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口でクソ垂れる前と後に"サー"と付けろ、分かったか、ウジ虫!? ← ストーム1 戻る ボブ・ロス → ハートマン軍曹(Sergeant Hartman) 性別 職業 タイプ 弱点 耐性 特性 男(おっさん) 軍曹 銃士 なし なし ※クリティカル率が20%上昇 ※「軍用ライフル」装備後 LV50時ステータスデータ(未ドーピング) MHP MMP 攻撃力 防御力 精神力 敏捷 633 500 223→※293 156 458 208 ※「軍用ライフル」装備後 装備 部位 名称 性能 説明 武器 ハンドガン 攻+50 EDFで制式採用されている拳銃。 武器(換装) 軍用ライフル 攻+120 軍で使用されるライフル。拳銃とは比べ物にならない。 服装 軍服 防+25 アメリカ海兵隊の軍服。 帽子 帽子 防+15 ハートマン愛用の帽子。 アクセサリ 勲章 精+20 ハートマンの功績の証。 鬼教官。その凄みは魔理沙をもビビらせた。 攻撃面よりも光るのが何といってもランニングによる全体強化。重ね掛けで鉄壁の防御を得られる。 また、言葉攻めによる敵の弱体化も役に立つ。 さりげなく魔術師クラスの精神力を持つため、消費MPの割に威力もそこそこあるのがGOOD。 最終章では強化すればあっさり4ケタダメージをたたき出す「フルメタルジャケット」を習得。 自分では攻撃力を強化できないため、他に攻撃力をあげられる仲間と組む必要がある。 仲間の耐久力を上げるという性質上、言葉との相性が抜群に良い。 習得技『訓練』 レベルアップもしくは固定イベントで習得 技名 習得Lv 消費MP 効果 属性 単/全 備考 鉄拳制裁 1 3 攻撃 単体 よろめきの追加効果 ランニング 10 40 補助 全体 味方の防御力、精神力、敏捷性の上昇 ※2 言葉責め 17 18 攻撃 全体 沈黙、恐怖の追加効果 精密射撃 25 22 攻撃 単体 3倍撃 フルメタルジャケット ※1 75 攻撃 単体 5倍撃 ※1:17話冥王戦後習得 ※2:2章の動画版、及び体験版では攻撃力も上昇 アイテム使用で習得 技名 アイテム 消費MP 効果 属性 単/全 備考 ルナティックRE 狂気の瞳 42 攻撃 単体 暗闇+暴走の追加効果 シックス・オン・ワン ロットンの書 62 攻撃 全体 陰陽弾 陰陽弾 35 攻撃 神聖、光 単体 だまし討ち う詐欺の杵 14 攻撃 単体 混乱の追加効果 一旦休憩 サボる秘訣 10 回復 自分 HP中回復 どん兵衛ちゃん どん兵衛ちゃんセット 22 回復 単体 HP中回復 喧嘩根性 喧嘩根性 13 補助 単体 精神力上昇 中曽根OFF 少し楽しくなる秘訣 35 治療 全体 精神系状態異常を治療 リザレクション 鳳凰座の青銅聖衣 60 回復 自分 HP全回復・オワタを除く全状態を治療 キャラクター概要 映画「フルメタルジャケット」の前半で、主人公ジョーカー達の訓練教官として登場。階級は軍曹。 原作ではハートマン軍曹ではなく、「ガーハイム」砲兵軍曹。 極めて下品な罵りと凄まじいシゴキで新兵たちを一人前の海兵隊員に育て上げるが、 あまりに厳しいシゴキで頭がおかしくなった新兵の一人「微笑みデブ」ことレナードに射殺されてしまう。 その時「レナード…俺はお前を誇りに…」と彼の度胸を称えながら、失意と共にこの世を去る。 落ちこぼれを作らぬよう全員に目をかけて一人前に仕立てようとする指導手腕もあって、とても素晴らしい教官なのです。 彼がランニングの時に歌う歌は下ネタが多くかなり下品なので人前で歌わないようにしよう。 それ以前に彼が普段喋る内容も極めて下品な表現が多いため、注意が必要。しかしながら、それ故に中毒性も高い。 一部では「心男」と呼ばれるが、「軍曹」の方が有名なため、あまり定着していない。 原作にて軍曹を演じた俳優のロナルド・リー・アーメイ氏は、本物の元海兵隊員である。 本来は演技指導のために呼ばれた裏方的立場だったらしいが、そのあまりの迫力と多彩な語彙表現、そしてリアルさに、 監督の故スタンリー・キューブリックが度肝を抜き、急遽出演が決定したらしい。 ちなみに彼はハートマンの印象が強く、また実際の階級も軍曹(一等軍曹《ガニー・サージェント》)であることから、「ガニー(軍曹)」の愛称で呼ばれている。 その後も映画俳優や声優、テレビ番組の司会など幅広く活動していたが、2018年4月15日に肺炎による合併症のため死去。74歳だった。 ニコニコRPGではEDFの指揮官的ポジションにいる。 原作の言葉遣いがあまりにも放送禁止用語が多いせいか、原作に比べると言葉遣いはだいぶ穏やかになっている。 そのポジションのためかやや目立たない位置にいるが、作中17話で自分の命を奪った弾丸と同じ名前の技を習得したり、 動画版の市街地エリアでは外山恒一に銃殺されるなど、故意か偶然か皮肉な場面が目立つ。 なお、後に仲間になるなのはさんも一応正規の軍人である。 しかし、残念ながら本作においては、彼とのそっち方面における絡みは一切無い。 初登場時の表記は「教官」及び「ハートマン軍曹」 元ネタ(主なニコニコ動画出演作品) 君はこの訓練(の字幕の内容)についてこれるか? 4分でわかる正しい海兵隊の作り方。おや、微笑みデブの様子が… 一見、初音ミクの動画に見えるが……? 海外でも『海兵隊の鬼教官と言えばハートマン!』というくらい有名なのでコスプレもされる。この方にも。 (※なにぶんレイヤーさんがこのお方なので、視聴の際はいろいろと注意。中級者向け) /ノ 0ヽ _|___|_ ヽ( # ゚Д゚)ノ 下がってろウジ虫ども! | 个 | 訓練教官のハートマン先任軍曹が ノ| ̄ ̄ヽ 魔王とムスカをブチ殺す! ∪⌒∪ 貴様!俺のEDFをどうするつもりだ! 口でクソたれる前と後に「サー」と言え! ふざけるな!大声出せ!タマ落としたか! 貴様には両生動物のクソをかき集めた値打ちしかない! 魔王の手先のおフェラ豚め! まるでそびえ立つクソだ! タマ切り取ってグズの家系を絶ってやる! じじいのファックの方がまだ気合いが入ってる! ラピュタに行く前に戦争が終わっちまうぞ、アホ! , '`..-.'" . . . . . . . . . .` . . 、 . . . . . . . . . . . . . ' , / . . . . . . . . . . . . . . . . . . . . . . ` .'''''''''" . . . . . . .l _,,,,,,_ __,,/;;;___ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . l ,...'"  ゙̄ '''..―-.....,_ . . . . . . . . . . . . . . . . . ! ' , `` ..'ー....;;; . . . . . . | ` 、 rニニ= 、,ヾゞ {, -ー-.、ヾー-, 、 ``.....、i,, ` 、 r'◎!_ン . ミ _i◎~`ヽ、彡 ' 、 . ` . 、 ``......、 ` ''ー .!"/ .. ヽ ̄""!ヾ、゛ ', . . . . . ` .、 ` 、 / .( . ヾ .. ' , . . _;;;;;;;; ` 、 ! /ヽ 'ヾ''ゝ"', .. .. , ", -‐ `, ) i l! ノノ ', . ,' i |! ,'ー-- -ーー '" | .|! r二ニヽ ` ', / ノ;;__ ノ, ' | .|! | \.. ', . ! _/ 答えなし!?魔法使いのババアか!!!! ! i! | /´゙ ./ `, i!`''' ´ / i L!ニニ`// i l ! i ,' , ' | `--- '" ノ ,' .,' !'" //ーー- 、 │ -ー- / ,' / '"/ .i . . . . . . . . ` 、 , '"゛ヽ、 / ,' / / . . . .! . . . . . . . . . . . . .`` ー- / . . . . . . . . . . .`....-ー'";;;;;;;, ' / . . . . . . . . . . . . . . . . . . . . . . . . . . .
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オートマトン Automaton レア オートマトン 人造 出典 Guns Gears 37ページ These intelligent constructs house actual souls and represent what remains of a dying empire's last attempt at greatness. Automatons combine technological ingenuity with magical power, creating a blended being wholly unique to Golarion. The Jistka Imperium was the first major human civilization to emerge after Earthfall, arising around the area that would later become Rahadoum and enduring for seven centuries thanks to great advancements in civics and the sciences. However, Jistka's leaders often favored aggressive uses of technology, and early advances paved the way for arrogance, petty infighting, and corruption. The Jistka Imperium's expansionist tendencies and lack of diplomacy earned the Imperium many enemies over the course of its existence. The most notable of these foes was the empire of Ancient Osirion. Osirion's enmity ultimately sealed the Imperium's fate, as they employed clever and depraved magic that proved more than a match for Jistka's legendary golem army, even when the Jistkans began to cut corners and bind fiends into their golems. In a desperate attempt to fight back against internal corruption and external pressures, a cabal of concerned Jistkans formed the Artificer Conclave to develop new technologies to stave off the Imperium's collapse and return Jistka to its former glory. The most successful of these developments were automatons, which the Conclave believed to be the pinnacle of Jistkan constructs—or at least, the last hope for Jistka's salvation. Conclave