Tsubaki
is
a
Demon
Weapon,
one
who
can
transform
her
body
into
a
powerful
weapon
and
resonate
her
soul
with
a
wielder,
as
well
as
a
member
of
the
Nakatsukasa
Clan.
Tsubaki
joined
the
Death
Weapon
Meister
Academy
to
grow
stronger
and
learn
to
be
a
more
competent
Demon
Weapon,
in
the
hopes
of
stopping
her
out-of-control
brother
from
consuming
human
souls
and
becoming
an
unstoppable
evil.
Tsubaki
did
eventually
defeat
her
brother
and
absorb
him,
but
over
the
course
of
her
training
with
the
Academy,
became
embroiled
in
a
battle
against
forces
far
more
vile
and
far
more
powerful.
After
the
Great
Collide,
Tsubaki
continues
seeking
to
grow
as
a
combatant
and
as
a
person,
and
to
keep
the
new
world from being swept up in madness.
Roll
3d10
and
take
the
highest
result
for
checks
to
recognize
or
understand
magical
weapons
and
tools,
checks
to
tell
if
someone’s lying or hiding something, checks that involve cooking, and checks involving combat tactics and strategy.
Roll
2d10
and
take
the
highest
result
for
attack
checks
made
when
you
are
being
wielded
as
a
weapon,
defense
checks
to
dodge
or avoid, checks involving stealth, and checks to notice things.
Roll
1d10
for anything else.
Whenever you talk an ally out of doing something brash, or talk them into approaching a situation more tactically, gain
1 XP
.
When you act as a mediator and help diffuse an argument between two other parties, gain
3 XP
.
When you prevent madness from overtaking the world, gain
5 XP
.
Dark
Arm:
You
are
a
Demon
Shadow
Weapon,
a
Dark
Arm.
Though
you
have
a
human
form,
you
are
also
able
to
assume
the
shape
of
a
physical
weapon,
to
be
wielded
by
another;
those
that
wield
a
Demon
Weapon
are
called
Meisters.
In
your
own
world
you
were
able
to
take
the
shape
of
various
weapons,
but
because
of
the
Great
Collide,
you
are
limited
(for
now)
to
the
form
of
a
short
ninjatō.
You
can
manifest
glimpses
of
this
weapon
when
you
attack
independently--forming
a
blade
from
your
forearm
to
slash
at
an
enemy,
for
instance--but
you
are
at
your
strongest
when
you
take
the
full
shape
of
a
weapon
and
are
wielded
as
such.
When
you
are
being
wielded,
your
Meister
rolls
2d10
on
any
attack
checks
with
you,
even
if
they’re
not
normally
proficient
with
your
style
of
weapon.
When
you
attack
on
your
turn,
you
will
your
Meister
to
swing
you,
and
you
roll
2d10
on
any
attack
checks
with
yourself.
From
an
in-character,
outsider
perspective,
the
Meister
appears
to
be
attacking
twice
in
one
round;
in
reality,
you
and
your
Meister
are
both
attacking
with
you
as
a
weapon
independently.
You
and
the
Meister
act
as
one
cohesive
unit,
your
souls
attempting
to
operate
on
the
same
wavelength.
You
still
have
the
option
to
move,
as
well--you
can
essentially
force
your
Meister
to
travel
your
normal
movement
distance.
Because
you
and
your
Meister
can
both
move
their
body
in
this
way,
in
combat
your
Meister
basically
has
double
their
normal
speed
(one
move
for
you,
and
one
for
them),
and
out
of
combat
a
Meister carrying you is granted
Haste
status.
As
a
weapon
in
someone’s
hands
you
are
difficult
to
target,
and
your
metal
is
reinforced
by
your
user’s
soul;
you
cannot
be
attacked
while
you
are
a
wielded
weapon.
You
are
able
to
speak
still,
and
your
human
form
appears
in
the
reflection
of
your
blade. You can also “sense” the world around you--both you and your Meister are immune to
Blind
while you are being wielded.
Art
of
Assassination:
You
have
received
extensive
training
in
the
ways
and
methods
of
being
an
assassin,
and
can
pass
this
knowledge
onto
your
Meister.
You
may
automatically
succeed
on
any
check
to
hide,
sneak,
or
otherwise
be
stealthy;
if
you
are
being
wielded
as
a
weapon,
your
wielder
automatically
succeeds,
as
well.
After
you
use
this
ability,
roll
1d10;
on
a
1-5,
shut
this
ability down.
Chain
Scythe
Mode:
As
a
side
action,
you
can
take
the
form
of
two
scythes
connected
by
a
chain.
You
can
vary
the
length
of
the
chain
at
will,
attacking
from
up
to
50
feet
away.
