keyword, and can never be applied to combat. Furthermore, when
when using any skill that isn't a passive or talk skill, you must shift you are wearing clothes relevant to your favorite subject, you gain
into and reveal your true form. a +5% bonus to your Evasion TN. This bonus is lost if you equip
armor.
Special Skill: Professional
Demons and fiends only benefit from this skill when in their Human
Requires: Human (or Human Form)
Form. This skill can be acquired multiple times, but you cannot
Category: Passive
select the same keyword twice.
Effect: This skill represents having a profession that allows you
to make a living. Any time you would do something covered by
that profession, you may automatically succeed at it, to the bare Example: A character who has chosen baseball as their
minimum acceptable, without having to roll a check. This is only keyword applies the bonus to any check related to playing
a "bare minimum success," and as such producing any better of a baseball. The GM may even permit this bonus to apply to
result requires making a roll, using an appropriate stat. when throwing any object like a pitcher would. The bonus
doesn't apply when taking a baseball bat to a monster,
This automatic success applies only to "everyday" things, such as however. This character also gains the evasion bonus only
a taxi driver being able to drive a car normally, or a chef being able when wearing a full baseball uniform, cleats included.
to handle a kitchen knife. It never applies to combat, or to using
magic. Furthermore, when you are wearing clothes relevant to your
If one's keyword is science, then a suitable "uniform" would be like
profession, you gain a +5% bonus to your Evasion TN. This bonus is
a labcoat. Wearing one would grant the evasion bonus. Meanwhile,
lost if you equip armor.
things like linguistics or math don't have archetypical clothes
assigned to them, and such can never gain the evasion bonus.
Demons and fiends only benefit from this skill when in their Human
Form. This skill can be acquired multiple times, but you cannot
select the same profession twice. Boss-Exclusive Skill: Closed World
Effect: A boss demon severs a set space from reality, and converts
it into a separate, closed world. The demon may selectively draw
Example: A character who has chosen nurse as their humans near to the severed space into the closed world, or
profession can do anything that would be common sense alternatively, repel them from it.
for a nurse to do, and does not need to roll to apply simple
first aid, or to access medical knowledge. When equipped The closed world cannot be perceived by humans in the real world.
with a uniform suitable for a nurse, they gain the evasion Naturally, whatever goes on within the closed world, they will also
bonus. not be aware of it. PCs, as well as any NPCs the GM allows, can only
dimly sense its existence.

270
The interior of the closed world and how it appears is entirely THE PCS
designed by the boss demon who created it. If the closed world
ends somehow, the appearance it took while severed disappears, Though PCs can be humans, fiends, or demons, they are
and it returns to normal. encouraged to be humans for this. For subclass, Soldier and
Manikin can't be selected unless the GM approves it. Fiends and
Setup: Narratively speaking, using Closed World requires a large demons must take the Human Form skill. If playing a student, the
amount of Magatsuhi, as does expanding the area that has been PC may select the Expert skill once. If playing a teacher, then the PC
severed. As such, a boss demon cannot maintain more than one takes the Professional skill, with that profession being teacher.
closed world at a time, and if they want to expand it, they would
need victims to drain, which means they tend to draw people inside
the closed world more than not.

OPTIONAL SETTING: TOKYO, 200X


This option allows you to play an "occult action" kind of setting,
where you exterminate demons or even fight against the Ring of
Gaia in a modern day setting.

It is a time when the Ring of Gaia's schemes have yet to be


discovered. Even so, Hikawa has already succeeded in summoning
Baphomet, and has already found Takao Yuko, who will be his
Maiden of Creation. Already, the world begins to fray at the seams,
but few have noticed it yet. Those few being the PCs, of course.

THE PCS
Fiends, humans, and demons can all be used as PCs for a before
the Conception story. Humans alone will have lived a life as normal
up until now. Fiends and demons however will need the special
skill Human Form. Take note that no PC is from an organization that
can oppose the Ring of Gaia. Even if someone takes the Soldier
sample character, their superior officers will never understand why
they're doing what they're doing.

OPTIONAL SETTING: SCHOOL LIFE


With this option, you can use the Nocturne rules to play in a
school fantasy action story.

PCs will be students at a Tokyo-area high school, or related


staff like teachers. Within the school, bizarre incidents
occur due to actions of a cult called the Ring of Gaia.

271
CHAPTER SEVEN

GAME MASTER
WHAT IS A GAME MASTER? the rules of the game, and when it comes time to make a ruling
during the game, you'll know how to set TNs or decide which
checks are necessary to make for a player's actions.
The Game Master (GM) in a TRPG has two roles: the first is a
facilitator, keeping the game moving; the second, is a referee,
making judgments about how to apply the rules of the game.
2. Create the Scenario
The GM also prepares the scenario for the game and guides the For each session, the GM is expected to create the scenario, use
players through that story. an existing scenario, or utilize a scenario idea, found later in this
chapter. Only the GM should know what the scenario entails in
It may be easiest to picture the GM as the director of a movie. full.
Likewise, the players are both actors who appear in that
director's movie and audience members who enjoy one another's 3. Tell a Story
acting skills. The GM works with their players as a sort of leader
The GM is at the heart of story games. Not only do they set the
to create an even better story for the adventure.
stage for the scenario, they handle the Opening phase of the
story to provide direction to the players for the session, and while
THE IMPORTANCE OF THE GAME MASTER painting a picture for every scene, take on the role of each NPC
Comparing the GM to the director of a movie highlights the that appears.
specialness of story games like TRPGs. Story games aren't like
"complete" games where players compete for supremacy within 4. Run the Game
a bound set of rules; rather, they are more of an open game, Both the GM and the players are responsible for keeping the
constantly changing while incorporating elements outside of game going. But whereas players are often preoccupied with
itself. playing their own characters, the GM is concerned with managing
time, as well as keeping the game as a whole going.
This book provides all kinds of rules and other information to
help you run the game, but that alone isn't the game. The game
happens only when the GM and players come together. You can
5. Maintain the Tone
make use of the scenario published in this book, but once it's One of the GM's most important duties is to maintain the game's
over, the GM is left to create their own story. atmosphere, its tone. Story games live in the interactions
between GMs and their players, but players don't always have
However, even when running said scenario, no matter how a firm grasp on the tone intended for the scenario the GM (or
closely one sticks to the rules set out in this book, there will be another designer, if using a premade) created. Therefore, GMs
numerous differences that arise for each GM that runs it. In the should, both before the game and during it, consider how best to
same way, even though each story is based in the same Vortex maintain the tone and also maintain the fun and allure of a story
World, those stories will all be different, session to session. The game.
reason for this is that no two GMs are alike, and their players are
all different as well.
RULE DECISIONS
So for all of you thinking of GMing, have confidence in the unique
story within you, and take everyone on that adventure. During the game, the GM serves as a bridge, connecting the
players with the rules. Often, you will need to know what rule
to reference or which check does what, and so you will need
THE GM'S DUTIES to decide the proper check, the stats used, and what skills may
apply. At times, you may not be sure what to do, so here are some
1. Connect Players with the Rules guidelines to follow when that happens.

The GM serves as the referee for this story game. Read through

273
KEEP IT NOCTURNE estimate for how high of a level scenarios set in that area should
be. Below, you'll find a guideline for what Gate Power means in
The biggest rule to follow when trying to make a rule decision is relation to your PCs' levels.
to interpret it in a way that makes the game Nocturne-like. Ask
yourself, "What makes sense for the world of Nocturne?" If you
make your interpretation along these lines, it will be easier for GP-5
everyone to get on the same page. Weak enemies. If all the enemies in an encounter are this weak,
you can have up to twice the number of PCs of enemies. Just be
MAKE IT PLAYER FRIENDLY aware they'll likely be no more than fodder.

Whenever you're not sure how to interpret a rule, make sure that
whatever you decide is kind to the players. This way, you'll keep GP
things moving in a way that won't stop the fun. Demons with a level at this level or below serve as a basic
encounter for the PCs and can appear in equal numbers to the
MAKE IT FUN PCs.

At the end of the day, the GM has the final say and so can even
decide to ignore parts of the rules. This should be done when you GP+5(ISH)
feel that doing so would make the game more fun. The standard for a mid-boss type demon. 1 or 2 of these will be
enough.
BE CONSISTENT
Always be consistent with your rule decisions. If you change your GP+10(ISH)
mind every time, it's easy for the players to grow confused, and The standard for a boss. They should be accompanied by 1 to 3
problems may arise. minions.

