Post by slaughterfest on Apr 8, 2013 13:40:55 GMT -5
HP - 198 Energy - 90
Cash - 76,000
Gold - 300,000
Primary - SPIRITUAL
Secondary - PHYSICAL
Tertiary - MENTAL
STR - 35
DEX - 45
CON - 55(+15)
PWR - 95(+5)(+25atks)
CTRL - 35(+5)
RESV - 40
INT - 35
WIT - 35
WILL - 35
Abilities - SPIRITUAL - 6/6
Zanpakutō(Bound+35) - 7 D-12+4(LV.7) - The main weapon of the Shinigami, but in the gauntlet form of the Onimusha warriors.
Shikai - The second form available to a Zanpakutō.
Bankai - The final and most powerful form of a Zanpakutō.
Soul Charge - Sacrifice energy to increase die roll(for every 1 energy gain 3).
Raizan - Shikai Abilities 3/3
Lightning Rod: A counter move that draws in lightning as you draw in the sword and releases it as a wave of electricity.
Magnetic Wave: Magnetizes the ground and draws in enemies for a quick draw attack.
Blade Spark: Stab into enemy and they are struck with unresistable lightning damage and silences them.
Bankai Ability - Ten wa raiha o hikisaku(Heaven Tearing Lightning Blade): The blade takes in all spiritual energy from the area and unleashes it upon ones foe.
Enryuu - Shikai Abilities 3/3
Flash Fry: Powers up your blade with fire, the more turns without a direct hit the more damage it unleashes.
Flame Clash: Unleashes a flame aura that does undodgeable damage if in a blade lock.
Flame Tatami: Creates multiple carpets of flame that if stepped on does damage and gives you a free basic attack.
Bankai Ability - Kazan funka jigoku(Volcanic Hell Eruption): Stabs the ground creating multiple erupting volcanoes around the area.
Karai Eiji - Shikai Abilities 3/3
Black Flash: Creates a portal by slashing the air.
Dream Hunter: A slash that steals health.
Bankai Ability - Setsudan jigen jigoku tengoku(Heaven Cutting Hell Dimension): Transports enemy to a dark dimension where their souls are sucked out.
Tenso - Shikai Abilities 3/3
Light Strike Array: Sword loops.
Blinding Blade: 2 step attack. Enemy rolls against blinding light, if they fail they take instant double slash. If you fail you can still roll the attack part.
Lightwave: Creates wings of light that allow you to reroll any failed defense or attack with an instant blinding flash step.
Bankai Ability - Tengoku shōmei dākunesuburēdo(Darkness Illuminating Heaven Blade): Vergil's Lv.3
Shippuu - Shikai abilities 3/3
Wind Aura: Creates multiple slashing wind blades that cut anything around you and reduce damage.
Gale Wave: Twin gale slashes that ignore defense.
Wind Revenge Wave: It's pretty much backlash wave.
Bankai Ability - Tsuisuto ten(Twisted Heavens): Creates a hurricane that picks up enemies and constantly damages them.
Chigo - Shikai abilities 3/3
Bankai Ability - Chikyū funsai debiruakkusu(Earth Shattering Devil Ax): Slam the ground near an opponent and makes it so all surrounding things are attracted to them eventually crushing them to death.
Mososo Kruppe Shikai abilities 3/3
Frost Trap: Stab the ground creating a ice trap.
Ice Binding: When you stab someone it chains the to the ground.
Winter Moon: As you swing the sword through the air it lengthens, going past enemy defenses.
Bankai Ability - Jigoku tōketsu hyōgaki(Hell Freezing Ice Age):
Kido - 7 D-12(LV.7) - A form of Shinigami combat that is based on advanced spells that are produced with strong Reiryoku
Onimusha Form - 7 D-12+4(LV.7) - The ultimate unleashed form of an Oni Warrior.(Regen 6 hp per turn, and ignore enemy soak rolls.)
Hollowfication - 7 D-12(LV.7) - Visored powers that significantly increase ones Shinigami powers.
Bala - Hardens the user's reiatsu and releases it in a swift yet potent blast.
Pesquisa - The ability to measure and locate spiritual pressure.
Cero - Consists of firing a powerful blast of concentrated spiritual energy at the target.
High-Speed Regeneration - Recover from any damage by healing at a drastically increased rate(4 per turn).
Sonīdo - Essentially, it is equivalent to Flash Step.
