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=Game Notes=
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==MMUP==
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===Encryption===
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;Keyed Vigenere
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all the world is muken
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the three truths lead to the distant shore
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===Corrupted Seeds===
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;Mitsuko 13
  
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===NPC MGs===
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;Kirika   
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Element: Obsession
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Power: Pinions
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Magical Weapon: Black Feathers
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Magical Effects: Healing Touch, Magical Strike
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Finisher: Binding Attack(F) Pinion Nails
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Normal Attributes: Sharp 7, Cool 6, Aggro 5, Social 3
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Magical Attributes: Fury 7, Heart 6, Magic 5
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Resolve: 18
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XP: 0/4
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;Pink-chan/Akasuki
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Element: Cuteness
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Power: Raging Heart
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Magic Weapon: Toy Masamune
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Magic Effect: Healing Touch, Magic Shield
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Finisher: Barrage Attack (H) Kawaiidiscope, Powerful Attack (H) Heartbreaker
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Normal Attributes: Cool 6, Aggro 7, Sharp 5, Social 3
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Magical Attributes: Heart 9, Fury 4, Magic 5
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Resolve: 18
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XP: 5/6
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Advances: 1-Finisher
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;Onegai-san/Mitsuko
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Element: Oblivion
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Power: Gate of the Garden
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Magic Weapon: Magic Wand/Scythe "All Fiction"
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Magic Effect: Magic Touch "Nothing Happened!', Regeneration, "No Effect!"
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Finisher: Binding Attack (M) "Nowhere to Go!", Powerful Attack (H) "Nothing Exists!"
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Curse Power: Mu
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Normal Attributes: Cool 9, Sharp 7, Social 6, Agro 3
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Magical Attributes: Magic 9, Heart 8, Fury 5
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Resolve: 22
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XP: 50/50
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Advances: 1-+1 Cool, 1-+1 Sharp, 1-+1 Magic, 1-+1 Heart. 1-+Finisher, 1-+4 Resolve
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  2-+1 Cool, 2-+1 Social, 2-+1 Heart, 2-+1 Fury
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===Asura===
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*Rules
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**Overcharge
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***Asura can not voluntarily take Overcharge, nor do not accumulate Overcharge.
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***Asura may take Overcharge from other people and use it as Overcharge for their own purposes, such as using Finishers, Magic Effects, or boosting rolls. They may do this in reaction to another person's action as soon as Overcharge occurs (and in fact must, with Youma, since Youma don't accumulate Overcharge).
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***Asura may store Overcharge up to 1/2 their highest Magical Attribute (round up).
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**Chaos Charge
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***If an external event creates Overcharge (usually Youma with the Overcharge Radiation ability), and the Asura was not directly responsible for the event, the Asura may absorb up to the total of their Magical Attributes and store it as Chaos Charge.
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***An Asura may convert 2 points of Overcharge into 1 point of Chaos Charge
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***An Asura may convert 2 points of Chaos Charge into 1 point of Overcharge
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***Chaos Charge may be required to use certain Curse Powers.
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***1 point of Chaos Charge may be used to recover 1d6+3 Resolve
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***1 point of Chaos Charge may be used to create an Oblivion Seed (or Corrupted Seed if the Asura's Curse Power allows).
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***1 point of Chaos Charge may be used to increase either the Power Level or Magical Girl Number of a Youma.
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**Resolve
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***Asura have Resolve equal to their base as if they were Magical Girls, plus the sum of their Magical Attributes.
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**Nature
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***Effects that specify Magical Girls or Youma do not effect Asura.
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***Asura may not make Wishes or Curses.
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***Asura always have a Curse Power, even if they were never a Witch. If they had a Wish power before becoming an Asura, it becomes a Curse Power;there is no option to keep their former power.
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***Asura are not Normal or Special. However, they can not be altered by the World its Agent.
