Giles' Detective Agency: Mission 1 Guide
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Main Points:
Buffy/Devil May Cry
Chapter Summary: Pretty much what it says in the title. This is the background installment that treats this like a game with mechanics and everything. Enemy entries are styled like in Devil May Cry 1.
Word Count: 6543 (wait what this was not on purpose)
Mission 1’s more like the games: lots of action, not much in the way of introspection aside from the epilogue. Mission 2 is more like the anime, more a relatively quiet character study. Not all of the moves listed are used in the mission; I’m attempting to replicate a “game guide”, so moves are listed for weapons introduced in each “mission” regardless of whether or not they get used.
During this very first mission, it’s not that Xander lacks an imagination. He’s experimented a lot with Kryvi partially because they’re codependent and the cursed blade won’t leave him alone, but the thing is: he’s gotten complacent. He’ll pick up strange weapons all over the place to play with them, but he’s easily distracted. Movement-wise, he’s more like Vergil, what with the teleporting all over the place. He doesn’t care too much about getting hurt because he just heals back up afterwards. He enjoys fighting and switching up combos, but he hasn’t bothered to master the system. Buffy can’t afford to not take it seriously and as shown in canon she adapts to weapons and fighting styles quickly (essentially, same as in canon, she has Kiryu or Majima’s habit of picking up moves simply by watching, though perfecting them does require practice), so she’s probably the one that unlocks most of the powers at the Statue of Time first. (Author’s Note: Have not decided what to do with the Statue of Time in-story yet. Might just be metaphor.) Both are fond of the taunt mechanic. Giles or Willow might on a limited basis get to use Devil Arms, but their preferred playstyle is magic, and they can’t bring out the best (or worst) in the Devil Arms.
Mission 1 enemies
Shaede
Shaede are relatively low-level demons that generally exist practically anywhere in the environment where shadows or darkness exist. They generally do not attack, but are drawn to curses and cursed objects. Speculation exists that Shaede are corrupted human souls doomed by a curse, leading to their fascination. It is likely they are responsible for a number of disappearances in Japan. (encounter enemy) Given their connection to the Cursed Jewel recently discovered, however, perhaps there is an undiscovered history hiding in the darkness. (Amalgam formed) If they have noticed something cursed in the environment, they may infect the shadow of a passersby. Care should be taken, therefore, when passing from darkness into light from a cursed idea, since light will enrage them and they will attack. (attacked by Infected shadow) They can teleport to shadows within 10 metres. (Shadowstep used) They like to hide in intangible form or teleport when not attacking, so you’re more likely to hit with an attack when they’re attacking themselves. As they prefer to take the opponent by surprise, if taken by surprise themselves they are especially vulnerable. (attack an attacking Shaede) As low-level demons, they are not particularly strong in fortitude, though they have a strong attack especially for humans taken by surprise by an infected shadow. (kill a Shaede without taking it by surprise) Usually they take a largely amorphous 3D form, but you might get glimpses of a gargoyle-like form, crouching or wings. (Oilslick used) They form part of their body into a spear that juts out to attack the victim. (Spike Pit used) They are weak to demonic, blessed, or Fae swords, and will leave an area if a blessed item, such as holy water, is placed on the shadow containing them. (demonic, blessed, or Fae sword or blessed item used) Light-based attacks also do extra damage, but just as when they have Infected a shadow it makes them more aggressive. (attack with light-based magic or weapon)
Shaede have the following abilities:
*Oilslick-Shaede generally hide in shadows, and when not attacking usually turn into their intangible 2D form. An observant person can identify the presence of Shaede by a slight shimmer like that of an oilslick in the appearance of the shadow.
*Infection-Shaede will generally not leave a person’s shadow once they have attached to it, but will use their Oilslick power. Infection means that they’re stalking a target and are slowly weakening their target in a way that could be seen as being the target for a curse.
*Shadowstep-Shaede are capable of moving between one shadow and the next (within 10 metres). They turn into their Oilslick form and in that form flow into the next.
*Spike Pit-They can form a spike by focusing their power and tangible form into a single spot. It’s fast enough and sharp enough it can impale someone.
Cursed Jewel
The origin of the blood red Cursed Jewel is unknown. (encounter enemy) Its power is, however, vampiric in nature. (Dark Reinforcement used) Like Kryvi, it can influence someone enough to control their entire life, leading to a loss of memory during those weeks, but unlike Kryvi does not physically possess them with some kind of spirit. (Cursed Compulsion used) It is unknown why it replicates a pool of blood around its victims, but possibly it’s a side effect rather than a purpose of the process. Victims are left in a coma, and it could be a type of psychic parasite. (Devouring Whole used) It also allows control of Shaede as some sort of “commander”, and even allows the user to absorb Shaede to heal. (Shaede Commander used) An exorcism by a powerful sorcerer is enough to render the Cursed Jewel inert. (Cursed Jewel defeated)
The Cursed Jewel has the following abilities:
*Cursed Compulsion-Like several curses the Cursed Jewel can slowly influence the actions of its possessor, first starting with a compulsion here and there (including the compulsion to keep it) and slowly exhibiting more and more control. It is unknown whether the Cursed Jewel has a mind and motivations of its own or rather if its influence merely, like the creation of a vampire, merely leads to general form of the monster that ensues.
*Devouring Whole-The main function of the Cursed Jewel is to take something from the victims chosen by the possessor of the Cursed Jewel. The victims end up in a coma in a pool of their own blood, but appear to be missing none from inside their bodies. From a comment from one possessor, Elaine, it is clear that some type of power is gathered from the victims and with that power another goal (unstated and unknown) can be achieved. It is believed (but not known) that should the jewel be taken from the possessor and a spell be used that the victims will fully recover.
*Dark Reinforcement-The possessor of the Cursed Jewel can heal, even not when Amalgam form, by absorbing Shaede.
*Shaede Commander-Shaede can be directed, though whether this is in the form of a general lure or whether actual commands can be given is unknown.
Amalgam
Amalgam is formed from a union of the Cursed Jewel and a number of Shaede. (encounter enemy) The number of Shaede absorbed can change the form it takes. If there aren’t a lot of Shaede around, the form might be a little more humanoid, but it becomes larger and less human the more Shaede it absorbs upon formation. (different Amalgam form encountered) Like the Cursed Jewel, Amalgam is vampiric in nature. It can absorb more Shaede. (Dark Regrowth used) It can also absorb those within melee range. (Nameless Mist used) The weakness is the ‘eyes’ no matter the form it takes. It has bulging membranous red sacs or eyes that appear on its body, with more appearing in a larger size the larger the form taken. They are difficult to access and penetrate but do incredible damage if destroyed and cannot be replaced using vampiric regeneration. (attack the ‘eyes’) The limbs can be cut off more easily, but can be regenerated using the vampiric attacks and do not do as much damage to the whole. (attack the limbs) The limbs can be used in a crushing blow if they hit, but are rather slow to attack. (Hydraulic Press used) Amalgam may form some of its limbs as tentacles, which are somewhat faster than normal limbs. These are used to wrap around an enemy and squeeze like a boa constrictor. (Amorous Embrace used) Amalgam will fall to its knees if enough limbs are destroyed; however, this is a temporary condition should it be able to use either of its vampiric healing abilities. (enough limbs destroyed) Parts of Amalgam can turn intangible and are thus invulnerable to attack; however it cannot fully turn intangible so attacking a different part will be effective. (Can’t Touch This used) Like the Shaede, Amalgam can form a spear with its body to stab the victim, though the damage and size of spike are proportional to the size of Amalgam’s current form. (Spike Pit used) Amalgam can also form cutting implements such as axes and swords with it body to attack. These two attacks are the fastest in Amalgam’s arsenal. (Slice & Dice used) Like Shaede, Amalgam is weak to demonic, blessed, or Fae swords. (demonic, Fae, or blessed sword used) Blessed items, like holy water, have no discernable effect. (blessed item used)
Amalgam has the following abilities:
*Spike Pit-It can form a spike by focusing their power and tangible form into a single spot. It’s fast enough and sharp enough it can impale someone.
*Slice & Dice-Amalgam also has the ability to form a cutting implement, such as a sword or axe, that can swing down in a cutting arc in the same manner as Piercing. It is also formed by focusing the power and tangible form into a single line. It’s fast and sharp enough it could cut someone in half.
*Nameless Mist-To detect this attack in its very earliest stages requires specific supernatural senses. The second stage can be avoided, but supernatural speed is needed to deal with the quickly rising cloud of black fog. Those even in too close proximity get sucked in as well, and are never seen again. Amalgam then heals a corresponding amount.
*Dark Regrowth-Amalgam can absorb nearby Shaede, either to increase its size and power or to regenerate damage.
*Hydraulic Press-Unlike Nameless Mist, Hydraulic Press is long and slow and easily avoided if you’re paying attention, as Amalgam raises a limb and tries to crush an enemy beneath it.