DON'T REWIND GP+15-20(ISH)


Often, you'll realize that a rule decision you made was in error. If A powerful boss. They should appear without minions.
you do so during a game, it's best not to pause and rewind time
back before the decision. Don't dwell on the mistake, just go
forward, knowing the proper rule for the future. GP+20 OR MORE
May as well be undefeatable. Treat these like optional bosses, or
ones with conditions, and never give them minions.
SCENARIOS
When making your scenario, compare the party level to the gate
The Game Master needs to come up with a scenario, otherwise power of an area, and set your game appropriately.
you have no game. A "scenario," in this case, is but an outline
for the adventure you want to go on, and contains the NPCs
that will appear in the story, any events that might happen, and HOW TO MAKE A SCENARIO
also gathers together any relevant stat blocks or other data that
you'll need for dealing with what the PCs may encounter on their Creating a scenario for Nocturne rests primarily on two steps:
journey.
1. Choosing a Boss
2. Figuring Out Your Drama
GATE POWER
Every area you'll find in the Vortex World (detailed in the World
Section) has a Gate Power listed for it, which provides a rough

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1. CHOOSING A BOSS To avoid that, give the boss some underlings that have different
affinities, and you'll challenge the PCs in a fun way. Demons
with recovery, buff, or debuff skills can really make for powerful
One of the main appeals of Nocturne is that you can relive the reinforcements for a boss.
battle you had with that cool powerful enemy that showed
up in the original game, now in TRPG form. That is to say, you
can tangle with the boss battle yourself and enjoy that thrill BOSS TRAIT
personally. As a GM, you can give any important NPC or demon the boss trait
if it helps your scenario out. An enemy with the boss trait gains
Choose a demon you want to have the PCs face, then figure out the following abilities. To make for a stronger boss battle, it may
an appropriate stage and circumstances that would lead up to also be a good idea to place 1-4 demons close to the PCs' level in
the final confrontation with it, to get everyone excited for it. All the fight alongside the boss. This is entirely up to your discretion
that remains after that is to plan out a Research and Opening as GM.
phase that will provide the motivation to get the PCs there, ready
and excited for the boss battle. Bosses can perform 2 actions on their turn
These two actions can be any combination. For example, a
CREATING A BOSS DEMON boss could use an area effect spell followed by a basic strike
or use a buff skill and then use an attack skill that makes
The demon statblocks starting on Pg. 126 are created with the use of that buff.
intention to be reused as PCs. When you as the GM use them
for enemies, you can grant them some skills that don’t normally
have. This is allowed. The GM should have bosses be as strategic as
possible
When using a demon as a boss enemy, it's good to differentiate
At the start of the battle, bosses should use buffs and area
them from other demons of its type by giving them extra Skills,
effect attacks, then once they are buffed as much as they
leveling them up, and generally raising them like one would a PC can be, switch to combining area attacks and targeted
character. attacks.

For example, a Jack Frost who has learned the Heat Wave skill
(like the sample character!) is no laughing matter. Likewise, Bosses can use fate points
raise a Pixie to be level 40 and see just how strong she becomes.
Generally, these are best used to stop the boss from dying
Enough that she could handle nearly any trouble! You could also
instantly to having their weakness exploited or removing
try fusing the demon with a Mitama or giving them extra buff and ailments. Using them to prevent damage to a healer minion
debuff skills to make them even stronger. is good as well.

Demons raised in this way increase the EXP and macca they
grant upon defeat by 10% per special effect added or per level Bosses can use boss-exclusive skills
increased. For example, adding 10 levels and 3 skills to a demon
These shouldn't be used every turn.
would increase both their EXP and macca amounts by 130%.

MINIONS Boss HP & MP increases


A simple way to make boss battles more exciting is to have Usually, bosses have double the amount of HP and MP. The
some thematically appropriate subordinate demons appear boss demons from the original game on Pg. 213 already have
alongside the boss. The Research phase may make it so that the their HP and MP adjusted accordingly.
PCs discover the boss's weaknesses too easily, leading to a boss
battle that's over before it begins and, therefore, boring.

275
Bosses grant additional EXP & macca MAGATAMA & DEMONS
In addition to their base EXP granted, boss versions of Like Black Frost in the game, sometimes you'll see demons who
demons grant 10 times their level in additional EXP. The boss have ingested a Magatama. PC demons who do this will end up
demons from the original game on Pg. 213 already have this becoming NPCs, but for boss battles, it's perfect. Demons who
amount added. ingest a Magatama can power up their stats and skills all at once.

Bosses can use items 2. FIGURING OUT YOUR DRAMA


Bosses can use recovery items or even possess strange
relics from the past human era. A TRPG is a game based on conversation, so many people can
understand the appeal of conversing with NPCs and exchanging
lines. With a TRPG based on an existing property like Tokyo
Whenever the GM deems it appropriate, the following skills and Conception in particular, many of those same people will want
abilities can be added to any boss demon. to act just like they were in the original game itself. As such, first
consider what kind of dramatic scenes you'd want to reenact, and
then create your scenario to incorporate events that could lead to
Null Ailment reproducing those scenes.
Because it simply isn't fun when a boss is rendered
powerless with ailments, most bosses past the starting MOTIVE & SITUATION
levels either null some ailments or all of them.
To have a dramatic scenario, the most important things are
having driving motivations and a situation where people can
express feelings. Let's say, for example, you wanted a scenario
Null Light/Null Dark
where a man and a woman who were dating before the
It's best to avoid instant death attacks on your bosses. Conception meet again in the Vortex World but as enemies. You
would need to provide both a motivation for them to fight and a
situation where they can recall their shared love.
Dekunda/Dekaja
These skills are particularly essential at higher levels due to For the motive, you could say it's for survival, or perhaps their
the interplay between buff and debuff skills. feelings for a Reason. For the situation, you'd need a memory.
Maybe the two had a date at a park or along the beach or saw
a certain movie together. All that's necessary is for the two of
Boss-Exclusive Skills them to once again realize their feelings for one another. It's best
Refer to the Skills & Equipment chapter for boss-exclusive if you can narrow this situation down to a single sentence for
skills. simplicity's sake.

From there, you can set these things up in the Opening, build
Using Beast Eye or Dragon Eye when at half HP them into Research, and finally, have it be resolved during the
This makes for something like an enrage trigger. Giving boss battle.
bosses more actions in a turn definitely qualifies as a threat.
However, this is important enough to repeat: skills that grant
additional actions, like Dragon Eye, should be limited to
THE LOST SEEK ANSWERS
being used once per turn. If not, then strategically speaking, When boiled down, the original game's plot was a story of people
a boss would be able to take an infinite amount of actions. who were lost, clinging to answers they'd found.

276
Takao Yuko's feeling that the world could not continue as it was, The second group should include a mixture of demons that are
met with the ideals of Hikawa, who could not live with the chaos made to be fun to fight. Give them a mixture of weaknesses and
of modern society. From that, the conclusion of recreating the attack methods, and you'll be well on your way already. However,
world arose. Yuko, unable to shake her lingering doubts and if possible, be sure not to include any healing or debuffing
seeking other possible answers, turns to the protagonist as an demons and allow for only one buff-type demon. In this way, you
irregular element. can prolong the battle without damaging the thrill of the fight. You
should aim for this group lasting around 4-5 rounds.
Tachibana Chiaki's pride was shattered on realizing her
powerlessness in her new reality, and so she became drawn to For both groups, use a number of demons equal to the PCs.
Yosuga, wherein the powerful would rule all. When she became
a pseudo-fiend and gained unparalleled power, it only served to
show how cruel she truly was. WARMUP & COOLDOWN
With drama at the heart of the story, the answers the people of A GM's work doesn't lie solely in running the game during a
the Vortex World seek become an important consideration. The session. Rather, it's the before and the after of a game—the
dramatic change of the end of the world makes the doubts of the Warmup and the Cooldown—which can make or break it. It's
characters all too real, forcing them to act, lest what they desire particularly important to know what kind of players you're
slip through their fingers. When the world moves on so rapidly working with when you are playing a game at conventions or
it doesn't even allow time to reflect, people may find themselves other circles with people you may know all that well.
pushed in directions they'd never have expected.
Tokita Yuusuke, the designer of this game, often runs demo
When sitting down to create a scenario, you should give proper games. He has some advice for prospective GMs based on his
consideration to how the feelings that will serve as your theme experiences.
will change the Vortex World. For that, keep your players'
Backgrounds and Bonds in mind always. As much as you can, during the Warmup phase, try to figure out
your players' enthusiasm levels, their quirks, and how much
experience they have. If you're playing a game of Nocturne
UTILIZING DRAMA with someone for the first time, the following questions are
Scenarios that prioritize drama often spotlight a single player. particularly useful.
Consider saying this ahead of time so that the other players
understand where they stand in the scenario.
1. EXPERIENCE WITH SMT3: NOCTURNE
Ask the player to briefly explain their familiarity with the original
RANDOM ENCOUNTERS game and how much of it they've played. It'd be a shame if you
were to accidentally spoil something. From their answers, you
To design random encounters, it's good to prepare two separate can gain a basic understanding of their knowledge of the world
groups of enemies, divided by the amount of threat they pose to and how much you'll need to explain. Additionally, ask about what
the PCs. other games they've been playing recently to get a feel for their
preferences.
The first group should be a group of identical, weak demons that,
while just strong enough not to be obliterated by the PCs, are still
not much of a fight. This group exists largely to give the PCs more
2. EXPERIENCE WITH TRPGS
EXP, macca, and items. Take care, however, that if the PCs have Next, I like to ask about their level of experience with TRPGs in
area effect attacks or spells, this group's weak points aren't being general, whether they've any experience as a GM, and what their
battered such that they'll be put down instantly. You should aim favorite TRPGs are. This can help you figure out the extent to
for them to last roughly 3 rounds. which you'll need to explain the rules and help you to anticipate
where misunderstandings might occur easiest. For example, even

277
if they've used similar dice before, they may not know how to
read it in this game. In addition, their expectations for the story
or how "heroic" the protagonists are expected to be may differ.

