Kimetsu no Yaiba Demon Slayer Character Generator

https://www.random.org/ (if you need a 1d100 generator)

Gender (1d100)

Because of the threat of demons, all men and women who can fight are accepted within the ranks regardless of gender.

1 - 50 Male - The corps don't discriminate.

51 - 100 Female - The corps don't discriminate.

Age (1d100)

There is no standard pre-requisite in the cultivator's search for potential recruits to the corps, if the cultivator judged that you are apt for training, then you will be trained and eventually be allowed to participate in the final selection should your cultivator allow it, after all if you die in a controlled test you at least you won't feed the enemy and waste the corps strength and resources.

1 - 15 Pre-Teen (10-13 years old) - You joined the demon slayers corps at a remarkably young age, whatever reason behind your decision to fight demons, it's probably a tragic one for a young kid as you to join, and it will take time for your body to develop enough for a level the cultivator can approve in good conscience but it's undeniable that said training will penetrate your mind and behavior deeply, mold your mind and ideals to a proper slayer that the corps and most of your peers will approve.

16 - 50 Teenager (14 - 18 years old) - The usual age, teens that survived demons and have an urge to make a difference, even if they are prone to be rashly in their decision-making process they are prime target for cultivators as their bodies are more developed and there is still time to mold their behavior and discipline.

51 - 85 Young Adult (19 - 27 years old) - It's not only the children that suffered through the demon attacks, frankly adults will be better developed and be able to endure harsher training with the downside of already being mostly molded by their life experiences.

86 - 95 Adult/Middle-age (28 - 45 years old) - Needless to say, few demon slayers survive that long to reach said age in the corps, and even fewer will want to give up their lives away, as most already have a family they care for, yet those that lost too much have the drive to do much more to end the terror, driving adults are no exception.

96 - 100 Old (46 - 60) - God knows why they recruited you, could be because you are experienced and have more than enough potential to make them accept you, could be that during the time of recruitment they are in a dire enough situation where they will accept anyone who can use a sword and are willing to kill humanity's enemy. It doesn't matter why they did, the corps will refuse none who are willing to destroy all evil demons and have the skill to do so.

Why have you joined the corps? (1d100)

Several recruits join for all types of reasons beyond destroying evil, some motives are grand, some earthly, others are pure, the corps don’t mind them in the slightest as long as it involves killing demons.

1 - 5 - A Desire For Adventure - Aside for fighting evil, you came to view the corps as the ultimate adventure a man/woman as you could reach for...in a manner of speaking you are surely not mistaken and while nobody would recommend you to join for that, if you can survive the final selection then you can have your adventures with the sponsorship of the corps behind them.

6 - 15 - The Earthly Wealth - While at best they will view and judge your motive as too earthly and common, and at worst, greedy and immoral, the fact is that the corps can guarantee you and your family financial security the further you reach the ranks, so what if they judge you for that? You are still saving people with the bonus of ensuring your future...should you survive.

16 - 20 - For Power - The demons may be powerful, but any warrior who can kill the supposed powerful must be supreme, you came to the rational conclusion that becoming the dragon is nothing compared to be its slayer.

21- 30 - To Protect - The revelation that demons are indeed real and a threat to mankind made you realize that the people you care for need protectors ready to give their lives for them, you joined the corps not only for your loved ones but for the places you wish to preserve from evil.

31 - 70 - A Tragedy - You lost people you loved, while you are far from the only one who lost someone, such empty sympathies do nothing to lessen the ache and longing for those you lost, but the corps gave you an option beyond mere grief, they gave you a purpose to live and redeem yourself for not being strong enough to protect your loved ones.

71 - 85 - Destroy All Evil Demons - You mourned, you cried, you lashed out against your gods and the concept of fairness itself, but nothing changed the fact that those who kill the innocent still live and thrive in their blood, you made your decision. If you must grief? Then grief with the blood of demons on your blade, you hunted demons by yourself until someone from the corps came into contact and decided to guide you before you continued this suicidal warpath without the necessary training, given your goals aligned with the corps you were more than happy to join.