When
you
attack
or
are
used
to
attack
in
this
form,
you
and
your
Meister
do
not
provoke
any
melee-based
counter-attacks.
You
can
be
used
as
a
grappling
tool
to
climb,
swing
from
overhead
architecture,
or
grab
an
object
and
pull
it
near.
You
can
also
utilize
these
aspects
yourself
when
you
are
in
human
form--extending
a
chain
scythe from your body to imitate the properties of the ability. You must take this ability to take the following:
Chain
Binding:
When
you
deal
damage
in
Chain
Scythe
mode,
you
can
pull
the
enemy
up
to
20
feet
closer
to
your
Meister
(or
yourself,
if
you’re
not
being
wielded).
Alternatively,
you
may
bind
the
enemy’s
legs
by
wrapping
your
chain
around
them.
Until
the
start
of
your
next
turn
the
target
is
still
able
to
act,
but
cannot
move
from
their
current
spot.
This
second
option does not work on airborne opponents.
Dummy
Mode:
As
a
side
action,
you
can
take
on
the
form
of
whichever
Meister
wielded
you
in
combat
last.
You
perfectly
imitate
their
physique,
voice,
and
even
mannerisms,
using
information
you
retained
from
sharing
similar
wavelengths;
however,
you
do
not
get
access
to
their
skills
or
abilities.
Unless
you
do
something
drastically
out
of
character
for
them,
you
automatically
succeed on any checks to impersonate them. You can change back to your normal human form as a side action.
Shuriken
Mode:
As
a
side
action,
you
can
transform
into
a
large,
five-pointed
shuriken.
When
thrown,
you
can
alter
your
own
trajectory
in
mid-air,
allowing
you
to
curve
in
unusual
ways
and
return
to
your
Meister’s
hand
from
any
flight
path.
You
become
a
ranged
weapon,
and
are
more
easily
able
to
attack
multiple
foes
in
a
round.
While
in
Shuriken
Mode,
you
(or
your
Meister)
take
a
-1 penalty for every additional attack target, rather than the normal -2 for every additional one.
Smoke
Bomb
Mode:
As
a
side
action,
you
can
become
a
smoke
bomb.
When
you
impact
a
hard
surface
such
as
the
floor
(throwing
yourself
down,
or
throwing
you
down,
is
also
a
side
action),
you
form
a
15
by
15
foot
field
of
smoke.
Anyone
inside
the
smoke
is
inflicted
with
Blind
for
as
long
as
they’re
within
it,
and
those
trying
to
see
or
attack
through
the
smoke
are
treated
as
though
they
were
Blind
,
as
well.
You
can
“part”
the
veil
of
smoke
in
select
portions,
allowing
your
allies
to
see
through
it
without
giving
your
enemies
the
same
advantage.
You
cannot
attack,
be
attacked,
or
be
wielded
as
a
weapon
for
as
long
as
you
maintain
the smoke, but you can return to your human form or a different weapon form as a side action.
Strength
of
Soul:
Your
soul
is
an
exceptional
one,
strong
enough
that
the
mystical
properties
that
constitute
you
cannot
be
shut
down. You are immune to the status effect
Silence
, as is anyone wielding you as a weapon.
Uncanny
Sword:
A
powerful
form
gained
from
consuming
the
soul
of
your
brother
back
in
your
own
world;
as
a
side
action
you
can
take
the
shape
of
a
black-bladed
katana
with
a
bandaged
hilt.
While
in
this
form,
you
can
control
your
Maester’s
shadow,
forming
sharp
blades
and
claws
that
can
react
in
an
instant.
When
your
wielder
fully
defends
against
a
melee
attack,
you
may
make a counter-attack with a -2 penalty without using your turn.
Uncanny
Sword
[True
Form]:
You
can
take
the
true
form
of
the
Uncanny
Sword
with
a
longer,
glowing
red
blade.
However,
because
few
can
consistently
adhere
to
the
Will
of
Nakatsukasa,
this
form
has
detrimental
effects
on
you.
You
can
enter
this
form
as
a
side
action,
and
exit
it
as
a
main
action.
You
and
your
Meister
roll
3d10
on
all
attack
and
defense
checks
while
you
are
in
this
shape;
however,
at
the
start
of
your
turn
you
take
2
automatic
damage
which
cannot
be
raised
or lowered.
Wavelength
Control:
You
have
gotten
better
at
matching
the
wavelength
of
another,
making
you
and
your
wielder
a
more
cohesive
and
singular
fighter.
Whenever
your
Maester
takes
damage,
you
may
split
the
damage
between
the
two
of
you
in
any
way that you choose--as long as the Maester still takes a minimum of 1 damage.