creators transplanted the mind, life force, and soul of Jistkan individuals into these constructs, creating magical and technological marvels powered by the life energy of the greatest warriors and scholars the organization could recruit. Unfortunately, despite the Conclave's best efforts, the automatons' arrival happened too late to save the already doomed Imperium. The empire collapsed, leaving automatons to fend for themselves. The exceptional and forward-thinking construction of automatons means that a fair number remain today, millennia later, scattered to the winds. However, the passage of time has revealed one of automatons' greatest weaknesses their mortal psyches. Only the strongest willed have managed to retain their memories, sense of self, and lucidity after all this time. As each automaton remains as unique as any living person on Golarion; a given automaton has their own personality, shaped by countless experiences. Most automatons behave reclusively, preferring to avoid others due to fear of attachment or misunderstanding. Even automatons who are more willing to live in the open understand that their unique nature makes them a prime target for hunters, scholars, or worse. Rare is the automaton that lives without the regular occurrence of distrust or worry. If you want to play a character who is a living construct with powerful potential and ties to ancient magic, you should play an automaton. おそらく君は… You might… Have lived for several centuries and through many significant events. Be hesitant to trust others until they've earned it. Remember little of your life before becoming an automaton. ひょっとしたら他人は君のことを… Others probably… Mistake you for a mindless construct when they first see you. Assume you have secret knowledge about magic and technology. Look upon you with awe. 身体的特徴 Physical Description Automatons share a common construction—a blend of magically treated metals and stone. This design allows automatons to withstand the rigors of direct combat and makes them particularly hardy. Their heavy bodies can move just as quickly as other combatants, making automatons intimidating foes. The design of an automaton varies depending on the needs of its role. Most automatons have a basic humanoid shape, though some instead have shapes that closely resemble animals. The majority of automatons have a single eye that glows with a dim, magical light. Each also contains a powerful artifact that both houses its individual soul and uses a combination of life and planar energy for power. These automaton cores are marvels of magical engineering whose method of creation has been lost to time. As constructs, automatons typically don't need to breathe, eat, or sleep; however, the body of an automaton needs to vent an imperceivable magical exhaust at a constant rate. This venting process requires breathable air to prevent a buildup of exhaust that can clog the automaton's systems, sometimes to fatal effect. Thus, automatons can still suffocate much like living creatures. Though they don't sleep, automatons require a period of magical recalibration and restoration which stabilizes the energies within their core. Without this process, an automaton core is incapable of fully powering the automaton and they enter an inefficient state (similar to a humanoid who doesn't get 8 hours of sleep). Automatons don't age and the design of their cores grants them a seemingly endless power source. Many automatons that exist today are thousands of years old, their bodies as efficient as the day of their creation, even if their minds might have deteriorated with the strain of the ages. Automatons lost over time typically met violent ends. An automaton's body is just as vulnerable to destruction as any other construct, though destroying an automaton core is more difficult. As such, an automaton's soul might remain trapped within its core for years after the destruction of its body. This was the intent of the original creators, who hoped to provide functional immortality. However, in reality, the destruction of the body more often leads to a malfunction, requiring magical intervention such as resurrection magic to restore the automaton completely. In the case of the core's destruction, or if it malfunctions catastrophically enough that it can no longer hold the soul, the core releases the spirit to the River of Souls. In some cases, an automaton can learn how to consciously or subconsciously influence its core. These automatons eventually learn how to release their souls from their cores, allowing their souls to move on when they feel they have achieved a satisfying life. This act leaves the automaton as a mindless construct, typically still active but no longer capable of anything but aimless wandering and occasional acts of self-defense. 