86 - 100 - It's A Family Business! - You are already part of a family that has been slaying demons for generations, it was only a matter of time before you were able to join the ranks, after your parent judged and approved of your skills they decided you are fit to be trained and become a demon slayer like your forefathers.

Breath Style (1d100)

While all current known breath styles trace their roots from the Breath of the Sun, their focus and beliefs about what is essential to the survival of the demon slayer vary wildly, all of them will strengthen you in all possible ways but some will get more focus than others as their thinking behind them are fundamentally different.

1 - 35 Breath of Water And Its Branches - One of the most adaptable breaths to teach future hunters, many start and end knowing only this branch of breathing thanks to its amazing versatility. Like water, their users are drilled to be always flexible and adaptable during their engagements, you aren't just expected to control the flow of your battles but to also dictate the course itself, such training and knowledge allows them a proper fighting discipline with a thought process that fabled strategists would nod in approval of (add +10 to breath potency, +10 to body health, +10 to the mental health and +10 to combat proficiency rolls).

36 - 50 Breath of Flames And Its Branches - Rumored by some to be the very first breath modeled after the almost mystical sun user, there whispers about how they are the closest to the sun both in spirit and breath. While being the first is very much untruth as they surely weren't the original breath to come after the sun user, what is true is that they have a greater understanding of the very fundamental mechanisms behind the breathing forms, allowing their users a higher breath potential with the intensity to match it, you may never burn as brightly as the sun, but you will do your damnedest to reach its blaze. (add +20 to the breath potency rolls, +10 to combat proficiency rolls, +5 to body health and mental health rolls).

51 - 65 - Breath of Thunder And Its Branches - Thunder users apply the concept that sword skill and breath using walk hand in hand, teaching the method of precision strikes and velocity to equal them to its maximum potential for killer blows, you are expected to strike first and make it sure it's only once, you will be unmatched in swiftness as much as your breath and skills allow you to do so (+15 to breath potency, +15 to combat proficiency, +5 to mental health and +5 to body health rolls).

66 - 80 - Breath of Stone And Its Branches - Knowing that battle fatigue is the most common cause of what ends the beginners and veterans in the corps, Breath of Stone users are trained to maintain a body and mind that will keep them in the fight no matter how draining it may be, while it may be silly to someone hearing it for the first time, this understanding will allow you to not falter before evil because of tiredness, be it mental or body wise (add +15 to body health, +15 to mental health rolls, +5 to combat proficiency and +5 to breath potency rolls).

80 - 95 - Breath of Wind And Its Branches - If you had to define what being a wind user entails, then one word will define it the best "Relentless", it's users are known for formidable battle skills, refined aggressiveness that is excellent versus groups of demons, you will be taught to avoid being surrounded and circled like a green warrior but to use numbers against the enemy and teach the fatal lesson that numbers alone can bring more harm than aid. (add +20 to combat proficiency +10 to breath potency and 5+ to the body and mental health rolls).

96 - 100 - Self Taught - There are cases where none of the known styles can apply to a pupil, perhaps you joined the ranks already with a style you came up with, or you could have learned one of the 5 styles but realized that you simply couldn't adapt yourself to it, so rather than force yourself do so, you could modify a known style or take the basics of other breaths you know of, the specifics don't matter if it works for you (as you came up with your breath style feel free to use and share the +40 points freely in any of the breath potency, combat proficiency, body, and mental health rolls).

Breath Potency (1d100)

The logic behind it is simple, the better you are at breathing, the more you will be able to do actions that are closer to the realm of demi-gods than of mortals, yet demon slayers are still very much mortals even with this boost and the fresh ones will get a taste of it should they survive the final exams.

