Post by CJ on Dec 25, 2007 2:29:35 GMT -5
Gigas Mail: A suit of powerful looking armor that has absolutely no protective value. Apparantly it's hardness increases with the size of the wearer... +0/+0 Armor. If the wearer should somehow become huge, it becomes +10/+10. If the wearer somehow becomes REALLY huge, it becomes +20/+20. If the wearer somehow doubles in size yet again, it becomes +30/+30.
Daedalus'.
Bishounen Scarf: An incredibly attractive scarf that amplifies physical appeal. Grants a +10 Buckler bonus to attacks from enemies who are attracted to males, as well as an automatic 20% Charm chance after the attack (whether it hits or not), and a 20% Stun chance when attacking them. These traits are doubled when a Heroism effect is being calculated, by the power of coolness.
Li's.
Chromodachi: A graceful katana made of shimmering metal that mimics Kally's scales when wielded. It boasts a beautiful inlaid handle, long and made of polished, laquered ivory, with a Yoshi tongue carved in that wraps around and around from the small round crosspeice to the pommel. Nothing special normally, it reacts to the power of Yoshi's, in Kally's case, her elemental powers. +12 CUTTING. Gains +2 for every level of elemental resistance Kally builds up. For every turn of charging, the effects of Elemental Adept on the katana are increased by one third, with a maximum of 3 turns. By stabbing the sword into an elemental egg of the same type she currently is, she can instead choose to use this charge to place half the damage of the egg in the sword. Either way, this charge lasts for the next ability used and takes no Act.
Kally's.
Lollipop Machine: A machine that dispenses a Hyper Candy when 40 Coins are placed in it. There is already one sitting in the slot, with a bow around the stick.
Hyper Candy: Puts the eater in Hyper mode! They are Invincible for a number of actions or turns equal to their SPwrII Bonus, and anything they touch will take damage as if by a spell they had cast (SPwr base, SPwr Bonus spell damage), and unless they are bosses, will be Stunned.
Kirby's.
Runic Lexicon: A massive, official looking book bound in thick black leather that looks somewhat aged, though the high quality velluum inside looks brand new. It has 80 pages, all but 10 of which are blank. Can be used in Spellcraft. Runes copied into this book will instantly go to an apparantly pre-ordained page, and once identified and named in the runic tongue, all relevant information on them will be filled in automatically. Runes in this book can be kept nice and safe, and the paper is much easier to copy them to and from than normal paper, as well as enchanted to give off the same energy as the rune on it, making it easier to identify as well.
Contains the following runes;
Common Name Translation Part of Speech, MP
Rune A Fire Adjective, 2
Rune B Ice Adjective, 2
Rune E Lightning Adjective, 2
Rune G Poison Adjective, 2
Rune Q Cause Verb, 4
Rune R Cure Verb, 4
Rune S Damage Noun, 5
Rune T Prevent Verb, 6
Rune V10 Increase Ten Number, *1.2
Rune W10 Increase Ten Number, *1.2
Mewtri's.
Third Eye Ray: A bleeding edge ray gun with good stopping power, top of the line distribution of it's considerably neglible weight, and virtually no kick, making it extremely easy to handle even for a beginner. Compounding this, the grip and trigger seem to be custom built for Edward's hand. Even the feeding mechanism seems tailored to the minute details in the way he moves. On top of the gun is a mechanism resembling the chamber of a revolver, only instead of 6 bullets, it holds 3 different kinds of aiming sight. The sight can be changed using half an Act, and it's benefits are constant once it is selected. 7 AP, 12 Damage, 3 shots per round, 4 shot clip.
Laser Sight: A fine tuned laser sight that allows the wielder to visualize the path the bullet will take. Allows the user to 'shoot from the hip' quickly, halving Accuracy for the attack but adding that loss to Speed for priority. When this feature isn't used, it instead allows the wielder to focus his aim for one Turn in order to double crit chance. This also grants an Unbreakable Crit chance even if they Defend.
Optical Sight: A high preformance lens with a zoom function. Preforms as a +10 Antibuckler, and Full Aim action allows the gunner to fire on targets that would normally be out of range.
?? Sight: A scope that can't be seen through, as it seems to be a solid peice of stone with a gem inset in both sides, both depicting a freaky looking eye. The instruction manuel says that it grants an SPwr Bonus% chance of halving the opponents SDef when they defend (only for the shots damage calc), and forcing a second dodge attempt if they succeed the first one when they dodge, though only the weapon damage is dealt when this happens. But...How?
Edward's.