3. HOBBIES OUTSIDE GAMING


Lastly, I ask them for one hobby they particularly enjoy
that has nothing to do with gaming. TRPGs are made
up of many aspects and disciplines, much like
how movies are, so figuring out a player's other
hobbies will help you to understand what they
might focus on. For example, people who like
the occult or are lovers of mythology will get
a kick out of the many demons that appear
in Tokyo Conception. Conversely, someone
who is into firearms and martial arts may
feel disappointed that modern society no
longer exists in the Vortex World. Make
sure you help steer them in the right
direction by explaining these sticking
points beforehand.

If these questions and the


conversations they provoke fire your
players up, then that's all you need
to have a good Warmup. From
there, all that's left is to jump into
the game proper by showing the
trailer!

COOLDOWN
The Cooldown is when it's
time to look back over the
game. Once you've finished
the clerical work such as
handing out EXP, hand out
the review sheets, and
let the conversation flow
to help everyone wind
down.

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SCENARIO:
YOUR ENEMY IS SHIRANUI
SCENARIO OVERVIEW Bond Arrangement
PC 1 > PC 2 Friendship
This is a dramatic scenario designed for level 10 starting characters.
PC 2 > PC 3 Savior
In order to reclaim a himorogi, a fiend seeking to do battle with an
oni reunites with an old friend in the heart of a hostile stronghold. PC 3 > PC 4 Friendship
But all the two have for each other is violence. PC 4 > PC 1 Hostility

GAME RATING
Recommended Level: 10 (or 1100 EXP)
TRAILER
Recommended PCs: 4
"Get it back... take our himorogi back...!"
Play Time: 4 - 5 Hours
The Manikin settlement had sheltered them, and now it was
RECOMMENDED CHARACTERS reduced to ashes. With the elder's last dying wish in their hearts, a
fiend and their companions take off in pursuit of the arsonists.

Quick Start Once they catch up, however, they find an all too familiar face
among their foes.
PC Background
PC 1: Fiend (Marogareh) Searching (Friend) "What the hell are you doing?!"
PC 2: Fiend (Ankh) Return Home
PC 3: Fairy Pixie Lost Memories No amount of pleading would reach their friend.

PC 4: Fairy Jack Frost Revenge


Does he think he can solve everything with flame?

Full Scratch Your enemy is Shiranui. There's no room for bargaining.

PC Background GAME PLAN


PC 1: Fiend (Marogareh,
Searching (Friend)
Kamudo) OPENING
PC 2: Fiend (Ankh,
Return Home Here, the PCs are granted their motivation. While the PCs are out
Narukami, Wadatsumi)
dealing with a demon that's been lurking around the Manikin
PC 3: Non-Force Demon settlement they've been living at for the past while, a Mantra
Lost Memories
(Supportive) Army squad led by Taraka attacks the settlement and burns it to
PC 4: Weak to Fire Demon Revenge the ground. The PCs are then asked by the dying Manikin elder to
take back the elder's himorogi.
279
RESEARCH Lastly, the PCs enter into a climactic final battle with Takara and
the flame fiend. During the fight, Takara tells the PCs of their
The PCs chase after the attackers. On the way, they learn of a friend's secret. He's joined with the Takara squad all to keep his
Mantra Army detachment hanging out in a high-rise building lover safe. Takara even tells them that his lover is, at this moment,
at Shinjuku's west entrance. Among the clues that lead them still held captive by the Mantra Army. "So you get it now, I can't
to learn this, is the suggestion that a fiend works with the stop fighting. I have to protect Miki!"
detachment. When the PCs look into this, they learn that the
Mantra Army's fiend is none other than an old friend of theirs.
OPENING 1: INDIVIDUAL INTRODUCTIONS
DUNGEON ATTACK
After the players have chosen their characters and have their
To take back the himorogi, the PCs raid the high-rise building character sheets ready, the game may begin. First, work through
where the Takara detachment is taking up residence. During this an individual opening for each character. Refer to the next section
raid, they come face to face with their old friend, who is now a and conduct the scene like a conversation between the GM and
fiend. But all that comes of the meeting is a fierce battle. the player. The GM may read the part out loud verbatim or hand
each section over to the relevant player. This will serve as the
BOSS BATTLE opening for each PC.

PC
Lost Time
1 "You'll have to invite me to your wedding." her."

You said those words to Akira and Miki. It was the last time "Hey, I like that! I'll keep you safe, Miki, no matter what!"
you went out for drinks together as students. While you'd
meant to poke fun at the couple, it had instead rapidly turned Good memories. But before the ceremony could happen, the
serious. world ended.

"Yeah, man, we'd definitely want you there. You can give the "With this, you will join the ranks of demons." That's what
speech," Akira shot back, laughing. the blonde-haired boy had told you. Then, the next thing you
knew, you were lying in a desert. If PC2 and the fairies hadn't
"I dunno, I'm not any good at that sort of thing. Couldn't I put found you, you have no doubt in your mind you'd have been
on a show and split some bricks or something?" buried by the sand.

Words were never your forte. But you were proud of your Together, you wandered until you found the Manikin village.
martial skill, which you'd trained at since you were young, The Manikins, previously slaves to demons until they had
right alongside Akira. made their escape undetected, were now hiding in their
corner of the desert. It was they who told you first that the
"Splitting bricks would be like saying you wanted them to world had been destroyed.
split up, no way."
You were so glad that at least PC2 was there. It wasn't just
That was (PC2). She was Miki's friend, and another martial you, all alone. That had to mean that maybe somewhere out
artist besides. there, Akira was still alive too.

"All right, how about this? I'll dress up like Darth Vader and And that's when it all started.
come to kidnap Miki, and Akira can come swooping in to save

280
PC
Reunion
2 "You'll have to invite me to your wedding." "Hey, I like that! I'll keep you safe, Miki, no matter what!"

(PC1) said those words to Miki and Akira. He was Akira's best The boys sure got along well. How nice for them. But, when
friend, so you'd been told. The two of them were in the Karate you looked at Miki, she seemed so happy. So you decided that
club at their university. was all that mattered.

That was the last time you'd gone out for drinks as a student. Good memories. But before the ceremony could happen, the
Your own best friend, Miki, had dragged you along, saying world ended.
she wanted you to meet her boyfriend.
"If you want to live, then you have to take this, I'm afraid!"
"Yeah, man, we'd definitely want you there. You can give the
speech," Akira had shot back, laughing. That was when a little fairy spoke to you and offered you a
magatama. As the world was being consumed in lightning
"I dunno, I'm not any good at that sort of thing. Couldn't I put of purest black, accepting the offer was the only thing you
on a show and split some bricks or something?" could do.

Maybe Akira's so-called best friend had been drunk or Meeting PC4 and having PC3's guidance may have been what
something, but PC1 was getting carried away. You called him saved you. You needed something to give you the courage
on it, too. to keep living, and protecting the little fairies was enough.
Eventually, you even found PC1 in the desert. It was proof you
"Splitting bricks would be like saying you wanted them to weren't the only person to survive.
split up, no way."
Together, you wandered until you found the Manikin village.
"Oh, right?" The Manikins, previously slaves to demons until they had
made their escape undetected, were now hiding in their
Without a hint of malice, PC1 laughed. corner of the desert. It was they who told you first that the
world had been destroyed.
"All right, how about this? I'll dress up like Darth Vader and
come to kidnap Miki, and Akira can come swooping in to save And that's when it all started.
her."

281
PC
Fate
3 "Thank you." snowman, too. Why not? Abandoning a poor creature like that
would've left a bad aftertaste.
A very strange demon (PC2) spoke these words to you. What?
You think. Why would this weird demon I found wandering Yet, you weren't done finding the lost in the desert. Hey, this
the desert have thanked me? Huh? Her savior? What's that one looks like you!, you'd said to PC2. All stripey, just like the
about? first strange demon.

Well, whatever. You were also wandering the desert and were In the end, you all became friends, a bunch of strange
a bit puzzled as to why, anyway. Why not make friends? demons all around.
Though... who are you? And where is this place?
And that's when it all started.
While you were at it, you decided you'd take in a strange

PC
Revenge
4 "This is no place for weaklings like you." Fortunately, a strange demon (PC2) following around Pixie
(PC3) saved you from the brink of death. Eventually, you
The Femme Takara sneered as she said these words to you. even picked up another weirdo demon (PC1) laid out in the
As leader of a Mantra Army detached force, Takara is known desert. Strange guy, but you felt there was really something
for her cruelty. She's sometimes called the Onislayer Witch, interesting about him.
and even orders around Oni much bigger than she is like they
were nothing. Well, you get busy living, or you get busy dying.

