Chinese Horoscope Impossible Weapons Magnus!

By ElricOfMelnibone, in Anima: Beyond Fantasy RPG

As some of you might know, this is the year of the Dragon according to Chinese astrology. Now, there were a few manga/anime/comics/fantasy fighting styles that were not "covered" by the Anima system so far, so I thought: how about making thirteen more Impossible Weapons referring to the Chinese Horoscope? Of course in the setting it's Varja's Horoscope. Names are translitterations of the Chinese terms for the various animals I found on the Internet. As for the thirteen sign being "The Cat", those of you who know the Jade Emperor Horoscopre-related legend should understand it. For those who don't know it, I'll just resume that The Cat should have been an Horoscope Animal but due to a prank played to him by the Mouse, it didn't end up there (yeah, this is the lamest resume possible for a wonderful Chinese legend...I strongly reccomend that you look for it and read more about it...).

VARJA HOROSCOPE IMPOSSIBLE WEAPONS:

SHU (MOUSE): KENDAMA
Requirements: Dexterity10+, Intelligence10+, Attack100+, Sleight of Hand100+.
Base Weapon: None.
Cost: 20 MK: 20
Base Damage: 30. Speed: +20.
Primary: Impact. Secondary: -.
Breakage: -2. Fortitude: 8.
Req. Str.: 4. Presence: 20.
Special: Trap, Spikes, Distance Attack, Improved Feint, Complex.
Complex: Attacks made with a Kendama suffer from the Complex Special Rule.
Damage: While using a kendama as a weapon don’t add the user’s Strength to the Base Damage, but Intelligence.
Distance Attack: Despite being a melee weapon, the kendama can be used to attack opponents up to 6m away from the user.
Improved Feint: A kendama can be used to easily outmaneuver the opponent’s defenses. A character using a kendama in combat gains a bonus of +20 to all Sleight of Hand checks involved in Feint Maneuvers.
Quality: A kendama benefits from Quality bonuses just like any other weapon.
Spikes: The ball of a kendama can be spiked. This increases the Base Damage by 10 points, but reduces the Speed by 10 points as well and the attack type becomes Thrust.
Trap: Being a cord weapon, the kendama can be used for a Trap Maneuver with a strength equivalent to the user’s Intelligence.

SHU MAGISTER
Requirements: Shu, Dexterity11+, Intelligence11+, Attack 200+, Sleight of Hand 200+
Base Weapon: None.
Cost: 30 MK: 30
Choose 2 of the following advantages. May choose to specialize on either either spiked or non-spiked kendamas. If you do, you don’t get any Magister bonus while using the non-chosen kendama type, but may choose 3 of the following advantages for the chosen weapon.
Automatic Feint: The user can make a Feint Manuever in combination with any other special maneuver except for Area Attack.
Channeler: While holding a kendama, the character may add its Quality bonus to any Projection roll he/she makes as well as to the Base Damage of Spells and Psychic Powers projected through it.
Disarming: The kendama gains the Trapping Weapon special rule as well as granting a +3 bonus to opposed checks for disarming opponents.
Knocker: The kendama halves aimed attack penalties for making a knock-out maneuver, as well as granting a +20 Critical bonus for knock-out maneuvers only.
Strengthened Trap: The kendama can now be used to make Trap Maneuver’s without suffering any penalty. Also, add +2 to the user’s Intelligence score for opposed Trap checks when using the kendama for a Trap Maneuver.
Witty Feint: The user can add his Intelligence Bonus to the Sleight of Hand check required for a Feint Maneuver.

NIÙ (OX): GIANT TWO-HANDED WEAPONS
Requirements: Strength11+, Attack 140+, Feats of Strength120+.
Base Weapon: Two-Handed Weapons Module.
Cost: 30 MK: 30
Base Damage: 160. Speed: -80.
Primary: Cut (Variable). Secondary: Impact (Variable).
Breakage: 13. Fortitude: 26.
Req. Str.: 11 Presence: 25.
Special: Action Area, Impact Attack.
Action Area: Each attack made with Niù affects all individuals within 3m of the user in his/her front arc.
Impact Attack: Instead of targeting all opponents within 3m, the user of Niù may choose to inflict an attack dealing an Impact with his Strength value, modified by a Feats of Strength test.

NIÙ MAGISTER
Requirements: Taurus, Strength13+, Attack 200+, Feats of Strength200+.
Base Weapon: As for Niù.
Cost: 30 MK: 30
May choose to specialize on a single two-handed weapon. If you do, you don’t get any Magister Bonus to other two-handed weapons, but may choose 3 of the following advantages for the chosen weapon.
Area Impact: All attacks made by the user now use both the Action Area and Impact Attack rules of Niù.
Destroyer: Niù negates 2 points of AT from its targets and has +10 Breakage.
Faster Use: The Initiative of Niù gains a bonus of +20.
Quaker: The user can smash the ground causing opponents to take a acrobatics check against a difficulty equal to the result scored by the attacker in a Feats of Strength test. Those who fail the test are knocked down to the ground.
Sunderer: The character can make a single attack per turn with doubled Base Damage, but it counts as a complete attack action.
Whirlwind: The character can make a single Area Attack affecting all individuals within 10m of him with a penalty of -20 to his Attack Value, gaining at the same time a bonus of +30 to his/her Defense thanks to the difficulty of getting close to him or getting projectiles past the whirlwind area.

HU (TIGER): DOUBLE ARANCAR
Requirements: Attack 160+, Defense160+, Ambidextrous, Erudition, Dance50+.
Base Weapon: Arancar.
Cost: 40 MK: 40
Base Damage: 60. Speed: -25.
Primary: Cut. Secondary: Impact.
Breakage: 4. Fortitude: 14.
Req. Str.: 9 Presence: 25.
Special: Blade Dance, Combo Attack, Round Attack.
Initiative: The indicated Initiative includes the penalty for wielding two weapons of the same size.
Blade Dance: The dancing blades of Hu form a circle around the user that covers him from all sides, halving defense penalties for attacks coming from flank or rear.
Combo Attack: If the user of Hu hits the opponent with his primary weapon attack, the secondary weapon attack doesn’t suffer the -10 penalty, but instead gains a bonus equal to half the difference between the user’s final Attack and the opponent’s final Defense scored in the previous attack (round down at multiples of 5).
Round Attack: Hu can be used to make Area Attacks suffering only a -20 penalty to the attack roll and can target adversaries all around the user without suffering any flank/rear penalty.

HU MAGISTER
Requirements: Hu, Agility11+, Attack 220+, Defense 220+, Dance200+
Base Weapon: As for Hu.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Absolute Dance: While using Hu the character can ignore Combat Situation Penalties up to 1/5 of his/her Dance value (round down at multiples of 5).
Devastating Combo: The Combo Attack bonus now applies on Base Damage of the second attack as well.
Double Round: The user can make two Area Attacks per turn as a full Attack action, applying the Round Attack rule to both.
Fast Turning: The base Initiative of Hu becomes 0.
Cleave: Hu attacks negate 3 points of the opponents’ AT.
Chain Attacks: Arancars of Hu are considered a Medium sized weapon for calculating the penalty for Additional Attacks.

TÙ (RABBIT): BATTLE GREAVES
Requirements: Agility10+, Attack 120+, Defense120+, Jump50+.
Base Weapon: None.
Cost: 20 MK: 20
Base Damage: 50. Speed: +0.
Primary: Impact. Secondary: Thrust.
Breakage: 3. Fortitude: 11.
Req. Str.: 7 Presence: 25.
Special: Precision, Kick Attacks, Ground Fighting, Flying Kicks.
Quality: Battle Greaves benefit from Quality Bonuses just like other weapons.
Kick Attacks: A Tù user can only attack with his Battle Greaves kicks (his arms or held weapons cannot be used), but is considered as wielding two weapons and can apply all inherent bonuses and penalties (note that Initiative already takes that into account).
Kicking Arts: A Tù user can benefit from Capoeira, Tae Kwon Do, Savate, Takkyeon, martial arts while using the Tù magnus as its base profile.
Ground Fighting: While using Tù, a character ignores all From Ground penalties.
Flying Kicks: If a character using Tù succeeds in a Jump roll of Impossible (280) before making an attack, he gains the Higher Ground bonus to his/her attack.

TÙ MAGISTER
Requirements: Tù, Agility11+, Attack 200+, Defense 200+, Jump200+, Advanced Capoeira, Tae Kwon Do, Savate, or Takkeyon.
Base Weapon: As for Hu.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Air Kick: Before rolling for Initiative the user of Tù Magister can make a Jump check. On a result of Inhuman he gains the Flying Movement 7-14 bonuses. On a result of Zen he gains the Flying Movemnt15 bonuses. These bonuses apply for the whole turn, but cannot be combined with the Flying Kicks bonus.
Complete Arts: Add Fahstiz, Valde Orbis, and Dumah to the Martial Arts which can be used in combination with Tù.
Faith Healer: While imposing his Battle Greaves on the target, the user of Tù doubles the Life Points recovered by it through Ki Healing and Superior Ki Healing, as well as allowing complete recovery of suffered damage.
Roundhouse Kick: The user can forfeit the possibility of making more than one attack or any attack maneuver in order to make a single Attack benefitting from +30Damage and dealing an Impact using the user’s Strength.
Speed Boost: Tù base Initiave becomes the same as unarmed (+20) and the character can apply any Quality Bonus the weapon has to his/her Dodge Ability.
Trapping Greaves: Tù can be used to make and maintain a Trap Maneuver as if the user was unarmed, granting a +1 bonus to opposed characteristics check for each +5Quality bonus the Battle Greaves have.

LÓNG (DRAGON): SEAL CARDS
Requirements: Power10+, Attack100+, Summon100+, Banish100+, Aura Extension.
Base Weapon: None.
Cost: 60 MK: 60
Base Damage: 15. Speed: +20.
Primary: Energy. Secondary: -.
Breakage: 0. Fortitude: 5.
Req. Str.: 2. Presence: 40.
Special: Spiritual Attacks, Elemental Damage, Banisher, Enchanter, Invoker.
Elemental Damage: When dealing damage with Lóng attacks, the user may choose it to be Elemental Damage of any kind.
Spiritual Attacks: Attacks made with Seal Cards add the user’s Power Bonus to the Base Damage and are considered physical, despite using the Energy Attack Type. Indicated Base Damage includes the bonus from Aura Extension. Before making a Lóng attack, the user can spend 3ki points to use either a Banisher, Enchanter, or Invoker Attack.
Banisher Attack: If a Banisher Attack scores at least 10% Damage against a being between worlds, the user can immediately make a penalty free Banish roll against it. If the being in question is an Undead, it cannot be banished, but must take a PhR check against the Final Banish score obtained by the user and suffer Damage equal to the failure level.
Enchanter Attack: Before making an Enchanter Attack , the user must choose anyone effect from the Supernatural State Technique Effect with a MK cost up to 5. Opponents that suffer at least 10% Damage from an Enchanter Attack must take an immediate PhR check against a difficulty equal to double the user’s Presence plus his/her Power Bonus or suffer the chosen effect.
Invoker Attack: Before making an Invoker Attack, the user must choose anyone Invocation with an Attack Value he’s already sealed a Pact for. If the Invoker Attack deals at least 10% Damage, the user can immediately make a penalty free Summoning roll to make the chosen Invocation that will immediately target the same opponent damaged by the Invoker Attack.
Quality: Seal Cards benefits from Quality bonuses just like any other weapon, but only magic artifacts can be Quality Seal Cards.