社会 Society Due to the disparate fates of automatons, many of them lead solitary lives. There are a few cases of automatons originally designed to work together, such as groups of warriors, who remain as a team and dwell together in hideouts or travel together as wanderers. These groups are few and far between, however, and automaton settlements are even rarer. The only pockets of automatons that begin to resemble settlements typically hide among the ruins of Jistka. These groups can hold dozens of automatons, but any attempts to contact or visit them tend to be fruitless. Such gatherings are especially secretive, and the resident automatons will protect their homes at any cost. Automatons are far more likely to encounter other ancestries. Depending on the automaton's personality, this encounter could go a number of ways, ranging from extreme secrecy to open visitation. An automaton's unique appearance makes them stand out regardless of where they're found, but most others look upon them with awe or curiosity rather than fear. Magical constructs aren't an alien concept across Golarion, but many of them are mindless. After making it past the initial shock of a thinking construct, it's often not difficult for most grasp how to engage with an automaton. However, automatons are more likely to find the semblance of an everyday life in large cities like Absalom, Azir, or Quantium. Regardless of where they go, an automaton must remain on the lookout for those who would attempt to take their body for study or to access their core. 属性と宗教 Alignment and Religion The people of the Jistka Imperium saw the aeons of Axis as ideal beings whose behavior was worthy of emulation, so many Jistkans were lawful neutral. Since many automatons contain Jistkan souls, most automatons are lawful neutral, or at least lawful in some capacity. Over the centuries, however, a fair number of automatons have drifted toward neutral alignments as their outlooks change without a primary society or set of ideals upon which to cling. Automatons tend to worship gods of technology or magic like Brigh and Nethys, or various monitor demigods. Worship of Irori and Pharasma are somewhat common among automatons as well. Pharasmin automatons likely learn how to release their souls from their cores, and often choose to do so. Though they are ancient beings from long before the time of Casandalee, a small number of automatons have recognized the new artificial goddess as a kindred spirit. 冒険者 Adventurers Many who became automatons had some role in society prior to their transformation and often gravitate toward classes that best represent these roles, even if they no longer remember their former life as more than subconscious flashes. Hunter, sharpshooter, and warrior automatons usually become fighters, rangers, and rogues. Spell casting classes, such as bards, witches, and wizards are common among mage automatons. While an automaton can have any background, the pool of individuals chosen to become automatons were typically of the acolyte, bounty hunter, emissary, gladiator, guard, herbalist, hunter, martial disciple, scholar, scout, or warrior background. 名前 Names An automaton typically keeps the name they had before their transformation into a construct, if they can remember it. Even when other memories fade, memory of their name often remains. As such, many automatons have names with Jistkan origins. Second most common are automatons who had to give themselves a new name, as they lost their memories of the old one at some point. Those automatons that particularly believed in the cause of the Artificer Conclave might instead take the name of one of the conclave's members in honor of the cause that they gave their body to support. Some automatons prefer to change their names over their lifetimes, either selecting a new name from a culture they encountered or adding a title to represent a significant moment in their lives. In some cases an automaton will use a particularly cherished title in place of any other name. 名前の例 Sample Names Alnhaman, Busmin, The Doleful, Enoh, Himar, Kantral, The Kindred, Numinar, Scholar, Tehkis, Wayfarer, Yulmian その他の情報 Other Information オートマトンの起源 Automaton Origins The method of creating automatons as the Artificer Conclave did millennia ago has been lost to time. As such, most automatons who remain on Golarion were created during Jistka's existence. However, there are a few rare automatons that have different origins. Anquira, herself an automaton and a high-ranking member of the Artificer Conclave, resides in Axis and seems to be nearing the point of recreating the Jistkan process. She's created a few promising prototype automatons with her techniques. There are also rumors of another automaton doing similar research somewhere in the deserts of the Golden Road, though the new automatons emerging from the desert appear somewhat incomplete. Of significant note are the increased reports of automatons in southern Garund, originating from the nation of Eihlona. The nation is famous for its inhabitants' skill in mixing magic with technology, particularly the remnants of Shory technology that crashed within the nation's borders in ages past. Eihlonan mage crafters have managed to recreate automatons using their vast knowledge, magical prowess, and access to ancient technology, alongside insights from a few friendly automaton immigrants who found a respectful and welcoming home there. Though the process is long and arduous, Eihlona seems to be on the verge of recreating the success of the Artificer Conclave. If they do, they could someday produce hundreds, if not thousands of automatons. 