*Amorous Embrace-Amalgam forms one of its limbs into a tentacle and tries to squeeze an enemy to death. This attack is medium speed.
*Can’t Touch This-Parts of Amalgam turn intangible. This cannot be used on the ‘eyes’, which anchor it to this reality.
*Cursed Quicksand-If an opponent stands in one place too long, they start to sink into their shadow and move slower for a while. If allowed to continue, it starts to pull the opponent in.
Mission 1 Devil Arms
Asmosaos & Eghira as well as Eriul & Vizireth can be equipped singly but work best as a pair (akin to Agni & Rudra).
Kalvul
>Weaponform: Kalvul appears as a dagger-shaped weapon with strange runes and can freely become a sword-shaped weapon with strange runes. Its design is somewhat Transylvanian, with a largely straight hilt, perpendicular (and also straight) crossguard, and curved blade. However, the runes have only been seen once in underwater ruins perhaps believed to be related to Atlantis. (The ruins were not re-discovered and it is unknown how an underwater area could be related to a mountain demon.)
>Demonform: Kalvul appears as a giant bat-like creature with fur and spikes. His face is a lot more squat, almost squished, than your average bat or boar, but other than that looks like a cross between the two (including extra boar-like tusks alongside the fangs). Despite appearances (and usual territory), Kalvul is not from a race of blood-type demons. Originally believed by the Watcher’s Council to be a cryptid akin to Bigfoot (see the journals of Vali Cozma), the Megalopteran was discovered to be an Earth-type devil usually making its home in uninhabited mountainous regions. Most live in largely inaccessible parts of Europe and usually are a highly herbivorous demon, subsisting off of three-to-four feet wide fruits likely native to its Hell Dimension, with an extremely thick, leathery skin. This fruit is edible to humans, assuming you can break through the skin, and has no ill effects other than vague, semi-Lovecraftian visions that fade over time. Megalopterans often build rudimentary structures by tearing the leaves of the plant as desired and rearranging the giant vines as desired. It is thought that Megalopteran are a relatively recent transplant when a brief portal opened, since no Hellmouths or Hellgates were discovered in the area, perhaps three and a half thousand years ago. Most are relatively solitary, occasionally hibernating in large groups (the trigger for this behavior is unknown, but it is supposedly a group of these hibernating Megalopteran that Cozma discovered). On their own, Megalopterans are highly territorial though rarely attack as long as intruders keep their distance and make no aggressive moves. They can move quickly despite their size, particularly when flying, but are generally slower to thought and action. They are curious and rarely speak, but are certainly more intelligent than the Watcher’s Council believes. They will reward kindness and strength with loyalty, particularly if their interest is piqued (but lack of either trait can earn a swatting or more if the persistence is not abandoned). Like many slow to anger, once a Megalopteran is enraged its fury is a force of nature. Kalvul ended up in the Rocky Mountains near a ski resort somehow, and Xander beat him in battle before offering him healing, food, and a safer location to stay. Kalvul agreed to become one of Xander’s Devil Arms.
>Fighting Style: Unlike several other Devil Arms, Kalvul doesn’t have elemental style attacks, though he is aligned with earth and wind. Using Kalvul effectively involves a lot of adaptation, since the weight of the weapon can change quickly and someone who’s not used to it can easily be thrown off balance. While Kalvul lacks the movelist of other Devil Arms, creative use of Drawn Out and Withdraw are the true trick to using this Devil Arm to its full extent. In its dagger form, Kalvul is ideal for situations that require concealing a weapon.
-Drawn Out: Activated from dagger form, this move allows the weapon to lengthen to a sword, allowing for an increase in reach or a surprise attack.
-Withdraw: Activated from sword form, this move allows the weapon to shorten to a dagger, allowing for increased mobility or the ability to set up another move or combo.
-Drawn Out Stagger: This is the combination of Xander’s Stagger move and the Drawn Out move. Kalvul starts in dagger form, then as Xander begins his shadowstep, Xander quickly activates the Drawn Out move, doing more damage than a usual Stagger as his weapon grows, adding to the momentum. Xander-only combo.
-Parallel Strokes: Faster than a human (and even many demons), Kalvul can guide the arm of its wielder in a million stabs. Anyone can use this combo, but only Xander and Buffy are capable of doing so without hurting themselves too badly in the process. (This is Xander’s equivalent of Rebellion’s Million Stab combo.)
-Combo A: A simple three-slash combo. If Xander is imbuing Kalvul with his power, this may be enough to tear through low-level demons without too much trouble.
-Combo B: A four-slash combo that can be redirected mid-combo to attack two foes.
Kryvirk Kala
>Weaponform: I’ve already posted a sketch of Kryvirk Kala. Kryvirk Kala is a longsword commonly slung over Xander’s back, though like Dante he can handle the weapon one-handed. It appears to have a single eye on the hilt, a geometric design down the blade, balrog-like horns as the guard, and a blood-channel that is both physical and symbolic. (Kryvi is, essentially, Xander’s equivalent to Rebellion.)
>Demonform: As he is cursed, Kryvi is incapable of reverting to his demonform; however, it appears very similar to his ghostly form, which is a humanoid that can, as most vampires, put on his Game Face. The curse trapped him within his sword, but also increases his power to that of a devil as long as he has hands to wield him. In unlife, Kryvi had been one of the Whirlwind, but once trapped in the sword and abandoned by the one he loved, Kryvi was left to rethink his approach on life. Causing havoc in the name of good, being overly sarcastic and protective of his chosen Master, and becoming dependent on said Master seems to be his current answer to his purpose in life. Kryvi is also especially nosy and often leaves his sword to wander (and spy) in ghostly form, though he cannot travel very far from his “home”.
>Fighting Style: As a vampire cursed to existence in a sword, Kryvi (formerly known as Spike, formerly known as William the Bloody) is a Blood-type weapon, which is relatively rare. Kryvirk Kala is essentially a jack-of-all-trades, able to adapt to a number of situations. Many moves are risky, involving weakening the sword, but may confer additional power or benefits. The sword is also the most adaptable to Xander’s devilform (Devil Trigger).
-C’mere Babe: Kryvirk Kala can give Xander’s natural taunt skills a boost with a vampiric seductive charm. This is always active.
-Fang Drain: Each hit on an enemy siphons away part of their strength, increasing the strength of the blade passively. While out of combat, this buff drains, making Kryvirk Kala best suited to a long, drawn out fight or many successive fights. This is always active.
-Ethereal Step: Kryvi can leave the sword, leaving behind a weapon that can technically do all of the same moves, if at a less strong level. This allows for spying and is also the setup for the Mind Hijack move. Once Kryvi returns, the temporary weakness disappears.
-Mind Hijack: Following the Ethereal Step move, Kryvi can attempt to possess a being with a physical body and a mind. This is not usually that helpful if in a fight with many foes, as the previous move in the combo weakens the sword and Mind Hijack can only be used on one enemy at a time; however, if Kryvi manages to control an especially powerful foe this could be especially useful. If it fails, however, Kryvirk Kala is further weakened.
-Vampiric Transfer: By piercing the skin, this move can be used to transfer energy gathered through Fang Drain to another; however, this move weakens Kryvi much more than Ethereal Step or even a failed Mind Hijack.
-Reversal of Fortune: This is a quick move that hacks down an enemy in front and then swings around to hit an enemy behind. This is an especially useful move if surrounded.
-Stagger: Stagger is the purest use of Xander’s shadowstep in combat, combining a thrust with the equipped weapon and a teleport to the enemy that usually disorients the enemy. Xander-only move. (This is Xander’s equivalent of the Stinger, Stilletto, and Streak moves.)
-Grave Riser: From a knocked down state, the wielder can rise to their feet, knocking down enemies with a leg-and-sword sweep along the way.
-Meet Your Maker: Meet Your Maker can be used to launch either wielder or enemy into the air, depending on desired outcome. (This is Xander’s equivalent to High Time.)
-Down to Earth: As the wielder falls to earth, they can use Kryvirk Kala to cleave through an enemy below. (This is Xander’s equivalent to Helm Breaker.)
-Combo A: A four-hit combo of alternating horizontal slashes.
-Combo B: A three-hit stab combo that ends with Kryvirk Kala lodged in the enemy’s torso. It gives extra power to Fang Drain. The kick to pull the sword free does not do any extra damage.
-Combo C: A six-hit combo ending with a kneeling slash.
-Combo D: A five-hit combo of horizontal slashes ending with a slash that sweeps around the wielder in an arc, catching any enemies in front and sending them reeling.
-Devilform Combo B: Identical to Combo B, except Xander channels his power through the blade to deal a little extra damage. Xander-only combo.
-Devilform Combo C: Identical to Combo C, except with an elbow backwards (it hurts a lot more when he’s spiky). Xander-only combo.