Hierro - A defensive technique in which the user's reiryoku condenses, creating a steel-hard skin strong enough to block even a Zanpakutō.
Garganta - Creates a pathway to and from Hueco Mundo.
Resurrección: (Claim their souls)Mestizo Demonio - Returns the essence of your Zanpakutō's offensive abilities to your humanoid bodies.
Draw Out - 7 D-12(LVL.7) - Invokes the very spirit of the users weapon and "draws" it out.
Abilities - PHYSICAL - 4/4
Hohō(Flash Step) - 7 D-12+6(LV.7) - A movement technique that allows the user to move faster than the eye can follow.
Utsusemi - Leave a tangible after-image every time you Flash Step.
Iaijutsu(Hiten Mitsurugi) - 6 D-12+4(LV.6) - Applies to sword use and weapon switching.
Hakuda - 7 D-12+4(LV.7) - A close-combat style of fighting, in which one is unarmed and uses only one's body, and is one of the four basic fighting styles of the Shinigami
Ikkotsu - A very powerful punch which can destroy much of the target's abdomen and send them miles away.
Sōkotsu - A powerful, two-fisted punch used which can totally destroy an opponent in one blow.
Oni Dekopin - A simple finger flick with enough physical force to send an opponent flying a considerable distance away and crashing through multiple physical constructs.
Shunkō - An advanced battle technique which combines the physical techniques of Hakuda with the spell-based techniques of Kidō.
Zanjutsu - 7 D-12+4(LVL.7) - The basic fighting style for the Zanpakutō.
Hōzuri - A simple but precise slash technique which is meant to lightly graze and cause superficial wounds.
Hitotsume: Nadegiri - Can casually slice through large, multi-story high opponents protected by steel skin.
Agitowari - Cuts an opponent in half from the jaw down the length of the body until the target is bi-sectioned.
Suikawari - A two-handed, overhead slash which cleaves an opponent's head in twain, regardless of its size.
Senmaioroshi - A technique where multiple blade movements take place so fast that they can literally shred a target into pieces.
Ryōdan - A two-handed technique that has the practitioner bring the sword down with enough force that it can cut an opponent in half right down the middle.
Shitonegaeshi - A pinning technique which subdues an opponent and immobilizes them on the ground using coercion alone.
Abilities - MENTAL - 1/3
Reishi Engineering - 7 D-12(LVL.7) - The ability to create things from Reishi, as well as disperse it.
Superhuman Drug - Makes one second seem like 100 years for the unfortunate victim to whom it is administered(coated on weapons).
Thought Inhibitor Drug - Restricts the individual's control over all motor functions(coated on weapons).
Regenerative Serum - Can regrow limbs upon injection, as well as heal less severe injuries.
Traits
Chaos Soul - At 50% HP critical chance changes to 80-100 from 90-100.
Rin Pyo To - Can substitute 1 physical check with the equivalent spiritual check per combat.
Pray - After making a successful action the next healing or defensive ability you use is an automatic critical, once per combat.
Ambidextrous - Can use the off hand without penalty.
Proper Form - Can reroll a melee check once per combat.
Battle Aura - On a successful defensive action you can roll flat, if that is successful your opponent is given a fear debuff.
Iron Body - +30% current HP.
Sha Kai Jin - Heal HP on successfully defending against a magic or spiritual attack.
Soul - Roll flat against how far below zero hit points you are to revive self with one hp
Body Check - If an enemy fails a melee range attack against you, roll flat and if successful your opponent is knocked prone.
Follow Through - Once per combat you may roll flat against an enemy who successfully blocks you, if you succeed then your opponent is stunned for 1 turn.
Signature Technique -
Muscle Mass - When an enemy fails a melee attack, roll for a chance to deal part of the enemy's damage back to them.
Conditioning - Reduce cool downs by one.
Bloodlust - Regains health upon defeating an enemy.
Better Lucky - Upon scoring a critical all your bonus dice add plus one.
Advice - Upon making your first successful action in combat you can give the next ally a plus 10 to their next main roll.
Reiatsu - Whenever you attack with Bankai, enemies have to roll Will for chance of losing action.
Strong soul - Add one half willpower to hit points.
Crown of Thorns - Add one half willpower to hit points.
Trigger Finger - When rolling initiative, if you beat the highest enemy initiative then you get a free attack action.
Roll with it - On a failed block you can attempt a dodge, but you receive no bonuses.
Quick and the Dead - Roll initiative twice and keep the greater.