LÓNG MAGISTER
Requirements: Lóng, Power11+, Attack200+, Summon200+, Banish200+
Base Weapon: None.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Deck Attack: Can make an Area Attack affecting all opponents within 10m with a -20 Attack Penalty.
Elemental Overflow: When calculating the Special Effects of Cold, Fire, and Electricity Elemental Attacks dealt with Lóng, triple the Damage dealt. Note that this effect does not actually triple the suffered Damage. Also Elemental Attacks made with Lóng do triple damage, instead of double, to creatures with Elemental vulnerability.
Expanded Effects: While making an Enchanter attack, the user can choose to lower the PhR check difficulty by 10, but use effects with a cost of 10MK or lower the PhR check difficulty by 20, but use effects with a cost of 15MK.
Fulcrum: The user gains a bonus of +10 to his Summon rolls for Invocations and to his Banish rolls, plus an additional +10 for every +5Quality Bonus of his/her Seal Cards.
Soul Piercer: The PhR check difficulty of Enchanter Attacks is increased by +10, plus an additional +5 for each +5 Quality Bonus the used Seal Cards have.
Fast Drawing: The penalty for additional attacks is reduced to -10 per additional attack.

SHÉ (SNAKE): POISON RINGS
Requirements: Attack140+, Poison50+, Aura Extension.
Base Weapon: Unarmed Fighting.
Cost: 10 MK: 10
Base Damage: 15. Speed: +20.
Primary: Thrust. Secondary: -.
Breakage: -4. Fortitude: 2/18.
Req. Str.: 1. Presence: 15.
Special: Precision, Apparently Unarmed, Actual Fortitude, Poison Reserve, Soul Poison.
Damage: Listed Base Damage includes the bonus from Aura Exension.
Actual Fortitude: Shés aren’t usually recognized as weapons and the user is seen attacking unarmed, hence they are considered as having a high Fortitude in respect to the fact that most opponents don’t parry against them, and even if they know, aiming at the ring in order to break it is very difficult. Should the character using Shé use for any reason the Ring to stop an attack or should the ring become the specific target of an attack, it has an actual Fortitude of 2.
Apparently Unarmed: A user of Shé is usually disguised as someone fighting bare handed. A character can use any Martial Art while wearing the Shé rings, but while making Shé attacks he/she gains no bonuses from Martial Arts. If the poison ring is used on a completely unprepared target (with a caress or a handshake, for example), it will have to pass a Notice check against a difficulty of Impossible (280) to try and defend himself against it.
Poison Reserve: She rings usually have a reserve of poison sufficing for five attacks per ring. Characters using Shé never use more than a ring per hand, due to risks of wearing more, but if you choose you can use more. Each additional ring per hand adds +1% to the fumble percentage of attacks. On a fumble during a Shé or unarmed attack, the user must immediately take the VR check for the used poison.
Soul Poison: Whenever a character using Shé manages to deal 10% Damage to an opponent, the Poison present inside the ring (which must have been prepared previously as normal) enters into contact with the victim, forcing a VR check. The Shé user can spend 3ki points to increase the VR check difficulty by +20.
Quality: Poison Rings benefit from Quality bonuses just like any other weapon, but they can never achieve a quality bonus higher than +15.

SHÉ MAGISTER
Requirements: Shé, Dexterity11+, Attack 200+, Poison200+.
Base Weapon: As for Shé.
Cost: 30 MK: 30
Choose 2 of the following advantages. May choose to specialize on a single poison. If you do, you don’t get any Magister Bonus if using other poisons, but may choose 3 of the following advantages for the chosen poison.
Combined Arts: Shé can gain any bonus described under the Bonus section of Martial Arts, although it still doesn’t apply their Base Damage nor any of their special rules.
Instant Poisoning: Poisons administered through Shé Magister automatically gain the Instantaneous Effect ability.
Lethal Poison: The VR check bonus conferred to Shé attacks by Soul Poison is incremented to +30.
Passive Transmission: The character only spends 1ki point to use Soul Poison bonus to VR checks difficulty.
Perfectly Disguised Movements: An unaware target of Shé requires scoring a result of Inhuman (320) on a Notice in order to be able to defend himself.
Thin Needles: Shé attacks from this character completely ignore Soft Armors and halve the AT of Hard Armors.

MA (HORSE): BLADE SHIELD
Requirements: Attack 120+, Defense120+.
Base Weapon: Medium Shield.
Cost: 20 MK: 20
Base Damage: 40. Speed: -20.
Primary: Cut. Secondary: Impact.
Breakage: 3. Fortitude: 16.
Req. Str.: 7 Presence: 25.
Special: Medium Shield, Thrown, Arched Throw, Stop the Attack.
Medium Shield: Ma can be normally used as a Medium Shield, granting a +10Dodge/+20Block bonus to the user, as well as Shield bonus for blocking thrown and shot projectiles.
Thrown: As a complete Attack Action, Ma can be thrown in an arch affecting 5-6 individuals within a 20m radius area and returning to the user. The user mast pass a Sleight of Hand check with a difficulty of Absurd to be able to get it back correctly. A character throwing his Blade Shield won’t be able to use it for attacking in melee or defending with it in the same turn.
Arched Throw: This attack follows the same rules as the previous, but can affect all chosen enemies within 20m of the user in his front arc and gives a -50Attack Penalty.
Stop The Attack: Whenever a target of a Distance Attack made with Ma manages to Block it, there’s a chance that he/she stops its trajectory. The blocking character makes an opposed Strength check with the user of Ma, and if successful the Ma returns to the hands of the user. If the blocking character wins the opposed check by 4 or more points, the Ma doesn’t return to its user but falls immediately to the ground.

MA MAGISTER
Requirements: Ma, Dexterity11+, Attack 200+, Defense 200+, Sleight of Hand200+.
Base Weapon: As for Ma.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Defense Master: The Defense bonus conferred by Ma becomes that of a Full Shield and it grants an extra penalty free defense per turn.
Master Thrower: The user of Ma halves the penalty for the Arched Throw Attack.
Defensive Throw: The user of Ma can make a Cover for Others maneuver out of Initiative to protect anyone within 20m of him and halving the Defense penalty. It’s still considered an Active Action, though.
Power Bash: The user of Bash no longer suffers the Secondary Attack Type penalty to use Impact attacks. Both in melee or when thrown, while using the Impact Attack Type, the user of Ma can target a single opponent to deal him an Impact with a Strength equal to the user’s Dexterity.
Unexpected Trajectory: Targets of a thrown Ma attack, must pass a Notice check against a difficulty equal to the result obtained by the Ma user on a Sleight of Hand check. If they fail the check by less than 50 points, they suffer the Flank penalty to their Defense Roll, if the fail the check by more than 50 points, they suffer the Rear penalty to their Defense Roll.
Unrelenting Trajectory: The character gains a +4 bonus to the opposed check, whenever his thrown Ma is Blocked by an opponent.

YÁNG (GOAT): TRICK ARROWS
Requirements: Attack 150+, Aura Extension.
Base Weapon: Projectile Module.
Cost: 30 MK: 30
Base Damage: 50. Speed: Variable.
Primary: Thrust. Secondary: -.
Breakage: 4. Fortitude: 1.
Req. Str.: - Presence: 20.
Special: Shot, Tricks, Disruptor Arrow, Elemental Arrow, Explosive Arrow, Glue Arrow, Reflecting Arrow, Stunning Arrow.
Damage: Indicated Damage includes the bonus from Aura Extension.
Shot: Yáng must be used with either a Bow or a Crossbow weapon since it only affects its munitions, turning them into trick arrows. As such its Speed varies, depending on the chosen weapon.
Tricks: Whenever a Yáng user shots an arrow, he/she can spend 2ki points to turn it into a Trick Arrow, granting it one of the following characteristics.
Disruptor Arrow: Targets damaged by a Disruptor Arrow must pass a PhR check against a difficulty of 120 or become unable to use any Supernatural Ability for a number of minutes equal to their failure level.
Elemental Arrow: An Elemental Arrow inflicts Elemental Damage of any chosen type.
Explosive Arrow: An Explosive Arrow has +20Base Damage and an Area of Effect with 5m radius.
Glue Arrow: A Glue Arrow causes no damage. If the target of a Glue Arrow loses the combat by 10 points (ignoring Armor), he/she suffers from Minor Paralysis. If the target looses by 100 points or more, he/she suffers from Partial Paralysis. If the target looses by 150 points or more, he/she suffers from Total Paralysis.
Reflecting Arrow: A Reflecting Arrow can contrast Spells, using the Spell Clashing rules.
Stunning Arrow: When using a Stunning Arrow, it makes an Impact attack type that halves the dealt Damage but applies full damage for calculating if the attack deals a critical and the Critical Level. The whole body of the target is considered as a vulnerable point. In case a Critical is scored, add +20 to the Critical Level and treat it as a Knock-Out Critical.
Quality: Yáng is affected from quality as normal, although it only gains the bonus that projectiles gain to it. Other quality bonuses depend on the used weapon.

YÁNG MAGISTER
Requirements: Yáng, Perception11+, Attack 200+.
Base Weapon: As for Yáng.
Cost: 30 MK: 30
Choose 2 of the following advantages. May choose to specialize on a single Bow or Crossbow. If you do, you don’t get any Magister Bonus if using other bows/crossbows, but may choose 3 of the following advantages for the chosen projectile weapon.
Improved Disruption: Double damage inflicted to Supernatural Shields by Disruptor Arrows. The PhR check difficulty caused by Disruptor Arrows is increased by +10 for each 10 points of Dealt Damage.
Elemental Overflow: When calculating the Special Effects of Cold, Fire, and Electricity Elemental Attacks dealt with an Elemental Arrow, triple the Damage dealt. Note that this effect does not actually triple the suffered Damage. Also Elemental Attacks made with Elemental Arrows do triple damage, instead of double, to creatures with Elemental vulnerability.
Overburst: Area of effect of Explosive Arrows is increased to 10m and Base Damage is increased by +20.
Spider Cobweb: Targets of Glue Arrow suffer from Partial Paralysis if they lose combat by 50 or more points and from Total Paralysis if they lose combat by 100 or more points.
Total Rebound: When using a Reflecting Arrow for a Spell Clash, add +50 to the roll.
Umber Slumber: When using a Stunning Arrow, double inflicted Damage for calculating the Critical Level, before applying the +20Critical Level bonus.