拡張 Enhancements オートマトンは、体の機能強化や修正を受けられるように構築されている。多くのオートマトン種族特技には、獲得できる可能性のある拡張を表す「拡張」項が書かれている。拡張の恩恵を受けるには、《下級増強》などの利益を与える特技を得る必要がある。各特技の拡張は1回だけ行える。 Versatile Heritages Versatile Heritages Since automatons have artificial bodies, they don't manifest the features of versatile heritages, even if the soul within their core did so in life. As a result, most automatons don't have a versatile heritage. However, players who are interested in taking a versatile heritage are encouraged to speak with their GM to best determine an explanation for the versatile heritage. Since an automaton core draws on planar energy, there is a chance that said energy manifests in a versatile heritage, such as a tiefling automaton with an overabundance of Hell's planar energy. Alternatively, a powerful soul might still be able to manifest the features of their heritage they had prior to transfer to an automaton body. An automaton with a versatile heritage will have minimal physical changes if any, though the color of energy that courses through their core and the rest of their body might change to properly represent the versatile heritage. オートマトンのデータ Automaton Mechanics ヒット・ポイント 8 サイズ 中型あるいは小型 移動速度 25フィート 能力値増強 【筋力】、任意 言語 共通語、イネヴィタブル語。【知力】修正値に等しい追加の言語(修正値が正の値である場合)。奈落語、水界語、風界語、天上語、ドワーフ語、エルフ語、火界語、地獄語、地界語、および使用可能なその他の言語(住んでいる地域でのコモンの言語など)から選択する。GMが望むなら、君はジストカ時代の記憶をまだ有しており、共通語ではなくジストカ語の会話を行うかもしれない。 特性 レア、オートマトン、人造 夜目 君は薄暗い光の中でも明るい光と同様に見通すことができ、薄暗い光による視認困難を無視する。 オートマトンの核/Automaton Core Your body contains an automaton core infused with planar quintessence that grants you power to perform various tasks and houses your soul and life energy. This life energy flows through you much like the blood of humanoids. As a result, you are a living creature. You don't have the typical construct immunities, can be affected by effects that target a living creature, and can recover Hit Points normally via positive energy. Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points. 人造の体/Constructed Body Your physiological needs are different than those of living creatures. You don't need to eat or drink. You don't need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a recuperating standby state for 2 hours, which is similar to sleeping except you are aware of your surroundings and don't take penalties for being unconscious. Much like with sleeping, if you go too long without entering your standby state, you become fatigued and can't recover until you enter standby for 2 hours. 出自 Heritage 狩人オートマトン Hunter Automaton 出典 Guns Gears 36ページ You were designed to serve as a scout or assassin and have a body resembling a pack hunter like a large cat or wolf. Though you typically move like a quadruped, you can still stand and fight like a biped, allowing you to use all equipment normally. Your quadruped design allows you to move quickly; if you have both hands free, you can increase your Speed to 30 feet as you run on all fours. 魔術師オートマトン Mage Automaton 出典 Guns Gears 36ページ The chamber housing your core has a more direct connection to the rest of your humanoid shape, allowing you to tap into your core's magical energy. You gain one cantrip from the arcane spell list. You can cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. 狙撃手オートマトン Sharpshooter Automaton 出典 Guns Gears 36ページ Your lithe, humanoid shape is designed for speed and accuracy suitable for ranged combat. You gain the Automaton Aim action. オートマトンの狙い [one-action] Automaton Aim 出典 Guns Gears 36ページ You steady your body and observe the events of the battlefield to maximize the range of your next shot. You reduce the penalty for firing into your weapon's second range increment from –2 to 0 for the next ranged attack you make this turn. You can use this action a second time in the same turn to reduce the penalty from firing into your weapon's third range increment from –4 to 0 for the next ranged attack you make this turn. 闘士オートマトン Warrior Automaton 出典 Guns Gears 36ページ Sporting a bulkier, powerful design, your body has been designed for combat. You have a bulky, humanoid shape. The damage die for your fist increases to 1d6 instead of 1d4. You don't take a penalty when making a lethal attack with your fist or any other unarmed attack. 種族特技 Arcane Communication 特技1 Arcane Communication オートマトン 出典 Guns Gears 40ページ You can deliver silent messages. You gain touch telepathy, allowing you to communicate silently and mentally with any creature you're touching, as long as you share a language. 拡張 You can send your messages even further. Your telepathy gains a range of 10 feet, but you still have to share a language with your target. Arcane Eye 特技1 Arcane Eye オートマトン 出典 Guns Gears 40ページ 前提条件 夜目 Your eye has been magically enhanced to pierce darkness. You gain darkvision. 