-Devilform Combo D: Essentially the same as Combo D, but with an added wing and power flare that catches yet more enemies by surprise. Xander-only combo.
-Devilform Grave Riser: Essentially the same as Grave Riser, but with a power flare that ensures all enemies within range are knocked down. Xander-only move.
-Devilform Stagger: Essentially the same as Stagger, but with added forward momentum following the teleport and an energy vortex that passes through and beyond the target. Xander-only move.
Gjallar
>Weaponform: Gjallar is a Norse horn with geometric designs in metal on top and bottom and a Norse picture of a raven on the body.
>Demonform: Gjallar is typical for a Hellraven, a bird devil prized for its messenger role, with generally blood red feathers. Befitting her advanced age, she has white tips on her feathers. Her sight is quite sharp, split between two eyes on either side of her head. Her beak is slightly more vulture-like, and does quite a bit of damage especially paired with a dive. She also has smooth headspikes pointing backwards on the side of her head, making snuggling with a Hellraven a challenge for all but the most adventurous. Having proved her loyalty, Xander allows her to alternate between weaponform and demonform. Hellravens often choose their own masters and are quite loyal as long as they are well-treated, and do not see servitude as demeaning. Hellravens feel confidences are great shows of trust and adequate payment, that and a fair serving of meat. They take pride in their work and will often fight to protect their chosen master. On the other hand, eating another rude demon is seen as a perfectly valid response. Along with messengers, Hellravens’ natural inquisitive nature combined with their especially good senses makes them suited to spywork. It is traditional to at least shoot at unexpected messengers bearing threats, with a crossbow as the traditional weapon.
>Fighting Style: With the option between Weaponform and Demonform, the choice of fighting style is a flexible one. In Weaponform, Gjallar is an odd Devil Arm, focusing heavily on buffs and debuffs with one low-damage attack and a few unlockable and deadly attacks. If other Devil Arms are personally preferred, Gjallar can act as another party member in Demonform, acting as directed if desired or of her own volition if not. Her skills are slightly more conventional in Demonform.
-Call to Ragnarok: If her wielder is in danger, Gjallar can be sounded to unleash a flock of Hellravens willing to lend a wing to tear the enemy to pieces.
-Morrigan’s Approach: A low-damage attack that demoralizes the enemy.
-Thought: Buffs allies in proportion to the number of enemies.
-Mind: Buffs the wielder in proportion to the number of enemies.
-Taste of the Well: A charged buff that essentially renders the wielder invulnerable for a period of time and increases speed and damage output; however, it does not last forever.
-In A Single Day: A buff that greatly enhances speed.
-Tyr’s Justice: If the wielder is highly injured, Gjallar can be sounded to do a lot of damage in an area of effect. Warning: this can also hurt allies.
-Wrath of Valhalla: A high-damage attack that can hit in a conal shape in front of the wielder.
-Can’t Fight the Fates: Debuffs enemies within earshot.
-Combo A: 3 hit combo. Morrigan’s Approach but attacks multiple enemies.
-Combo B: 4 hit combo. Slight Damage Over Time + debuff.
-(Either Form) Watchful Wisdom: Gjallar can warn of unseen threats and dangers. This is always active.
-Demonform Yggdrasil’s Roots: Gjallar rises to great heights and falls, using the added momentum to do extra damage with her beak.
-Demonform Combo A: Like Combo A, but does a little more damage as Gjallar swoops upon her foes.
-Demonform Combo B: Like Combo B. Gjallar hovers around a weak point, screeching and clawing at it with sharp talons.
-Demonform Feeding the Raven: Gjallar can straight-up eat low-level demons, and make a decent go at it for more powerful ones.
-Demonform Flight of Ice Kings: Gjallar flaps her wings, knocking over enemies around her.
-Demonform Land-waster: Gjallar grabs an enemy and drops them from a height. Exact damage depends on the battlefield.
-Demonform Reafan’s Flutter: Gjallar screeches and causes damage to all foes on the battlefield.
Asmosaos
>Weaponform: Asmosaos is an odd wakazashi (a short sword compared to a katana) made of some yellow metal. The design includes a lot of spikes on the side that is not sharp and the semi-saber-like guard. There are also a few cyberpunk-type touches.
>Demonform: Like Kryvi and his twin sister, the spirit of the sword Asmosaos, Kitao Anzai, is a ghost, but unlike Kryvi, he and his sister were actually ghosts. They had been typical thoughtless vengeful spirits before being defeated and coming to their senses as Devil Arms, and since have not given up on their revenge, but are willing to wait. Anzai is overly excitable but does take his duties seriously.
>Fighting Style: Asmosaos is an elemental weapon, Lightning-type specifically. Control is more difficult for attacks with this weapon, but it does more damage. Asmosaos has a mix of elemental and physical style attacks.
-Combo A: A 5-hit slash combo that ends with a strong downward slash.
-Combo B: A 3-hit stab combo imbued with the power of lightning.
-Combo C: A 4-hit slash combo that ends with a wave of electricity.
-Devilform Combo B: Like Combo B, but also imbued with shadowy demonic power.
-Bolt From the Blue: While generally a melee weapon, Bolt From the Blue can be used to call down lightning to strike a ranged enemy.
-Re-strike: For a limited time, every strike with the weapon will be echoed by a secondary lightning attack (so Combo B would be 6 hits, for example).
-In a Bottle: This is a charged attack that grows until it explodes in a ball of lightning around the wielder. Hazardous for anyone but Buffy or Xander to use.
-Raijin’s Drums: A charged attack that increases the speed and power of attacks with Asmosaos for a limited time.
-Stagger: Stagger is the purest use of Xander’s shadowstep in combat, combining a thrust with the equipped weapon and a teleport to the enemy that usually disorients the enemy. Xander-only move. (This is Xander’s equivalent of the Stinger, Stilletto, and Streak moves.)
-Meet Your Maker: Meet Your Maker can be used to launch either wielder or enemy into the air, depending on desired outcome. (This is Xander’s equivalent to High Time.)
-Down to Earth: As the wielder falls to earth, they can use Asmosaos to cleave through an enemy below. (This is Xander’s equivalent to Helm Breaker.)
-Devilform Stagger: Essentially the same as Stagger, but with added forward momentum following the teleport and an energy vortex that passes through and beyond the target. Xander-only move.
-Lightning Rod: A 2-hit combo. With Eghira. Eghira drenches the enemy, and Asmosaos calls down lightning on the foe.
-Last Thunderstorm: Combo continues as long as wielder can keep up. With Eghira. Wielder whirls the two blades around themselves as a torrent of rain and lightning strikes foes all around. Warning: this can hit allies. Dangerous for anyone but Xander or Buffy to use.
Eghira
>Weaponform: Eghira is a more traditional style wakazashi made of some type of blue metal. There are some spikes and leaf-type designs on the blade. The blade also has a number of kanji down the length of the blade that glow before or during specific moves.
>Demonform: Like Kryvi and her twin brother, the spirit of the sword Eghira, Kitao Yachi, is a ghost, but unlike Kryvi, she and her brother were actually ghosts. They had been typical thoughtless vengeful spirits before being defeated and coming to their senses as Devil Arms, and since have not given up on their revenge, but are willing to wait. Yachi is more traditional and serious than her brother.
>Fighting Style: Eghira is an elemental weapon, Rain-type specifically. Damage is decreased for this weapon in comparison to Asmosaos, but control is much easier. Asmosaos has a mix of elemental and physical style attacks.
-Combo A: A 5-hit slash combo that ends with a strong downward slash.
-Combo B: A 3-hit stab combo imbued with the power of water.
-Combo C: A 4-hit slash combo that ends with a wave of water.
-Devilform Combo B: Like Combo B, but also imbued with shadowy demonic power.
-Stagger: Stagger is the purest use of Xander’s shadowstep in combat, combining a thrust with the equipped weapon and a teleport to the enemy that usually disorients the enemy. Xander-only move. (This is Xander’s equivalent of the Stinger, Stilletto, and Streak moves.)
-Meet Your Maker: Meet Your Maker can be used to launch either wielder or enemy into the air, depending on desired outcome. (This is Xander’s equivalent to High Time.)
-Down to Earth: As the wielder falls to earth, they can use Eghira to cleave through an enemy below. (This is Xander’s equivalent to Helm Breaker.)
-Devilform Stagger: Essentially the same as Stagger, but with added forward momentum following the teleport and an energy vortex that passes through and beyond the target. Xander-only move.
-The Great Flood of Gun-Yu: Bit of a mouthful, with Great Flood or Gun-Yu as alternatives. This is a charged attack and the user is vulnerable while it charges, but once set off it is a powerful shockwave with a long range. (This is Xander’s equivalent to Drive.)
-Life-giver: Eghira can call down a healing rain, but this also affects the enemy.