HÓU (MONKEY): ELONGATING STAFF
Requirements: Strength10+, Attack 150+, Increased Reach.
Base Weapon: Quarterstaff.
Cost: 30 MK: 30
Base Damage: 40. Speed: +10.
Primary: Impact. Secondary: -.
Breakage: 2. Fortitude: 13.
Req. Str.: 10 Presence: 30.
Special: Two-Handed, Prolong, Area Attack, Projectile Deviation.
Damage: Indicated Damage includes the bonus from Aura Extension.
Prolong: Hóu can prolong at will up to a length in meters equal to the user’s Presence. It allows attacking opponents as a thrown weapon with the same range, or it can be used to help surpass walls or similar impediments. It can be restrained to its original size at will. The Base Damage of Hóu is increased by 10 for each 10m of length, thanks to the increased weight. Hóu can be prolonged and restrained as a Passive action.
Area Attack: Hóu can be used to make area attacks against all enemies within half its maximum length in meters in the user’s front arc.
Projectile Deviation: While using Hóu in its restrained shape, it can block incoming Distance Attacks as if it were a Shield.

HÓU MAGISTER
Requirements: Strength11+, Attack 200+, Zen.
Base Weapon: As for Hóu.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Complete Area Attack: The user can now make Area Attacks within a radius equal to Hóu maximum length.
Extended Prolongation: The maximum length of Hóu is increased by a length in meters equal to five times his/her Strength value.
Hóu Variant: Before rolling for Initiative, Hóu user can now spend 1ki to change Hóu shape into that of any Pole or mixed-Pole weapon, gaining its Base Damage, and Initiative as well as any other special rule. Hóu will still be strictly Two-Handed regardless of chosen weapon and the user must have the relative weapon modules to be able to use Hóu Variant without suffering any penalty to his/her Attack and Defense.
Sudden Prolong: When using Hóu for distance attacks, it inflicts the same Defense penalties as a shot weapon.
Total Defense Stance: While using Total Defense, the user of Hóu gains a bonus of +60 to his Defense, instead of +30.
Weapon Breaker: Add +15 to Hóu breakage.

JI (ROOSTER): GIANT SHISSORS
Requirements: Attack 120+.
Base Weapon: None.
Cost: 20 MK: 20
Base Damage: 65. Speed: +5.
Primary: Cut. Secondary: Thrust.
Breakage: 7. Fortitude: 17.
Req. Str.: 8 Presence: 25.
Special: Damage, Complex, Two-Handed, Weapon Trapping, Cutting Trap, Cutting Crush.
Damage: Despite being used Two-Handed, Ji only applies once the Strength Bonus of the user to the Base Damage.
Cutting Trap: Ji can be used to make Trap Attacks without suffering any attack penalty nor any damage reduction and with an equivalent Strength of 12.
Cutting Crush: Double the Damage inflicted by Ji when making a Crush maneuver on a Trapped opponent and add +30 to any Critical Level inflicted by it.
Quality: Ji is affected from quality as normal.

JI MAGISTER
Requirements: Ji, Dexterity11+, Attack 200+.
Base Weapon: None.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Limb Cutter: Halves penalties for aimed attacks directed at limbs and neck and grants +30 to Critical Level of Criticals inflicted on the same locations.
Shissors Master: Ji attacks lose the Complex special rule.
Three in a Cut: When making an Area Attack against three or less opponents, a Ji user can apply the Cutting Trap special rule to all three.
Thrust Mastery: Thrust attacks lose the Secondary Attack Type penalty and apply twice the user’s Strength Bonus as is normal for Two-Handed weapons.
Unbreakable Cut: Raise the Stength used for Trap checks to 14.
Weapon Cutter: All successful Blocks achieved with Ji are followed by an opposed check to disarm the opponent, as if the user made a successful Disarm Maneuver.

GOU (DOG): PAINTBRUSH & INC
Requirements: Attack 140+, Ritual Calligraphy 100+, Aura Extension.
Base Weapon: None.
Cost: 50 MK: 50
Base Damage: 30. Speed: -10.
Primary: Cut. Secondary: -.
Breakage: 2. Fortitude: NA.
Req. Str.: NA Presence: That of User.
Special: Damage, Distance Attack, Improved Area Attack, Ignore Protections, Reality Altering, Single Attack.
Art Attack: A character using Gou in combat, must use his lowest value between Attack and Ritual Calligraphy when attacking with it and his lowest value between Defense and Ritual Calligraphy, when defending with it.
Ki Requirement: Attacking with Gou has a cost of 2ki points per Attack.
Damage: Damage of Gou includes the bonus from Aura Extension and does not gain any Strength bonus.
Distance Attack: Attacks from Gou are considered distance attacks with shot projectiles, that can reach up to a distance equal to twice the user’s Presence in meters. They are considered supernatural bolts and don’t apply any special modifier to the attacker’s Attack value.
Improved Area Attack: Area Attacks made with Gou affect all opponents within 5m of the user and only apply a -10Attack Penalty.
Ignore Protections: Attacks dealt with Gou halve the AT of their targets.
Reality Altering: Attacks made with Gou create very realistic illusions that take form from the traced ink (be it a drawing or the writing of the corresponding kanji). A character attacking with Gou must make a Ritual Calligraphy check. Characters hit by a Gou Attack must take a PsR check against a difficulty of 20 for each Difficulty level reached by the attacker in the aforementioned Ritual Calligraphy check. If they fail it, they’re subject to a Ghostly Illusion deceiving all their senses, determined by the Gou user. The subject will suffer from it for a number of turns equal to his/her failure level. If using Gou for an Area Attack, all targets that fail the PsR check will be affected from the same Illusion.
Single Attack: A character using Gou can never make more than one Attack per turn.
Quality: Gou is affected from quality as normal but Quality Bonus only apply to the character’s Ritual Calligraphy Secondary Ability and not to his/her Attack or Defense value.

GOU MAGISTER
Requirements: Gou, Pow11+, Attack 200+, Ritual Calligraphy 200+
Base Weapon: None.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Battle Calligraphy: Quality Bonus of Gou now apply also to the character’s Attack and Defense as well as the character’s Magic Projection with Ofudas written with the same Gou.
Handwriting: The user can now dual-wield with Gou becoming able to make as many attacks as desired with his second weapon, while making a single Gou attack per turn.
Ink Shield: Character using Gou may defend as using a Supernatural Shield with Resistance Points equal to three times their Ritual Calligraphy ability, regenerating each turn a number of Resistance Points equal to their Ritual Calligraphy ability.
Land of Illusion: The PsR check caused by Gou now has a difficulty equal to 25 for each Difficulty Level achieved in the Ritual Calligraphy Check.
Natural Writing: Using Gou attacks now has a cost of only 1ki point per attack, instead of 2.
Superior Calligraphy: The user gains a bonus of +20 to his/her Ritual Calligraphy Art Secondary Ability and becomes able to store into Ofudas up to half the casting value of written spell in its Intermediate Level.

ZHU (BOAR): BATTLE ARMOR
Requirements: Strength10+, Block160+, Wear Armor 150+, Physical Shield.
Base Weapon: Unarmed.
Cost: 40 MK: 40
Base Damage: 50. Speed: -20.
Primary: Thrust. Secondary: Cut.
Breakage: 3. Fortitude: 35.
Req. Str.: 10 Presence: 20.
AT: Cut8, Imp8, Thr8, Hea6, Ele3, Col6, Ene3
Arm. Req.: 170. Natural Penalty: -70. Mov. Penalty: 3.
Type: Hard Cover: Complete + Head
Special: Armor And Weapon, Boar Charge, Dismembering Trap.
Armor And Weapon: A Zhu counts both as an Armor and a Two-Handed Weapon. A character equipped with Zhu cannot equip any other weapon, but he/she can wait two further soft armors as normal. Zhu is considered as a Small Weapon.
Board Charge: A character using Zhu gains a bonus of +20 while making a Charge Attack and suffers no Defense penalties while charging. Furthermore, during the Charge Attack, a Zhu user adds three times his/her Strength bonus to the Base Damage. A character using a Boar Charge can attack even if being hit by opponent’s attacks, and loses the right to attack only if suffering a Critical.
Dismembering Trap: A Zhu can be used for making Trap Attacks as if the user were unarmed, but applying the full damage. Zhu also adds +2 to the user’s Strength when making the opposed check for making or maintaining a Trap.
Quality: Zhu Quality Bonus apply both to the weapon and the armor profile.

ZHU MAGISTER
Requirements: Zhu, Str11+, Con11+, Block200+, Wear Armor200+.
Base Weapon: None.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Boar Hide: The AT value of Zhù is increased by 2 for all types of attacks except Electricity and Energy which are increased by 1.
Juggernaut: The AT conferred by Zhu can never be negated or reduced beyond half their starting value, including Quality bonus.
Relentless: The user of Zhu can use the Take Hits maneuver suffering only a -20 penalty to the defense roll and a Total Attack maneuver suffering only -40 penalty to the defense roll.
Ryute Zhu: If the user manages to learn Ryute, he/she can use Zhu in combination with any Martial Art, getting full bonuses from Martial Arts to his/her Zhu attacks, but using Zhu’s base profile (including Quality bonuses) and abilities.
Unstoppable: While charging or while using the Take Hits or Total Attack maneuver, the character does not lose the right to attack even if he suffers a Critical Hit, although limbs amputation may inflict penalties as normal.
Vicious Trap: The Strength bonus to opposed check on Traps made by a Zhu user is increased to +3. While attacking a trapped opponent, a Zhu user may add his Constitution Bonus to the Base Damage, as well as add his Constitution Bonus to the Damage inflicted by a Crush maneuver and to the Critical Level of Attacks and Crushs on Trapped Opponents.

M?O (CAT): THOUSANDS GOLD COINS
Requirements: Block250+, Aura Extension, Zen.
Base Weapon: None.
Cost: 100 MK: 100
Base Damage: 30. Speed: +20.
Primary: Impact. Secondary: -.
Breakage: 5. Fortitude: NA.
Req. Str.: NA. Presence: Special.
Special: Sealed Coins, Coin Fountain, Coin Stream, Coin Wall, Presence, Combination with Ki.
Damage: Mao attacks never benefit from the user’s Strength bonus to Base Damage, but is increased by +10 for each extra 500 Gold Coins beyond 2000, that are sealed inside the body of the user. Indicated Damage includes the bonus for Aura Extension.
Sealed Coins: In order to use Mao, a character must first seal inside his/her body at least 2000 Gold Coins. The character must drench them in his/her own blood and spend 50ki points per 500 Gold Coins he wants to seal. The character can later seal more inside his/her body, up to a maximum equal to 100 times his/her Presence. While not fighting, the coins return inside the body of the user, who cannot spend them in any way, since they only get out of the body for fighting. When making attacks with Mao, the user may always choose the number of Gold Coins he/she wants to exteriorize.
Coin Fountain: Mao can be used to make an Area Attack affecting all opponents within 1m per 1000 sealed Gold Coins released, suffering only a -20 Attack Penalty. Opponents suffer the same penalties to their defense as if affected by an attack with an Area of Effect. The cost for using Coin Fountain is of 2ki points per 1000 Gold Coins released. At least 2000 Gold Coins must be used to perform a Coin Fountain.
Coin Stream: As a complete Attack Action allowing no additional attacks, Mao can be used to make d5 Distance Attacks with a Range in meters equal to 3m per 1000 Gold Coins released. The cost for using Coin Stream is of 1ki point per 1000 Gold Coins released. At least 2000 Gold Coins must be used to perform a Coin Stream.
Coin Wall: Mao can be used to defend as if using a Supernatural Shield with Resistance Points equal to the number of Gold Coins released that completely regenerates at the end of each turn. The cost for using Coin Wall is of 2ki points per 1000 Gold Coins released, plus an additional 1ki point at the end of each turn for each 200 points of Damage suffered by the Coin Wall. At least 1000 Gold Coins must be used to perform a Coin Wall. Note that Gold Coins cannot be used simultaneously for Coin Wall and for either Coin Fountain and Coin Stream, hence a character who wants to defend using Coin Wall must keep unused at least 1000 Gold Coins, while using any of the Mao attacks.
Quality: Mao never applies any Quality bonuses.
Combination with Ki: Mao cannot be used in the same turn the user executes a technique or maintains it. Moreover Mao cannot be combined with the effect of any Lesser or Major Magnus. A character using Mao may Accumulate Ki as normal.