Pending Doom - When you are targeted by spiritual abilities, you roll flat for a chance of it failing.
Center - Restore energy based on your PWR.
Mind over matter - Add one half willpower to hit points.
Defense Critical - When you successfully defend with a weapon, you have a chance to either kill the enemy or heavily damage them.
God of Flash - Flash Step never goes on cooldown.
Defensive Throw - If your opponent fails a melee attack, you get a free throw or unarmed attack.
Defense Matrix - Add kido to spiritual and soak.
Heroic Spirit - Roll twice against instant death or fear and take the greater.
Spirit - add one half your current missing hit points as a bonus to saving throws.
Retsu Zai Zen - After scoring a critical you receive 50% damage reduction for the turn.
Righteous Fury - Being lowered to 25% hit points makes your next attack a critical.
RAAHHHH! - Roll all exhaustion checks twice and take the greater.
Prodigy - A successful critical gives you a free spiritual action.
Pride - Add 50 to your rolls as long as you have not been damaged in combat.
Toughness - Can ignore one attack per combat.
Masochism - Roll soak rolls twice and take the greater.
Against all Odds - Gain a bonus of plus ten percent to rolls for every enemy you are currently fighting, note that fighting means you have targeted an attack at or have been targeted by an attack by them in the last two rounds.
Skills
Lore: Demons(LV.50) - Knowledge of demons.
Perception(LV.50) - Player is better at noticing small things.
Lore: S.C.P(LV.50) - Knowledge of S.C.P's.
Bluff(LV.50) - The ability to... well bluff.
Lore: Hollows(LV.50) - Knowledge of hollows.
Gamble(LV.50) - Gambling skills.
Trainers
Samanosuke Akechi - An ancient Samurai warrior recruited by the Oni Clan to fight the Genma.
Kisuke Urahara - Former captain of the 12th Division and creator of The Hōgyoku.
Tessai Tsukabishi - Former captain of the Kido Corps and Urahara's partner.
Hideyasu "Sōki" Yūki - Son of Ieyasu Tokugawa and a warrior who possesses the dark power of the Oni.
Ramza Beoulve - Main protagonist from Final Fantasy Tactics and a member of the well-respected House Beoulve.
Yoruichi Shihōin - Former captain of the 2nd Division and pronounced "God of Flash".
Genryūsai Shigekuni Yamamoto - Captain-Commander of the whole Gotei 13.
Kenpachi Zaraki - Captain of the 11th Division and eleventh Kenpachi to hold the position.
Mayuri Kurotsuchi - Captain of the 12th Division and 2nd president of the Shinigami Research Institute.
Equipment
Dragon Crested Katana - A Katana taken from Sid's house.
S.C.P Uniform - A specially designed uniform for when Sid is on his "other" job.
Shiden Orb/Raizan, Thunder Slash Blade (LV.3) - A powerful Oni orb that imbues the users weapon with the power of thunder.
Kouen Orb/Enryuu, Sword of Flames(LV.3) - A powerful Oni orb that imbues the users weapon with the power of fire.
Dark Orb/Karai Eiji, Dark Bladed Scythe(LV.3) - A powerful Oni orb that imbues the users weapon with dark power.
Light Orb/Tenso, Swords of Light(LV.3) - A powerful Oni orb that imbues the users weapon with the power of holy light.
Arashi Orb/Shippuu, Sword of Winds(LV.3) - A powerful Oni orb that imbues the users weapon with the power of wind.
Earth Orb/Chigo, Quaking Axe(LV.3) - A powerful Oni orb that imbues the users weapon with the power of Earth.
Ice Orb/Mososo Kruppe, Winters Wrath(LV.3) - A powerful Oni orb that imbues the users weapon with the power of Ice.
Dragonbreath Rifle - A rifle that shoots Dragon's Fire.
Genji Glove - Applies double strike on all attacks.
Bishamon Sword(LV.5) - The ultimate sword bearing the name of the God of War.(Geomancy - Reduces enemy resistences)
Amulet of Health - Plus 5 to CON.
The Grief Stone - Plus 15 to energy.
The Red Orb - Plus 50% to fire.
The Yellow Orb - Plus 50% to lightning.
The Green Orb - Plus 50% to wind.
The White Orb- Plus 50% to light.
Zoom Shoes- Plus 15 to initiative.
Ring of Regeneration LV.2 - Plus 2 to HP regen.
Macca Leaf - Plus 5 to CTRL.