1 - 20 - It's A Surprise You Can Understand What Breathing Even Means - You are not poor at it, being poor at it implies you can still do it in a way that still resembles the forms, but you? Doing it is actively is dangerous to your body, your attempts give you coughing fits and the more you insist will turn you coughing into blood, that's how severe breathing of this level is to you, however, there is good news, breathing alone does not win or lose the battle, the bad news? Breathing is the biggest differential between the living slayers and the ones fermenting in the stomach of demons, pray your other skills can compensate for your lack of breath.

21 - 45 - You Can Do It...You Just Do It Poorly -

An unfortunate spot to be, you understand and can even grasp the basic forms but your performance is lacking severely, it's still a blessing compared to not having it but you can't rely on it as opposed to users who can truly use it to its potential. (add +5 to body health, mental health, and combat proficiency rolls).

46 - 70 - You Can Do It, And Competently At That -

You can perform all the forms of your breath style the way they are supposed to be performed, this allows for a greater reach at your fights improving your odds of survival, remember, the right form at the right moment can be the difference between life and death (add +10 to body health, mental health, and combat proficiency rolls).

71 - 94 - If You Want To Overcome Evil, Relish In The Breath - You skills go beyond the fundamental breathing, you quickly and regularly adapt your forms to the flow of battle, from this point on you can use the Full Focus Breath, an advanced technique where a breath style user inhales the maximum amount of oxygen within a specific breath pattern to increase his/her physical and mental strength to its utmost limit, while you can only use it momentarily at best, this makes you above and beyond many breath users, and demons who rely purely on sheer strength (add +20 to body health, mental health, and combat proficiency rolls).

95 - 100 - From Coughing to Whisper to Breathing - Some can grasp the fundamentals of breathing and apply them in combat, few can master it, and even fewer can make them their own, you are one of the fewer that earned the seasoned awareness of breathing which allows you to go above and beyond in fighting, where some would have already died of exhaustion, your breathing alone can keep you alive through the most critical of wounds, you can easily come up with new raw forms that only you can perform flawlessly, as your breathing has transcendent it's original breath style a new branch from your breath could grow from it, modeled after you and taught to the next generations...should you survive and have time to pass down your life experiences that is (add +30 to body health, mental health, and combat proficiency rolls).

Body health (1d100)

Your body will eventually either come on top of all the battles you will face in the future, or pay the toll it demands.

1 - 20 - Barely Healthy To Keep Standing - Constant fighting for your life didn't make your body any favors, however, your situation has worsened to the point that if you proceed to fight and be damaged the way you do your body will fail you to the point where you will either be retired permanently or be inside the belly of a demon. (roll 1d5 for number of Severe Injuries, then roll in the Severe injuries table)

21 - 50 Things Could Be Worse You Suppose - You have deep and scary scars, some more severe than others, a part of your body isn't exactly at its prime, frankly, it's not ideal but you are still able to go...for now. (roll 1d3 for number of Severe Injuries, then roll in the Severe Injuries table)

51 - 75 - Ready And Active - You are ready to fight, you accumulated your numbers of scars but they are essentially adornments, you are free to see them as symbols of pride if you wish so because they won't interfere with your job. ( roll 1d100, if between 1 - 50 don't roll at the Severe injuries table, if your roll is 51 - 100, roll only 1 time at the Severe Injuries table)

76 - 90 - What Doesn't Kill Makes You Stronger? Well, It Certainly Applies To You - All the engagements and experience that came from them made your body the standard a slayer should aspire to, you are sharp, fast, and certainly resistant for the days to come compared to your fellows.

91 - 100 - THE STRONGEST BODY - ...Well at least in human terms, you body is shaped and regarded akin to the great heroes of old, your companions want to be you, they want to reach your muscular might just to be able to be unashamed to stand on the same place as you, your body's physical is certainly inspiring even in battle, if not a little intimidating to lesser demons and your kōhais.

Severe Injuries (1d100)

The consequence of fighting demons finally took its toll on your body, making it irreversible now you will have to live with a permanently weakened body like so many other hunters.

1 - 3 - Neurotmesis (Nerve damage) - The most severe nerve injury you can get, for now on a part of your body will be forever in pain, you suffer from dysesthesias (uncomfortable sensations), and complete loss of sensory and motor function in the affected nerve, while partly recovery is viable, a complete one is hopeless.