M?O MAGISTER
Requirements: Mao, Dex11+, Con11+, Pow11+, Wil11+, Block300+
Base Weapon: None.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Coin River: While using the Coin River, add +1 to the result of the d5 rolled for the number of attacks made each turn for each 1000 Gold Coins used for it beyond 2000, up to a maximum of 10.
Fountain of Dreams: While using the Coin Fountan, you get a +5 Attack Bonus for each 1000 Gold Coins used for it beyond 2000.
Gold Fever: Enemies hit by Mao or whose attacks are stopped by Mao must take a PsR check against a difficulty of 40 per 1000 Gold Coins used in the successful attack or defense. If they fail it, the user of Mao can choose them to be affected by either Fascination, Partial Blindness, Minor Paralysis, or Rage for a number of turns equal to their failure level.
Hidden Treasure: The Mao user can seal inside himself/herself gems drenched in blood at a cost of 50ki points per 1000 Gold Coin worth of value. When using Mao in combat, the user gains a +5 Quality Bonus if he’s sealed 2000 Gold Coins worth of gems, +10 Quality Bonus if he’s sealed in himself 5000 Gold Coins worth of value, and +15 Quality Bonus if he’s sealed 10000 Gold Coins worth of gems. In order for Mao to exceed the +15Quality Bonus, the user must seal gems for an additional 10000 Gold Coin value for each additional +5Quality Bonus and with appropriately strong mystical properties, up to the usual maximum Quality Bonus of +25.
Independant Coins: While using any of the Mao attacks or defenses, the user may act on his own, even attacking and using any Magnus or Technique. Any Magnus or Technique used can never affect any of the attacks or defeses made through Mao.
Wall of Fortune: While using the Coin Wall, you get a +5 Block Bonus for each 1000 Gold Coins used for it beyond 1000.

Feedback would be more than appreciated! Of course knowledge of the thirteen Impossible Weapons from Dominus Exxet (and the Magister version I designed for them and posted on another topic on this same forum) would be useful to comment them. Let me know what you think of it!

This is pretty awesome Elric! I'm no expert on the Chinese Zodiac, but from what I know, it seems that you chose weapons that properly reflect the personalities of the animals in the legends.

And from a reading standpoint, they seem about as balanced as their counterparts in the Dominius Exxet. The only real question I have for you: what exactly are the double arancar? From what I'm picking up, a pair of scimitars used in dancing? Really good work overall.

Consider that the shape of an arancar is the same as the weapon held by the technician in the core rulebook or in the GM toolkit. Arancars are supposed to be used two-handed of course, but not for this magnus.

A couple one-handed arancar, anyway would look exactly like the enormous double-blades held by Illidan from Warcraft series.

http://2.bp.blogspot.com/_mprnb0C4Oi8/SaxzWjUx5HI/AAAAAAAAAbo/FXdIn-RDt9o/s400/Illidan-Stormrage-warglaive.jpg

That's what they should look like! The "dance" thing is because you actually use them by turning continuously on youself in a really "blade-dance" style. This also explains why they give so many bonuses against surrounding enemies.

Thanks for the good feedback, anyway.

you included feint rules, that is awesome, i think i might cry. that tears it, you have inspired me to finish all of my planet themed magnus.

boar is looking pretty nice, i could definitely see using that one personally.

Yep, I incuded feint rules because I liked them a lot, as well as few martial arts (although for personal use I've modified quite a bit of them...).

Actually I believe I have updated a bit my version of your (very nice) stuff in this time, if you're interested I might send you the file I'm using right now.

I'm glad you liked the Boar Impossible Weapon. It should be used for a fighting style similar to that employed by a Dwarf named Pwent Tibbledorf. Although the Fantasy serie it's taken from is...well, not the first rate quality, not to offend anyone...the fighting style of that character is very funny and seemed an interesting addition for any fantasy world. Besides, I must admit that this project was in my mind for a very long time, but it was retarded mainly because I was to lazy to get my mind on finding 13 interesting impossible weapons.

Your planet themed magnus seem something really interesting! Are they Impossible Weapons like this few or are they "symply magnus"?

I'm eager to see them!

I'm not sure I follow the Cat- what would you recommend as a starting number of coins, is 10000 feasible at the level you're thinking of this first coming into game?

*Jaw floor* ............... Dude.............. ok now that is just...... hmm..... well I can't find any words to say that can suffice... wow just seems so... inadaquent. You have definetly captured the essence of each Zodiac animal with these Magnus.

The dragon Magnus looks like it was inspired by Zuo Ci from Dynasty Warriors 5. And of course the monkey is inspired by Sun Wong Kong. The tiger Magnus is quite interesting too, I would have gone for clawed greaves and guantles but that's just me.

These are really awesome. Other than the fact it takes a long time to figure out exactly what some on them are, if you do not know them by name. I suggest a short description of the weapon and how it is used (maybe a picture or link to one if possible) gui%C3%B1o.gif . Aside from that, incredibly well done happy.gif .

Ok...today I have a bit of time for it...

Kendama: Did you ever heard about Yatta Man? Well...anyway, the kendama is a sort of yo-yo-like game japanese do...just much more complicated:

http://en.wikipedia.org/wiki/Kendama

http://static.gamesradar.com/images/mb/GamesRadar/us/Games/T/Tatsunoko%20vs%20Capcom%20Ultimate%20All%20Stars/Everything%20Else/Character%20Bios/Art/yatterman1--article_image.jpg

It's a weapon that relies on coordination and smart feints, and it's a cord weapon, both things making it good for the mouse.

As for Giant weapons I don't think I need to introduce them...just to give you an example, Gatsu's sword from Berserk has an absolutely impossible balance (just ask anyone competent).

http://fotoalbum.studenti.it/animelov/albums/berserk/gatsu-06.jpg

http://fc09.deviantart.net/fs18/f/2007/201/7/f/Presea_says____HIEN_MESSHOUJIN_by_Mutenroushi.jpg
Ox are very strong and besides they are somewhat the same as Bulls...hence I chose a weapon that would be similar to Taurus without being the same.

I already explained the Tiger...but a couple more images could help nevertheless

http://images.wikia.com/wowwiki/images/3/35/Varedis.jpg

Tiger needed an aggressive and powerful melee fighting style and since I wanted to include this kind of weapon I decided it had to be tiger.

You already know what greaves are...still:

http://fc01.deviantart.net/fs70/f/2010/101/0/5/FFXI_Dragoon_Greaves_by_Azmal.jpg

http://images.wikia.com/castleage/images/3/3a/Spiked_Greaves.jpg

Rabbits have very strong and fast legs, it seemed normal that greaves would have to be their weapons.

Here comes the Dragon...inspiration actually came from a JRPG I love named Tales of Symphonia (which inspired also a few of the others), where seal cards are used by possibly my favourite character (althogh I actually love most of them):

sheenaf.jpg?w=450

http://www.pobladores.com/data/pobladores.com/ne/ko/neko_artema/channels/tsuki_no_legend/images/4283698m_sheena_11.jpg

The Dragon is a legendary creature, more than mere physical strength, and this is the reason why I associated this weapon to them.

The snake was an idea of my girlfriend...I know I should be careful...:

http://the39clues.s3.amazonaws.com/images/articles/335/wc_115_poison-ring.jpg

Snake's bite -> Poison...I don't think that much of an explanation is needed here, is it?

As for the blade shield...I bet most of you know Captain America...well...sharpen a bit the edges of his shield and there you have the Horse:

http://www.cinema10.it/wp-content/uploads/2010/03/captain-america-film-chris-evans.jpg

Although I'm not the greatest fan of Captain America, inspiration came from there...it was partly associated to the Horse because other weapons were already associated to other animals and partly because the Shield is a typical knight asset...and knights are usually associated to horses, aren't they?

Trick Arrows: Green Arrow and Hawkeye were the primary inspiration for it.

http://www.fightersgeneration.com/np8/mvc3u/new/2/hawkeye-white2.jpg

http://media.comicvine.com/uploads/6/64507/1726217-greenarrowkirby.jpg

The main feature of the Goat is being horned...and arrows might somehow represent its horns. Besides, Goats have great adaptability, just like this weapon.

Elongating Staff: need I really tell anyone about it? The Son Goku (or Sun Wong Kong to use the chinese name) is a very famous legend (a character from the great classical chinese novel "Journey to the West") and was used in tons of media (japanese simply seem to love that book).

http://1.bp.blogspot.com/-BSVR90ya-KM/ToCMnsc1loI/AAAAAAAACOM/v6ZlMdoyyxQ/s1600/db108-15.jpg

http://kaibafreak.bravehost.com/myPictures/Goku16.jpg

Also, being Son Goku the king of monkeys...I belive it's pretty obvious here the link.

Giant Shissors are very popular in japanese media.

http://media.animevice.com/uploads/1/10641/429050-shadow_thief_2_super.jpg

http://imageshack.us/f/33/0215souseiseki.jpg/

Roosters usually are used for fights with bets in central-south america...They are attached blades to their talons and obliged to fight to death. Although I despise completely this practice like all and any animal mistreatment, Giant Scissors surely reminded me of "customized" rooster talons.

The paintbrush with ink used to channel powers is another classical of japanese culture, both in the form of drawing and in that of writing kanji (idiograms). The Dog is mostly intended to be used by writing kanji, but some characters might also use the drawing variant.

http://images.wikia.com/egamia/images/c/c3/Bowser_Jr.jpg

The reason why I associated it with the Dog is that the idea (suggested by my girlfriend as well) was taken by the Okami videogame, where you use plenty of powers by drawing around with your paintbrush & ink. A really good videogame, one of the best for wii so far. The protagonist of the game is the goddess Amatherasu incarnated in the statue of a guardian wolf named Shiranui and since scientists have long demonstrated that dogs and wolves are the same species (crosses between the two give birth to fertile offspring), I decided the Dog was most appropriate for this spiritual technique.

Now let's get to the Boar. Although small, this images should give you the idea:

http://www.baxaart.com/BuriedTreasure_Store/Original_Art_for_Sale-2011/D&D_for-sale_2011/AD&D/2008/Reader'sGuideToDrizzt/t_04_ThibbledorfPwent_200.jpg

http://nozama.typepad.com/.a/6a00e54ed05fc2883301543478ba2b970c-500wi

Boars are relentless chargers that take down the target and then take advantage of their enormous weight to dismember the ulucky guy who fell under them. The spiked armor fighting style seemed perfect for them being a good mix of endurance and raw violence.