-Drowned Rat: This is Eghira’s equivalent to Bolt from the Blue. While generally a melee weapon, Drowned can be used to call down a deluge of water on a ranged enemy. This often includes knockdown.
-Lightning Rod: A 2-hit combo. With Asmosaos. Eghira drenches the enemy, and Asmosaos calls down lightning on the foe.
-Last Thunderstorm: Combo continues as long as wielder can keep up. With Asmosaos. Wielder whirls the two blades around themselves as a torrent of rain and lightning strikes foes all around. Warning: this can hit allies. Dangerous for anyone but Xander or Buffy to use.
Eriul
>Weaponform: Eriul appears as a curved dagger fashioned of glass. The same glass “heart” that appears in their demonform is the centerpiece connecting the pointed hilt, blade, and glass humanlike ribs that form the guard. Despite appearances, neither weaponform nor demonform are as fragile as they appear.
>Demonform: As a Nebirahl cultist, Eriul is not going to cooperate with a half-breed. As such, all given statistics are merely speculative. Nebirahl are glass spider-demons with a typical venomous spider-type shape that joins to a glass dead humanoid upper torso. The ribs can be seen on the outside of the torso, also made of glass, and in the center of the torso the glass “heart” can be seen. It is extremely resistant, so it is not exactly a vulnerability. The cult specifically is dedicated to the destruction of humanity and calls for a number of human sacrifices to satisfy their chosen god (a full-blooded Devil not seen in millennia). Their status as Devil Arms is not entirely a desired condition. Fortunately, Nebirahl are susceptible to massive damage or to holy powers.
>Fighting Style: As a priest of the Nebirahl cult, Eriul has more elemental-style moves. These mostly consist of illusion-type magic, though when used directly it is a venom-type weapon.
-Combo A: A quick 3-hit stab combo.
-Combo B: A 4-hit stab combo ending with two extra-poison attacks.
-Combo C: A 2-hit stab combo including forward motion.
-Spinning the Fate: This increases the damage to a single enemy.
-Thousand-Faceted Web: Enemies are dazed and slower.
-Veil of Illusion: Enemies may attack their fellows.
-Glistening Strands: This can place what are essentially traps that weaken enemies that blunder into them.
-Stagger: Stagger is the purest use of Xander’s shadowstep in combat, combining a thrust with the equipped weapon and a teleport to the enemy that usually disorients the enemy. Xander-only move. (This is Xander’s equivalent of the Stinger, Stilletto, and Streak moves.)
Vizireth
>Weaponform: Vizireth appears as a curved dagger fashioned of glass. The same glass “heart” that appears in their demonform is the centerpiece connecting the pointed hilt, blade, and glass humanlike ribs that form the guard. Despite appearances, neither weaponform or demonform are as fragile as they appear.
>Demonform: As a Nebirahl cultist, Vizireth is not going to cooperate with a half-breed. As such, all given statistics are merely speculative. Nebirahl are glass spider-demons with a typical venomous spider-type shape that joins to a glass dead humanoid upper torso. The ribs can be seen on the outside of the torso, also made of glass, and in the center of the torso the glass “heart” can be seen. It is extremely resistant, so it is not exactly a vulnerability. The cult specifically is dedicated to the destruction of humanity and calls for a number of human sacrifices to satisfy their chosen god (a full-blooded Devil not seen in millennia). Their status as Devil Arms is not entirely a desired condition. Fortunately, Nebirahl are susceptible to massive damage or to holy powers.
>Fighting Style: As a soldier of the Nebirahl cult, Vizireth has more physical-style moves and relies far more heavily on its poison-type weapon status.
-Combo A: A quick 3-hit stab combo.
-Combo B: A 4-hit stab combo ending with two extra-poison attacks.
-Combo C: A 2-hit stab combo including a jump.
-Blood Sacrifice: The same as Combo A, but the last stab is longer and leaves the target bleeding.
-Sting of the Eternal: A charged attack that briefly increases all damage.
-Arachne’s Curse: This is Vizireth’s version of Meet Your Maker, only it adds a heavy poison component. As the wielder falls to earth, they can use Vizireth to cleave through an enemy below. (This is Xander’s equivalent to Helm Breaker.)
-Cocooned Ones: A ranged attack that encases the target temporarily in a cocoon.
-Stagger: Stagger is the purest use of Xander’s shadowstep in combat, combining a thrust with the equipped weapon and a teleport to the enemy that usually disorients the enemy. Xander-only move. (This is Xander’s equivalent of the Stinger, Stilletto, and Streak moves.)
Arawn
>Weaponform: Arawn can take two forms. Both appear as a rocket launcher made from a giant broken antler, only one has three openings for missiles.
>Demonform: Arawn appears as a shadow deer. Making out more than the broken antlers, glowing eyes, glowing Celtic symbol on the forehead, and general deer-like shape takes work, but with effort one can make out further details, such as the dog-like tail, bloodstained hooves, and fur mane. Arawn is most likely a demonic lord, commanding a host (perhaps the missiles used in weaponform). He is certainly a hunter who glories in the hunt, and can be ruthless, but is fair in his dealings. Most likely he serves Xander as an opportunity for more glorious hunts against the unjust, though he is certainly an enigma. He is certainly a devil associated with the realm of the dead (Death-elemental attuned).
>Fighting Style: Arawn is the first gun-type weapon Xander acquired. Arawn does a lot of damage, but is heavy and awkward to use for all but Xander and Buffy. Its attacks tend to be slow, and it only has a certain number of missiles before it has to “recharge”.
-Dogs of War: Arawn unleashes a missile against the enemy.
-Wild Hunt: Arawn rearranges to his second form, a rocket launcher with three openings to release rockets and unleashes three missiles at once.
-Call of Annwn: The upgraded form of Wild Hunt, only accessible when Xander channels his devilish power into Arawn from Spiky Form, rapidly converting to the second form and unleashing three waves of Wild Hunt empowered with Shadow and Death. After this move, Arawn must ‘recharge’. Xander-only move.
Spiky Form
Xander’s Devil Trigger. Should Xander find himself without a weapon at hand or prefer a try at hand-to-hand combat, he can do so in Spiky Form. Both passives are available whenever Xander goes Spiky Form.
-Your In-Flight Entertainment: Xander can fly in his Spiky Form. This enables flying moves. This is always active.
-Shadowstep: Xander can travel between shadows to, essentially, teleport. This is another combat movement option. This is always active.
-A Devil’s Stamina: While in Spiky Form Xander has an increased regeneration speed. (This is true at a much lower level than Buffy’s Slayer’s Healing out of Spiky Form, but still present over, say, your average human. In Spiky form it’s faster.)
-Armada: A kick with extra damage due to the leg spikes.
-Grass Cutter: A leg sweep takedown.
-Spiky-Fu: A 2-hit combo that involves punching the enemy in the face and stabbing the enemy with the opposite arm-spikes.
-Cat Fight: A quick swipe with the claws at the enemy’s face.
-Just Cruzing: A move that combines both defense and attack, involving either a duck or a dodge, trapping the limb used to attack, and a kick or punch using the arm or leg spikes to do extra damage.
-Sting of the Scorpion: An attack using Xander’s tailspike to stab at the enemy’s torso.
-Wing-slap: A move that involves slapping the enemy across the face with a wing and may knock the enemy down.
-Spiky-Fu: A combo of kicks and punches.
-Like a Butterfly: Perhaps the ultimate Devilform attack, flying and teleporting around an enemy while kicking and punching.
-Cloud Men’s Minds: By folding his wings around himself, Xander can go completely invisible. (This does, however, negate the possibility of most damage options, but affords a space to heal or retreat if necessary.)
I, Slayer
Likewise, Buffy is far from defenseless without a weapon.
-Slayer’s Healing: Always active, slow healing. (Slower than A Devil’s Stamina, but always active.)
-Sucker Punch: A strong surprise punch.
-Wheelhouse: A cartwheel movement option that can easily be added into a combo, close distance or used to dodge an attack.
-My Playground: Buffy has a number of acrobatics moves she can use to dodge or for other movement purposes, such as chaining into a combo. Exact move depends on the environment. For example, she has the wallrun Dante has or a pole flip. This can be controlled by staying aware of your environment and controlling the direction of the dodge movement.
-Shiny, Gimme: Buffy can also improvise a weapon from her environment, with exact effects determined by the weapon at hand.
-Hydroblade: A kick goes low and whips her leg around herself to knock down her opponents.
-Get Outta Here: A throw.
-Rock Your World: When falling, Buffy can punch the ground for a shockwave or punch the enemy. (This is Buffy’s equivalent to Helm Breaker, and Down to Earth.)
-Give ‘em Hell: A kick flurry to center mass of the enemy that can last as long as the enemy remains something like upright or Buffy stops.
-Play it Smart: An upwards aiming knee.