The Hōgyoku - Removes the boundaries between Shinigami and Hollow.
Cash - 76,000
Gold - 300,000
Primary - SPIRITUAL
Secondary - PHYSICAL
Tertiary - MENTAL
STR - 35
DEX - 45
CON - 55(+15)
PWR - 95(+5)(+25atks)
CTRL - 35(+5)
RESV - 40
INT - 35
WIT - 35
WILL - 35
Abilities - SPIRITUAL - 6/6
Zanpakutō(Bound+35) - 7 D-12+4(LV.7) - The main weapon of the Shinigami, but in the gauntlet form of the Onimusha warriors.
Shikai - The second form available to a Zanpakutō.
Bankai - The final and most powerful form of a Zanpakutō.
Soul Charge - Sacrifice energy to increase die roll(for every 1 energy gain 3).
Raizan - Shikai Abilities 3/3
Lightning Rod: A counter move that draws in lightning as you draw in the sword and releases it as a wave of electricity.
Magnetic Wave: Magnetizes the ground and draws in enemies for a quick draw attack.
Blade Spark: Stab into enemy and they are struck with unresistable lightning damage and silences them.
Bankai Ability - Ten wa raiha o hikisaku(Heaven Tearing Lightning Blade): The blade takes in all spiritual energy from the area and unleashes it upon ones foe.
Enryuu - Shikai Abilities 3/3
Flash Fry: Powers up your blade with fire, the more turns without a direct hit the more damage it unleashes.
Flame Clash: Unleashes a flame aura that does undodgeable damage if in a blade lock.
Flame Tatami: Creates multiple carpets of flame that if stepped on does damage and gives you a free basic attack.
Bankai Ability - Kazan funka jigoku(Volcanic Hell Eruption): Stabs the ground creating multiple erupting volcanoes around the area.
Karai Eiji - Shikai Abilities 3/3
Black Flash: Creates a portal by slashing the air.
Dream Hunter: A slash that steals health.
Bankai Ability - Setsudan jigen jigoku tengoku(Heaven Cutting Hell Dimension): Transports enemy to a dark dimension where their souls are sucked out.
Tenso - Shikai Abilities 3/3
Light Strike Array: Sword loops.
Blinding Blade: 2 step attack. Enemy rolls against blinding light, if they fail they take instant double slash. If you fail you can still roll the attack part.
Lightwave: Creates wings of light that allow you to reroll any failed defense or attack with an instant blinding flash step.
Bankai Ability - Tengoku shōmei dākunesuburēdo(Darkness Illuminating Heaven Blade): Vergil's Lv.3
Shippuu - Shikai abilities 3/3
Wind Aura: Creates multiple slashing wind blades that cut anything around you and reduce damage.
Gale Wave: Twin gale slashes that ignore defense.
Wind Revenge Wave: It's pretty much backlash wave.
Bankai Ability - Tsuisuto ten(Twisted Heavens): Creates a hurricane that picks up enemies and constantly damages them.
Chigo - Shikai abilities 3/3
Bankai Ability - Chikyū funsai debiruakkusu(Earth Shattering Devil Ax): Slam the ground near an opponent and makes it so all surrounding things are attracted to them eventually crushing them to death.
Mososo Kruppe Shikai abilities 3/3
Frost Trap: Stab the ground creating a ice trap.
Ice Binding: When you stab someone it chains the to the ground.
Winter Moon: As you swing the sword through the air it lengthens, going past enemy defenses.
Bankai Ability - Jigoku tōketsu hyōgaki(Hell Freezing Ice Age):
Kido - 7 D-12(LV.7) - A form of Shinigami combat that is based on advanced spells that are produced with strong Reiryoku
Onimusha Form - 7 D-12+4(LV.7) - The ultimate unleashed form of an Oni Warrior.(Regen 6 hp per turn, and ignore enemy soak rolls.)
Hollowfication - 7 D-12(LV.7) - Visored powers that significantly increase ones Shinigami powers.
Bala - Hardens the user's reiatsu and releases it in a swift yet potent blast.
Pesquisa - The ability to measure and locate spiritual pressure.
Cero - Consists of firing a powerful blast of concentrated spiritual energy at the target.
High-Speed Regeneration - Recover from any damage by healing at a drastically increased rate(4 per turn).
Sonīdo - Essentially, it is equivalent to Flash Step.
Hierro - A defensive technique in which the user's reiryoku condenses, creating a steel-hard skin strong enough to block even a Zanpakutō.