Well...the Cat...really there is no image that can help me describe how is fighting with coins...just imagine you have 2000+ gold coins thrown at you with full strength. I believe it hurts. Besides, being a solid composed of many small "parts" much like sand, you can shape it to form walls or streams...just imagine it...

Inspiration came from the fact that Cats are supposed to bring "money-luck" in Japan.

http://www.fengshuicrazy.net/wp-content/uploads/2008/05/fortunecat.jpg

The cat in the link is a typical japanese talisman to bring fortune. Being the thirteen zodiach animal I wanted it to be somewhat like Ophiuco, but I'm satisfied by the great difference between the two, despite all analogies. To answer Ranga's question: you can quietly start with 2000GC and if you have more to invest there ALL THE BETTER. Overall I don't think that collecting 10X Swords+10 is less expensive...actually it might be more expensive and definitely harder (GC are everywhere, Swords+10 are supposed to be first rate items mostly possessed by kings and high nobility). Anyway, if you're planning on using the Cat you might want to collect as much gold as possible since it's certain that once you're ready to use it you'll be around level 9-11 (supposing you're a fighter class, of course) and by then you should be able to store around 7000-8000 Gold Coins inside you. Having at least 3000 Gold Coin is suggested because it allows you to use the Cat each turn both for attack and defense.

Well...I hope my explanation was sufficiently clear. If you have any more questions or comments, please post them!

the cat magnus kind of reminds me of meowth (the pokemon) or at least his abilities in the games (jackpot is the best move ever). oh, and my planet magnus will all be full major magnus.

Again with Necroposting, this time to update Chinese Horoscope Impossible Weapons.

SHǓ (MOUSE): KENDAMA

Requirements: Dexterity10+, Intelligence10+, Attack100+, Sleight of Hand100+.

Base Weapon: None.

Cost: 20 MK: 20

Base Damage: 30. Speed: +20.

Primary: Impact. Secondary: -.

Breakage: -2. Fortitude: 8.

Req. Str.: 4. Presence: 20.

Special: Trap, Spikes, Distance Attack, Improved Feint, Complex.

Complex: Attacks made with a kendama suffer from the Complex Special Rule.

Damage: While using a kendama as a weapon don’t add the user’s Strength to the Base Damage, but Intelligence.

Distance Attack: Despite being a melee weapon, the kendama can be used to attack opponents up to 6m away from the user.

Improved Feint: A kendama can be used to easily outmaneuver the opponent’s defenses. A character using a kendama in combat gains a bonus of +20 to all Sleight of Hand checks involved in Feint Maneuvers.

Quality: A kendama benefits from Quality bonuses just like any other weapon.

Spikes: The ball of a kendama can be spiked. This increases the Base Damage by 10 points, but reduces the Speed by 10 points as well and the attack type becomes Thrust.

Trap: Being a cord weapon, the kendama can be used for a Trap Maneuver with a strength equivalent to the user’s Intelligence.

SHǓ MAGISTER

Requirements: Shǔ, Dexterity11+, Intelligence11+, Attack 200+, Sleight of Hand 200+

Base Weapon: None.

Cost: 30 MK: 30

Choose 2 of the following advantages. May choose to specialize on either either spiked or non-spiked kendamas. If you do, you don’t get any Magister bonus while using the non-chosen kendama type, but may choose 3 of the following advantages for the chosen weapon.

Automatic Feint: The user can make a Feint Manuever in combination with any other special maneuver except for Area Attack.

Channeler: While holding a kendama, the character may add its Quality Bonus to his/her Magic Projection as well as to the Base Damage of Spells projected through it, Initiative while casting Spells. The character also gains a bonus to MA equal to 10 plus the kendama’s Quality Bonus.

Disarming: The kendama gains the Trap Weapon special rule as well as granting a +3 bonus to opposed checks for disarming opponents.

Knocker: The kendama halves aimed attack penalties for making a knock-out maneuver, as well as granting a +20 Critical bonus for knock-out maneuvers only.

Strengthened Trap: The kendama can now be used to make Trap Maneuver’s without suffering any penalty. Also, add +2 to the user’s Intelligence score for opposed Trap checks when using the kendama for a Trap Maneuver.

Witty Feint: The user can add his Intelligence Bonus to the Sleight of Hand check required for a Feint Maneuver.

NIÙ (OX): GIANT TWO-HANDED WEAPONS

Requirements: Strength11+, Attack 140+, Feats of Strength120+.

Base Weapon: Two-Handed Weapons Module.

Cost: 30 MK: 30

Base Damage: 160. Speed: -80.

Primary: Cut (Variable). Secondary: Impact (Variable).

Breakage: 13. Fortitude: 26.

Req. Str.: 11/13 Presence: 25.

Special: Action Area, Impact Attack, One- or Two-Handed.

Action Area: Each attack made with Niù affects all opponents within 3m of the user in his/her front arc.

Impact Attack: Instead of targeting all opponents within 3m, the user of Niù may choose to inflict an attack to a single target dealing an Impact with his Strength value, modified by a Feats of Strength test.

NIÙ MAGISTER

Requirements: Niù, Strength13+, Attack 200+, Feats of Strength200+.

Base Weapon: As for Niù.

Cost: 30 MK: 30

Choose 2 of the following advantages. May choose to specialize on a single two-handed weapon. If you do, you don’t get any Magister Bonus to other two-handed weapons, but may choose 3 of the following advantages for the chosen weapon.

Area Impact: All attacks made by the user now use both the Action Area and Impact Attack rules of Niù.

Destroyer: Niù negates 2 points of AT from its targets and has +10 Breakage.

Faster Use: The Initiative of Niù gains a bonus of +20.

Quaker: The user can smash the ground causing opponents within 5m to take a acrobatics check against a difficulty equal to the result scored by the attacker in a Feats of Strength test. Those who fail the test are knocked down to the ground.

Sunderer: The character can make a single attack per turn with doubled weapon’s Base Damage, but it counts as a complete attack action.

Whirlwind: The character can as a Complete Attack Action make a single Area Attack affecting all individuals within 10m of him with a penalty of -20 to his Attack Value, gaining at the same time a bonus of +30 to his/her Defense thanks to the difficulty of getting close to him or getting projectiles past the whirlwind area. This attack does not benefit from the Area Impact rule.

HǓ (TIGER): DOUBLE ARANCAR

Requirements: Attack 160+, Defense160+, Ambidextrous, Erudition, Dance50+.

Base Weapon: Arancar.

Cost: 40 MK: 40

Base Damage: 60. Speed: -25.

Primary: Cut. Secondary: Impact.

Breakage: 4. Fortitude: 14.

Req. Str.: 9 Presence: 25.

Special: Blade Dance, Combo Attack, Round Attack.

Initiative: The indicated Initiative includes the penalty for wielding two weapons of the same size.

Blade Dance: The dancing blades of Hǔ form a circle around the user that covers him from all sides, halving defense penalties for attacks coming from flank or rear as well as for making attacks against opponents on flank or rear position.

Combo Attack: If the user of Hǔ hits the opponent with his primary weapon attack, the secondary weapon attack doesn’t suffer the -10 penalty, but instead gains a bonus equal to half the difference between the user’s final Attack and the opponent’s final Defense scored in the previous attack (round down at multiples of 5).

Round Attack: Hǔ can be used to make Area Attacks suffering only a -20 penalty to the attack roll and can target adversaries all around the user without suffering any flank/rear penalty.

HǓ MAGISTER

Requirements: Hǔ, Agility11+, Attack 220+, Defense 220+, Dance200+

Base Weapon: As for Hǔ.

Cost: 30 MK: 30

Choose 3 of the following advantages.

Absolute Dance: While using Hǔ the character can ignore Combat Situation Penalties up to 1/5 of his/her Dance value (round down at multiples of 5).

Devastating Combo: The Combo Attack bonus now applies on Base Damage of the second attack as well.

Double Round: The user can make two Area Attacks per turn as a full Attack action, applying the Round Attack rule to both.

Fast Turning: The base Initiative of Hǔ becomes 0.

Cleave: Hǔ attacks negate 3 points of the opponents’ AT.

Chain Attacks: Arancars of Hǔ are considered a Medium sized weapon for calculating the penalty for Additional Attacks.

TÙ (RABBIT): BATTLE GREAVES

Requirements: Agility10+, Attack 120+, Defense120+, Jump50+.

Base Weapon: None.

Cost: 20 MK: 20

Base Damage: 50. Speed: +0.

Primary: Impact. Secondary: Thrust.

Breakage: 3. Fortitude: 11.

Req. Str.: 7 Presence: 25.

Special: Precision, Kick Attacks, Ground Fighting, Flying Kicks.

Quality: Battle Greaves benefit from Quality Bonuses just like other weapons.

Kick Attacks: A Tù user can only attack with his Battle Greaves kicks (his arms or held weapons cannot be used), but is considered as wielding two weapons and can apply all inherent bonuses and penalties (note that Initiative already takes that into account).

Kicking Arts: A Tù user can benefit from Capoeira, Sambo, Tae Kwon Do, Lama, Savate, Takkyeon, Jeet Kune Do martial arts while using the Tù magnus as its base profile.

Ground Fighting: While using Tù, a character ignores all From Ground penalties.

Flying Kicks: If a character using Tù succeeds in a Jump roll of Impossible (280) before making an attack, he gains the Higher Ground bonus to his/her attack.

TÙ MAGISTER

Requirements: Tù, Agility11+, Attack 200+, Defense 200+, Jump200+, Advanced Capoeira, Tae Kwon Do, Savate, or Takkeyon.

Base Weapon: As for Hǔ.

Cost: 30 MK: 30

Choose 3 of the following advantages.

Air Kick: Before rolling for Initiative the user of Tù Magister can make a Jump check. On a result of Inhuman he gains the Flying Movement 7-14 bonuses. On a result of Zen he gains the Flying Movement15 bonuses. These bonuses apply for the whole turn, but cannot be combined with the Flying Kicks bonus.

Complete Arts: Add Lama Tsu, Dumah, Enuth, Fahstiz, Shadus, and Valde Orbis to the Martial Arts which can be used in combination with Tù .

Faith Healer: While imposing his Battle Greaves on the target, the user of Tù doubles the Life Points recovered by it through Ki Healing and Superior Ki Healing, as well as allowing complete recovery of suffered damage.

Roundhouse Kick: The user can forfeit the possibility of making more than one attack or any attack maneuver in order to make a single Attack benefitting from +30Damage and dealing an Impact using the user’s Strength.

Speed Boost: Tù base Initiave becomes the same as unarmed (+20) and the character can apply any Quality Bonus the weapon has to his/her Dodge Ability.

Trapping Greaves: Tù can be used to make and maintain a Trap Maneuver as if the user were unarmed, granting a +1 bonus to opposed characteristics check for each +5Quality bonus the Battle Greaves have.

LÓNG (DRAGON): SEAL CARDS

Requirements: Power10+, Attack100+, Summon100+, Banish100+, Aura Extension.