-Launchpad: A high kick, which may launch the enemy into the air.
Buffy/Devil May Cry
Chapter Summary: Pretty much what it says in the title. This is the background installment that treats this like a game with mechanics and everything. Enemy entries are styled like in Devil May Cry 1.
Word Count: 6543 (wait what this was not on purpose)
Mission 1’s more like the games: lots of action, not much in the way of introspection aside from the epilogue. Mission 2 is more like the anime, more a relatively quiet character study. Not all of the moves listed are used in the mission; I’m attempting to replicate a “game guide”, so moves are listed for weapons introduced in each “mission” regardless of whether or not they get used.
During this very first mission, it’s not that Xander lacks an imagination. He’s experimented a lot with Kryvi partially because they’re codependent and the cursed blade won’t leave him alone, but the thing is: he’s gotten complacent. He’ll pick up strange weapons all over the place to play with them, but he’s easily distracted. Movement-wise, he’s more like Vergil, what with the teleporting all over the place. He doesn’t care too much about getting hurt because he just heals back up afterwards. He enjoys fighting and switching up combos, but he hasn’t bothered to master the system. Buffy can’t afford to not take it seriously and as shown in canon she adapts to weapons and fighting styles quickly (essentially, same as in canon, she has Kiryu or Majima’s habit of picking up moves simply by watching, though perfecting them does require practice), so she’s probably the one that unlocks most of the powers at the Statue of Time first. (Author’s Note: Have not decided what to do with the Statue of Time in-story yet. Might just be metaphor.) Both are fond of the taunt mechanic. Giles or Willow might on a limited basis get to use Devil Arms, but their preferred playstyle is magic, and they can’t bring out the best (or worst) in the Devil Arms.
Mission 1 enemies
Shaede
Shaede are relatively low-level demons that generally exist practically anywhere in the environment where shadows or darkness exist. They generally do not attack, but are drawn to curses and cursed objects. Speculation exists that Shaede are corrupted human souls doomed by a curse, leading to their fascination. It is likely they are responsible for a number of disappearances in Japan. (encounter enemy) Given their connection to the Cursed Jewel recently discovered, however, perhaps there is an undiscovered history hiding in the darkness. (Amalgam formed) If they have noticed something cursed in the environment, they may infect the shadow of a passersby. Care should be taken, therefore, when passing from darkness into light from a cursed idea, since light will enrage them and they will attack. (attacked by Infected shadow) They can teleport to shadows within 10 metres. (Shadowstep used) They like to hide in intangible form or teleport when not attacking, so you’re more likely to hit with an attack when they’re attacking themselves. As they prefer to take the opponent by surprise, if taken by surprise themselves they are especially vulnerable. (attack an attacking Shaede) As low-level demons, they are not particularly strong in fortitude, though they have a strong attack especially for humans taken by surprise by an infected shadow. (kill a Shaede without taking it by surprise) Usually they take a largely amorphous 3D form, but you might get glimpses of a gargoyle-like form, crouching or wings. (Oilslick used) They form part of their body into a spear that juts out to attack the victim. (Spike Pit used) They are weak to demonic, blessed, or Fae swords, and will leave an area if a blessed item, such as holy water, is placed on the shadow containing them. (demonic, blessed, or Fae sword or blessed item used) Light-based attacks also do extra damage, but just as when they have Infected a shadow it makes them more aggressive. (attack with light-based magic or weapon)
Shaede have the following abilities:
*Oilslick-Shaede generally hide in shadows, and when not attacking usually turn into their intangible 2D form. An observant person can identify the presence of Shaede by a slight shimmer like that of an oilslick in the appearance of the shadow.
*Infection-Shaede will generally not leave a person’s shadow once they have attached to it, but will use their Oilslick power. Infection means that they’re stalking a target and are slowly weakening their target in a way that could be seen as being the target for a curse.
*Shadowstep-Shaede are capable of moving between one shadow and the next (within 10 metres). They turn into their Oilslick form and in that form flow into the next.
*Spike Pit-They can form a spike by focusing their power and tangible form into a single spot. It’s fast enough and sharp enough it can impale someone.
Cursed Jewel
The origin of the blood red Cursed Jewel is unknown. (encounter enemy) Its power is, however, vampiric in nature. (Dark Reinforcement used) Like Kryvi, it can influence someone enough to control their entire life, leading to a loss of memory during those weeks, but unlike Kryvi does not physically possess them with some kind of spirit. (Cursed Compulsion used) It is unknown why it replicates a pool of blood around its victims, but possibly it’s a side effect rather than a purpose of the process. Victims are left in a coma, and it could be a type of psychic parasite. (Devouring Whole used) It also allows control of Shaede as some sort of “commander”, and even allows the user to absorb Shaede to heal. (Shaede Commander used) An exorcism by a powerful sorcerer is enough to render the Cursed Jewel inert. (Cursed Jewel defeated)
The Cursed Jewel has the following abilities:
*Cursed Compulsion-Like several curses the Cursed Jewel can slowly influence the actions of its possessor, first starting with a compulsion here and there (including the compulsion to keep it) and slowly exhibiting more and more control. It is unknown whether the Cursed Jewel has a mind and motivations of its own or rather if its influence merely, like the creation of a vampire, merely leads to general form of the monster that ensues.
*Devouring Whole-The main function of the Cursed Jewel is to take something from the victims chosen by the possessor of the Cursed Jewel. The victims end up in a coma in a pool of their own blood, but appear to be missing none from inside their bodies. From a comment from one possessor, Elaine, it is clear that some type of power is gathered from the victims and with that power another goal (unstated and unknown) can be achieved. It is believed (but not known) that should the jewel be taken from the possessor and a spell be used that the victims will fully recover.
*Dark Reinforcement-The possessor of the Cursed Jewel can heal, even not when Amalgam form, by absorbing Shaede.
*Shaede Commander-Shaede can be directed, though whether this is in the form of a general lure or whether actual commands can be given is unknown.
Amalgam
Amalgam is formed from a union of the Cursed Jewel and a number of Shaede. (encounter enemy) The number of Shaede absorbed can change the form it takes. If there aren’t a lot of Shaede around, the form might be a little more humanoid, but it becomes larger and less human the more Shaede it absorbs upon formation. (different Amalgam form encountered) Like the Cursed Jewel, Amalgam is vampiric in nature. It can absorb more Shaede. (Dark Regrowth used) It can also absorb those within melee range. (Nameless Mist used) The weakness is the ‘eyes’ no matter the form it takes. It has bulging membranous red sacs or eyes that appear on its body, with more appearing in a larger size the larger the form taken. They are difficult to access and penetrate but do incredible damage if destroyed and cannot be replaced using vampiric regeneration. (attack the ‘eyes’) The limbs can be cut off more easily, but can be regenerated using the vampiric attacks and do not do as much damage to the whole. (attack the limbs) The limbs can be used in a crushing blow if they hit, but are rather slow to attack. (Hydraulic Press used) Amalgam may form some of its limbs as tentacles, which are somewhat faster than normal limbs. These are used to wrap around an enemy and squeeze like a boa constrictor. (Amorous Embrace used) Amalgam will fall to its knees if enough limbs are destroyed; however, this is a temporary condition should it be able to use either of its vampiric healing abilities. (enough limbs destroyed) Parts of Amalgam can turn intangible and are thus invulnerable to attack; however it cannot fully turn intangible so attacking a different part will be effective. (Can’t Touch This used) Like the Shaede, Amalgam can form a spear with its body to stab the victim, though the damage and size of spike are proportional to the size of Amalgam’s current form. (Spike Pit used) Amalgam can also form cutting implements such as axes and swords with it body to attack. These two attacks are the fastest in Amalgam’s arsenal. (Slice & Dice used) Like Shaede, Amalgam is weak to demonic, blessed, or Fae swords. (demonic, Fae, or blessed sword used) Blessed items, like holy water, have no discernable effect. (blessed item used)
Amalgam has the following abilities:
*Spike Pit-It can form a spike by focusing their power and tangible form into a single spot. It’s fast enough and sharp enough it can impale someone.
*Slice & Dice-Amalgam also has the ability to form a cutting implement, such as a sword or axe, that can swing down in a cutting arc in the same manner as Piercing. It is also formed by focusing the power and tangible form into a single line. It’s fast and sharp enough it could cut someone in half.
*Nameless Mist-To detect this attack in its very earliest stages requires specific supernatural senses. The second stage can be avoided, but supernatural speed is needed to deal with the quickly rising cloud of black fog. Those even in too close proximity get sucked in as well, and are never seen again. Amalgam then heals a corresponding amount.
*Dark Regrowth-Amalgam can absorb nearby Shaede, either to increase its size and power or to regenerate damage.
*Hydraulic Press-Unlike Nameless Mist, Hydraulic Press is long and slow and easily avoided if you’re paying attention, as Amalgam raises a limb and tries to crush an enemy beneath it.