Cat Paws: Unbearably comfortable shoes with every possible comfort related precaution taken, orthopedic gel insoles, silk lining, the works. They are custom fit to Nanami's feet, and she can barely tell she's wearing them when she does, fastened with a space age velcro that only adheres to itself. They also have pumps in the tongue for when you need some air! Grants +1 to Run and Jump level of the wearer. By pumping the tongue (which costs no act, but requires a Turn of concentration) up to three times, this bonus can be increased by one for every turn spent. By pumping the tongue and concentrating on her cat side, and by expending 5 MP per turn, Nanami can instead become more catlike with every pump, granting her a +5 to the relevant stat for Sneaking, Hearing, and Balance rolls for every turn spent.
Nanami's.
Magicite Belt: A handsome belt fit for a king, studded with a magicite-like crystal. Three of these crystals exist. Summon Monsters can place attacks they know in the belt, allowing the wearer a single use of them before the energy fades away. Whether or not they -will- is up to them...
Ifrit's.
Red Lotus Saber: A superlative sword made of energy that resembles a roaring flame, though it isn't. It has the peculiar, questionably helpful trait of sucking all the power from the wielder's various other equipments and siphoning it into sheer attack power. +0 Cutting damage. All physical armor bonuses, Buckler Bonuses, and damage reductions from equipment are set to zero, and their sum before this drain is added to the weapon's Cutting damage. All stat bonuses from equipment are set to zero, and their sum before this drain is added to the wielder's Power stat. For 25 MP, the wielder can use 'Heat Haze' up to twice, adding a second and third occurance of weapon damage to all hits of the next attack made that is equal to the wielder's Special Armor total.
Spyke's.
Prototype Subtank: A prototype of a new type of subtank being developed by joint effort between the greatest processing Reploids alive, boasting many features of previous tanks. The tank holds as much HP as the max of the one it is equipped to. Any time the equipper is healed by an amount greater than the damage they have taken, the excess goes into the tank. If the equipper Rests to recover, the recovery amount is also added to the tank. For 1 Act, Felix can heal to max and take the amount healed by from the tank. He can also choose to empty the tank completely, healing himself and two others by one half of the amount drained. Takes up both Accessory slots, and requires an hour in a lab to equip or unequip, though no roll is needed. There are three modules in the box with the tank...
H Mod: A module with a Hunter insignia. When installed, Subtank gains a second tank for excess MP. When defeated, instantly empties into Felix and grants him one Turn of Invincible status, then becomes inoperable for the rest of the fight. Def, SDef, and Spd +5, always.
M Mod: A module with a Maverick insignia. When installed, Subtank improves. When defeated, retains 1 HP and instantly fills Felix' Act to full for every 20 points in the tank, and siphons the rest into MP. Grants one turn of Invincible and Berzerk Status, then becomes inoperable for the rest of the fight. Pwr, SPwr, and Acc +5, always.
F Mod: A module with a Felix insignia(??). When installed, Subtank energy can be siphoned directly into Life Bullet. Subtank Shots can be changed to the element of a currently equipped armor. When Felix is below 10% HP, removes the limiter on how much HP can be siphoned into a Life Bullet. Max HP +20, Spd & Acc +10, always.
Felix'.
Wave Harpoon: +14 PIERCING damage. Can be focused on with 1/2 Act to convert it into a Trident with three instances of +6 PIERCING damage. When underwater, weapon's power is increased by +6 in either form and the weapon can be Thrown without proficiency (provided the target is under the same water). If this throw misses, the attacked enemy must succeed a second dodge roll or suffer the weapon's damage. Half of weapon power can be added to any Water attack by expending 5 MP to convert the weapon into water. Swim level +1. Can be converted into water for easy storage, and this will happen instantly if it leaves Eve's possession for too long.
Harpoon Flask: A strange flask with a spear motif, containing mysterious water. If the flask is open and the Wave Harpoon is in water form, it will instantly move to this flask via the shortest path, even over great distances or through the air. When poured out into Eve's hand, the harpoon will instantly become solid. The flask takes up Eve's Belt slot.
Eve's.
Soul Amp Necklace: A comfortable necklace adorned with three handsome sapphires, each etched deeply with a familiar rune and constantly emenating a noxious, but harmless, miasma. It boasts a dark power akin to Raziel's. When he devours a soul, the necklace takes an insignificant amount of it, holding it in one of the three sapphires and causing it to slowly grow and strengthen by dark unknown processes. Once three souls are in the necklace, they will fuse into a single handsome gem after the battle, which will contain within it any abilities that were in common among the three souls. Placed inside appropriate equipment, they will grant abilities of that kind to raziel. If no abilities were common among the three, a random one will be chosen. Only one ability gem can be in an equipment at any given time. This necklace will not kick in if the Soul Reaver had even a single hit worth of the target's soul.
Raziel's.
Engagement Rings: Has the same effects as the Heart Pendents Blitz and Hoto already have, plus some.
Blitz'.