Base Weapon: None.

Cost: 60 MK: 60

Base Damage: 15. Speed: +20.

Primary: Energy. Secondary: -.

Breakage: 0. Fortitude: 5.

Req. Str.: 2. Presence: 40.

Special: Deck, Elemental Damage, Spiritual Attacks, Banisher Attack, Enchanter Attack, Invoker Attack.

Deck: Seal cards are used as a Deck and as such require both hands to be used in combat, although they don’t get any Damage bonus thanks to it. On the other hand, a character using Lóng can always make his secondary weapon attack with a penalty of just -10 to the Attack Roll.

Elemental Damage: When dealing damage with Lóng attacks, the user may choose it to be Elemental Damage of any kind.

Spiritual Attacks: Attacks made with Seal Cards add the user’s Power Bonus to the Base Damage and are considered physical, despite using the Energy Attack Type (or any appropriate Elemental Attack Type). Indicated Base Damage includes the bonus from Aura Extension. Before making a Lóng attack, the user can spend 3ki points to use either a Banisher, Enchanter, or Invoker Attack, but inflicting no Damage.

Banisher Attack: If a Banisher Attack scores at least 10% Damage against a being between worlds, the user can immediately make a penalty free Banish roll against it (by spending the corresponding Zeon as normal). If the being in question is an Undead, it cannot be banished, but must take a PhR check against the Base Banish value of the user, and suffer Damage equal to the failure level. Add +10 to the Banish roll or to the PhR check difficulty for each full 100% of scored damage.

Enchanter Attack: Before making an Enchanter Attack , the user must choose anyone effect from the Supernatural State Technique Effect with a MK cost up to 5 and spend 10Zeon Points for each ki point the same Status Effect would have costed. Opponents that suffer at least 10% Damage from an Enchanter Attack must take an immediate PhR check against a difficulty equal to double the user’s Presence, or suffer the chosen effect. Further increase the PhR check difficulty by +10 for each full 100% of scored damage.

Invoker Attack: Before making an Invoker Attack, the user must choose anyone Invocation with an Attack Value he’s already sealed a Pact for. If the Invoker Attack deals at least 10% Damage, the user can immediately make a penalty free Summoning roll to make the chosen Attack Invocation that will immediately target the same opponent damaged by the Invoker Attack (by spending the corresponding Zeon as normal). Add +10 to the Summoning roll for each full 100% of scored damage.

Quality: Seal Cards benefits from Quality bonuses just like any other weapon, but only magic artifacts can be Quality Seal Cards.

LÓNG MAGISTER

Requirements: Lóng, Power11+, Attack200+, Summon200+, Banish200+

Base Weapon: None.

Cost: 30 MK: 30

Choose 3 of the following advantages.

Deck Attack: Can make an Area Attack affecting all opponents within 10m with a -20 Attack Penalty.

Elemental Overflow: When calculating the Special Effects of Cold, Fire, and Electricity Elemental Attacks dealt with Lóng, triple the Damage dealt and add the Quality Bonus of Lóng. When making an Earth Elemental Attack with Lóng, the user inflicts an Impact on the target with a STR equal to his/her POW plus the weapon’s Quality Bonus. When making a Light Elemental Attack with Lóng, the user can choose it to be a Trap Attack (with normal penalties) with a STR equal to his/her POW plus the weapon’s Quality Bonus. When making a Darkness Elemental Attack with Lóng, the user inflicts the effects of an Automatic Effect Poison with a Level equal to 25 plus triple the weapon’s Quality Bonus inflicting Damage equal to the Failure Level.

Expanded Effects: While making an Enchanter attack, the user can choose to lower the PhR check difficulty by 10, but use effects with a cost of 10MK, or lower the PhR check difficulty by 20, but use effects with a cost of 15MK.

Fast Drawing: The penalty for Additional Attacks is reduced to -10 for each Additional Attack.

Fulcrum: The user gains a bonus of +10 to his Summon rolls for Invocations and to his Banish rolls, plus an additional +10 for every +5Quality Bonus of his/her Seal Cards.

Soul Piercer: The PhR check difficulty of Enchanter Attacks is increased by +10, plus an additional +5 for each +5 Quality Bonus the used Seal Cards have.

SHÉ (SNAKE): POISON RINGS

Requirements: Attack140+, Poison50+, Aura Extension.

Base Weapon: Unarmed Fighting.

Cost: 10 MK: 10

Base Damage: 15. Speed: +20.

Primary: Thrust. Secondary: -.

Breakage: -4. Fortitude: 2/18.

Req. Str.: 1. Presence: 15.

Special: Precision, Apparently Unarmed, Actual Fortitude, Poison Reserve, Soul Poison.

Damage: Listed Base Damage includes the bonus from Aura Exension.

Actual Fortitude: Shés aren’t usually recognized as weapons and the user is seen attacking unarmed, hence they are considered as having a high Fortitude in respect to the fact that most opponents don’t parry against them, and even if they know, aiming at the ring in order to break it is very difficult. Should the character using Shé use for any reason the Ring to stop an attack or should the ring become the specific target of an attack, it has an actual Fortitude of 2.

Apparently Unarmed: A user of Shé is usually disguised as someone fighting bare handed. A character can use any Martial Art while wearing the Shé rings, but while making Shé attacks he/she gains no bonuses from Martial Arts. If the poison ring is used on a completely unprepared target (with a caress or a handshake, for example), it will have to pass a Notice check against a Difficulty of Impossible (280) to try and defend himself against it.

Poison Reserve: She rings usually have a reserve of poison sufficing for five attacks per ring. Characters using Shé don’t usually wear more than a ring per hand, due to risks of wearing more, but if you choose you can use more. Each additional ring per hand adds +2% to the fumble percentage of attacks, but on a successful attack, the opponent will be obliged to make a VR check against each poison contained inside the rings. On a fumble during a Shé or unarmed attack, the user must immediately take the VR check for each used poison.

Soul Poison: Whenever a character using Shé manages to deal 10% Damage to an opponent, the Poison present inside the ring (which must have been prepared previously as normal) enters into contact with the victim, forcing a VR check. The Shé user can spend 3ki points to increase the VR check difficulty by +20.

Quality: Poison Rings benefit from Quality bonuses just like any other weapon, but they can never achieve a quality bonus higher than +15.

SHÉ MAGISTER

Requirements: Shé, Dexterity11+, Attack 200+, Poison200+.

Base Weapon: As for Shé.

Cost: 30 MK: 30

Choose 2 of the following advantages. May choose to specialize on a single poison. If you do, you don’t get any Magister Bonus if using other poisons, but may choose 3 of the following advantages for the chosen poison.

Combined Arts: Shé can gain any bonus described under the Bonus and Master Bonus section of Martial Arts, although it still doesn’t apply any bonus to their Base Damage nor any of their special rules.

Instant Poisoning: Poisons administered through Shé Magister automatically gain the Instantaneous Effect ability.

Lethal Poison: The VR check bonus conferred to Shé attacks by Soul Poison is incremented to +30.

Passive Transmission: The character only spends 1ki point to use Soul Poison bonus to increase VR checks difficulty.

Perfectly Disguised Movements: An unaware target of Shé requires scoring a result of Inhuman (320) on a Notice chech in order to be able to defend himself.

Thin Needles: Shé attacks from this character completely ignore Soft Armors and halve the AT of Hard Armors.

Second Part:

MǍ (HORSE): BLADE SHIELD

Requirements: Attack 120+, Defense120+.

Base Weapon: Medium Shield.

Cost: 20 MK: 20

Base Damage: 40. Speed: -20.

Primary: Cut. Secondary: Impact.

Breakage: 3. Fortitude: 16.

Req. Str.: 7 Presence: 25.

Special: Medium Shield, Thrown, Arched Throw, Stop the Attack.

Medium Shield: M ǎ can be normally used as a Medium Shield, granting a +10Dodge/+20Block bonus to the user, as well as Shield bonus for blocking thrown and shot projectiles .

Thrown: As a complete Attack Action, M ǎ can be thrown in an arch affecting 5-6 individuals within a 20m radius area and returning to the user. The user mast pass a Sleight of Hand check with a difficulty of Absurd to be able to get it back correctly. A character throwing his Blade Shield won’t be able to use it for attacking in melee or defending with it in the same turn.

Arched Throw: This attack follows the same rules as the previous, but can affect all chosen enemies within 20m of the user in his front arc and gives a -50Attack Penalty.

Stop The Attack : Whenever a target of a Distance Attack made with M ǎ manages to Block it, there’s a chance that he/she stops its trajectory . The blocking character makes an opposed Strength check with the user of M ǎ, and if successful the M ǎ returns to the hands of the user. If the blocking character wins the opposed check by 4 or more points, the M ǎ doesn’t return to its user but falls immediately to the ground.

MǍ MAGISTER

Requirements: M ǎ , Dexterity11+, Attack 200+, Defense 200+, Sleight of Hand200+.

Base Weapon: As for M ǎ .

Cost: 30 MK: 30

Choose 3 of the following advantages.

Defense Master: The Defense bonus conferred by M ǎ becomes that of a Full Shield and it grants an extra penalty-free defense per turn .

Master Thrower: The user of M ǎ halves the penalty for the Arched Throw Attack .

Defensive Throw: The user of M ǎ can make a Cover for Others maneuver out of Initiative to protect anyone within 20m of him and halving the Defense penalty . It’s still considered an Active Action, though.

Power Bash: The user of M ǎ no longer suffers the Secondary Attack Type penalty to use Impact attacks. Both in melee or when thrown, while using the Impact Attack Type, the user of M ǎ can target a single opponent to deal him an Impact with a Strength equal to the user’s Dexterity .

Unexpected Trajectory: Targets of a thrown M ǎ attack, must pass a Notice check against a difficulty equal to the result obtained by the M ǎ user on a Sleight of Hand check. If they fail the check by less than 50 points, they suffer the Flank penalty to their Defense Roll, if the fail the check by more than 50 points, they suffer the Rear penalty to their Defense Roll.

Unrelenting Trajectory: The character gains a +4 bonus to the opposed check, whenever his thrown M ǎ is Blocked by an opponent .

YÁNG (GOAT): TRICK ARROWS

Requirements: Attack 150+, Aura Extension.

Base Weapon: Projectile Module.

Cost: 30 MK: 30

Base Damage: 50. Speed: Variable.

Primary: Thrust. Secondary: -.

Breakage: 4. Fortitude: 1.

Req. Str.: - Presence: 20.

Special: Shot, Tricks, Disruptor Arrow, Elemental Arrow, Explosive Arrow, Glue Arrow, Reflecting Arrow, Stunning Arrow.

Damage: Indicated Damage includes the bonus from Aura Extension.

Shot: Yáng must be used with either a Bow or a Crossbow weapon since it only affects its munitions, turning them into trick arrows. As such its Speed varies, depending on the chosen weapon.

Tricks: Whenever a Yáng user shots an arrow, he/she can spend ki points to turn it into a Trick Arrow, granting it one of the following characteristics.