拡張 Your eye can see invisible creatures in brief spurts. You can cast see invisibility as an arcane innate spell once per hour. Automaton Armament 特技1 Automaton Armament オートマトン 出典 Guns Gears 39ページ You've been provided a body part designed for combat. You gain either a claw or pincer unarmed attack. The claw deals 1d4 slashing damage, is in the brawling group, and has the agile, finesse, and unarmed traits. The pincer deals 1d6 piercing damage, is in the brawling group, and has the grapple and unarmed traits. Your body can be reconfigured; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain. 拡張 Your attacking part is reinforced. Increase the damage die of the unarmed attack you gain from this feat by one step (from 1d4 to 1d6, or from 1d6 to 1d8). Automaton Lore 特技1 Automaton Lore オートマトン 出典 Guns Gears 40ページ You have come to better understand the process that made your body and the magic that powers it. You gain the trained proficiency rank in Arcana and Crafting. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in . 拡張 Your gain greater understanding. Increase your proficiency rank in either Arcana or Crafting, as well as Automaton Lore, to expert. If you were already an expert in the chosen skill, increase your rank to master instead. Energy Beam 特技1 Energy Beam オートマトン 出典 Guns Gears 40ページ You can channel your core's power through the magical gem that serves as your eye. You gain an energy beam ranged unarmed attack that deals 1d4 fire damage. The energy beam has a range increment of 20 feet. On a critical hit, the target takes persistent fire damage equal to the number of weapon damage dice. Your eye beam does not add critical specialization effects. 拡張 You channel greater power. Increase the damage die of your energy beam by one step, from 1d4 to 1d6. Reinforced Chassis 特技1 Reinforced Chassis オートマトン 出典 Guns Gears 40ページ Your body is designed to be particularly resilient. Your chassis is medium armor in the plate armor group that grants a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a speed penalty of –5 feet, and a Strength value of 16. You can never wear other armor or remove your chassis; however, you still don't become fatigued from sleeping. Finally, you can etch armor runes onto your chassis as normal. 拡張 Your chassis becomes difficult to overcome. You gain the Chassis Deflection reaction. Chassis Deflection [reaction] Chassis Deflection 出典 Guns Gears 40ページ トリガー クリティカル・ヒットにより君が物理ダメージを受ける。 Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit. 5レベル Arcane Safeguards 特技5 Arcane Safeguards オートマトン 出典 Guns Gears 41ページ The magic powering you makes it difficult for outside magic to affect you. You gain the Resist Magic reaction. Resist Magic [reaction] Regist Magic 出典 Guns Gears 41ページ トリガー 君が有害な魔法効果に対してセーヴィング・スローを試みるが、まだロールしていない。 Your innate magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. Additionally, if the triggering effect is arcane, if you roll a success, you get a critical success instead. 拡張 Your safeguards improve. When you Resist Magic, you gain a number of temporary Hit Points equal to the spell level of the triggering effect. Integrated Armament 特技5 Integrated Armament オートマトン 出典 Guns Gears 41ページ Your mechanical body houses a weapon or shield that you can quickly draw and stow, leaving you prepared for combat at all times. You can use a 1-minute activity, which has the manipulate trait, to integrate a single, one-handed weapon or shield into one of your arms. You can draw or stow this item as an Interact action. Creatures don't automatically see this integrated item when it's stowed and must actively Seek in order to find it. They take a –2 circumstance penalty to any checks to do so. While you are wielding the item, it can't be Disarmed and you can't drop or Release it; you must Interact to store the weapon and free that hand. A creature determined to retrieve the item can do so, but it requires either 1 minute to remove it or extreme violence to your arm—such as physically removing portions of the limb. You can only have one integrated armament at a time, though you can use the 1-minute activity to replace the item or swap the arm in which it's stored. 拡張 Your body has more space for integration. You can now either integrate two one-handed weapons, a one-handed weapon and a shield, or a single two-handed weapon which is split across both arms. You can use a single Interact action to draw or store both integrated armaments. When you draw a single weapon, you can choose to hold it with either one hand or both hands. Magical Resistance 特技5 Magical Resistance オートマトン 出典 Guns Gears 41ページ Your animating magic provides some defense. Choose one of the following energy damage types cold, electricity, or sonic. You gain resistance 5 to that damage type. 拡張 You tap deeper into your animating magic, and your resistances improve. Choose one of the following benefits you gain resistance 5 to the remaining two damage types from the above list, or your chosen resistance increases to a value equal to 1 + half your level. 9レベル Arcane Camouflage 特技9 Arcane Camouflage オートマトン 出典 Guns Gears 41ページ 前提条件 狩人オートマトン You have developed magical techniques to aid you with stalking your prey. You can cast blur and invisibility each once per day as 2nd-level arcane innate spells. 