Kitsune Claws: A pair of extravegant claw weapons, fit specially to make a human hand appear to be a large fox paw set with long, sharp claws. Made of finest velvet, silk, and leather studded with gems, gold and platinum, the ivory claws are quick and light weapons. Each is capable of dealing +10 CUTTING damage. This weapon is keyed to Fenn, functioning as a Soul Medium, and also increasing his power; Steal Chance on attacks is increased by 10%, Back Attack chance on Fox Raid is increased by 5%, and Unbreakable Dodge bonus is increased to +10 after a successful Steal.
Yoh's.
Drive Shoes: A pair of shoes the size of continents custom fit for Sora's feet, with a design that has a slimming effect so he doesn't look like Ronald McDonald. They change to match whatever outfit Sora is wearing at the time, including drive form outfits. Doubles the levels of all of Sora's movement related skill levels when determining moves known by the Drive. Also doubles any movement related skills that are inherant to the form. The style of the shoes also changes to match the environment, granting +2 to the level of whatever move skill is inherent to that location (Climbing in mountains, Swimming in water, Running in fields, Jumping in pits of spikes with pillars that must be hopped acrost to survive, ect). This bonus cannot put Sora beyond the 4 limit for movement skill levels.
Sora's.
Succufly: A beautiful pendant of a butterfly that nevertheless has an aura of malice. Half of the HP that Hoto drains instead goes to this butterfly, which can preform certain actions by spending enough of them and 1 Act. Can hold a maximum of 20 points. All moves have an effective base stat of 30.
Butterfly Strike - Zooms through a target with bladed wings. +1 CUTTING damage for every point spent. Strikes at -any- range.
Butterfly Blast - Blasts a target with elemental power from spots on the wings, +1 damage of any element of a spell Hoto knows for every point spent.
Butterfly Guard - Grants +1/+1 armor and +1 buckler bonus for every 4 points spent. Lasts 3 turns.
Butterfly Wall - Creates a wall around Hoto which has 1 HP for every point spent. Overflow of the damage that breaks it is negated.
Butterfly Cure - Heals Hoto by 2 for every point spent. POISON type.
Butterfly Boost - Boosts any of Hoto's stats by 1 for every point spent. Lasts 3 turns.
Hotohemai's.
Falcon Arms: Powerful cybernetic armor that can only be worn by a bird. Grants the following bonuses.
+5 to all stats, +8/+8 armor, +12 Cutting damage wings, +8 Piercing damage beak, and +8 Bludgeoning damage for tackles. 10 MP can be spent to double Fly level for the next action. In the beak is a special cannon that can be used to charge Kir Royal for up to three turns, increasing damage and cost by +4 every turn. Allows a special attack that can only be done after taking a Fly action and increases the damage of the wings by number of Units he flew before delivering it, OR strikes one enemy for every level.
Jing's.
Unnamed Horse: A beautiful stallion, looking to be a crossbreed between an Arabian Stallion and a Clydesdale. It is highly intelligent for a horse and very well trained, understanding a variety of commands and proficient in carrying a rider as well as wearing armor.
Level 18 (can gain EXP, but only if level is below Ephraim's. EXP is set to 0 if level is equal to Ephraim's.)
HP: 150 MP: 35 Act: 6
Pwr: 50 SPwr: 20 SPwrII: 25
Def: 40 SDef: 20
Acc: 20 Spd: 50
Level 4 Run, Level 4 Carry Rider (Act normally while carrying a rider), Level 4 Ignore Weight (Act normally while carrying weight), Level 2 Jump
Stomp: Takes one turn to set up and will be finished on the next, dealing double Power damage and two counts of Hoof damage. Horse is very vulnerable to attack during 'charge' time.
Trample: Attempts to walk all over the target. If they are standing, it deals normal damage with no bonus, but has a 10% Knockdown chance. If they are already knocked down, this move instead deals 4 counts of Hoof damage
with one Power stat behind it.
Hooves: +8 BLUDGEONING damage. When attacking enemy behind, Acc is halved, but has a 20% Knock Back chance.
Teeth: +8 CUTTING damage. 10% chance of latching on to an enemy, and Bite actions taken afterward instead deal +16 BLUDGEONING damage.
Mythril Barding: +10/+10. 3 Weight. Very hard, protective armor custom fit to a horse.
Ephraim's.
Winged Hammer: A large hammer with wings on the head O.o. Despite it's appearance, it is surprisingly light. +14 BLUDGEONING damage. One handed. When held two handed, it has +10 Accuracy and grants level 1 Glide. 10% chance of a powerful gust of wind dealing +6 WIND damage and blowing from the head and delivering Knockback, Knockdown, or Knockup, depending on how Luigi is swinging it. If Knockup or Knockback is dealt with this hammer, it's wings flare up and drag Luigi after the target, putting him instantly in place for a follow up attack if he chooses.
Luigi's.