Wanting to get stronger, you went to the Takara squad You knew of some Manikins who'd made a village out near
hideout. Altogether, the Takara squad had herself, two Oni, Hatsudai and figured you all could rest up there.
and three Bicorn. But on top of thoroughly pushing you
around, they beat you ragged and then cast you back out into What happened to the humans, your new friends asked.
Shinjuku.
"They were all wiped out some time ago now." There really
You'd just wanted to take a look at the Shiranui magatama weren't any left, you know? Ah, but that guy in charge of the
Takara was holding onto. Who wouldn't want Null Fire? Assembly of Nihilo, Hikawa, was totally a human. Beyond that,
though, who could say?
One day, you swore. One day, you would get back at her. You'd
go from weakling to strongling and then show that Takara And that's when it all started.
what for!

282
SCENE 01: DRAGON HUNT The himorogi is a container, holding all the Magatsuhi of the
Manikins' beliefs within.

SITUATION EXPLANATION
"So that's the Snake that's been causing all the problems, huh? All
Members of the Mantra Army, hunting for Magatsuhi, assaulted the
right, let's do this!"
village, setting it ablaze and killing many of the Manikins there. The
rest they took away to make them once more into slaves. They also
EXPLANATION stole the himorogi, a precious item for the village.
Scene 01 is an action scene, which will also serve to practice the
The PCs must now go and save the Manikins.
combat rules. The PCs, wanting to help out the Manikins, have gone
to take down a Nozuchi that's been causing problems near and
PC4 knows of a squad of Mantra Army Magatsuhi hunters who
around the village.
hang around Shinjuku's west entrance. If there was a Takara and
her Oni, then there's no mistake it's the detached squad. Though,
The PCs find the Snake in the middle of the desert, a bit away
PC4 never saw this flame-wielding demon. Must be someone they
from the Manikin village, and engage it in combat. They'll face one
added after they threw PC4 out. In fact, PC4 was explicitly kicked
Nozuchi at its starting level 14, so it can only use Lunge and Toxic
out because someone was being sent from the Mantra Army's HQ
Cloud. Tell the PCs ahead of time that there's no negotiating with
in Ikebukuro.
this Nozuchi, so they focus on combat.

TROUBLESHOOTING TROUBLESHOOTING
Of critical importance here is getting the PCs to accept that they
Assuming the PCs are aligned with what was recommended at the
need to go and save the Manikins. If they don't buy into this, then
start of the scenario, this isn't really a fight they can lose. However,
the story can't progress. If the two fiends look for other survivors,
it's possible they might not adequately deal with a lucky critical hit,
you can use this opportunity to suggest that the "flame-wielding
which could lead to feeling like they're in danger. If this happens,
demon" was another fiend, just like them.
offer advice on how to use their fate points.

Should you have 5 or more PCs, increase the number of Nozuchi to


2.
SCENE 03: ESCAPEE
SITUATION
SCENE 02: BURNING VILLAGE The PCs crest a sand dune close to the western Shinjuku ruins. Just
before they do, a Manikin comes over the dune and tumbles down
SITUATION past them, crying out for help.
The village is on fire.
Once they turn to help the Manikin, they hear a voice from further
up the dune.
The PCs find the heavily wounded village elder Manikin, who tells
them, "It was the Mantra Army... they did this!"
"Hoho, so one of youse survived, eh?"
"It was Takara and her Oni... and some flame-wielding demon I'd
Looking back, the PCs spot a dark red-skinned, one-horned Oni.
never seen before. He looked like you," he continues, indicating PC1
Mantra Army for sure.
and PC2.

"I didn't kill nearly enough of you, so it's a good thing I went and
"They took everyone. Stole our himorogi..."
checked!"

283
EXPLANATION EXPLANATION
This Oni belongs to the Shinjuku detached force, which went to deal The Manikin has a message from the now-fiend Akira. As Akira
with some escaped Manikins. The PCs can fight the Oni here. is now a member of the Takara squad, any further pursuit would
mean unavoidable conflict. The reason for it being unavoidable is
The fight is with a single level 25 Oni. Alternate using the Oni's because Akira's lover, Miki, is being held prisoner underneath the
Berserk and basic strike. The first time the Oni takes damage to its Mantra Army's headquarters in Ikebukuro.
HP, have it roar with laughter and say the following.
To prevent Miki from being sent to the prison camp in Kabukicho,
"Ooh, you're pretty good too, huh, stripey? Yeah, between you and Akira joined the Takara squad and ingested the Shiranui magatama.
that Akira kid, you stripeys are a real interesting bunch! Come on,
let's have a little more fun!" At this point, the PCs might be considering that they might be able
to sneak into the Takara squad's hideout and save Akira, despite his
The Oni will not stop fighting, however by spending an action to wishes. Regardless, the escaped Manikin will tell them the layout of
talk (and succeeding at the Negotiation check), a PC can earn some the building, and also the route it took to flee.
information, as follows:
1. The building is fifty stories tall. The other Manikins
1. Flame-wielder? Ah yeah, that kid who got a Shiranui from are being kept in the first-floor basement. There's an
Takara. Ikebukuro sent him to us. He said his name was underground passage that would let the PCs sneak in from
Akira. this level. The level is guarded by two Bicorns.
2. What, you asking about that kid? I dunno, he kept running 2. There's an Oni stationed on the 20th floor, along with
his mouth about some girl, I don't remember. Miki or Mika another Bicorn.
or something like that. 3. Takara is up on the 50th floor, and Akira is usually with her.
Takara keeps the himorogi with her at all times.
4. There is an Amala sub-terminal on the 50th floor, and it
TROUBLESHOOTING connects directly to the sub-terminal on the first floor
This scene serves to strengthen the PCs' motivation. Here, they of the Mantra Army HQ in Ikebukuro. It does not connect
learn that Akira still lives, even though he is now the fiend Shiranui, anywhere else.
and that he's been sent to a building in west Shinjuku. As a price
for this information, the PCs face a fairly powerful opponent in the Once the players decide to infiltrate the building, proceed to Scene
form of a Phys-resistant Oni fifteen levels higher than their own. But 05: Underground Prison.
victory shouldn't be too difficult if they remember to apply ailments.

TROUBLESHOOTING
SCENE 04: RUMORS This is a scene where the PCs gain the vital information they need
to fight with Takara squad. Because the information is gained so
SITUATION readily, there may be some who express doubt about how accurate
it is. If this happens, point out that the Mantra Army is not at all
After rescuing the Manikin, it thanks the party profusely and says: known for its prowess at subterfuge.

"That uh, that fiend gave me this..."


SCENE 05: UNDERGROUND PRISON
It hands over a piece of paper. On it is written PC1's name, and
beyond that, two simple words: Stay Away
SITUATION
Two Bicorn stand guard here. If you don't take them out, you won't
be able to get the Manikin to safety.

284
EXPLANATION Maragi, and then summons the Oni and Bicorn that should've been
up on the 20th floor.
The PCs will get into a fight with the two Bicorns standing guard at
the prison. The PCs may express interest in ambushing the Bicorns. Combat begins then.
If so, the whole party will need to make an Agility check. Any PC
that is successful can take a turn on Round 1. Then, combat begins Treat Akira something like a mid-boss who only uses his fate points.
in full starting at Round 2. The first time Akira takes damage, or if one of his minion demons
are defeated, he immediately flees from battle.
Once the Bicorn are down and combat is over, you can move on to
the next scene. The Oni will say something along the lines of, "I got this!" and start
using Berserk over and over.
TROUBLESHOOTING
Once the Oni and Bicorn are defeated, the PCs can finally take stock
Two Bicorns shouldn't be much of a challenge for the PCs. It's
of the situation. Considering where everything else is, they can
unlikely the PCs would be wiped out here, but should one or more
easily figure that the key to the prison must be up with Takara on
PCs end up dead, have Akira enter and blow the Bicorns away with
the 50th floor.
a Maragi.
With some searching, they can find a secret elevator that takes
SCENE 06: REUNION IN FLAME them all the way up to the 50th floor.

SITUATION TROUBLESHOOTING
As this is Akira's first appearance, he of course needs to live to fight
The guards are downed. However, the underground prison is locked
another day. Then, in the next scene at the final battle, he appears
tight, and you can't get the door open.
in perfect health.
"Give it up, (PC1)."

When you look, you see Akira. He bears the strange protrusions and
SCENE 07: TAKARA'S CHANCE
blue-black striping characteristic of fiends.
SITUATION
"You won't find the key here." "Kukuku, look how lively you lot are. Akira. Burn them to a crisp!"

Akira casts his hand out.


EXPLANATION
"We'll pretend I never saw you if you leave. Now, (PC1). I don't want Now comes the boss fight at the 50th floor.
to kill you."
Takara and Akira come at the party at full strength. During the fight,
Magic flares to life over his palm. Akira will hesitate from using AoE spells, but then Takara pressures
him by reminding him of "the hostage." Once that happens, Akira
"You've been warned. Maragi!" starts fighting without holding back.

EXPLANATION If the PCs take down Takara first, they can talk Akira down from
fighting. But if they take Akira down first, then Akira will beg them to
The fiend Akira makes his appearance, but only to warn PC1 to save Miki before dying. Upon Takara's death, if the PCs stop fighting
leave. PC1 can try to reason with Akira, but gets no response. The Akira, he'll immediately say he has to go save Miki and activate the
moment PC1 does anything but leave, Akira will hit the PCs with a sub-terminal.