拡張 Your camouflage is more potent. Your blur spell now lasts 10 minutes and when you cast invisibility, you can choose to gain the effects of the 4th-level version of the spell. In addition, you can now cast blur and invisibility each twice per day. Arcane Propulsion [two-actions] 特技9 Arcane Propulsion 秘術 オートマトン 変成術 出典 Guns Gears 41ページ 頻度 1日1回 You redirect energy from your core to ports on your back or feet, allowing you to fly for a short time. You can maintain this redirected energy for 5 minutes. You gain a fly Speed equal to your Speed while redirecting the energy. 拡張 You can maintain your flight for longer. You can redirect your energy at all times, allowing you to fly whenever you want, rather than just once per day for 5 minutes. Arcane Slam [two-actions] 特技9 Arcane Slam オートマトン 出典 Guns Gears 41ページ 前提条件 闘士オートマトン 必要条件 君がクリーチャーをつかまれた状態あるいは拘束状態にしている。 You channel magical power from your core into your arm, empowering your attack as you attempt to slam your foe into the ground. Attempt an Athletics check against the foe's Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that. 大成功 You slam the foe down and the magical energy overwhelms it. The creature is knocked prone, becomes dazzled for 1 round, and takes damage equal to 2d6 plus your Strength modifier. The foe is no longer grabbed or restrained by you. 成功 You slam the foe down. The creature is knocked prone and takes damage equal to your Strength modifier. The foe is no longer grabbed or restrained by you. 失敗 You are unable to slam the creature, but your hold on the creature remains. 大失敗 The creature breaks free and is no longer grabbed or restrained by you. 拡張 Your arms better channel your core's power. You no longer take penalties for attempting to slam larger foes. Your foe takes damage equal to 2d6 plus your Strength modifier on a success (or double that on a critical success). Core Attunement 特技9 Core Attunement オートマトン 出典 Guns Gears 42ページ 前提条件 魔術師オートマトン Your core allows you to draw more power from it. Select one 1st-level arcane spell and one 2nd-level or lower arcane spell, to which you have access. You can cast your chosen spells as arcane innate spells each once per day. 拡張 Your attunement grows stronger. Select one 5th-level or lower arcane spell and one 6th-level or lower arcane spell, to which you have access. You can cast them as arcane innate spells each once per day, in addition to the original spells. 《下級増強》 特技9 Lesser Augmentation オートマトン 出典 Guns Gears 42ページ You've focused on enhancing yourself and have received an improvement to one of your existing abilities. You gain the enhancement benefits of one of your 1st- or 5th-level automaton ancestry feats. You are also capable of reconfiguring your augmentations to meet your needs. You can spend one week of downtime to change the enhancement you gain with this feat. 拡張 You gain the enhancement benefits of another 1st- or 5th-level automaton ancestry feat. Also, your reconfigurations take less time. You only need to spend 1 day of downtime to change any of your enhancements. If you have multiple enhancements, changing each one requires a separate day. Rain of Bolts [two-actions] 特技9 Rain of Bolts オートマトン 出典 Guns Gears 42ページ PFS特記 オートマトンのRain of Bolts特技において、DCは君のクラスDCあるいは呪文DCのいずれか高い方を用いる。 頻度 1日1回 前提条件 狙撃手オートマトン Throughout the day, your body produces powerful projectiles within your chassis. You fire them all at once in either a 30-foot cone or a 10-foot emanation. Foes in the area take 6d6 piercing damage. This increases to 7d6 at 12th level, 8d6 at 15th level, and 9d6 at 18th level. 拡張 The projectiles regenerate quicker, they are much more powerful, and you can refine the metallic content to harm certain creatures. You can use Rain of Bolts once per hour instead of once per day. The damage increases to 12d6 and each time you use the action, you can choose adamantine, cold iron, or silver. The damage from Rain of Bolts is treated as the metal you chose. At 20th level, the damage increases to 13d6. 13レベル Arcane Locomotion 特技13 Arcane Locomotion オートマトン 出典 Guns Gears 42ページ You've modified your body to allow you to augment your movement. You gain either a climb Speed of 20 feet or a swim Speed of 20 feet, your choice. 拡張 Your body allows for even further forms of movement. You can either select the option from this feat you haven't chosen yet (climb Speed or swim Speed), or you can increase your land Speed by 5 feet and increase the Speed you chose from this feat increase to be equal to your adjusted land Speed. Astral Blink 特技13 Astral Blink オートマトン 出典 Guns Gears 42ページ You've attuned your core to allow you to phase in and out of the Astral Plane, allowing you to teleport periodically. You can cast dimension door once per hour as a 4th-level innate arcane spell. 拡張 Your attunement allows you to teleport in a series of quick jumps rather than in one big leap. You can expend your hourly use of dimension door as a free action when you begin your turn. If you do, your Strides are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your Speed instead of traversing normally to the location. While augmented, your Strides gain the conjuration and teleportation traits. Your augmented Strides don't trigger reactions that can be triggered by move actions or upon leaving or entering a square, unless those reactions trigger on teleportation. Core Rejuvenation [free-action] 特技13 Core Rejuvenation オートマトン 出典 Guns Gears 43ページ 頻度 1日1回 トリガー 君が瀕死状態であり、回復判定を試みようとしている。 