Graviton: A massive double handed sword, forged of pitch black steel with a sharp, futuristic design. The handguard is not actually attached, but stays basically in orbit around the meeting of the handle and the blade. +20 CUTTING. Marco can choose to fly 1 Unit in the direction he swings the weapon by expending 8 MP, and if he comes down on someone with it from the air, it will deal and additional +20 GRAVITY damage. If he comes up at someone with it from below, there is a 20% Knock Up chance.
Marco's.
Valkyrie's Wings: A pair of golden rods on a brace fit to Teresa, so that they extend from her shoulders. Normally they do nothing, but if Teresa expends 5 MP (Act free), they flare to life for a number of turns equal to her SPwrII Bonus. While flared, Teresa has 1 level of Fly for every LIGHT spell she knows(maximum 4), and she gains a Buckler Bonus equal to 5+her SPwrII Bonus. Effective SPwr and SPwrII when using LIGHT type spells is increased by 10, and further increased by 5 for every Unit of distance Teresa is in the air. Accessory.
Teresa's.
Training Clothes: Extremely sturdy and comfortable clothing of green spandex. Covers Body, Arms, and Legs slots. Armor can be worn over this equipment, but it's armor effectiveness will be halved. As long as this is equipped, penalties from filling Training Slots will be cut in half (round up). Hour cost is also reduced by 1/4. Both of these effects will be un-done if this armor is un-equipped before Lee's next boss battle is over. +5 Speed, Power, and Acc. Passive traits can be Trained into these clothes by expending normal hours and taking normal penalties, then leaving it on until the next Boss Fight, though it has only 2 slots. These slots can be emptied freely.
Rock Lee's.
Nomad Garb: Heavy clothing like those that desert nomads wear, in a peculiar black and red style. Despite it's bulky appearance, it is extremely cool inside and deceptively easy to move in, specially designed so that most of the space it takes up is insulating air. Can be worn over other armors. +8/+8 Defense, halves damage from Ice, Fire, and Lightning. Up to three units of Sand can be stuck to the garb to boost it's protection; +3/+3 per Unit of sand, maximum 3. If three units are added, the Ice, Fire, and Lightning protection becomes Null, and the outfit gains Half against Water and Earth. The dye can also be drawn out of the robes, knocking it's protection out but bolstering Gaara's personal sand into a black and red sand of some kind, with +16 Bludgeoning/Piercing, +20 Cutting damage, +15 1 HP shield.
Gaara's.
Greater Flute: Normal attacks are +15 WIND, AoE1. Can be charged for up to three turns to add either 5 to the damage or 1 to the AoE per turn. Flute based specials cost 2 less MP, and the flute can be played one handed in a pinch, but only to attack. If both hands are used, the flute is charged for one extra turn, and Tayuya spends 10 MP, the resulting blast has a 50% chance of knocking everyone it strikes in the direction it hit them from.
Tayuya's.
Acuity Brace: Takes up the Arm slots. Unarmed punching attacks gain +10 to Accuracy, and can be charged for up to three turns, gaining +.1 multipliar to Crit Chance for every turn spent. When in Satsui no Hadou, this equipment instead grants a +10 to Power and +5 to damage and Accuracy, and can be charged for up to three turns, gaining +.15 Multipliar to Crit Damage and +.05 multipliar to crit chance for every turn spent.
Ryu's.
Psychoboard: A hoverboard that feeds on mental power to move. At base power, it doesn't eat enough energy to be noticible, and can only move at the same rate as a level 1 Move skill, along the ground. For every level of Telekinetics the rider has, and for every 3 MP spent, the board can move 2 Units along the ground or 1 Unit up or down off of it. Fighting while riding this board requires a special proficiency, and mounting or dismounting costs 1 Act.
Kin's.
Aqua Jumpsuit: A special outfit that is both very light and boasts excellent protection. It covers the Body and Legs slots and is sexy. 3 Units heavy, but if it is the only armor equipped, armor penalty is ignored. +9/+12 protection, increases Run, Jump, Swim, and Fly speed by 1 level and decreases MP cost for maintaining flight by 1.
Mizuki's.
Stocking: A christmas stocking knitted of heavy wool, with a signature red color and cotton floof at the top. Looks inexplicably sexy when worn with certain clothes. When hung up somewhere, it has a chance of randomly filling itself with items every time a mission is completed. 1d5-1 items will generate. To find what items, roll d100 for each. Results can't repeat, so doubles will effectively be duds.
1-50 = Teddy Bear Krispy - A chocolate rice crispy shaped like a teddy bear. Yummy and adorable! 33% HP or MP recovery, chosen upon recieving it.
51-75 = 30 Coins
76-88 = OUI Recharge
89-95 = Candy Cane - A super awesome nummy candy cane. Increases 2 random stats by 10 when eaten, which takes 1 Act and 3 turns.
96-98 = Training Voucher - Recieve training from any good aligned NPC.