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;Nadie/Asura Zero
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Element: Narrative
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Power: Speed of Plot
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Magic Weapon: Six-Shooters
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Magic Effect: Swift Action, Double Action, Healing Touch, Magical Boost (Fury),
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  Magic Shield, Magic Strike, Regeneration
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Finisher: Barrage Attack (F) 30 Pieces, Binding Attack (F) Four Nails,
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  Debilitating Attack (F) Bloody Spear, Piercing Attack (F) Golgotha Tree,
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  Powerful Attack (F) Iscariot Bullet, Precise Attack (F) Marked for Death
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Curse Power: Original Sin
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 +
Normal Attributes: Cool 11, Agro 10, Sharp 9, Social 7
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Magical Attributes: Magic 11, Fury 13, Heart 9
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Resolve: 46
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XP: 250/250
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Advances: 25
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;[[Magica_Mima_Umbra_Puella:Akemi|Akemi/Asura One]]
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===Active Youma===
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;Ichi
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PL 1
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MG 1
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Resolve: 6
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Fury: 4
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Heart: 3
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Magic: 2
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Strong/Weak: Fury/Magic
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Base damage 1d3
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Oblivion Seeds: 0
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PP: 0
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Boss: None
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Special: Overcharge
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;Ni
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PL 1
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MG 1
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Resolve: 6
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Magic: 4
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Fury: 3
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Heart: 2
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Strong/Weak: Heart/Fury
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Base damage 1d3
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Oblivion Seeds: 1
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PP: 0
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Boss: None
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Special: Overcharge
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;San
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PL 1
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MG 1
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Resolve: 6
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Heart: 4
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Magic: 3
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Fury: 2
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Strong/Weak: Magic/Fury
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Base damage 1d3
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Oblivion Seeds: 0
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PP: 0
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Boss: None
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Special: Overcharge
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;Shi
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PL 1
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MG 1
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Resolve: 6
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Fury: 4
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Heart: 3
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Magic: 2
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Strong/Weak: Fury/Magic
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Base damage 1d3
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Oblivion Seeds: 1
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PP: 0
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Boss: None
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Special: Overcharge
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;Go
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PL 1
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MG 1
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Resolve: 6
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Magic: 4
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Fury: 3
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Heart: 2
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Strong/Weak: Fury/Magic
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Base damage 1d3
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Oblivion Seeds: 0
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PP: 0
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Boss: None
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Special: Overcharge
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;Roku
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PL 1
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MG 1
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Resolve: 6
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Fury: 4
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Heart: 3
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Magic: 2
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Strong/Weak: Fury/Magic
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Base damage 1d3
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Oblivion Seeds: 1
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PP: 0
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Boss: None
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Special: Overcharge
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;Shichi
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PL 1
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MG 1
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Resolve: 6
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Heart: 4
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Magic: 3
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Fury: 2
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Strong/Weak: Magic/Fury
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Base damage 1d3
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Oblivion Seeds: 0
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PP: 0
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Boss: None
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Special: Overcharge
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;Hachi
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PL 1
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MG 1
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Resolve: 6
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Heart: 4
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Magic: 3
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Fury: 2
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Strong/Weak: Magic/Fury
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Base damage 1d3
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Oblivion Seeds: 1
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PP: 0
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Boss: None
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Special: Overcharge
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;Kyuu
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PL 1
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MG 1
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Resolve: 6
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Fury: 4
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Heart: 3
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Magic: 2
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Strong/Weak: Fury/Magic
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Base damage 1d3
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Oblivion Seeds: 0
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PP: 0
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Boss: None
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Special: Overcharge
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;Juu
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PL 1
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MG 1
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Resolve: 6
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Fury: 4
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Heart: 3
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Magic: 2
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Strong/Weak: Fury/Magic
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Base damage 1d3
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Oblivion Seeds: 1
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PP: 0
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Boss: None
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Special: Overcharge
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;Juuichi
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PL 1
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MG 1
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Resolve: 6
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Magic: 4
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Fury: 3
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Heart: 2
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Strong/Weak: Fury/Magic
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Base damage 1d3
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Oblivion Seeds: 0
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PP: 0
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Boss: None
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Special: Overcharge
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;Juuni
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PL 1
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MG 1
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Resolve: 6
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Heart: 4
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Magic: 3
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Fury: 2
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Strong/Weak: Magic/Fury
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Base damage 1d3
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Oblivion Seeds: 1
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PP: 0
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Boss: None
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Special: Overcharge
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;Yamata no Orochi
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 +
PL 4
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MG 4
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Resolve: 44
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Fury: 10
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Magic: 8
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Heart: 5
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Strong/Weak: Heart/Fury
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Base damage 1d6+1
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Oblivion Seeds: 2
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PP: 8/3
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Boss: Burst Attack, Extra Action x2
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Special: Binding Attack, Mind Leech

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