Your soul taps into your core's power to push against the grasp of death and allow you to recover consciousness. You're restored to 1 Hit Point, lose the dying and unconscious conditions, and can act normally on this turn. You gain or increase the wounded condition as normal when losing the dying condition in this way. 拡張 Your soul can draw even more power from your core, granting you additional benefits. When you use Core Rejuvenation, you also gain a number of temporary Hit Points equal to three times your level. These Hit Points remain for 1 minute. Enlarged Chassis 特技13 Enlarged Chassis オートマトン 出典 Guns Gears 43ページ 前提条件 サイズが中型あるいは小型 You've empowered your core to support a larger body, granting you size and additional reach. You gain the effects of enlarge constantly. 拡張 Your core's empowerment has stabilized, allowing for greater support. You are no longer clumsy due to the effects of enlarge. 17レベル Axial Recall 特技17 Axial Recall アンコモン オートマトン 出典 Guns Gears 43ページ You have reconfigured the magical resonance of your core to attune to the planar energies of Axis. You can cast plane shift twice per week as an arcane innate spell that can only target yourself; you can travel only to Axis or the Material Plane, and your body serves as the focus component. Core Cannon [two-actions] 特技17 Core Cannon 秘術 オートマトン 精神集中 完全変身 変成術 出典 Guns Gears 43ページ 頻度 1日1回 Your body transforms into a powerful magical cannon. While immobile as a cannon, you can fire blasts of energy directly from your core, devastating your foes. You become immobilized until you use an Interact action to revert back to your standard form. While in your cannon form, the only actions you can use are to Strike with an energy blast unarmed attack or to Interact to revert back to your standard form. You can remain in your cannon form for up to 1 minute or until you take the action to revert back to your standard form, whichever comes first. Energy blasts are a special ranged unarmed attack. You can only make energy blast Strikes while you're in your cannon form. Your energy blasts deal 3d8 fire damage and 3d6 force damage, which increases to 4d8 fire damage and 3d6 force damage at level 20. You gain the item bonus to attack rolls with your energy blasts from the highest potency rune on any handwraps of mighty blows you are wearing or any weapon you are wielding, but striking and property runes have no effect on your energy blasts. Energy blasts have a range increment of 120 feet. On a critical hit with an energy blast, the target takes 10 persistent fire damage. Your energy blast doesn't add critical specialization effects. If it matters for an effect dependent on weapon damage dice, an energy blast's number of weapon damage dice is three, or four at level 20. 《上級増強》 特技17 Greater Augmentation オートマトン 出典 Guns Gears 43ページ You've greatly improved your abilities and your core can support further augmentations. You gain the enhancement benefits of one of your 1st-, 5th-, 9th-, or 13th-level automaton ancestry feats. You are also capable of reconfiguring your augmentations to meet your needs. You can spend one week of downtime to change the enhancement you gain with this feat.
https://w.atwiki.jp/rubberbandgun/pages/316.html
トリガーを引いている間、連続して弾が発射される方式の銃のこと。いわゆる機関銃。 =機関銃
https://w.atwiki.jp/aquarianagetcg/pages/3867.html
Character Card [[WIZ-DOM]] [[アンドロイド]]/[[ワーカー]] 2/(2)/1 ▼/[[ドロー]]+1 No.3451 Rarity UC Illustrator 白玉団子 Expansion 女帝の聖楔 カード考察
https://w.atwiki.jp/mousouvs/pages/2044.html
ポートマンⅡ 出展:【コードギアス 反逆のルルーシュR2】 所属:ブリタニア帝国(地球連合軍側) 形式番号:RMI-U14 全長:4.76m 重量:6.06t 特殊能力:ランドスピナー、ファクトスフィア、フロートシステム、水中用推進機 盾:× 変形:× 換装:× 抜刀:〇 連ジコスト:200 連ジ耐久力:480 連ザコスト:280 連ザ耐久力:560 DP:一般兵 ポートマンをベースに強化改造された機体。 もしガンガンコストで戦おうとする時には、アシストパートナー役として勤める。一度の呼び出しに6機一斉に助けを呼んで、射撃と格闘で援護する。 ■射撃 メイン射撃【魚雷】 弾数:12 リロード:全弾5.5秒(打ち切り式)ダメージ:1発につき60 サブ射撃【スラッシュハーケン】 弾数:2 リロード:特殊(戻るまで)ダメージ:60+60=120 特殊射撃【垂直管】 弾数:8 リロード:全弾7秒(打ち切り式)ダメージ:1発につき30 ガンランチャーの強化版。 ■格闘【クロー(3本爪)】※格闘体制に入ると、爪が飛び出す。 Nメイン格闘【連続パンチ】 ダメージ:50×4=200 前メイン格闘【キック2発】 ダメージ:60+60=120 横メイン格闘【フック→回し蹴り】 ダメージ:60×3=180 後メイン格闘【アッパー2発】 ダメージ:70+70=140 特殊格闘【頭突き】 ダメージ:140 基本戦術 具体的には おすすめ精神コマンド おすすめアシストパートナー タッグを組むなら CPUとボス攻略 更新情報 2020・8・22 新設。
https://w.atwiki.jp/god14/pages/1653.html
アートマン家 画像元:https //fantia.jp/posts/1212544 事象地平戦線アーディティヤの用語。 連邦に冠たる五大貴族の一角。連邦建国戦争時に果たした役割は暗殺。 連邦最大の諜報機関で、裏稼業を専門とする暗殺貴族。そのため国内外から恐れられており、多くの恨みを買っている。 他の大貴族との仲は非常に悪く、アンギラス家に至っては不倶戴天。ラハスヤ家とはかろうじてケースバイケース。 当主はマカラ・アドヴァイタ・アートマン。彼は一人息子を後継者に指名したあたりから病み衰え、明日をも知れぬ身である。 次期当主はヴァルナで、第四章で正式に当主となる。第九章以降は再起不能になったヴァルナの代わりにナラカが当主になる。 他の四家と違い権力・技術・情報の分散を防ぐため血縁の拡大は行わず、当主は本家から完全な実力主義で選ばれる。諜報を主とするため他の四家よりもその手は広く伸びている。 アートマン家の訓練を生き残るのは心を捨てた者というのが通り相場。 この家に従事するということは、一生日の目を見られないことを意味する。名誉がなく、過酷なだけの任務に駆り出され、使い捨ての部品のように消費される。 求めるのは何事にも動じない鋼のような頑強な精神性を持つ暗殺者。そのため仮想空間を用いたバーチャル世界での戦闘訓練をアートマン家は行わない。 政情が不安になると本家の子供を他家に友好の証として預ける習慣がある。有体に言うと恨みを買っているアートマン家が行うガス抜きのための生贄だが。 ヴァルナとミトラが台頭しだしてからは、心を殺すアートマン家の在り方は変わり始めている。 パラマトマン アートマン家の分家。 本家とは血縁関係にはなく、他に行き場のない孤児の類を拾い集めて、冷徹な暗殺者へと改造した者達。全員が当主の養子扱い。 地位も名誉もなく本家の意思を忠実に実行する手足。 真我(アートマン)に連なる空我(パラマトマン)。その意味は良く言えば広がる子々孫々・あまねく世に行き渡る子供たちだが、実態は“有象無象”の奴隷という蔑称に近い。 作中で主な該当者はミトラ・パラマトマン。 彼女率いる真我兵団は実質アートマン家の私兵。 ナラカ(人物)はアートマンの最高傑作ならヴァルナより戦闘能力(暗殺能力?)が上なのだろうか -- 名無しさん (2023-06-10 11 37 15) これでウグラスラ、アビチャリカ級だったらビビるナラカ -- 名無しさん (2023-06-10 23 25 11) ヴァルナの親父が壊されたのってナラカを当主にしなかったからか? -- 名無しさん (2023-06-18 00 06 04) ↑2 その程度で収まるとは思えんのよな…ダクシャ以上の怪物でも納得できる -- 名無しさん (2023-06-18 12 55 22) まぁ納得できるって言っても、まだ出てきてすらいないからなぁ。これからダクシャ以上に成長するのか、化け物が紛れ込んでんのかは、まだまだ分からん。ただ最終的には始まりの地の座に収まるんだろうけども -- 名無しさん (2023-06-19 20 38 04) 名前 コメント