*Amorous Embrace-Amalgam forms one of its limbs into a tentacle and tries to squeeze an enemy to death. This attack is medium speed.
*Can’t Touch This-Parts of Amalgam turn intangible. This cannot be used on the ‘eyes’, which anchor it to this reality.
*Cursed Quicksand-If an opponent stands in one place too long, they start to sink into their shadow and move slower for a while. If allowed to continue, it starts to pull the opponent in.
Mission 1 Devil Arms
Asmosaos & Eghira as well as Eriul & Vizireth can be equipped singly but work best as a pair (akin to Agni & Rudra).
Kalvul
>Weaponform: Kalvul appears as a dagger-shaped weapon with strange runes and can freely become a sword-shaped weapon with strange runes. Its design is somewhat Transylvanian, with a largely straight hilt, perpendicular (and also straight) crossguard, and curved blade. However, the runes have only been seen once in underwater ruins perhaps believed to be related to Atlantis. (The ruins were not re-discovered and it is unknown how an underwater area could be related to a mountain demon.)
>Demonform: Kalvul appears as a giant bat-like creature with fur and spikes. His face is a lot more squat, almost squished, than your average bat or boar, but other than that looks like a cross between the two (including extra boar-like tusks alongside the fangs). Despite appearances (and usual territory), Kalvul is not from a race of blood-type demons. Originally believed by the Watcher’s Council to be a cryptid akin to Bigfoot (see the journals of Vali Cozma), the Megalopteran was discovered to be an Earth-type devil usually making its home in uninhabited mountainous regions. Most live in largely inaccessible parts of Europe and usually are a highly herbivorous demon, subsisting off of three-to-four feet wide fruits likely native to its Hell Dimension, with an extremely thick, leathery skin. This fruit is edible to humans, assuming you can break through the skin, and has no ill effects other than vague, semi-Lovecraftian visions that fade over time. Megalopterans often build rudimentary structures by tearing the leaves of the plant as desired and rearranging the giant vines as desired. It is thought that Megalopteran are a relatively recent transplant when a brief portal opened, since no Hellmouths or Hellgates were discovered in the area, perhaps three and a half thousand years ago. Most are relatively solitary, occasionally hibernating in large groups (the trigger for this behavior is unknown, but it is supposedly a group of these hibernating Megalopteran that Cozma discovered). On their own, Megalopterans are highly territorial though rarely attack as long as intruders keep their distance and make no aggressive moves. They can move quickly despite their size, particularly when flying, but are generally slower to thought and action. They are curious and rarely speak, but are certainly more intelligent than the Watcher’s Council believes. They will reward kindness and strength with loyalty, particularly if their interest is piqued (but lack of either trait can earn a swatting or more if the persistence is not abandoned). Like many slow to anger, once a Megalopteran is enraged its fury is a force of nature. Kalvul ended up in the Rocky Mountains near a ski resort somehow, and Xander beat him in battle before offering him healing, food, and a safer location to stay. Kalvul agreed to become one of Xander’s Devil Arms.
>Fighting Style: Unlike several other Devil Arms, Kalvul doesn’t have elemental style attacks, though he is aligned with earth and wind. Using Kalvul effectively involves a lot of adaptation, since the weight of the weapon can change quickly and someone who’s not used to it can easily be thrown off balance. While Kalvul lacks the movelist of other Devil Arms, creative use of Drawn Out and Withdraw are the true trick to using this Devil Arm to its full extent. In its dagger form, Kalvul is ideal for situations that require concealing a weapon.
-Drawn Out: Activated from dagger form, this move allows the weapon to lengthen to a sword, allowing for an increase in reach or a surprise attack.
-Withdraw: Activated from sword form, this move allows the weapon to shorten to a dagger, allowing for increased mobility or the ability to set up another move or combo.
-Drawn Out Stagger: This is the combination of Xander’s Stagger move and the Drawn Out move. Kalvul starts in dagger form, then as Xander begins his shadowstep, Xander quickly activates the Drawn Out move, doing more damage than a usual Stagger as his weapon grows, adding to the momentum. Xander-only combo.
-Parallel Strokes: Faster than a human (and even many demons), Kalvul can guide the arm of its wielder in a million stabs. Anyone can use this combo, but only Xander and Buffy are capable of doing so without hurting themselves too badly in the process. (This is Xander’s equivalent of Rebellion’s Million Stab combo.)
-Combo A: A simple three-slash combo. If Xander is imbuing Kalvul with his power, this may be enough to tear through low-level demons without too much trouble.
-Combo B: A four-slash combo that can be redirected mid-combo to attack two foes.
Kryvirk Kala
>Weaponform: I’ve already posted a sketch of Kryvirk Kala. Kryvirk Kala is a longsword commonly slung over Xander’s back, though like Dante he can handle the weapon one-handed. It appears to have a single eye on the hilt, a geometric design down the blade, balrog-like horns as the guard, and a blood-channel that is both physical and symbolic. (Kryvi is, essentially, Xander’s equivalent to Rebellion.)
>Demonform: As he is cursed, Kryvi is incapable of reverting to his demonform; however, it appears very similar to his ghostly form, which is a humanoid that can, as most vampires, put on his Game Face. The curse trapped him within his sword, but also increases his power to that of a devil as long as he has hands to wield him. In unlife, Kryvi had been one of the Whirlwind, but once trapped in the sword and abandoned by the one he loved, Kryvi was left to rethink his approach on life. Causing havoc in the name of good, being overly sarcastic and protective of his chosen Master, and becoming dependent on said Master seems to be his current answer to his purpose in life. Kryvi is also especially nosy and often leaves his sword to wander (and spy) in ghostly form, though he cannot travel very far from his “home”.
>Fighting Style: As a vampire cursed to existence in a sword, Kryvi (formerly known as Spike, formerly known as William the Bloody) is a Blood-type weapon, which is relatively rare. Kryvirk Kala is essentially a jack-of-all-trades, able to adapt to a number of situations. Many moves are risky, involving weakening the sword, but may confer additional power or benefits. The sword is also the most adaptable to Xander’s devilform (Devil Trigger).
-C’mere Babe: Kryvirk Kala can give Xander’s natural taunt skills a boost with a vampiric seductive charm. This is always active.
-Fang Drain: Each hit on an enemy siphons away part of their strength, increasing the strength of the blade passively. While out of combat, this buff drains, making Kryvirk Kala best suited to a long, drawn out fight or many successive fights. This is always active.
-Ethereal Step: Kryvi can leave the sword, leaving behind a weapon that can technically do all of the same moves, if at a less strong level. This allows for spying and is also the setup for the Mind Hijack move. Once Kryvi returns, the temporary weakness disappears.
-Mind Hijack: Following the Ethereal Step move, Kryvi can attempt to possess a being with a physical body and a mind. This is not usually that helpful if in a fight with many foes, as the previous move in the combo weakens the sword and Mind Hijack can only be used on one enemy at a time; however, if Kryvi manages to control an especially powerful foe this could be especially useful. If it fails, however, Kryvirk Kala is further weakened.
-Vampiric Transfer: By piercing the skin, this move can be used to transfer energy gathered through Fang Drain to another; however, this move weakens Kryvi much more than Ethereal Step or even a failed Mind Hijack.
-Reversal of Fortune: This is a quick move that hacks down an enemy in front and then swings around to hit an enemy behind. This is an especially useful move if surrounded.
-Stagger: Stagger is the purest use of Xander’s shadowstep in combat, combining a thrust with the equipped weapon and a teleport to the enemy that usually disorients the enemy. Xander-only move. (This is Xander’s equivalent of the Stinger, Stilletto, and Streak moves.)
-Grave Riser: From a knocked down state, the wielder can rise to their feet, knocking down enemies with a leg-and-sword sweep along the way.
-Meet Your Maker: Meet Your Maker can be used to launch either wielder or enemy into the air, depending on desired outcome. (This is Xander’s equivalent to High Time.)
-Down to Earth: As the wielder falls to earth, they can use Kryvirk Kala to cleave through an enemy below. (This is Xander’s equivalent to Helm Breaker.)
-Combo A: A four-hit combo of alternating horizontal slashes.
-Combo B: A three-hit stab combo that ends with Kryvirk Kala lodged in the enemy’s torso. It gives extra power to Fang Drain. The kick to pull the sword free does not do any extra damage.
-Combo C: A six-hit combo ending with a kneeling slash.
-Combo D: A five-hit combo of horizontal slashes ending with a slash that sweeps around the wielder in an arc, catching any enemies in front and sending them reeling.
-Devilform Combo B: Identical to Combo B, except Xander channels his power through the blade to deal a little extra damage. Xander-only combo.
-Devilform Combo C: Identical to Combo C, except with an elbow backwards (it hurts a lot more when he’s spiky). Xander-only combo.