4 - 8 - Severe Chronic Pain - Besides visible pain, this is often associated with higher rates of depression, anxiety, and sleep disturbances, you need opioids, therapy, and alternative medical treatment just to get by, needless to say, your future won't be brighter the older you get.

9 - 13 Brain Damage - A hard hit to the head shook some things up and didn't exactly benefit your cognitive skills. Good news though! Now you are too stupid to realize when it's time to run.

14 - 18 - Broken Elbow Joint - A broken elbow that never fully healed hinders all movement of your arm and severely reduces combat effectiveness.

19 - 24 - Broken Knee - You took a blow to the knee and it never fully healed. Lunging forward or dodging can be painful and lacks style.

25 - 30 - Missing Finger - A missing finger makes it harder to firmly grab a weapon, but it also makes for a good story to tell your kōhais, nowadays we can even add a fashionable wood prosthetic!

31 - 34 - Partly Collapsed Lung - A part of your lung has died, making it very hard for you to breath, you can still do the breath forms you know of but they are painful to do.

35 - 38 - Maimed Foot - An injury to the foot has never fully healed, making it hard to win any dancing competitions or otherwise move around quickly.

39 - 43 - Missing Ear - Fortunately, a missing ear isn't that much of a hindrance for you. But it does look gross.

44 - 47 - Missing Eye - A missing eye makes it difficult to judge distance accurately, and limits the field of view.

48 - 51 - Missing Nose - It's hard for people to look at you without their eyes moving to the gaping hole that was once your nose.

52 - 55 - Weakened Heart - Past injuries left you with a weakened heart, severely lowering your constitution and your life expectancy, though giving your choice to fight demons it was already low anyway.

56 - 60 - Burn Wounds Deep Partial-Thickness (second-degree) - A past fight left you with significant burn wounds in certain parts of your body, while it doesn't stop you from fighting and will eventually heal in a few months, the scars will remain as a painful reminder.

61 - 63 Anosmia - Thanks to a head trauma you no longer have a sense of smell, it will bring a terrible disadvantage in the battlefield without the 4th of the 5 senses, forcing you do adapt and develop your other senses to the point they someday can offset the lost.

64 - 66 - Ageusia - A fight that ends it badly made you lose the taste functions of your tongue, sweetness, sourness, bitterness, saltiness, and umami, the "pleasant/savory taste" while it may seem trivial compared to other severe wounds this isn't a type of life you would recommend to other people

67 - 70 - Vertigo - It feels as if you or the objects around you are moving when they are not. Blurred vision, difficulty in speaking, a lowered level of consciousness, and hearing loss can also occur.

71 - 75 - Half-Hand - You lost all the fingers on your dominant hand except for the thumb and forefinger, it took you a long time before you could be even near your previous skill with your weapon, however it's not impossible and advanced prosthetics from the corps helped you return to the form as soon as possible, you are still in a graver situation than a hunter with a whole hand though.

76 - 80 - One-Handed - A lost hand was the cost of a battle, a terrible outcome known for careers...for anyone else who isn't part of the corps, they arranged a fitting prosthetic that could compensate for your disadvantage plus additional training, after all, you are neither the first nor the last hunter to lose a hand in the service of duty, though most people in your situation retired after realizing how dangerous lacking a hand is you did not.

81 - 85 - One-legged - a regular happening to those joining the corps, it's painful, it makes you slower and it's very much "fixable" with prosthetics at least that's what you like to think about, the reality is that it will take you years to even compare to the "you" of before that was whole, and even then it might not be enough.

86 - 88 - Partial Deafness - Your eardrums have been damaged, making you hard of hearing.

89 - 90 - Deafness - Your eardrums have been destroyed, such loss will force you to develop other senses like your eyes or nose if you want to survive your next battles.

91 - 95 - Partial Blindness - Your eyes were damaged forcing you to take extra training that stresses the word "adapt" severely in combat.