285
"Friends of this boy who's been tricked by that Takara, is it? And if
"Goodbye, PC1. I have to protect Miki!" you've made it this far, she must be dead. What a wonderful day!
The Mantra Army isn't one to take hostages."
With those being his parting words, Akira teleports to the Mantra
Army headquarters. The PCs can likewise activate the terminal
to head to the Mantra Army HQ themselves. If they do, proceed to
EXPLANATION
Scene 08. This is the true climactic scene.

Lastly, with Takara down, the PCs can reclaim the himorogi and Kishin Thor and Beast Orthrus appear just in front of Miki's cell,
take the key to the underground prison as well. and with one blow Thor has rendered Akira unconscious. As Thor
is level 76, even if he were only to use his initial skills of Avenge,
Ziodyne, and Hades Blast, level 10 PCs are just no match for him.
TROUBLESHOOTING They would simply get beaten back.
Emphasize Takara's horrible personality, and make the PCs want to
endure Akira's attacks and take out Takara first. The PCs will need to approach Thor and discuss getting Miki back.
This will lead to Thor offering a trial by combat: the PCs versus
It may be the case that the PCs guess that the hostage Takara Orthrus (level 34). Should they win, then Thor will release Miki. With
mentions is Miki and thereby want to contrive some method to help. Orthus at base level, all it has to use is two skills and its fate points.
This should be actively encouraged. However, you shouldn't allow
the PCs to talk to Akira alone, not until Takara is dealt with. Both Thor and Orthrus consider Takara's methods of taking
prisoners to be underhanded, not the strength Mantra seeks at all.
The fight with Takara is not the true climax, after all. In order to save As such, both feel this is a good opportunity to resolve the matter
Akira, Miki must be rescued from the Mantra Army HQ. as warriors in a way befitting warriors.

SCENE 08: RESCUE TROUBLESHOOTING


This is the true final battle. Akira has been knocked out by Thor and
thus cannot participate in the battle.
SITUATION
You teleport to the Mantra Army HQ, and you see Akira from behind, Should the PCs give in to desperation and simply attack Thor before
running. You chase him and follow him down through the base, into arranging the trial, then feel free to allow that to happen. After they
the underground prison area. get completely wrecked, all that awaits them is a Bad End where
they get sent to the Kabukicho prison camp.
Suddenly, Akira cries out, "Guwah!"
Even if they secure a trial, the PCs will undoubtedly be a little torn
As you catch up, you see beyond him a large figure looming at up at this point. If they wish, they can spend macca with the Jack-o'-
the entrance to the underground prison, with Akira laid out on the Lantern warden and recover as if using a Fountain of Life, first.
ground.

The figure, wearing a helmet and cape, can be none other than the ENDING
might of the Mantra, Thor himself.

"Hmm. Friends of Akira, are you?"


SITUATION
"The victor has been decided. You shall have what it is you desire,"
Crouched beside Thor, you can see a massive beast. That would be says Thor in his usual grandiose way. "The gates of the Mantra Army
Orthrus, one of the judges of the Mantra Army's trials by combat. will never be closed to victors. Go where you must, but should you
ever desire to return, know that you are welcome here."

286
And so does Akira get Miki back. The PCs can use the sub-terminal to return to the western Shinjuku
building, and from there they, Akira, and Miki can set the Manikin
As a group, you all return to the Manikin village in Hatsudai. The free, and everyone can return to the village. Akira and Miki decide to
battle is over, and loved ones have been returned. But still, the stay in the Manikin village and recover for a while.
world will not be returning.
So does the case close, so was love protected, but so can the
adventures within the Vortex World only now begin.
EXPLANATION
And now, the ending. With victory in the trial, the PCs have earned After this, give each player their individual closing scene, and then
permission to come and go from Mantra Army's HQ, as well as Akira end the game.
and Miki's freedom.

Fiend Akira LEVEL CLASS EXP MACCA

Shiranui 20 Fiend 200 300


STATS
STRENGTH 6+1=7 TN: 55% Physical Power: 27 HP 144 MP 114
MAGIC 13 + 5 = 18 TN: 110% Magical Power: 38
PHYSICAL RESISTANCE 12 MAGICAL RESISTANCE 19
VITALITY 4+0=4 TN: 40% Save TN: 40%
AFFINITIES Null Fire, Weak Force
AGILITY 4+4=8 TN: 60% Dodge TN: 18%

LUCK 2+0=2 TN: 30% Negotiation TN: 24% FATE POINTS 5


BASIC ATTACK
NAME COST TN POWER TARGETS ELEMENT Effect

Basic Strike — 55% 27 1 Phys

SKILLS
NAME COST TN POWER TARGETS ELEMENT Effect

Agi 3 MP 110% 79 (53) 1 Fire


Maragi 8 MP 110% 72 (48) All Fire
Fire Breath 9 HP 55% 55 (37) All Fire
Fire Boost — — — — — Multiply Fire attack power by 1.5x
Provoke 20 MP Auto — All Support Roll 1d10; lower resists and increase power
Scout — 44% — 1 — Talk skill.
Zio 3 MP 90% 36 1 Elec Shock 20%
Luck Smiles — — — — — 1/session, nullify all effects to you from one attack

BACKGROUND 1 Fiend Reason → Gozu-Tennoh BACKGROUND 2 Desire → Protect girlfriend

GOAL Protect Lover BOND PC 1 (Friend)

CONTACTS Kishin Thor

287
SCENARIO IDEAS
USING THE IDEAS PETER PAN
As they are merely ideas—seeds, really—GMs will need to provide Recommended Level: 10+
their own details. Feel free to adjust the levels for demons as Recommended PCs: Fairy demons
needed for your PCs.
This idea centers on demons who don't want to evolve. A Pixie who
doesn't want to become a High Pixie has gone missing, and the PCs
ESCAPE FROM SHINJUKU are asked by the Fairy clan to find her. When they finally locate this
Pixie, the PCs find she's ingested a powerful Kamudo Magatama
MEDICAL CENTER and now is a murderer, much like Sakahagi. The PCs must defeat
the Eligor that has orchestrated all of this and return the Pixie to
Recommended Level: 10 normal.
Sample Characters: OK
Recommended PCs: 4-5 Players, of which there's a Fiend
(Marogareh) and Pixie GHOST OF THE GARDENS
In this idea, you play the Shinjuku Medical Center segment from the Recommended Level: 5
original game as-is. The first scenario could be waking up in the Recommended PCs: Humans only
basement, up until you take the key from the Preta, and a second
scenario could be the boss fight against Forneus. As Preta are fairly This idea uses the "Before the Conception" optional rules. A Ring
weak, you should elevate a Preta to level 10 and give it the Boss of Gaia ritual transforms the mountains around a school into a
trait. This idea does allow you to start from level 1 if you like, but you demonic landscape, and tales of strange creatures begin to
should spend more time exploring the basement to build up. spread. The PCs, as high school students, go in search of
these mountainous spirits and then are attacked by
Will o' the Wisps and Pixies. The group defeats the
JUNK COLLECTING Hua Po at the center of it all, finds a Magatama,
and returns to the school. Just as the group
Recommended Level: Any debates what to do with the Magatama, the
Recommended PCs: At least 1 PC with Lucky Find Conception occurs, and the world
ends.
One of the PCs' contacts asks them to find a particular item. The
item in question is an old human relic, and it's located in a place
guarded by powerful demons. An example of this would be the Troll DEEP BELOW
guarding Loki's room. This idea can apply to a wide area of things,
the more familiar with Tokyo hotspots you are. Recommended Level: 10-15
Recommended PCs: Humans, Fiend (any
starter Magatama)

The PCs are caught during


the Conception riding

288
the subway and get thrown out into the Great Underpass of Ginza. "Annihilate the Assembly of Nihilo!" Such were Gozu-Tennoh's
Can the PCs escape from the underpass with all the strange, slimy orders.
creatures prowling around? Or will they be trapped down there
forever? The PCs, while taking part in the assault on Shiodome, sense
something strange in the actions of the enemy Koppa Tengu and
Common Demons: Manikin, Preta, Chatterskull, Choronzon, Yaka, Eligor. When they begin to pursue Kaiwan, they stumble upon
Slime, Sudama, Nozuchi, Blob, Kodama, Fomorian an underground passage that leads them to the true heart of
Bosses: Forneus the Assembly of Nihilo, the Nightmare System. If the System is
activated, then the Mantra Army will be destroyed. To prevent that,
the PCs must defeat Kaiwan, Eligor, and Berith, and then lastly
THE LAST HURRAH destroy the activation circuit to the System itself. Then there's the
final enemy, Ose, to deal with.
Recommended Level: 30
Recommended PCs: One Human (Soldier)
TUNNEL TROUBLE
In order to fight the demons, a military officer in Ikebukuro is
aiming to recover the artillery that remains in the Ichigaya JSDF Recommended Level: 30
Base. After shaking off pursuit from Divine demons, the PCs arrive Recommended PCs: A neutral party that would help manikins
at Ichigaya, only to meet with seven surviving JSDF soldiers who
are protecting the last of their artillery cannons. Initially, they'll be "To the new land!"
wary of any demonic-appearing persons among the PCs, but with
some persuading, can be convinced to hand them over. However, After the Mantra Army is destroyed by the Nightmare System,
the Assembly of Nihilo, sensing the threat, sends demons led by escaped manikins attempt to reach their former homeland of
Baphomet to intercept the cannons. The boss for this idea would be Asakusa. However, to get there, they must pass through the
a Baphomet who can use items. Ikebukuro Tunnel, where a blood-sucking Mothman has taken
up residence. To help the manikins' flight, the PCs will need to
exterminate the Mothman.
THE STRING WALL
Recommended Level: 40 HACHIKO, MISSING
Recommended PCs: One Human (Maiden)
Recommended Level: 10-20
In order to provide shelter to a Maiden who has escaped from the Recommended PCs: Any
Ring of Gaia, the group heads to Jingu-Gaien, where Kikuri-Hime is
said to be. When they finally arrive, the forest has been strung up Decarabia would always meet with his friend Forneus at the statue
by some strange barrier composed of strings. Kikuri-Hime, infected of Hachiko, a famous landmark in Shibuya. But now, someone has
by the madness of Sakahagi and driven berserk, has unleashed stolen it. Bewildered as to why anyone would steal the statue,
the power of her "kukuri", which she once used to seal the world Decarabia asks the PCs to retrieve it. The culprit proves to be a
of the dead. To save her and the Maiden, the group needs to defeat fiend with an unusual attachment to relics of the old human world.
Sakahagi. The PCs will need to track down the hideout of a new, rising faction
and somehow secure the statue of the most loyal dog.