Garganta - Creates a pathway to and from Hueco Mundo.
Resurrección: (Claim their souls)Mestizo Demonio - Returns the essence of your Zanpakutō's offensive abilities to your humanoid bodies.
Draw Out - 7 D-12(LVL.7) - Invokes the very spirit of the users weapon and "draws" it out.
Abilities - PHYSICAL - 4/4
Hohō(Flash Step) - 7 D-12+6(LV.7) - A movement technique that allows the user to move faster than the eye can follow.
Utsusemi - Leave a tangible after-image every time you Flash Step.
Iaijutsu(Hiten Mitsurugi) - 6 D-12+4(LV.6) - Applies to sword use and weapon switching.
Hakuda - 7 D-12+4(LV.7) - A close-combat style of fighting, in which one is unarmed and uses only one's body, and is one of the four basic fighting styles of the Shinigami
Ikkotsu - A very powerful punch which can destroy much of the target's abdomen and send them miles away.
Sōkotsu - A powerful, two-fisted punch used which can totally destroy an opponent in one blow.
Oni Dekopin - A simple finger flick with enough physical force to send an opponent flying a considerable distance away and crashing through multiple physical constructs.
Shunkō - An advanced battle technique which combines the physical techniques of Hakuda with the spell-based techniques of Kidō.
Zanjutsu - 7 D-12+4(LVL.7) - The basic fighting style for the Zanpakutō.
Hōzuri - A simple but precise slash technique which is meant to lightly graze and cause superficial wounds.
Hitotsume: Nadegiri - Can casually slice through large, multi-story high opponents protected by steel skin.
Agitowari - Cuts an opponent in half from the jaw down the length of the body until the target is bi-sectioned.
Suikawari - A two-handed, overhead slash which cleaves an opponent's head in twain, regardless of its size.
Senmaioroshi - A technique where multiple blade movements take place so fast that they can literally shred a target into pieces.
Ryōdan - A two-handed technique that has the practitioner bring the sword down with enough force that it can cut an opponent in half right down the middle.
Shitonegaeshi - A pinning technique which subdues an opponent and immobilizes them on the ground using coercion alone.
Abilities - MENTAL - 1/3
Reishi Engineering - 7 D-12(LVL.7) - The ability to create things from Reishi, as well as disperse it.
Superhuman Drug - Makes one second seem like 100 years for the unfortunate victim to whom it is administered(coated on weapons).
Thought Inhibitor Drug - Restricts the individual's control over all motor functions(coated on weapons).
Regenerative Serum - Can regrow limbs upon injection, as well as heal less severe injuries.
Traits
Chaos Soul - At 50% HP critical chance changes to 80-100 from 90-100.
Rin Pyo To - Can substitute 1 physical check with the equivalent spiritual check per combat.
Pray - After making a successful action the next healing or defensive ability you use is an automatic critical, once per combat.
Ambidextrous - Can use the off hand without penalty.
Proper Form - Can reroll a melee check once per combat.
Battle Aura - On a successful defensive action you can roll flat, if that is successful your opponent is given a fear debuff.
Iron Body - +30% current HP.
Sha Kai Jin - Heal HP on successfully defending against a magic or spiritual attack.
Soul - Roll flat against how far below zero hit points you are to revive self with one hp
Body Check - If an enemy fails a melee range attack against you, roll flat and if successful your opponent is knocked prone.
Follow Through - Once per combat you may roll flat against an enemy who successfully blocks you, if you succeed then your opponent is stunned for 1 turn.
Signature Technique -
Muscle Mass - When an enemy fails a melee attack, roll for a chance to deal part of the enemy's damage back to them.
Conditioning - Reduce cool downs by one.
Bloodlust - Regains health upon defeating an enemy.
Better Lucky - Upon scoring a critical all your bonus dice add plus one.
Advice - Upon making your first successful action in combat you can give the next ally a plus 10 to their next main roll.
Reiatsu - Whenever you attack with Bankai, enemies have to roll Will for chance of losing action.
Strong soul - Add one half willpower to hit points.
Crown of Thorns - Add one half willpower to hit points.
Trigger Finger - When rolling initiative, if you beat the highest enemy initiative then you get a free attack action.
Roll with it - On a failed block you can attempt a dodge, but you receive no bonuses.
Quick and the Dead - Roll initiative twice and keep the greater.
Pending Doom - When you are targeted by spiritual abilities, you roll flat for a chance of it failing.