https://w.atwiki.jp/cameraword/pages/20.html
自動の意味で、オートフォーカス(AF)、オート露光(AE)、オートフラッシュ(自動発光)、オートローディング(自動装填)、オート感度セット(DX)、オートリターン(自動巻き戻し)などを略していうことがある。
https://w.atwiki.jp/gods/pages/6855.html
アートマン ブラフマーの別名。
https://w.atwiki.jp/cosmicbreak/pages/303.html
画像 性能 Icon Size Type Cost PRICE Hp Str Tec Wlk Fly Tgh 備考 #ref error :ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (パーツ名.png) 陸空砲補 Name 威力 弾数 射程 速度 間隔 回数 備考 - 動作 前方にやや小さめの円形の弾を発射する。 16連射可能。 その他 性能的にはハンドガンとそれほど変わりないが、チューンアップで フォース(威力+3%)、ラン(WLK+1)を追加した感じで、速射性能も 間隔380⇒340と10%ほどUPしているので、お得感がある。 βハンドガンからの、最初のステップアップには最適かも? レビュー・コメント Wlk+1が嬉しいサブアームといったところ。 目立った性能ではないのでこれを使うなら他の武器を優先したい。 Wlk目的でS型機が装備するにはカッター等更に低コストの物もあるが 一斉射撃時の火力にアクセントを付け加えたいと考える人には一応お勧め出来るといった所か。 -- (名無しさん) 2009-02-23 18 43 47 35前後のコストの武器には優秀なものが多く、あえてこれを選ぶ必然性は薄い コスト削減ならハンドマグにランでも刺す方が… -- (名無しさん) 2009-03-07 05 29 41 「高速移動しながらでも狙いがブレにくい」の謳い文句どおり、 ブーラン中や振り向きざまの、射程内に収めてからのロック速度、集弾性能は良好。 しかし、ただそれだけ。 -- (名無しさん) 2009-05-10 19 30 46 ハイブーストαでステを裏返してオートマグと同じコストでFLY+2にするのオススメ -- (名無しさん) 2009-07-14 11 54 33 オートガンにブースト挿して使うくらいなら、威力が高くて使いやすいワイドビームガンを使おう。 もしステを強化したいなら、S3ビームガンを使った方がずっと効果的。 -- (名無しさん) 2009-07-14 12 28 02 地味にガン系列で最高の弾速を誇る 当てやすい武器なので削りには向くが… S3がランクアップ報酬で手に入っているなら、 チューンすればより射程の長いミリタリーガンとして使えなくは無い GリーチGラピフォースで使っているが逃げる敵の止め用にはそこそこ クロスシューターで良いとか言わない -- (名無しさん) 2009-10-04 03 54 02 使われない武器オブザイヤー、UCメインウエポン部門での優勝おめでとうございます!! -- (名無しさん) 2010-12-02 10 56 16 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/lazoc-kimagure/pages/17.html
順不同 持ってるアートマに「〇」をつけてください。 場所 名前 獅子 剛腕 双鋏 妖艶 悠久 空仰 牙狼 黒蹄 地鳴 暴虎 ラテーヌ mituo 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Lacerta 〇 〇 〇 〇 〇 〇 〇 Monjiro 〇 〇 〇 Wandarin 〇 〇 〇 〇 〇 〇 〇 Rai 〇 〇 〇 〇 〇 〇 〇 〇 Defier 〇 〇 〇 Shergar 〇 〇 〇 〇 〇 〇 〇 2nd&嫁 Rlina 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Klyamoor 〇 〇 〇 〇 〇 〇 〇 Juri 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 場所 名前 紫苑 隠密 嵐鳥 毒牙 流転 幽遠 竜息 駆風 鞭蔓 漂遊 コンシュタット mituo 〇 〇 〇 〇 〇 〇 〇 〇 〇 Lacerta 〇 〇 〇 〇 〇 Monjiro Wandarin 〇 〇 〇 〇 〇 〇 Rai 〇 〇 〇 〇 〇 〇 Defier Shergar 〇 〇 2nd&嫁 Rlina 〇 〇 〇 〇 〇 〇 〇 〇 〇 Klyamoor 〇 〇 〇 〇 Juri 〇 〇 〇 〇 〇 〇 〇 〇 場所 名前 要塞 摘蕾 砂蚯 陰陽 誘影 磨穿 金剛 災禍 地爪 闇骨 タロンギ mituo 〇 〇 〇 〇 〇 〇 〇 〇 Lacerta 〇 〇 〇 Monjiro 〇 〇 〇 Wandarin 〇 〇 〇 Rai 〇 〇 〇 〇 Defier Shergar 〇 〇 〇 〇 〇 〇 〇 2nd&嫁 Rlina 〇 〇 〇 〇 〇 〇 〇 〇 Klyamoor 〇 〇 〇 Juri 〇 〇 〇 〇 〇 〇 〇 〇 場所 名前 炎蛾 血蚯 不死 虚空 業火 魔槍 金爪 邪粘 雷獣 毒花 アットワ mituo 〇 〇 〇 〇 〇 〇 〇 Lacerta 〇 〇 〇 〇 〇 〇 〇 Monjiro 〇 〇 〇 〇 Wandarin 〇 〇 〇 〇 〇 Rai 〇 〇 〇 〇 〇 Defier 〇 〇 〇 〇 Shergar 〇 〇 〇 〇 〇 〇 2nd&嫁 Rlina 〇 〇 〇 〇 〇 〇 〇 Klyamoor 〇 〇 〇 〇 〇 Juri 〇 〇 〇 〇 〇 〇 〇 場所 名前 凶角 暴風 撹乱 無常 灰塵 魔槌 活息 奇鳥 揺篭 無垢 ミザレオ mituo 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Lacerta 〇 〇 〇 〇 Monjiro 〇 〇 〇 〇 Wandarin 〇 〇 〇 〇 〇 〇 Rai 〇 〇 〇 〇 〇 Defier 〇 〇 Shergar 〇 〇 〇 〇 〇 〇 〇 〇 2nd&嫁 Rlina 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Klyamoor 〇 〇 〇 〇 〇 〇 〇 Juri 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 場所 名前 双鎌 海獣 邪鬼 刹那 雷刃 魔鞭 幻楼 陽虫 黒煙 猿怪 ブンカール mituo 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Lacerta 〇 〇 〇 〇 Monjiro 〇 〇 〇 〇 Wandarin 〇 〇 〇 〇 〇 Rai 〇 〇 〇 〇 Defier 〇 Shergar 〇 〇 〇 〇 〇 〇 2nd&嫁 Rlina 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Klyamoor 〇 〇 〇 〇 〇 Juri 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 場所 名前 侵略 蒼炎 地殻 荒鷲 命奪 万針 炎神 会心 灼熱 紅蓮 緋翼 無心 剣山 アルテパ mituo 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Lacerta 〇 〇 〇 〇 〇 〇 〇 〇 〇 Monjiro 〇 〇 〇 〇 〇 〇 〇 〇 〇 Wandarin 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Rai 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Defier 〇 〇 〇 〇 〇 〇 〇 Shergar 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 2nd&嫁 Rlina 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Klyamoor 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Juri 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 場所 名前 機神 漆黒 霧氷 山陰 悪烈 神鳴 水神 粉砕 煉獄 腐龍 執拗 石像 白獣 ウルガラン mituo 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Lacerta 〇 〇 〇 〇 〇 Monjiro 〇 〇 〇 〇 〇 Wandarin 〇 〇 〇 〇 〇 〇 〇 〇 〇 Rai 〇 〇 〇 〇 Defier 〇 〇 〇 〇 Shergar 〇 〇 〇 〇 〇 〇 2nd&嫁 Rlina 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Klyamoor 〇 〇 〇 〇 〇 〇 〇 〇 〇 Juri 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 場所 名前 秩序 死毒 朧闇 極彩 四季 蒸気 魔人 剛剣 大蛇 滅殺 螺旋 蒼天 赤面 グロウベルグ mituo 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Lacerta 〇 〇 〇 Monjiro 〇 〇 〇 〇 〇 〇 〇 Wandarin 〇 〇 〇 〇 〇 〇 〇 Rai 〇 〇 〇 〇 〇 〇 Defier 〇 〇 〇 Shergar 〇 〇 〇 〇 〇 〇 2nd&嫁 Rlina 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 Klyamoor 〇 〇 〇 〇 〇 〇 〇 Juri 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 場所 名前 終焉 天象の鎖 mituo 〇 Lacerta 〇 Monjiro Wandarin 〇 Rai Defier Shergar 〇 2nd&嫁 Rlina 〇 Klyamoor 〇 Juri 〇