Disruptor Arrow: Targets damaged by a Disruptor Arrow must pass a PhR check against a difficulty of 120 or become unable to use any Supernatural Ability for a number of minutes equal to their failure level. Using a Disruptor Arrow has a cost of 8Ki points per arrow.

Elemental Arrow : An Elemental Arrow inflicts Elemental Damage of any chosen type . Using an Elemental Arrow has a cost of 2Ki points per arrow.

Explosive Arrow: An Explosive Arrow has +20Base Damage and an Area of Effect with 5m radius. Using an Explosive Arrow has a cost of 5Ki points per arrow.

Glue Arrow: A Glue Arrow causes no damage. If the target of a Glue Arrow loses the combat by 10 points (ignoring Armor), he/she suffers from Minor Paralysis. If the target looses by 100 points or more, he/she suffers from Partial Paralysis. If the target looses by 200 points or more, he/she suffers from Total Paralysis. Using a Glue Arrow has a cost of 5Ki points per arrow.

Reflecting Arrow: A Reflecting Arrow can contrast Spells, using the Spell Clashing rules. Using a Reflecting Arrow has a cost of 2Ki points per arrow.

Stunning Arrow: When using a Stunning Arrow, it makes an Impact attack type that halves the dealt Damage but applies full damage for calculating if the attack deals a critical and the Critical Level. The whole body of the target is considered as a vulnerable point. In case a Critical is scored, add +10 to the Critical Level and treat it as a Knock-Out Critical. Using a Stunning Arrow has a cost of 3Ki points per arrow.

Quality: Yáng is affected from quality as normal, although it only gains the bonus that projectiles gain to it. Other quality bonuses depend on the used weapon.

YÁNG MAGISTER

Requirements: Yáng, Perception11+, Attack 200+.

Base Weapon: As for Yáng.

Cost: 30 MK: 30

Choose 2 of the following advantages. May choose to specialize on a single Bow or Crossbow. If you do, you don’t get any Magister Bonus if using other bows/crossbows, but may choose 3 of the following advantages for the chosen projectile weapon.

Improved Disruption: Double damage inflicted to Supernatural Shields by Disruptor Arrows. The PhR check difficulty caused by Disruptor Arrows is increased by +10 for each 30 points of Dealt Damage.

Elemental Overflow: When calculating the Special Effects of Cold, Fire, and Electricity Elemental Attacks dealt with an Elemental Arrow, triple the Damage dealt. Note that this effect does not actually triple the suffered Damage. Also Elemental Attacks made with Elemental Arrows do triple damage, instead of double, to creatures with Elemental vulnerability.

Overburst: Area of effect of Explosive Arrows is increased to 10m and Base Damage is further increased by +10.

Spider Cobweb: Targets of Glue Arrow suffer from Partial Paralysis if they lose combat by 50 or more points and from Total Paralysis if they lose combat by 150 or more points.

Total Rebound: When using a Reflecting Arrow for a Spell Clash, add +50 to the roll.

Umber Slumber: When using a Stunning Arrow, double inflicted Damage for calculating the Critical Level, before applying the +10Critical Level bonus.

HÓU (MONKEY): ELONGATING STAFF

Requirements: Strength10+, Attack 150+, Increased Reach.

Base Weapon: Quarterstaff.

Cost: 30 MK: 30

Base Damage: 40. Speed: +10.

Primary: Impact. Secondary: -.

Breakage: 2. Fortitude: 13.

Req. Str.: 10 Presence: 30.

Special: Two-Handed, Prolong, Area Attack, Projectile Deviation.

Damage: Indicated Damage includes the bonus from Aura Extension.

Prolong: Hóu can prolong at will up to a length in meters equal to the user’s Presence. It allows attacking opponents as a thrown weapon with the same range, or it can be used to help surpass walls or similar impediments. It can be restrained to its original size at will. The Base Damage of Hóu is increased by 10 for each 10m of length, thanks to the increased weight. Hóu can be prolonged and restrained as a Passive action.

Area Attack: Hóu can be used to make area attacks against all enemies within half its maximum length in meters in the user’s front arc.

Projectile Deviation: While using Hóu in its restrained shape, it can block incoming Distance Attacks as if it were a Shield.

HÓU MAGISTER

Requirements: Strength11+, Attack 200+, Zen.

Base Weapon: As for Hóu.

Cost: 30 MK: 30

Choose 3 of the following advantages.

Complete Area Attack: The user can now make Area Attacks within a radius equal to Hóu maximum length.

Extended Prolongation: The maximum length of Hóu is increased by a length in meters equal to five times his/her Strength value.

Hóu Variant: Before rolling for Initiative, Hóu user can now spend 1ki to change Hóu shape into that of any Pole or mixed-Pole weapon, gaining its Base Damage, and Initiative as well as any other special rule. Hóu will still be strictly Two-Handed regardless of chosen weapon and the user must have the relative weapon modules to be able to use Hóu Variant without suffering any penalty to his/her Attack and Defense.

Sudden Prolong: When using Hóu for distance attacks, it inflicts the same Defense penalties as a Shot Projectile weapon.

Total Defense Stance: While using Total Defense, the user of Hóu gains a bonus of +60 to his Defense, instead of +30, if Hóu is in its restrained shape.

Weapon Breaker: Add +15 to Hóu breakage.

JĪ (ROOSTER): GIANT SHISSORS

Requirements: Attack 120+.

Base Weapon: None.

Cost: 20 MK: 20

Base Damage: 65. Speed: +5.

Primary: Cut. Secondary: Thrust.

Breakage: 7. Fortitude: 17.

Req. Str.: 8 Presence: 25.

Special: Damage, Complex, Two-Handed, Trap Weapons, Cutting Trap, Cutting Crush.

Damage: Despite being used Two-Handed, Jī only applies once the Strength Bonus of the user to the Base Damage.

Cutting Trap: Jī can be used to make Trap Attacks without suffering any attack penalty nor any damage reduction and with an equivalent Strength of 12.

Cutting Crush: Double the Damage inflicted by Jī when making a Crush maneuver on a Trapped opponent and add +30 to any Critical Level inflicted by it.

Quality: Jī is affected from quality as normal.

MAGISTER

Requirements: , Dexterity11+, Attack 200+.

Base Weapon: None.

Cost: 30 MK: 30

Choose 3 of the following advantages.

Limb Cutter: Halves penalties for aimed attacks directed at limbs and neck and grants +30 to Critical Level of Criticals inflicted on the same locations.

Scissors Master: Jī attacks lose the Complex special rule.

Three in a Cut: When making an Area Attack against three or less opponents, a Jī user can apply the Cutting Trap special rule to all three.

Thrust Mastery: Thrust attacks lose the Secondary Attack Type penalty and apply twice the user’s Strength Bonus as is normal for Two-Handed weapons.

Unbreakable Cut: Raise the Stength used for Trap checks to 14.

Weapon Cutter: All successful Defenses achieved with Jī are followed by an opposed check to disarm the opponent, as if the user made a successful Disarm Maneuver.

GǑU (DOG): PAINTBRUSH & INK

Requirements: Attack 140+, Ritual Calligraphy 100+, Aura Extension.

Base Weapon: None.

Cost: 50 MK: 50

Base Damage: 30. Speed: -10.

Primary: Cut. Secondary: -.

Breakage: 2. Fortitude: NA.

Req. Str.: NA Presence: That of User.

Special: Damage, Distance Attack, Improved Area Attack, Ignore Protections, Reality Altering, Single Attack.

Art Attack: A character using Gǒu in combat, must use his lowest value between Attack and Ritual Calligraphy when attacking with it and his lowest value between Defense and Ritual Calligraphy, when defending with it.

Ki Requirement: Attacking with Gǒu has a cost of 2ki points per Attack.

Damage: Damage of Gǒu includes the bonus from Aura Extension and does not gain any Strength bonus.

Distance Attack: Attacks from Gǒu are considered distance attacks with shot projectiles, that can reach up to a distance equal to twice the user’s Presence in meters. They are considered supernatural bolts and don’t apply any special modifier to the attacker’s Attack value.

Improved Area Attack: Area Attacks made with Gǒu affect all opponents within 5m of the user and only apply a -10Attack Penalty.

Ignore Protections: Attacks dealt with Gǒu halve the AT of their targets.

Reality Altering: Attacks made with Gǒu create very realistic illusions that take form from the traced ink (be it a drawing or the writing of the corresponding kanji). A character attacking with Gǒu must make a Ritual Calligraphy check. Characters hit by a Gǒu Attack must take a PsR check against a difficulty of 20 for each Difficulty level reached by the attacker in the aforementioned Ritual Calligraphy check. If they fail it, they’re subject to a Ghostly Illusion deceiving all their senses, determined by the Gǒu user. The subjects will suffer from it for a number of turns equal to their failure level. If using Gǒu for an Area Attack, all targets that fail the PsR check will be affected by the same Illusion.

Single Attack: A character using Gǒu can never make more than one Attack per turn.

Quality: Gǒu is affected from quality as normal but Quality Bonus only apply to the character’s Ritual Calligraphy Secondary Ability and not to his/her Attack or Defense value.

GǑU MAGISTER

Requirements: Gǒu, Pow11+, Attack 200+, Ritual Calligraphy 200+

Base Weapon: None.

Cost: 30 MK: 30

Choose 3 of the following advantages.

Battle Calligraphy: Quality Bonus of Gǒu now apply also to the character’s Attack and Defense as well as the character’s Magic Projection with Ofudas written with the same Gǒu.

Handwriting: The user can now dual-wield with Gǒu becoming able to make as many attacks as desired with his second weapon (following normal rules), while making a single Gǒu attack per turn.

Ink Shield: Character using Gǒu may defend as using a Supernatural Shield with Resistance Points equal to three times their Ritual Calligraphy ability, regenerating each turn a number of Resistance Points equal to their Ritual Calligraphy ability.

Land of Illusion: The PsR check caused by Gǒu now has a difficulty equal to 25 for each Difficulty Level achieved in the Ritual Calligraphy Check.

Natural Writing: Using Gǒu attacks now has a cost of only 1ki point per attack, instead of 2.

Superior Calligraphy: The user gains a bonus of +20 to his/her Ritual Calligraphy Art Secondary Ability and becomes able to store into Ofudas up to half the casting value of written spell in its Intermediate Level.

ZHŪ (BOAR): BATTLE ARMOR

Requirements: Strength10+, Block160+, Wear Armor 150+, Physical Shield.

Base Weapon: Unarmed.

Cost: 40 MK: 40

Base Damage: 50. Speed: -20.

Primary: Thrust. Secondary: Cut.

Breakage: 3. Fortitude: 35.

Req. Str.: 10 Presence: 40.

AT: Cut8, Imp8, Thr8, Hea6, Ele3, Col6, Ene3

Arm. Req.: 170. Natural Penalty: -70. Mov. Penalty: 3.

Type: Hard Cover: Complete + Head

Special: Armor And Weapon, Boar Charge, Dismembering Trap.

Armor And Weapon: A Zhū counts both as an Armor and a Two-Handed Weapon. A character equipped with Zhū cannot equip any other weapons, but he/she can wear two further soft armors as normal. Zhū is considered as a Small Weapon.