Center - Restore energy based on your PWR.
Mind over matter - Add one half willpower to hit points.
Defense Critical - When you successfully defend with a weapon, you have a chance to either kill the enemy or heavily damage them.
God of Flash - Flash Step never goes on cooldown.
Defensive Throw - If your opponent fails a melee attack, you get a free throw or unarmed attack.
Defense Matrix - Add kido to spiritual and soak.
Heroic Spirit - Roll twice against instant death or fear and take the greater.
Spirit - add one half your current missing hit points as a bonus to saving throws.
Retsu Zai Zen - After scoring a critical you receive 50% damage reduction for the turn.
Righteous Fury - Being lowered to 25% hit points makes your next attack a critical.
RAAHHHH! - Roll all exhaustion checks twice and take the greater.
Prodigy - A successful critical gives you a free spiritual action.
Pride - Add 50 to your rolls as long as you have not been damaged in combat.
Toughness - Can ignore one attack per combat.
Masochism - Roll soak rolls twice and take the greater.
Against all Odds - Gain a bonus of plus ten percent to rolls for every enemy you are currently fighting, note that fighting means you have targeted an attack at or have been targeted by an attack by them in the last two rounds.
Skills
Lore: Demons(LV.50) - Knowledge of demons.
Perception(LV.50) - Player is better at noticing small things.
Lore: S.C.P(LV.50) - Knowledge of S.C.P's.
Bluff(LV.50) - The ability to... well bluff.
Lore: Hollows(LV.50) - Knowledge of hollows.
Gamble(LV.50) - Gambling skills.
Trainers
Samanosuke Akechi - An ancient Samurai warrior recruited by the Oni Clan to fight the Genma.
Kisuke Urahara - Former captain of the 12th Division and creator of The Hōgyoku.
Tessai Tsukabishi - Former captain of the Kido Corps and Urahara's partner.
Hideyasu "Sōki" Yūki - Son of Ieyasu Tokugawa and a warrior who possesses the dark power of the Oni.
Ramza Beoulve - Main protagonist from Final Fantasy Tactics and a member of the well-respected House Beoulve.
Yoruichi Shihōin - Former captain of the 2nd Division and pronounced "God of Flash".
Genryūsai Shigekuni Yamamoto - Captain-Commander of the whole Gotei 13.
Kenpachi Zaraki - Captain of the 11th Division and eleventh Kenpachi to hold the position.
Mayuri Kurotsuchi - Captain of the 12th Division and 2nd president of the Shinigami Research Institute.
Equipment
Dragon Crested Katana - A Katana taken from Sid's house.
S.C.P Uniform - A specially designed uniform for when Sid is on his "other" job.
Shiden Orb/Raizan, Thunder Slash Blade (LV.3) - A powerful Oni orb that imbues the users weapon with the power of thunder.
Kouen Orb/Enryuu, Sword of Flames(LV.3) - A powerful Oni orb that imbues the users weapon with the power of fire.
Dark Orb/Karai Eiji, Dark Bladed Scythe(LV.3) - A powerful Oni orb that imbues the users weapon with dark power.
Light Orb/Tenso, Swords of Light(LV.3) - A powerful Oni orb that imbues the users weapon with the power of holy light.
Arashi Orb/Shippuu, Sword of Winds(LV.3) - A powerful Oni orb that imbues the users weapon with the power of wind.
Earth Orb/Chigo, Quaking Axe(LV.3) - A powerful Oni orb that imbues the users weapon with the power of Earth.
Ice Orb/Mososo Kruppe, Winters Wrath(LV.3) - A powerful Oni orb that imbues the users weapon with the power of Ice.
Dragonbreath Rifle - A rifle that shoots Dragon's Fire.
Genji Glove - Applies double strike on all attacks.
Bishamon Sword(LV.5) - The ultimate sword bearing the name of the God of War.(Geomancy - Reduces enemy resistences)
Amulet of Health - Plus 5 to CON.
The Grief Stone - Plus 15 to energy.
The Red Orb - Plus 50% to fire.
The Yellow Orb - Plus 50% to lightning.
The Green Orb - Plus 50% to wind.
The White Orb- Plus 50% to light.
Zoom Shoes- Plus 15 to initiative.
Ring of Regeneration LV.2 - Plus 2 to HP regen.
Macca Leaf - Plus 5 to CTRL.
The Hōgyoku - Removes the boundaries between Shinigami and Hollow.