NIGHTMARE SYSTEM
Recommended Level: 25
Recommended PCs: Mantra Army PCs, including fiends

289
MAZE OF ILLUSION People in Asakusa have started to panic, and in order to bring some
calm to the residents, Futomimi asks the PCs to go through the
Ikebukuro Tunnel and do reconnaissance on the Mantra Army.
Recommended Level: 28
Recommended PCs: Any After defeating demons in the tunnel and emerging into Ikebukuro,
the PCs learn that the Divine demons that once were members
Someone important to a PC (a lover, a mentor) has been captured of the Assembly of Nihilo have now flocked to Ikebukuro, drawn
by the Mantra Army. To get them back, the PCs will need to enter to the Reason of Yosuga. When they infiltrate the Mantra Army
the prison in Kabukicho, a labyrinth shrouded in illusion. Worse yet, headquarters, they likewise learn that Yosuga calls for a world ruled
they don't even know where this person might be within the prison. only by the strong and, worse yet, witness the launch of an all-out
assault on Asakusa.
HOROBI To save Asakusa, the PCs must race back to the city, dealing with
Divines the whole way back. Even then, a storm of slaughter will
Recommended Level: 50
descend upon the city.
Recommended PCs: Any

A fiend claiming to have established the fourth Reason of "Horobi"


enters the Amala Temple to attempt to convert Aciel into the
THE DEMI-FIEND
sponsor god for their Reason. Said Reason desiring the destruction Recommended Level: 50
of the Vortex World itself. The PCs are warned of this by Urthona, Recommended PCs: Yosuga-Aligned
one of the Zoas of Albion. They must rush to the Black Temple in
order to prevent the summoning that would bring about the world's He's coming. The Demi-fiend, with nothing in his heart, comes to
destruction. oppose our Lady Chiaki. A creature with no Reason. One who is
human, yet also not human. He who cannot be saved.
MURDER AT THE KAMINARIMON The Demi-fiend is coming to challenge Chiaki, bringing along
powerful friends as well. The PCs must protect the leader of Yosuga
Recommended Level: 40
and stand against not just the Demi-fiend but his cohort of demons
Recommended PCs: Any
as well (level 55 Qitian Dasheng, level 55 Queen Mab, and level 55
Kushnada). The Demi-fiend himself is but a fiend, level 60, with all
After Asakusa is restored, a bizarre string of murders occurs
starter Magatama, as well as the Magatamas Murakumo and Djed
wherein manikins are found with their flesh entirely removed.
all completely mastered.
Amidst increasingly persistent rumors that it's the work of
Sakahagi, the "disgrace of the manikins," Futomimi, the leader
of Asakusa, surprises everyone by asking the PCs to resolve the
matter. In truth, an Incubus from the Assembly of Nihilo is at fault,
NO PLACE FOR HEROES
attempting to destabilize Asakusa from within. Recommended Level: 30
Recommended PCs: Any
ASAKUSA ASSAULT The PCs, in their conflict with the Assembly of Nihilo, have a
hunting party dispatched specifically to take them down. The party
Recommended Level: 40
is formed of Dis, Eligor, and Koppa Tengu and led by a Valkyrie.
Recommended PCs: Any
What can the PCs do to fight their way free from the pursuit of this
powerful hunting party?
After her transformation into a pseudo-fiend, Tachibana Chiaki
revives the Mantra Army and establishes the Reason of Yosuga.

290
AMALA NETWORK FOLLOW ME
Recommended Level: 25 Recommended Level: 43
Recommended PCs: Any Recommended PCs: Any

A transport accident drops the PCs into the Amala Network, and to In order to become friends with (or at least earn the demon card of)
escape, they'll need to move fast. Specter is after its revenge, and Kushinada, the PCs have entered the gardens of the Akasaka Estate
it's going to try and revive a horrible Legion to do it with. in northern Akasaka. There, Kushinada used her specialty skill on
the PCs, Nag, to tell them to find her three special stones. These
items, of course, are very rare stones held by what else but the
DAUGHTER OF THE DEVIL most fearsome of demons.

Recommended Level: 50
Recommended PCs: Any

Lilim is the "daughter of the devil," who supposedly holds the fate
of the world in her hands. Nyx asks the PCs to escort Lilim to the
top floor of the Obelisk. Should they manage it, the PCs will be able
to witness the creation of the "first woman," the world's strongest
Night clan demon, Lilith.

PUZZLE WORLD
Recommended Level: 50
Recommended PCs: Any
There's a game center in the Asakusa underground mall. Beat all
of a certain game's levels, and you can earn the Geis Magatama—
and it's the only known way to get that one. Fortunately, Hijiri has
another idea. Using the terminals, he can sneak the
PCs into the virtual reality inside of the game itself.
The only problem is, he didn't count on the demons
Pazuzu and Mara to be lurking in wait there.

WRATH OF SHIVA
Recommended Level: 60
Recommended PCs: Any

The battle over creation at the Tower of Kagutsuchi is interrupted


by the sudden intrusion of the mighty Fury, Shiva. Someone must
have summoned him, but it's unknown who, and regardless, Shiva
brings only slaughter and destruction to the Tower. The manikins
ask the PCs to take on the absurdly dangerous task of stopping
Shiva's rampage.

91
CHAPTER EIGHT

INDEX
FIEND
Character Sheet
LAWFUL

Name CHAOS

Gender Age DARK


LIGHT
BACKGROUND 1
NEUTRAL
BACKGROUND 2
HEE-HO
CONTACT Add a checkmark
to which Alignment
you are.
Level EXP NEXT:

Fate Points 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Endorsement Points (Luck / 5) + 5

STATS
EQUIPPED MAGATAMA BASE STAT

BASE STAT MAGATAMA TOTAL TARGET NUMBERS HP (Vi + LV) x Multiplier [ ]

St % Basic Strike Physical Attack Strength TN % MP (Ma + LV) x Multiplier [ ]

Ma % Spell Magical Attack Magic TN % BASE PHYSICAL POWER Strength + LV

Vi % Save TN Vitality TN % BASE MAGICAL POWER Magic + LV

Ag % Dodge TN Agility + 10 % PHYSICAL RESIST (Vi + LV) / 2


Lu % Negotiation TN (Luck x 2) + 20 % MAGICAL RESIST (Ma + LV) / 2

CURRENT HP CURRENT MP PHYS FIRE ICE ELEC FORCE


AFFINITIES

LIGHT DARK RUIN NERVE MIND AILMENT

ALIGMENTS

NAME TYPE TARGET COST TN POTENCY BASE POWER TOTAL POWER ELEMENT EFFECT

Basic Strike - % Phys


1 %
BASIC STRIKE / SKILLS

2 %
3 %
4 %
5 %
6 %
7 %
8 %

NOTES
Magatama Sheet
STATS
EQUIPPED MAGATAMA BASE STAT

BASE STAT MAGATAMA TOTAL TARGET NUMBERS HP (Vi + LV) x Multiplier [ ]

St % Basic Strike Physical Attack Strength TN % MP (Ma + LV) x Multiplier [ ]

Ma % Spell Magical Attack Magic TN % BASE PHYSICAL POWER Strength + LV

Vi % Save TN Vitality TN % BASE MAGICAL POWER Magic + LV

Ag % Dodge TN Agility + 10 % PHYSICAL RESIST (Vi + LV) / 2


Lu % Talk TN (Luck x 2) + 20 % MAGICAL RESIST (Ma + LV) / 2

PHYS FIRE ICE ELEC FORCE LIGHT DARK RUIN NERVE MIND ALIGNMENT
AFFINITIES

NAME TYPE TARGET COST TN POTENCY BASE POWER TOTAL POWER ELEMENT EFFECT

Basic Strike - % Phys


1 %
BASIC STRIKE / SKILLS

2 %
3 %
4 %
5 %
6 %
7 %
8 %

STATS
EQUIPPED MAGATAMA BASE STAT

BASE STAT MAGATAMA TOTAL TARGET NUMBERS HP (Vi + LV) x Multiplier [ ]