99 =
100 = + Reroll (extra item)
As a secondary effect, this stocking can be prayed to, and will become any item that it is asked to, no matter how fantastic or specific. This effect must be activated before the primary effect ever does, or it won't work.
Anyone who didn't give me a wish gets one of these.
Daedalus'.
Bishounen Scarf: An incredibly attractive scarf that amplifies physical appeal. Grants a +10 Buckler bonus to attacks from enemies who are attracted to males, as well as an automatic 20% Charm chance after the attack (whether it hits or not), and a 20% Stun chance when attacking them. These traits are doubled when a Heroism effect is being calculated, by the power of coolness.
Li's.
Chromodachi: A graceful katana made of shimmering metal that mimics Kally's scales when wielded. It boasts a beautiful inlaid handle, long and made of polished, laquered ivory, with a Yoshi tongue carved in that wraps around and around from the small round crosspeice to the pommel. Nothing special normally, it reacts to the power of Yoshi's, in Kally's case, her elemental powers. +12 CUTTING. Gains +2 for every level of elemental resistance Kally builds up. For every turn of charging, the effects of Elemental Adept on the katana are increased by one third, with a maximum of 3 turns. By stabbing the sword into an elemental egg of the same type she currently is, she can instead choose to use this charge to place half the damage of the egg in the sword. Either way, this charge lasts for the next ability used and takes no Act.
Kally's.
Lollipop Machine: A machine that dispenses a Hyper Candy when 40 Coins are placed in it. There is already one sitting in the slot, with a bow around the stick.
Hyper Candy: Puts the eater in Hyper mode! They are Invincible for a number of actions or turns equal to their SPwrII Bonus, and anything they touch will take damage as if by a spell they had cast (SPwr base, SPwr Bonus spell damage), and unless they are bosses, will be Stunned.
Kirby's.
Runic Lexicon: A massive, official looking book bound in thick black leather that looks somewhat aged, though the high quality velluum inside looks brand new. It has 80 pages, all but 10 of which are blank. Can be used in Spellcraft. Runes copied into this book will instantly go to an apparantly pre-ordained page, and once identified and named in the runic tongue, all relevant information on them will be filled in automatically. Runes in this book can be kept nice and safe, and the paper is much easier to copy them to and from than normal paper, as well as enchanted to give off the same energy as the rune on it, making it easier to identify as well.
Contains the following runes;
Common Name Translation Part of Speech, MP
Rune A Fire Adjective, 2
Rune B Ice Adjective, 2
Rune E Lightning Adjective, 2
Rune G Poison Adjective, 2
Rune Q Cause Verb, 4
Rune R Cure Verb, 4
Rune S Damage Noun, 5
Rune T Prevent Verb, 6
Rune V10 Increase Ten Number, *1.2
Rune W10 Increase Ten Number, *1.2
Mewtri's.
Third Eye Ray: A bleeding edge ray gun with good stopping power, top of the line distribution of it's considerably neglible weight, and virtually no kick, making it extremely easy to handle even for a beginner. Compounding this, the grip and trigger seem to be custom built for Edward's hand. Even the feeding mechanism seems tailored to the minute details in the way he moves. On top of the gun is a mechanism resembling the chamber of a revolver, only instead of 6 bullets, it holds 3 different kinds of aiming sight. The sight can be changed using half an Act, and it's benefits are constant once it is selected. 7 AP, 12 Damage, 3 shots per round, 4 shot clip.
Laser Sight: A fine tuned laser sight that allows the wielder to visualize the path the bullet will take. Allows the user to 'shoot from the hip' quickly, halving Accuracy for the attack but adding that loss to Speed for priority. When this feature isn't used, it instead allows the wielder to focus his aim for one Turn in order to double crit chance. This also grants an Unbreakable Crit chance even if they Defend.
Optical Sight: A high preformance lens with a zoom function. Preforms as a +10 Antibuckler, and Full Aim action allows the gunner to fire on targets that would normally be out of range.
?? Sight: A scope that can't be seen through, as it seems to be a solid peice of stone with a gem inset in both sides, both depicting a freaky looking eye. The instruction manuel says that it grants an SPwr Bonus% chance of halving the opponents SDef when they defend (only for the shots damage calc), and forcing a second dodge attempt if they succeed the first one when they dodge, though only the weapon damage is dealt when this happens. But...How?
Edward's.
Cat Paws: Unbearably comfortable shoes with every possible comfort related precaution taken, orthopedic gel insoles, silk lining, the works. They are custom fit to Nanami's feet, and she can barely tell she's wearing them when she does, fastened with a space age velcro that only adheres to itself. They also have pumps in the tongue for when you need some air! Grants +1 to Run and Jump level of the wearer. By pumping the tongue (which costs no act, but requires a Turn of concentration) up to three times, this bonus can be increased by one for every turn spent. By pumping the tongue and concentrating on her cat side, and by expending 5 MP per turn, Nanami can instead become more catlike with every pump, granting her a +5 to the relevant stat for Sneaking, Hearing, and Balance rolls for every turn spent.