-Devilform Combo D: Essentially the same as Combo D, but with an added wing and power flare that catches yet more enemies by surprise. Xander-only combo.
-Devilform Grave Riser: Essentially the same as Grave Riser, but with a power flare that ensures all enemies within range are knocked down. Xander-only move.
-Devilform Stagger: Essentially the same as Stagger, but with added forward momentum following the teleport and an energy vortex that passes through and beyond the target. Xander-only move.
Gjallar
>Weaponform: Gjallar is a Norse horn with geometric designs in metal on top and bottom and a Norse picture of a raven on the body.
>Demonform: Gjallar is typical for a Hellraven, a bird devil prized for its messenger role, with generally blood red feathers. Befitting her advanced age, she has white tips on her feathers. Her sight is quite sharp, split between two eyes on either side of her head. Her beak is slightly more vulture-like, and does quite a bit of damage especially paired with a dive. She also has smooth headspikes pointing backwards on the side of her head, making snuggling with a Hellraven a challenge for all but the most adventurous. Having proved her loyalty, Xander allows her to alternate between weaponform and demonform. Hellravens often choose their own masters and are quite loyal as long as they are well-treated, and do not see servitude as demeaning. Hellravens feel confidences are great shows of trust and adequate payment, that and a fair serving of meat. They take pride in their work and will often fight to protect their chosen master. On the other hand, eating another rude demon is seen as a perfectly valid response. Along with messengers, Hellravens’ natural inquisitive nature combined with their especially good senses makes them suited to spywork. It is traditional to at least shoot at unexpected messengers bearing threats, with a crossbow as the traditional weapon.
>Fighting Style: With the option between Weaponform and Demonform, the choice of fighting style is a flexible one. In Weaponform, Gjallar is an odd Devil Arm, focusing heavily on buffs and debuffs with one low-damage attack and a few unlockable and deadly attacks. If other Devil Arms are personally preferred, Gjallar can act as another party member in Demonform, acting as directed if desired or of her own volition if not. Her skills are slightly more conventional in Demonform.
-Call to Ragnarok: If her wielder is in danger, Gjallar can be sounded to unleash a flock of Hellravens willing to lend a wing to tear the enemy to pieces.
-Morrigan’s Approach: A low-damage attack that demoralizes the enemy.
-Thought: Buffs allies in proportion to the number of enemies.
-Mind: Buffs the wielder in proportion to the number of enemies.
-Taste of the Well: A charged buff that essentially renders the wielder invulnerable for a period of time and increases speed and damage output; however, it does not last forever.
-In A Single Day: A buff that greatly enhances speed.
-Tyr’s Justice: If the wielder is highly injured, Gjallar can be sounded to do a lot of damage in an area of effect. Warning: this can also hurt allies.
-Wrath of Valhalla: A high-damage attack that can hit in a conal shape in front of the wielder.
-Can’t Fight the Fates: Debuffs enemies within earshot.
-Combo A: 3 hit combo. Morrigan’s Approach but attacks multiple enemies.
-Combo B: 4 hit combo. Slight Damage Over Time + debuff.
-(Either Form) Watchful Wisdom: Gjallar can warn of unseen threats and dangers. This is always active.
-Demonform Yggdrasil’s Roots: Gjallar rises to great heights and falls, using the added momentum to do extra damage with her beak.
-Demonform Combo A: Like Combo A, but does a little more damage as Gjallar swoops upon her foes.
-Demonform Combo B: Like Combo B. Gjallar hovers around a weak point, screeching and clawing at it with sharp talons.
-Demonform Feeding the Raven: Gjallar can straight-up eat low-level demons, and make a decent go at it for more powerful ones.
-Demonform Flight of Ice Kings: Gjallar flaps her wings, knocking over enemies around her.
-Demonform Land-waster: Gjallar grabs an enemy and drops them from a height. Exact damage depends on the battlefield.
-Demonform Reafan’s Flutter: Gjallar screeches and causes damage to all foes on the battlefield.
Asmosaos
>Weaponform: Asmosaos is an odd wakazashi (a short sword compared to a katana) made of some yellow metal. The design includes a lot of spikes on the side that is not sharp and the semi-saber-like guard. There are also a few cyberpunk-type touches.
>Demonform: Like Kryvi and his twin sister, the spirit of the sword Asmosaos, Kitao Anzai, is a ghost, but unlike Kryvi, he and his sister were actually ghosts. They had been typical thoughtless vengeful spirits before being defeated and coming to their senses as Devil Arms, and since have not given up on their revenge, but are willing to wait. Anzai is overly excitable but does take his duties seriously.
>Fighting Style: Asmosaos is an elemental weapon, Lightning-type specifically. Control is more difficult for attacks with this weapon, but it does more damage. Asmosaos has a mix of elemental and physical style attacks.
-Combo A: A 5-hit slash combo that ends with a strong downward slash.
-Combo B: A 3-hit stab combo imbued with the power of lightning.
-Combo C: A 4-hit slash combo that ends with a wave of electricity.
-Devilform Combo B: Like Combo B, but also imbued with shadowy demonic power.
-Bolt From the Blue: While generally a melee weapon, Bolt From the Blue can be used to call down lightning to strike a ranged enemy.
-Re-strike: For a limited time, every strike with the weapon will be echoed by a secondary lightning attack (so Combo B would be 6 hits, for example).
-In a Bottle: This is a charged attack that grows until it explodes in a ball of lightning around the wielder. Hazardous for anyone but Buffy or Xander to use.
-Raijin’s Drums: A charged attack that increases the speed and power of attacks with Asmosaos for a limited time.
-Stagger: Stagger is the purest use of Xander’s shadowstep in combat, combining a thrust with the equipped weapon and a teleport to the enemy that usually disorients the enemy. Xander-only move. (This is Xander’s equivalent of the Stinger, Stilletto, and Streak moves.)
-Meet Your Maker: Meet Your Maker can be used to launch either wielder or enemy into the air, depending on desired outcome. (This is Xander’s equivalent to High Time.)
-Down to Earth: As the wielder falls to earth, they can use Asmosaos to cleave through an enemy below. (This is Xander’s equivalent to Helm Breaker.)
-Devilform Stagger: Essentially the same as Stagger, but with added forward momentum following the teleport and an energy vortex that passes through and beyond the target. Xander-only move.
-Lightning Rod: A 2-hit combo. With Eghira. Eghira drenches the enemy, and Asmosaos calls down lightning on the foe.
-Last Thunderstorm: Combo continues as long as wielder can keep up. With Eghira. Wielder whirls the two blades around themselves as a torrent of rain and lightning strikes foes all around. Warning: this can hit allies. Dangerous for anyone but Xander or Buffy to use.
Eghira
>Weaponform: Eghira is a more traditional style wakazashi made of some type of blue metal. There are some spikes and leaf-type designs on the blade. The blade also has a number of kanji down the length of the blade that glow before or during specific moves.
>Demonform: Like Kryvi and her twin brother, the spirit of the sword Eghira, Kitao Yachi, is a ghost, but unlike Kryvi, she and her brother were actually ghosts. They had been typical thoughtless vengeful spirits before being defeated and coming to their senses as Devil Arms, and since have not given up on their revenge, but are willing to wait. Yachi is more traditional and serious than her brother.
>Fighting Style: Eghira is an elemental weapon, Rain-type specifically. Damage is decreased for this weapon in comparison to Asmosaos, but control is much easier. Asmosaos has a mix of elemental and physical style attacks.
-Combo A: A 5-hit slash combo that ends with a strong downward slash.
-Combo B: A 3-hit stab combo imbued with the power of water.
-Combo C: A 4-hit slash combo that ends with a wave of water.
-Devilform Combo B: Like Combo B, but also imbued with shadowy demonic power.
-Stagger: Stagger is the purest use of Xander’s shadowstep in combat, combining a thrust with the equipped weapon and a teleport to the enemy that usually disorients the enemy. Xander-only move. (This is Xander’s equivalent of the Stinger, Stilletto, and Streak moves.)
-Meet Your Maker: Meet Your Maker can be used to launch either wielder or enemy into the air, depending on desired outcome. (This is Xander’s equivalent to High Time.)
-Down to Earth: As the wielder falls to earth, they can use Eghira to cleave through an enemy below. (This is Xander’s equivalent to Helm Breaker.)
-Devilform Stagger: Essentially the same as Stagger, but with added forward momentum following the teleport and an energy vortex that passes through and beyond the target. Xander-only move.
-The Great Flood of Gun-Yu: Bit of a mouthful, with Great Flood or Gun-Yu as alternatives. This is a charged attack and the user is vulnerable while it charges, but once set off it is a powerful shockwave with a long range. (This is Xander’s equivalent to Drive.)
-Life-giver: Eghira can call down a healing rain, but this also affects the enemy.