St % Basic Strike Physical Attack Strength TN % MP (Ma + LV) x Multiplier [ ]

Ma % Spell Magical Attack Magic TN % BASE PHYSICAL POWER Strength + LV

Vi % Save TN Vitality TN % BASE MAGICAL POWER Magic + LV

Ag % Dodge TN Agility + 10 % PHYSICAL RESIST (Vi + LV) / 2


Lu % Negotiation TN (Luck x 2) + 20 % MAGICAL RESIST (Ma + LV) / 2

PHYS FIRE ICE ELEC FORCE LIGHT DARK RUIN NERVE MIND ALIGNMENT
AFFINITIES

NAME TYPE TARGET COST TN POTENCY BASE POWER TOTAL POWER ELEMENT EFFECT

Basic Strike - % Phys


1 %
BASIC STRIKE / SKILLS

2 %
3 %
4 %
5 %
6 %
7 %
8 %
DEMON
LAWFUL
Character Sheet
CHAOS

Name Demon Name DARK


LIGHT
Gender Age Clan
NEUTRAL
BACKGROUND 1
HEE-HO
BACKGROUND 2 Add a checkmark
to which Alignment
CONTACT you are.

INEHERIT MOUTH EYE LUNGE BITE CLAW WEAPON


Level EXP NEXT: TRAITS

Endorsement Points Evolve Path

STATS
BASE STAT MAGATAMA TOTAL TARGET NUMBERS BASE STAT

St % Basic Strike Physical Attack Strength TN % HP (Vi + LV) x Multiplier [ ]

Ma % Spell Magical Attack Magic TN % MP (Ma + LV) x Multiplier [ ]

Vi % Save TN Vitality TN % BASE PHYSICAL POWER Strength + LV

Ag % Dodge TN Agility + 10 % BASE MAGICAL POWER Magic + LV


Lu % Negotiation TN (Luck x 2) + 20 % PHYSICAL RESIST (Vi + LV) / 2
FATE POINTS (Luck / 5) + 5 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 MAGICAL RESIST (Ma + LV) / 2

CURRENT HP CURRENT MP PHYS FIRE ICE ELEC FORCE


AFFINITIES

LIGHT DARK RUIN NERVE MIND ALIGNMENT

ALIGMENTS

NAME TRAITS TYPE TARGET COST TN POTENCY BASE POWER TOTAL POWER ELEMENT EFFECT

Basic Strike - % Phys


1 %
BASIC STRIKE / SKILLS

2 %
3 %
4 %
5 %
6 %
7 %
8 %

NOTES
HUMAN
Character Sheet

Name
LAWFUL
Gender Age Subclass
CHAOS
BACKGROUND 1
DARK
BACKGROUND 2
LIGHT
CONTACT
NEUTRAL
Level EXP NEXT: HEE-HO
Add a checkmark
Endorsement Points to which Alignment
you are.

STATS
BASE STAT MAGATAMA TOTAL TARGET NUMBERS BASE STAT

St % Basic Strike Physical Attack Strength TN % HP (Vi + LV) x Multiplier [ ]

Ma % Spell Magical Attack Magic TN % MP (Ma + LV) x Multiplier [ ]

Vi % Save TN Vitality TN % BASE PHYSICAL POWER Strength + LV

Ag % Dodge TN Agility + 10 % BASE MAGICAL POWER Magic + LV


Lu % Negotiation TN (Luck x 2) + 20 % PHYSICAL RESIST (Vi + LV) / 2
FATE POINTS (Luck / 5) + 5 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 MAGICAL RESIST (Ma + LV) / 2

CURRENT HP CURRENT MP NAME SLOT PHYSICAL RESIST NOTES


ARMOR

ALIGMENTS
PHYS FIRE ICE ELEC FORCE LIGHT DARK RUIN NERVE MIND ALIGNMENT
AFFINITIES

NAME TYPE TARGET AMMO COUNT TN GEAR POWER BASE POWER TOTAL POWER ELEMENT NOTES
BASIC STRIKE
/ WEAPON

Basic Strike % 0 Phys


%
%
NAME TYPE TARGET COST TN POTENCY BASE POWER TOTAL POWER ELEMENT Effect

1 %
2 %
3 %
SKILLS

4 %
5 %
6 %
7 %
8 %
RULE SUMMARY PERCENTILE ROLL
A percentile roll is using two 10-sided dice and reading them a
certain way to obtain a result between 1 and 100.
OVERVIEW
The PCs are people who live and journey within the Vortex World, Designate one of the dice as your tens digit before rolling, then roll
the setting of Shin Megami Tensei - The Roleplaying Game: Tokyo both dice at the same time. It's best to use differently colored dice,
Conception. or some other means, to help you remember which die is the tens
digit.
GOLDEN RULES
• When dealing with fractions or decimals, always round Special Results
down. Certain numbers rolled during a percentile roll will, regardless of
• The GM has final say on how to deal with any rules or the TN, be a success or a failure.
information not laid out in this summary. Generally, such
decisions should be made according to what's easiest for • 01 — Automatically succeeds regardless of the TN, and is
the game. also a critical.
• 96-99 — Automatically fails regardless of the TN.
• 00 — Automatically fails regardless of the TN, and is also a
STATS fumble.
• Strength (St): Used for power and hit checks of physical
attacks. Critical
• Magic (Ma): Represents ability with spells. Used for power
and cast checks of spells, plus calculating MP. When you roll equal to or less than 10% of the TN on a percentile
• Vitality (Vi): One's physical durability and toughness. Used roll, the roll succeeds and is also a critical. A critical success has
for calculating HP, and for making saves against ailments. various effects, such as doubling the force of an attack, or negating
• Agility (Ag): Represents one's finesse and coordination. your target's resistances. Even if a TN is less than 10, rolling 01 is
Used for dodge checks and when rolling for initiative. always a critical.
• Luck (Lu): Used for any check not described above, such
as awareness checks, perception checks, and negotiation Fumble
checks. Used to calculate fate points. When you roll double zeros (100) on a percentile roll, the roll fails,
and is also a fumble. Fumbling on a hit check means your attack
DICE USED hits yourself or an ally, while fumbling on a dodge check will double
the damage you take and negate your resistances. Additionally,
This game uses two 10-sided dice (also called d10s).
characters who fumble are struck with extremely bad luck and are
Cursed. This expands their auto-fail range to 86-99.
CHECKS
When needing to know whether a certain action succeeds or not, POWER ROLL
make a percentile roll. Each roll has a target number or TN. Rolling
A power roll is rolling 1d10 and taking the number for something,
equal to or less than the TN is a success. Rolling over the TN is a
usually damage. When you roll a 10 on a power roll, the dice
failure.
explodes. Roll another 1d10, and add that number to the first
number. If that's a 10 again, roll yet another 1d10. Exploding your
TARGET NUMBER dice can happen any number of times, as long as you keep rolling
10s. Add all dice together for the final power roll result.
The following formula is used to determine most basic TNs.

(Relevant Stat x 5) + Level

297
FATE POINTS
For each fate point spent, you may select one of the following
benefits to gain.

• You reroll a roll you just made.


• You may increase or decrease your TN by 20%.
• You may halve the damage you or an ally is about to take.

COMBAT

Initiative
All participants roll 1d10+Ag at the start of combat. 10s explode
as normal. Participants then take their turn in order of highest to
lowest initiative. When two or more people have the same initiative,
they roll off using 1d10s, with the higher taking priority. This order is
kept as-is until the end of the combat.

Actions
The following actions are possible: Basic Strike, Use Skill,
Talk, Use Item, Escape, Aid, Concentrate, Defend. To
make an attack, you either use Basic Strike, or use
a skill to make a Physical Attack, Magical Attack, or
cast a Spell.

298
DATE
Session Sheet GM

SEATING ARRANGEMENT GEMS

Table

DEMON CARDS

Write down Bonds between PCs.

GP PARTY LEVEL

PLAYER CHARACTER NOTES

PC Name
Player Name
Class
Level
Subclass
Magatama
Demon Name
Max HP
Max MP
Null / Repel / Drain
Strong
Weak
Macca
Medicine
Rocks
Beads
Chakra Drops
Revival Beads

NOTES
DATE
Review Sheet GM

This sheet is for other players to provide you with their impressions of your PLAYER NAME
character durign the session. After the session, pass this to the other players and
the GM for them to record their thoughts. PC NAME

SESSION SUMMARY (FILL IN BEFORE HANDING OUT)

PC NAME PLAYER NAME ALIGNMENT EVALUATION

NOTES

PC NAME PLAYER NAME ALIGNMENT EVALUATION

NOTES

PC NAME PLAYER NAME ALIGNMENT EVALUATION

NOTES

PC NAME PLAYER NAME ALIGNMENT EVALUATION

NOTES

PC NAME PLAYER NAME ALIGNMENT EVALUATION

NOTES

GM NAME ALIGNMENT EVALUATION

NOTES
KAGUTSUCHI PROGRESSION
Outside of a dungeon, the GM may set the phase of Kagutsuchi as Each time you pass "New"/Phase 0, the PCs make a Luck check. If
they like. During a Dungeon Attack, Kagutsuchi progresses in the all PCs fail, or if one PC auto-fails or fumbles, the party encounters
following ways: enemy demons. If a PC rolls a critical, something beneficial happens
instead. They may meet friendly demons, or perhaps discover items
• Move 1 step on the Kagutsuchi Chart per scene. they can pick up.
Kagutsuchi Chart • Move 1 step on the Kagutsuchi Chart per combat completed.