Nanami's.
Magicite Belt: A handsome belt fit for a king, studded with a magicite-like crystal. Three of these crystals exist. Summon Monsters can place attacks they know in the belt, allowing the wearer a single use of them before the energy fades away. Whether or not they -will- is up to them...
Ifrit's.
Red Lotus Saber: A superlative sword made of energy that resembles a roaring flame, though it isn't. It has the peculiar, questionably helpful trait of sucking all the power from the wielder's various other equipments and siphoning it into sheer attack power. +0 Cutting damage. All physical armor bonuses, Buckler Bonuses, and damage reductions from equipment are set to zero, and their sum before this drain is added to the weapon's Cutting damage. All stat bonuses from equipment are set to zero, and their sum before this drain is added to the wielder's Power stat. For 25 MP, the wielder can use 'Heat Haze' up to twice, adding a second and third occurance of weapon damage to all hits of the next attack made that is equal to the wielder's Special Armor total.
Spyke's.
Prototype Subtank: A prototype of a new type of subtank being developed by joint effort between the greatest processing Reploids alive, boasting many features of previous tanks. The tank holds as much HP as the max of the one it is equipped to. Any time the equipper is healed by an amount greater than the damage they have taken, the excess goes into the tank. If the equipper Rests to recover, the recovery amount is also added to the tank. For 1 Act, Felix can heal to max and take the amount healed by from the tank. He can also choose to empty the tank completely, healing himself and two others by one half of the amount drained. Takes up both Accessory slots, and requires an hour in a lab to equip or unequip, though no roll is needed. There are three modules in the box with the tank...
H Mod: A module with a Hunter insignia. When installed, Subtank gains a second tank for excess MP. When defeated, instantly empties into Felix and grants him one Turn of Invincible status, then becomes inoperable for the rest of the fight. Def, SDef, and Spd +5, always.
M Mod: A module with a Maverick insignia. When installed, Subtank improves. When defeated, retains 1 HP and instantly fills Felix' Act to full for every 20 points in the tank, and siphons the rest into MP. Grants one turn of Invincible and Berzerk Status, then becomes inoperable for the rest of the fight. Pwr, SPwr, and Acc +5, always.
F Mod: A module with a Felix insignia(??). When installed, Subtank energy can be siphoned directly into Life Bullet. Subtank Shots can be changed to the element of a currently equipped armor. When Felix is below 10% HP, removes the limiter on how much HP can be siphoned into a Life Bullet. Max HP +20, Spd & Acc +10, always.
Felix'.
Wave Harpoon: +14 PIERCING damage. Can be focused on with 1/2 Act to convert it into a Trident with three instances of +6 PIERCING damage. When underwater, weapon's power is increased by +6 in either form and the weapon can be Thrown without proficiency (provided the target is under the same water). If this throw misses, the attacked enemy must succeed a second dodge roll or suffer the weapon's damage. Half of weapon power can be added to any Water attack by expending 5 MP to convert the weapon into water. Swim level +1. Can be converted into water for easy storage, and this will happen instantly if it leaves Eve's possession for too long.
Harpoon Flask: A strange flask with a spear motif, containing mysterious water. If the flask is open and the Wave Harpoon is in water form, it will instantly move to this flask via the shortest path, even over great distances or through the air. When poured out into Eve's hand, the harpoon will instantly become solid. The flask takes up Eve's Belt slot.
Eve's.
Soul Amp Necklace: A comfortable necklace adorned with three handsome sapphires, each etched deeply with a familiar rune and constantly emenating a noxious, but harmless, miasma. It boasts a dark power akin to Raziel's. When he devours a soul, the necklace takes an insignificant amount of it, holding it in one of the three sapphires and causing it to slowly grow and strengthen by dark unknown processes. Once three souls are in the necklace, they will fuse into a single handsome gem after the battle, which will contain within it any abilities that were in common among the three souls. Placed inside appropriate equipment, they will grant abilities of that kind to raziel. If no abilities were common among the three, a random one will be chosen. Only one ability gem can be in an equipment at any given time. This necklace will not kick in if the Soul Reaver had even a single hit worth of the target's soul.
Raziel's.
Engagement Rings: Has the same effects as the Heart Pendents Blitz and Hoto already have, plus some.
Blitz'.
Kitsune Claws: A pair of extravegant claw weapons, fit specially to make a human hand appear to be a large fox paw set with long, sharp claws. Made of finest velvet, silk, and leather studded with gems, gold and platinum, the ivory claws are quick and light weapons. Each is capable of dealing +10 CUTTING damage. This weapon is keyed to Fenn, functioning as a Soul Medium, and also increasing his power; Steal Chance on attacks is increased by 10%, Back Attack chance on Fox Raid is increased by 5%, and Unbreakable Dodge bonus is increased to +10 after a successful Steal.