Boar Charge: A character using Zhū gains a bonus of +20 while making a Charge Attack and suffers no Defense penalties while charging. Furthermore, during the Charge Attack, a Zhū user adds three times his/her Strength bonus to the Base Damage. A character using a Boar Charge can attack even if being hit by opponent’s attacks, and loses the right to attack only if suffering a Critical.

Dismembering Trap: A Zhū can be used for making Trap Attacks as if the user were unarmed, but applying the full damage. Zhū also adds +2 to the user’s Strength when making the opposed check for making or maintaining a Trap as well as for any Trap related combat maneuver.

Quality: Zhū Quality Bonus apply both to the weapon and the armor profile.

ZHŪ MAGISTER

Requirements: Zhū, Str11+, Con11+, Block200+, Wear Armor200+.

Base Weapon: None.

Cost: 30 MK: 30

Choose 3 of the following advantages.

Boar Hide: The AT value of Zhù is increased by 2 for all types of attacks except Electricity and Energy which are increased by 1.

Juggernaut: The AT conferred by Zhū can never be reduced beyond half its starting value (rounded down), including Quality bonus, including by attacks that normally negate AT.

Relentless: The user of Zhū can use the Take Hits maneuver suffering only a -20 penalty to the defense roll and a Total Attack maneuver suffering only -40 penalty to the defense roll.

Ryute Zhū: If the user manages to learn Ryute, he/she can use Zhu in combination with following Martial Arts, getting full bonuses from Martial Arts to his/her Zhū attacks, but using Zhū’s base profile (including Quality bonuses) and abilities. Disposable Martial Arts are Tae Kwan Do, Pankration, Grappling, Kardad, Lua, Lucha Libre, Sumo, Melkaiah, Exelion, Olimpus Mons, Rahab, Ryute.

Unstoppable: While charging or while using the Take Hits or Total Attack maneuver, the character does not lose the right to attack even if he suffers a Critical Hit, although limbs amputation may inflict penalties as normal.

Vicious Trap: The Strength bonus to opposed check on Traps made by a Zhū user is increased to +3. While attacking a trapped opponent, a Zhū user may add his Constitution Bonus to the Base Damage, as well as add his Constitution Bonus to the Damage inflicted by a Crush maneuver and to the Critical Level of Attacks and Crushes on Trapped Opponents.

MᾹO (CAT): THOUSANDS GOLD COINS

Requirements: Block250+, Aura Extension, Zen.

Base Weapon: None.

Cost: 50 MK: 100

Base Damage: 30. Speed: +20.

Primary: Impact. Secondary: -.

Breakage: 5. Fortitude: NA.

Req. Str.: NA. Presence: Special.

Special: Sealed Coins, Coin Fountain, Coin Stream, Coin Wall, Presence, Combination with Ki.

Damage: Māo attacks never benefit from the user’s Strength bonus to Base Damage, but is increased by +10 for each extra 500 Gold Coins beyond 2000, that are sealed inside the body of the user. Indicated Damage includes the bonus for Aura Extension.

Sealed Coins: In order to use Māo, a character must first seal inside his/her body at least 2000 Gold Coins. The character must drench them in his/her own blood and spend 50ki points per 500 Gold Coins he wants to seal. The character can later seal more inside his/her body, up to a maximum equal to 100 times his/her Presence. While not fighting, the coins return inside the body of the user, who cannot spend them in any way, since they only get out of the body for fighting. When making attacks with Māo, the user may always choose the number of Gold Coins he/she wants to exteriorize.

Coin Fountain: Māo can be used to make an Area Attack affecting all opponents within 1m per 1000 sealed Gold Coins released, suffering only a -20 Attack Penalty. Opponents suffer the same penalties to their defense as if affected by an attack with an Area of Effect. The cost for using Coin Fountain is of 2ki points per 1000 Gold Coins released. At least 2000 Gold Coins must be used to perform a Coin Fountain.

Coin Stream: As a complete Attack Action allowing no additional attacks, Māo can be used to make d5 Distance Attacks with a Range in meters equal to 3m per 1000 Gold Coins released. The cost for using Coin Stream is of 1ki point per 1000 Gold Coins released. At least 2000 Gold Coins must be used to perform a Coin Stream.

Coin Wall: Māo can be used to defend as if using a Supernatural Shield with Resistance Points equal to the number of Gold Coins released that completely regenerates at the end of each turn. The cost for using Coin Wall is of 2ki points per 1000 Gold Coins released, plus an additional 1ki point at the end of each turn for each 200 points of Damage suffered by the Coin Wall. At least 1000 Gold Coins must be used to perform a Coin Wall. Note that Gold Coins cannot be used simultaneously for Coin Wall and for either Coin Fountain and Coin Stream, hence a character who wants to defend using Coin Wall must keep unused at least 1000 Gold Coins, while using any of the Māo attacks.

Quality: Māo never applies any Quality bonuses.

Combination with Ki: Māo cannot be used in the same turn the user executes a technique or maintains it. Moreover Māo cannot be combined with the effect of any Lesser or Major Magnus. A character using Māo may Accumulate Ki as normal.

MᾹO MAGISTER

Requirements: Māo, Dex11+, Con11+, Pow11+, Wil11+, Block300+

Base Weapon: None.

Cost: 30 MK: 30

Choose 3 of the following advantages.

Coin River: While using the Coin Stream Attack, add +1 to the result of the d5 rolled for the number of attacks made each turn for each 1000 Gold Coins used for it beyond 2000, up to a maximum of 10.

Fountain of Dreams: While using the Coin Fountain, you get a +5 Attack Bonus for each 1000 Gold Coins used for it beyond 2000.

Gold Fever: Enemies hit by Māo or whose attacks are stopped by Māo must take a PsR check against a difficulty of 40 per 1000 Gold Coins used in the successful attack or defense. If they fail it, the user of Māo can choose them to be affected by either Fascination, Partial Blindness, Minor Paralysis, or Rage for a number of turns equal to their failure level.

Hidden Treasure: The Māo user can seal inside himself/herself gems drenched in blood at a cost of 50ki points per 1000 Gold Coin worth of value. When using Māo in combat, the user gains a +5 Quality Bonus if he’s sealed 2000 Gold Coins worth of gems, +10 Quality Bonus if he’s sealed in himself 5000 Gold Coins worth of value, and +15 Quality Bonus if he’s sealed 10000 Gold Coins worth of gems. In order for Māo to exceed the +15Quality Bonus, the user must seal gems for an additional 10000 Gold Coin value for each additional +5Quality Bonus and with appropriately strong mystical properties, up to the usual maximum Quality Bonus of +25. Gems sealed don’t count toward the Gold Coin Limit a character can hide inside himself.

Independent Coins: While using any of the Māo attacks or defenses, the user may act on his own, even attacking and using any Magnus or Technique. Any Magnus or Technique used can never affect any of the attacks or defenses made through Māo.

Wall of Fortune: While using the Coin Wall, you get a +5 Block Bonus for each 1000 Gold Coins used for it beyond 1000.

Hi, sorry for the necroposting, but since I heavily modified a single impossible weapon I thought that putting it in here would be most fitting. The weapon is Shé. I substituted the poison rings with Combat Syringes that can inject both poisons and pathogens. Not only I like a syringe-wielding fighting style more than the rings one, but I also LOVE the idea that this weapon can be used to force enemies take DR checks. I don't know if that happens in your games too, but in games I run so far DR was almost useless (it was checked VERY rarely through the campaign), so I decided to make something that applies it.

SHÉ (SNAKE): COMBAT SYRINGES

Requirements: Attack140+, Poison50+, Aura Extension.

Base Weapon: Stiletto .

Cost: 10 MK: 10

Base Damage: 15. Speed: +20.

Primary: Thrust. Secondary: -.

Breakage: -4. Fortitude: 10.

Req. Str.: 1. Presence: 15.

Special: Precision, Preparation Reserve, Soul Toxin.

Damage: Listed Base Damage includes the bonus from Aura Extension.

Preparation Reserve: Shé syringes usually have a reserve of either a poison or a pathogen sufficing for ten attacks.

Soul Toxin: Whenever a character using Shé manages to deal 10% Damage to an opponent, the Poison or Pathogen present inside the ring (which must have been prepared previously as normal) enters into contact with the victim, forcing a VR or DR check. The Shé user can spend 3ki points to increase the VR or DR check difficulty by +20.

Quality: Combat syringes benefit from Quality bonuses just like any other weapon.

SHÉ MAGISTER

Requirements: Shé, Dexterity11+, Attack 200+, Poison200+.

Base Weapon: As for Shé.

Cost: 30 MK: 30

Choose 2 of the following advantages. May choose to specialize on a single poison or pathogen. If you do, you don’t get any Magister Bonus if using other poisons or pathogens, but may choose 3 of the following advantages for the chosen poison or pathogen.

Instant Transmission: All effects from Poisons and Diseases inoculated through Shé will be applied in the same turn the poison or pathogen is administrated.

Lethal Toxin: The VR or DR check bonus conferred to Shé attacks by Soul Toxin is incremented to +30.

Massive Administration: A character using Shé Magister can use more than one dose of prepared poison or pathogen with a single attack, up to a maximum of 10 doses. In the case of poisons, the target must pass the VR check as if he had been previously affected by the poison as many times as the number of doses used, in addition to any previous contact with the poison. In case of a pathogen the DR check gains a bonus of +5 to the DR difficulty for each additional dose used beyond the first. If the character uses Soul Toxin with a Massive Administration attack, he/she has to pay the ki cost for each dose administrated.

Mixed Administration: The character becomes capable of administrating a single poison together with a single pathogen with each Shé dose. The target will only take a DR check against the highest difficulty and if he/she fails, will be affected from both the effects of the poison and pathogen which will both be treated as a disease for the purpose of wearing off the effects.

Therapy: The user of Shé can use it to heal poisoned or ill targets. By putting an appropriate antidote or medicine in the syringe, the character can allow the target to repeat the VR or DR roll with a bonus of +30 (once per poison/disease). This bonus can be increased by using Soul Toxin, by spending the appropriate ki cost, applying Lethal Toxin Magister advantage if possessed. The syringe can also heal wounds through a transfusion. The donor must sacrifice 5 Life Points per dose and the receiver will regain 10Life Points back per dose plus 10 if the Shé user uses Soul Toxin (increased to +30 if the character has Lethal Toxin). Unfortunately any poison or disease possessed by the donor will be administrated to the target with the transfusion, hence the target will have to make a VR or DR check against it as normal. If the character has Massive Administration advantage, he/she can use it with the Therapy to either increase the bonus to the repeated VR and DR roll by +5 per additional dose or to perform a transfusion with great speed.

Thin Needles: Shé attacks from this character completely ignore Soft Armors and halve the AT of Hard Armors.

Hope you liked it!

I really like these magnus ars but I have a doubt. In the ars magnus " mouse" you mention :

Improved Feint: A kendama can be used to easily outmaneuver the opponent’s defenses. A character using a kendama in combat gains a bonus of +20 to all Sleight of Hand checks involved in Feint Maneuvers.

Did you create a home rule for feints ? I would like to see , if it's no trouble .

Excuse my bad English , I'm using the google translator :o

Thanks! :D