Phase 4

Phase 3 (3) Phase 5 (4)


Phase 2 Phase 6

Phase 1 (2) Phase 7 (5)

NEW FULL
The time when Kagutsuchi is dimmest. The time when Kagutsuchi is brightest. Demons go wild,
Not nearly as dark as night, yet humans and won't engage in negotiations. Random encounter
often seek to rest during this point. chances are higher. Sacrificial fusion is available.
Phase 0 (1) Phase 8 (6)

Phase 15 (0) Phase 9 (7)

Phase 14 Phase 10

Phase 13 (9) Phase 11 (8)


Phase 12
TALK FLOWCHART

USING THE TALK FLOWSHEET GIFT TABLE


When using the Talk action, demons will ask for what's written in the "Demand" field
of a space as a price. The PC decides whether or not to satisfy that demand, then 1d10 Gift
makes a Negotiation check (gaining a +20% bonus if they use an approach skill). Cheering The demon cheers you on! The GM may also
1-3
On grant a tip or other information
If Demand is Met: The PC who talked to the demon recovers HP
HP
• Critical: Move 2 spaces along white line. 4-5
Recovery equal to an effect roll + the demon's Spell Effect
• Success: Move 1 space along white line.
Gain the macca you would've gotten by
• Fail: Move 1 space along black line; if no black line, talks break down. 6-7 Macca
If Demand is Not Met: defeating the demon
• Success/Critical: Move 1 space along black line; if no black line, talks break Gain the item(s) you would've gotten by
8-9 Item
down. defeating the demon
• Fail: Talks break down. Do as the word written in the "Break" field specifies.
0 Gem Gain one random gem
• Fumble: Talks break down. Demon acts as though "Angry" was in Break field.

TALK OUTCOMES RANDOM GEM TABLE ITEM DEMAND TABLE


You've Got a Deal! — You make a deal with the demon, gaining their demon card. 1d10 Gift 1d10 Demanded Item
Break — The talks break down. If this causes the last demon to leave, combat ends.
1 Sapphire 1-4 Life Stone
Gift — Roll on the Gift Table and receive that item. The demon leaves.
Leave — The demon leaves. 2 Ruby 5-7 Chakra Drop
Angry — You may not try talking to the demon again until after their next turn. 3 Opal 8 Revival Bead
4 Amethyst 9 Bead
DEMON DEMANDS
5 Agate Gem, or any item the
Nothing — The demon asks for no price. 0
6 Turquoise GM decides
Macca — The demon asks for [(Demon's LV x 10) + (1d10 x 10)] macca.
Item — Roll on the Item Demand table, the demon demands that item. 7 Garnet
HP — The demon demands HP equal to 10% of their max HP. This damage cannot be
8 Onyx
reduced by resistances, fate points, or anything else.
Question — The demon demands the PC change their Reason. If they agree, they gain 9 Coral
1 endorsement point towards a faction determined by the GM. If they don't agree, their 0 Aquamarine
Reason won't change, but they do not count as meeting the demand.
AILMENT TABLE
Priority Name Description Element Dodge Save Effects Status

0 Death You are dead. - N N You are dead. Magic or items end.
Halve damage from non-Phys, Force, Almighty
Combat ends, or magic or
1 Stone You are petrified. Dark N N attacks. When hit with a Phys element attack,
items end.
30% chance to instantly die.
Bael's Curse has turned All stats other than Agility are 1. Double all
2 Fly Dark Y N Combat ends.
you into a fly. damage taken.
Checks when attacking enemies are 25% at best.
3 Stun Your body is paralyzed. Nerve Y N Magic or items end.
Can use recovery and support magic normally.
Magic has drawn you Temporarily become an NPC under the GM's Combat ends, or magic or
4 Charm Mind Y Y
under another's control. control. items end. Save allowed.
Halve damage from your attacks. Lose 1d10 HP
You've been poisoned, and
5 Poison Ruin Y N each non-reactive action you take, and for each Magic or items end.
are weakening.
phase of Kagutsuchi (each scene).
6 Mute Your magic is sealed. Ruin Y N May not use spells or magic attacks. Magic or items end.
You can't move, as though Can take no actions. Phys element attacks Combat ends, or magic or
7 Restrain Nerve N Y
bound. received become critical hits. items end. Save allowed.
Can take no actions. Phys element attacks
Combat ends. Save allowed.
You're frozen solid and received become critical hits. Ignores Phys
8 Freeze Ice N Y Can only fail save once; next
can't move. Repel, Null, Drain, and Strong; take Phys damage
turn automatic recovery.
normally.
Combat ends, or magic or
You've fallen asleep and Can take no actions. Recover Vitality+Level HP
9 Sleep Mind N Y items ends. Save allowed.
can't wake up. and MP at the start of your turns.
Ends on taking damage.
50% chance when taking any action at all to
You're confused, and you Combat ends, or magic or
10 Panic Mind ? Y instead do something strange. Occurs even
aren't acting right. items ends. Save allowed.
when choosing to do nothing.
Combat ends. Save allowed.
Your body is tingling, you Can take no actions. Phys element attacks you
11 Shock Elec N Y Can only fail save once; next
can't move right. receive become critical hits.
turn automatic recovery.
30% chance when you take an action to have
Some curse has befallen
* Curse - Y N something bad occur. Auto-fail range becomes Fountain of Life or similar.
you.
86+.

AILMENT EFFECT RATE AILMENT PRIORITY


Usually, attacks that inflict ailments will indicate a percentile chance, such as, When inflicted with multiple ailments, aside from Death and Curse, they do not
"x% chance to inflict Stun." This is called the effect rate. stack. A character will only be affected by the highest priority ailment on the
Ailment Table.
When being hit with an ailment attack, if you fail your dodge, make a percentile
roll. If the number rolled is equal to or less than the effect rate, then you take the
ailment. When a PC would take an ailment, that PC's player does the roll. When SAVING VS. AILMENTS
an NPC would take an ailment, the GM rolls. With the exception of Mute, Stun, Poison, Curse, and Death, characters suffering
from an ailment can make a save against it. At the start of your turn, you may
When an ailment attack rolls a critical hit, the effect rate is doubled. It is also choose to make a save (usually a Vitality check), and if successful, you recover
doubled if the dodge check fumbles. Otherwise, affinity ratings may adjust the from the ailment. These ailments are always removed on combat's end, so even if
effect rate. These modifiers all stack, but an effect rate can never be lower than you never succeed at the check, you recover from them naturally.
5%, nor higher than 95%.
However, Mute, Stun, Poison, Curse, and Death cannot be naturally recovered
from in this way. Only the use of applicable magic or items, or a trip to the
Fountain of Life, will remove these ailments.
Enemy Demon Sheet
LVL CLAN

EVOLVE? AFFINITIES

Stats TN Substats INHERIT TRAITS

St Physical Power

Ma Magical Power

Vi Save TN

Ag Dodge TN BEHAVIOR MACCA

Lu Negotiation TN DROP ITEMS EXP

HP MP PHYSICAL RESIST MAGIC RESIST FATE POINTS

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER

LVL CLAN

EVOLVE? AFFINITIES

Stats TN Substats INHERIT TRAITS

St Physical Power

Ma (*) Magical Power

Vi Save TN

Ag Dodge TN BEHAVIOR MACCA

Lu Negotiation TN DROP ITEMS EXP

HP MP PHYSICAL RESIST MAGIC RESIST FATE POINTS

LEARN BASE
SKILL NAME TRAITS TYPE TARGET COST TN POTENCY TOTAL ELEMENT EFFECT
LV POWER
Map Sheet Use this for dungeon creation or the advanced combat rules.
CREDITS
English Edition
LionWing Publishing

Producer
Bradly Halestorm
Japanese Edition
Translator Atlus
Noelle Aczel
Author
Editors Tokita Yusuke
Bradly Halestorm
Jake Lovrin Illustrators
Tyler Denning Eiwa
Gavin Wink Yuya Kobayashi
Caroline "SSparks" Favero

Production Assistant
Jose "Fern" Fernandez

Graphic Design and Layout


Winona So

ABOUT THIS BOOK


©ATLUS. ©SEGA.

Shin Megami Tensei is copyrighted by Atlus and LionWing Publishing Ltd. Copying, reprinting, or uploading it to the Internet without
permission is prohibited by law. Resale is also prohibited.

The contents of this book are fiction, and do not relate in any way to real people, places, or organizations. This book was not written
with the intent of insulting any prefecture of Japan or any other region.

307
ABOUT THIS BOOK
          

                       
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