Yoh's.
Drive Shoes: A pair of shoes the size of continents custom fit for Sora's feet, with a design that has a slimming effect so he doesn't look like Ronald McDonald. They change to match whatever outfit Sora is wearing at the time, including drive form outfits. Doubles the levels of all of Sora's movement related skill levels when determining moves known by the Drive. Also doubles any movement related skills that are inherant to the form. The style of the shoes also changes to match the environment, granting +2 to the level of whatever move skill is inherent to that location (Climbing in mountains, Swimming in water, Running in fields, Jumping in pits of spikes with pillars that must be hopped acrost to survive, ect). This bonus cannot put Sora beyond the 4 limit for movement skill levels.
Sora's.
Succufly: A beautiful pendant of a butterfly that nevertheless has an aura of malice. Half of the HP that Hoto drains instead goes to this butterfly, which can preform certain actions by spending enough of them and 1 Act. Can hold a maximum of 20 points. All moves have an effective base stat of 30.
Butterfly Strike - Zooms through a target with bladed wings. +1 CUTTING damage for every point spent. Strikes at -any- range.
Butterfly Blast - Blasts a target with elemental power from spots on the wings, +1 damage of any element of a spell Hoto knows for every point spent.
Butterfly Guard - Grants +1/+1 armor and +1 buckler bonus for every 4 points spent. Lasts 3 turns.
Butterfly Wall - Creates a wall around Hoto which has 1 HP for every point spent. Overflow of the damage that breaks it is negated.
Butterfly Cure - Heals Hoto by 2 for every point spent. POISON type.
Butterfly Boost - Boosts any of Hoto's stats by 1 for every point spent. Lasts 3 turns.
Hotohemai's.
Falcon Arms: Powerful cybernetic armor that can only be worn by a bird. Grants the following bonuses.
+5 to all stats, +8/+8 armor, +12 Cutting damage wings, +8 Piercing damage beak, and +8 Bludgeoning damage for tackles. 10 MP can be spent to double Fly level for the next action. In the beak is a special cannon that can be used to charge Kir Royal for up to three turns, increasing damage and cost by +4 every turn. Allows a special attack that can only be done after taking a Fly action and increases the damage of the wings by number of Units he flew before delivering it, OR strikes one enemy for every level.
Jing's.
Unnamed Horse: A beautiful stallion, looking to be a crossbreed between an Arabian Stallion and a Clydesdale. It is highly intelligent for a horse and very well trained, understanding a variety of commands and proficient in carrying a rider as well as wearing armor.
Level 18 (can gain EXP, but only if level is below Ephraim's. EXP is set to 0 if level is equal to Ephraim's.)
HP: 150 MP: 35 Act: 6
Pwr: 50 SPwr: 20 SPwrII: 25
Def: 40 SDef: 20
Acc: 20 Spd: 50
Level 4 Run, Level 4 Carry Rider (Act normally while carrying a rider), Level 4 Ignore Weight (Act normally while carrying weight), Level 2 Jump
Stomp: Takes one turn to set up and will be finished on the next, dealing double Power damage and two counts of Hoof damage. Horse is very vulnerable to attack during 'charge' time.
Trample: Attempts to walk all over the target. If they are standing, it deals normal damage with no bonus, but has a 10% Knockdown chance. If they are already knocked down, this move instead deals 4 counts of Hoof damage
with one Power stat behind it.
Hooves: +8 BLUDGEONING damage. When attacking enemy behind, Acc is halved, but has a 20% Knock Back chance.
Teeth: +8 CUTTING damage. 10% chance of latching on to an enemy, and Bite actions taken afterward instead deal +16 BLUDGEONING damage.
Mythril Barding: +10/+10. 3 Weight. Very hard, protective armor custom fit to a horse.
Ephraim's.
Winged Hammer: A large hammer with wings on the head O.o. Despite it's appearance, it is surprisingly light. +14 BLUDGEONING damage. One handed. When held two handed, it has +10 Accuracy and grants level 1 Glide. 10% chance of a powerful gust of wind dealing +6 WIND damage and blowing from the head and delivering Knockback, Knockdown, or Knockup, depending on how Luigi is swinging it. If Knockup or Knockback is dealt with this hammer, it's wings flare up and drag Luigi after the target, putting him instantly in place for a follow up attack if he chooses.
Luigi's.
Graviton: A massive double handed sword, forged of pitch black steel with a sharp, futuristic design. The handguard is not actually attached, but stays basically in orbit around the meeting of the handle and the blade. +20 CUTTING. Marco can choose to fly 1 Unit in the direction he swings the weapon by expending 8 MP, and if he comes down on someone with it from the air, it will deal and additional +20 GRAVITY damage. If he comes up at someone with it from below, there is a 20% Knock Up chance.