-Drowned Rat: This is Eghira’s equivalent to Bolt from the Blue. While generally a melee weapon, Drowned can be used to call down a deluge of water on a ranged enemy. This often includes knockdown.
-Lightning Rod: A 2-hit combo. With Asmosaos. Eghira drenches the enemy, and Asmosaos calls down lightning on the foe.
-Last Thunderstorm: Combo continues as long as wielder can keep up. With Asmosaos. Wielder whirls the two blades around themselves as a torrent of rain and lightning strikes foes all around. Warning: this can hit allies. Dangerous for anyone but Xander or Buffy to use.
Eriul
>Weaponform: Eriul appears as a curved dagger fashioned of glass. The same glass “heart” that appears in their demonform is the centerpiece connecting the pointed hilt, blade, and glass humanlike ribs that form the guard. Despite appearances, neither weaponform nor demonform are as fragile as they appear.
>Demonform: As a Nebirahl cultist, Eriul is not going to cooperate with a half-breed. As such, all given statistics are merely speculative. Nebirahl are glass spider-demons with a typical venomous spider-type shape that joins to a glass dead humanoid upper torso. The ribs can be seen on the outside of the torso, also made of glass, and in the center of the torso the glass “heart” can be seen. It is extremely resistant, so it is not exactly a vulnerability. The cult specifically is dedicated to the destruction of humanity and calls for a number of human sacrifices to satisfy their chosen god (a full-blooded Devil not seen in millennia). Their status as Devil Arms is not entirely a desired condition. Fortunately, Nebirahl are susceptible to massive damage or to holy powers.
>Fighting Style: As a priest of the Nebirahl cult, Eriul has more elemental-style moves. These mostly consist of illusion-type magic, though when used directly it is a venom-type weapon.
-Combo A: A quick 3-hit stab combo.
-Combo B: A 4-hit stab combo ending with two extra-poison attacks.
-Combo C: A 2-hit stab combo including forward motion.
-Spinning the Fate: This increases the damage to a single enemy.
-Thousand-Faceted Web: Enemies are dazed and slower.
-Veil of Illusion: Enemies may attack their fellows.
-Glistening Strands: This can place what are essentially traps that weaken enemies that blunder into them.
-Stagger: Stagger is the purest use of Xander’s shadowstep in combat, combining a thrust with the equipped weapon and a teleport to the enemy that usually disorients the enemy. Xander-only move. (This is Xander’s equivalent of the Stinger, Stilletto, and Streak moves.)
Vizireth
>Weaponform: Vizireth appears as a curved dagger fashioned of glass. The same glass “heart” that appears in their demonform is the centerpiece connecting the pointed hilt, blade, and glass humanlike ribs that form the guard. Despite appearances, neither weaponform or demonform are as fragile as they appear.
>Demonform: As a Nebirahl cultist, Vizireth is not going to cooperate with a half-breed. As such, all given statistics are merely speculative. Nebirahl are glass spider-demons with a typical venomous spider-type shape that joins to a glass dead humanoid upper torso. The ribs can be seen on the outside of the torso, also made of glass, and in the center of the torso the glass “heart” can be seen. It is extremely resistant, so it is not exactly a vulnerability. The cult specifically is dedicated to the destruction of humanity and calls for a number of human sacrifices to satisfy their chosen god (a full-blooded Devil not seen in millennia). Their status as Devil Arms is not entirely a desired condition. Fortunately, Nebirahl are susceptible to massive damage or to holy powers.
>Fighting Style: As a soldier of the Nebirahl cult, Vizireth has more physical-style moves and relies far more heavily on its poison-type weapon status.
-Combo A: A quick 3-hit stab combo.
-Combo B: A 4-hit stab combo ending with two extra-poison attacks.
-Combo C: A 2-hit stab combo including a jump.
-Blood Sacrifice: The same as Combo A, but the last stab is longer and leaves the target bleeding.
-Sting of the Eternal: A charged attack that briefly increases all damage.
-Arachne’s Curse: This is Vizireth’s version of Meet Your Maker, only it adds a heavy poison component. As the wielder falls to earth, they can use Vizireth to cleave through an enemy below. (This is Xander’s equivalent to Helm Breaker.)
-Cocooned Ones: A ranged attack that encases the target temporarily in a cocoon.
-Stagger: Stagger is the purest use of Xander’s shadowstep in combat, combining a thrust with the equipped weapon and a teleport to the enemy that usually disorients the enemy. Xander-only move. (This is Xander’s equivalent of the Stinger, Stilletto, and Streak moves.)
Arawn
>Weaponform: Arawn can take two forms. Both appear as a rocket launcher made from a giant broken antler, only one has three openings for missiles.
>Demonform: Arawn appears as a shadow deer. Making out more than the broken antlers, glowing eyes, glowing Celtic symbol on the forehead, and general deer-like shape takes work, but with effort one can make out further details, such as the dog-like tail, bloodstained hooves, and fur mane. Arawn is most likely a demonic lord, commanding a host (perhaps the missiles used in weaponform). He is certainly a hunter who glories in the hunt, and can be ruthless, but is fair in his dealings. Most likely he serves Xander as an opportunity for more glorious hunts against the unjust, though he is certainly an enigma. He is certainly a devil associated with the realm of the dead (Death-elemental attuned).
>Fighting Style: Arawn is the first gun-type weapon Xander acquired. Arawn does a lot of damage, but is heavy and awkward to use for all but Xander and Buffy. Its attacks tend to be slow, and it only has a certain number of missiles before it has to “recharge”.
-Dogs of War: Arawn unleashes a missile against the enemy.
-Wild Hunt: Arawn rearranges to his second form, a rocket launcher with three openings to release rockets and unleashes three missiles at once.
-Call of Annwn: The upgraded form of Wild Hunt, only accessible when Xander channels his devilish power into Arawn from Spiky Form, rapidly converting to the second form and unleashing three waves of Wild Hunt empowered with Shadow and Death. After this move, Arawn must ‘recharge’. Xander-only move.
Spiky Form
Xander’s Devil Trigger. Should Xander find himself without a weapon at hand or prefer a try at hand-to-hand combat, he can do so in Spiky Form. Both passives are available whenever Xander goes Spiky Form.
-Your In-Flight Entertainment: Xander can fly in his Spiky Form. This enables flying moves. This is always active.
-Shadowstep: Xander can travel between shadows to, essentially, teleport. This is another combat movement option. This is always active.
-A Devil’s Stamina: While in Spiky Form Xander has an increased regeneration speed. (This is true at a much lower level than Buffy’s Slayer’s Healing out of Spiky Form, but still present over, say, your average human. In Spiky form it’s faster.)
-Armada: A kick with extra damage due to the leg spikes.
-Grass Cutter: A leg sweep takedown.
-Spiky-Fu: A 2-hit combo that involves punching the enemy in the face and stabbing the enemy with the opposite arm-spikes.
-Cat Fight: A quick swipe with the claws at the enemy’s face.
-Just Cruzing: A move that combines both defense and attack, involving either a duck or a dodge, trapping the limb used to attack, and a kick or punch using the arm or leg spikes to do extra damage.
-Sting of the Scorpion: An attack using Xander’s tailspike to stab at the enemy’s torso.
-Wing-slap: A move that involves slapping the enemy across the face with a wing and may knock the enemy down.
-Spiky-Fu: A combo of kicks and punches.
-Like a Butterfly: Perhaps the ultimate Devilform attack, flying and teleporting around an enemy while kicking and punching.
-Cloud Men’s Minds: By folding his wings around himself, Xander can go completely invisible. (This does, however, negate the possibility of most damage options, but affords a space to heal or retreat if necessary.)
I, Slayer
Likewise, Buffy is far from defenseless without a weapon.
-Slayer’s Healing: Always active, slow healing. (Slower than A Devil’s Stamina, but always active.)
-Sucker Punch: A strong surprise punch.
-Wheelhouse: A cartwheel movement option that can easily be added into a combo, close distance or used to dodge an attack.
-My Playground: Buffy has a number of acrobatics moves she can use to dodge or for other movement purposes, such as chaining into a combo. Exact move depends on the environment. For example, she has the wallrun Dante has or a pole flip. This can be controlled by staying aware of your environment and controlling the direction of the dodge movement.
-Shiny, Gimme: Buffy can also improvise a weapon from her environment, with exact effects determined by the weapon at hand.
-Hydroblade: A kick goes low and whips her leg around herself to knock down her opponents.
-Get Outta Here: A throw.
-Rock Your World: When falling, Buffy can punch the ground for a shockwave or punch the enemy. (This is Buffy’s equivalent to Helm Breaker, and Down to Earth.)
-Give ‘em Hell: A kick flurry to center mass of the enemy that can last as long as the enemy remains something like upright or Buffy stops.
-Play it Smart: An upwards aiming knee.
-Launchpad: A high kick, which may launch the enemy into the air.