96 - 100 - Blindness - Your eyes were destroyed beyond recovery, the only to survive now is by forcing all your other senses and your body itself to get used to this new world, training alone may not even be enough.

Mental health (1d100)

All you see and experience will affect you, how deeply and how much you enable it to do so is up to you.

1 - 20 You Poor Bastard - The years haven't been kind to you, anyone close to you can see you aren't okay, this has reached the point where you are a questioning "is this worth my life?" almost every day and your answer to that question? You don't think it is anymore, the next battle might end your saneness (roll 1d5 for number of Soul Injuries, then roll in the Soul Injuries table).

21 - 50 - The Days Are Either Harsh or Harsher - An unfortunate but true fact of what being a demon hunter entails, you find smiling and looking forward to the next days trying with each battle you survive, but you still know why you do what you do, it's just...well it's tough you know? (roll 1d3 for number of Soul Injuries, then roll in the Soul Injuries table).

51 - 75 - Bright Days And Dark Days Ahead - You will have your soul scarred for life but you stand resolute in your mission, for each demon you kill brings forth a better day to us all and brings you closer to your goals, whatever they are. (roll 1d100, if between 1 - 50 don't roll at the Soul injuries table, if your roll is 51 - 100, roll only 1 time at the Soul Injuries table).

76 - 90 Many Will Fall In The Face of Evil; But Not You - Your struggles may give you nightmares to break those with weaker convictions but they only made your resolve stronger than ever, you will not cower before evil, your smile alone is the defiance to the horrors of men.

91 - 100 - The Evil of Demons Cannot Match The Blaze In Your Heart - Nothing will stop you from your mission, your mind, reflexes, battle strategies, your determination alone is enough to drive your peers to keep battling against the worse of odds.

Soul Injuries (1d100)

The wounds in the soul can cut just as deep and leave behind devastating scars that will remain with you for the rest of your days.

1 - 10 - Alcoholic - The drink keeps you from letting terror taking hold of your body, sometimes it even allows you to sleep without remembering the things you saw.

11 - 15 - Masochist - The pain has so much presence in your life that now you covet it every fight, so much so you can't wait to bleed again, a problematic disturbance.

16 - 20 - Paranoid - Nowadays trusting that people will remain steadfast is harder to believe it, because of that you tend to stay away from groups or if forced to remain one, you surely will keep an eye open to someone leaving or worse betrayal.

21 - 25 - Selfish - Why should you put your life on the line for others? After all, if you die who will keep killing demons? A few innocents dying is nothing compared to your survival, this way of thinking goes even to battles themselves if you had to choose between your comrades and yourself? That's an easy answer to you even if it would make more sense for you not to ditch them behind, you are easily scorned by others because of it.

26 - 30 - Severe Depression - The realization that you will either die or come out broken in either body or soul made you realize that your actions are utterly futile in the grand scale of this centuries-long war, once you die someone will take your place anyway as you did with the hunter before you.

31 - 35 - Lack of Empathy - Witnessing so many deaths made you desensitized to it, you can't bother to remember the names nor the faces of the people who introduced themselves to you, they will likely die anyway, so what if they start talking less and less to you? They will probably die in a few weeks like everyone else.

36 - 45 - Deathwish - You say that the way of Bushido affirms "when you are compelled to choose between life and death, you must quickly choose death" and while you are correct that acceptance of death is a key requirement to all hunters, they are quick to correct you by saying "don't throw your life away like cannon fodder because all of you are priceless and we don't have resources to waste" unfortunately you came to the erroneous decision to disregard it to your peril, perhaps it’s guilt to survive while your companions didn’t, or you just believe you are life is that replaceable.

46 - 55 - Deranged - All those battles have critically affected something in your brain, half of the time your peers don't comprehend what you are talking about much less the thought process behind your actions.

56 - 65 - Traumatized - A fight in particular against a demon has made a mark so deep in your memories that all the next battles remind you of it, it's already hard to get in your uniform and wear your weapon, and it's getting even harder to draw it against a demon without the shaking taking control of your body.