Marco's.
Valkyrie's Wings: A pair of golden rods on a brace fit to Teresa, so that they extend from her shoulders. Normally they do nothing, but if Teresa expends 5 MP (Act free), they flare to life for a number of turns equal to her SPwrII Bonus. While flared, Teresa has 1 level of Fly for every LIGHT spell she knows(maximum 4), and she gains a Buckler Bonus equal to 5+her SPwrII Bonus. Effective SPwr and SPwrII when using LIGHT type spells is increased by 10, and further increased by 5 for every Unit of distance Teresa is in the air. Accessory.
Teresa's.
Training Clothes: Extremely sturdy and comfortable clothing of green spandex. Covers Body, Arms, and Legs slots. Armor can be worn over this equipment, but it's armor effectiveness will be halved. As long as this is equipped, penalties from filling Training Slots will be cut in half (round up). Hour cost is also reduced by 1/4. Both of these effects will be un-done if this armor is un-equipped before Lee's next boss battle is over. +5 Speed, Power, and Acc. Passive traits can be Trained into these clothes by expending normal hours and taking normal penalties, then leaving it on until the next Boss Fight, though it has only 2 slots. These slots can be emptied freely.
Rock Lee's.
Nomad Garb: Heavy clothing like those that desert nomads wear, in a peculiar black and red style. Despite it's bulky appearance, it is extremely cool inside and deceptively easy to move in, specially designed so that most of the space it takes up is insulating air. Can be worn over other armors. +8/+8 Defense, halves damage from Ice, Fire, and Lightning. Up to three units of Sand can be stuck to the garb to boost it's protection; +3/+3 per Unit of sand, maximum 3. If three units are added, the Ice, Fire, and Lightning protection becomes Null, and the outfit gains Half against Water and Earth. The dye can also be drawn out of the robes, knocking it's protection out but bolstering Gaara's personal sand into a black and red sand of some kind, with +16 Bludgeoning/Piercing, +20 Cutting damage, +15 1 HP shield.
Gaara's.
Greater Flute: Normal attacks are +15 WIND, AoE1. Can be charged for up to three turns to add either 5 to the damage or 1 to the AoE per turn. Flute based specials cost 2 less MP, and the flute can be played one handed in a pinch, but only to attack. If both hands are used, the flute is charged for one extra turn, and Tayuya spends 10 MP, the resulting blast has a 50% chance of knocking everyone it strikes in the direction it hit them from.
Tayuya's.
Acuity Brace: Takes up the Arm slots. Unarmed punching attacks gain +10 to Accuracy, and can be charged for up to three turns, gaining +.1 multipliar to Crit Chance for every turn spent. When in Satsui no Hadou, this equipment instead grants a +10 to Power and +5 to damage and Accuracy, and can be charged for up to three turns, gaining +.15 Multipliar to Crit Damage and +.05 multipliar to crit chance for every turn spent.
Ryu's.
Psychoboard: A hoverboard that feeds on mental power to move. At base power, it doesn't eat enough energy to be noticible, and can only move at the same rate as a level 1 Move skill, along the ground. For every level of Telekinetics the rider has, and for every 3 MP spent, the board can move 2 Units along the ground or 1 Unit up or down off of it. Fighting while riding this board requires a special proficiency, and mounting or dismounting costs 1 Act.
Kin's.
Aqua Jumpsuit: A special outfit that is both very light and boasts excellent protection. It covers the Body and Legs slots and is sexy. 3 Units heavy, but if it is the only armor equipped, armor penalty is ignored. +9/+12 protection, increases Run, Jump, Swim, and Fly speed by 1 level and decreases MP cost for maintaining flight by 1.
Mizuki's.
Stocking: A christmas stocking knitted of heavy wool, with a signature red color and cotton floof at the top. Looks inexplicably sexy when worn with certain clothes. When hung up somewhere, it has a chance of randomly filling itself with items every time a mission is completed. 1d5-1 items will generate. To find what items, roll d100 for each. Results can't repeat, so doubles will effectively be duds.
1-50 = Teddy Bear Krispy - A chocolate rice crispy shaped like a teddy bear. Yummy and adorable! 33% HP or MP recovery, chosen upon recieving it.
51-75 = 30 Coins
76-88 = OUI Recharge
89-95 = Candy Cane - A super awesome nummy candy cane. Increases 2 random stats by 10 when eaten, which takes 1 Act and 3 turns.
96-98 = Training Voucher - Recieve training from any good aligned NPC.
99 =
100 = + Reroll (extra item)
As a secondary effect, this stocking can be prayed to, and will become any item that it is asked to, no matter how fantastic or specific. This effect must be activated before the primary effect ever does, or it won't work.
Anyone who didn't give me a wish gets one of these.