66 - 70 - Abusive - Only acid words come from your tongue, if not threats of violence, making others trying to stay away from you as much as possible to avoid the chance of fighting both demons and you, because of that you don't expect assistance from anyone.

71 - 80 - Fearful - All evil demons must be destroyed, but they never said how much terrifying is to stand against the presence of their shadow, this places you between a rock and a hard place, the corps will not sustain you if you won't fight but the minute you meet one you can very much die, the only option is to choose a support role and leave behind the life of a hunter but you can't come to a decision…and such lack of conviction is dangerous.

81 - 85 - Cravings of The Flesh - You started to wish a warm body that will listen to your troubles and can keep your memories away from the battles and soothe your mind, while the personal life of a demon slayer and their romantic interests is nobody business, it's starting to become a constant dependency, what you need is therapy and someone to talk with not a body pillow made of flesh and blood.

86 - 90 - Medical Addiction - During a brutal battle where you needed extensive recovery, you decided that a specific medicine keeps you from feeling pain and helps to even fight! The problem is that said pain at this point is so fairly subdued that you need it every single day, you don't even know if said pain is real or it comes from the fear they will take your medicine if you come clean.

91 - 95 - Drug Addiction - You make use of an alternative "medicine" that helps you, a specific drug that keeps you from shaking and losing control during a fight, at the cost of essentially making you a slave of said drug.

96 - 100 - Bloodlust - Your need for constant conflict is such that it gives pause to even the most hot-headed of the hunters within the demon corps, this worrying obsession to bloodshed keeps you on your feet even if the wiser course of action is to run and regroup, it’s inconceivable for you to consider retirement if it ever came to a point where your life doesn’t involve slaying demons you might consider death to be a more merciful end. But given your constant search for combat, you probably won’t ever reach such point..

Weapons (1d225)

The vast majority of hunters of the Demon Slaying Corps use Nichirin Blades, Katanas made specifically by the corps to slay demons, They are made of an ore that constantly absorbs sunlight, one of demons only major weaknesses. The majority of the recruits will learn how to use the katana first, but it’s not unreasonable for a hunter to either eventually develop his own fighting style with something that isn’t a katana or being taught with a different weapon at said cultivator’s discretion as any weapon created using the same metals used in the creation of Nichirin Blades will bring the desired result, death.

1 - 70 - Nichirin Blade/Katana - Designed to be easier for a foot soldier to use, to be worn with civilian clothes as well as in armor, and for the quick-draw and attacks that are required in self-defense situations, as well as an impressive cutting performance, the Nichirin Blades are essentially the efficient weapon many recruits as you will start and more likely stay with.

71 - 90 - Two Weapons For The Price Of One! - You saw fit to include in your arsenal two weapons and should the circumstances demand it, you can change from one weapon to another interchangeably (roll twice in the Weapons table for the first and second weapon you rolled, ignore the Two Weapons For The Price Of One!, Three Are Better Than Two, and One Weapon In Each Hand should you roll in them).

91 - 100 - Three Are Better Than Two - You always bring three weapons in battle without fail, it’s odd as regularly many will stay with one weapon and find it cumbersome to rotate different weapons instead of sticking with one, but nobody can question it makes you very much prepared to diverse threats (roll thrice in the Weapons table for the first, second and third weapon you rolled, ignore the Two Weapons For The Price Of One!, Three Are Better Than Two, and One Weapon In Each Hand should you roll in them).

101 - 110 - One Weapon In Each Hand - Adapting yourself to fight with two different weapons at the same time, this makes you an exquisite figure in the battlefield, as such fighting style is unheard of (roll twice, and ignore Dual Wielding Katanas, Two Weapons For The Price Of One!, Three Are Better Than Two, Yumi, Arisaka Rifle, and One Weapon In Each Hand should you roll in them).

111 - 120 - Dual Wielding Katanas - There is a reason the double use of Katanas or a Katana and Wakizashi is so rare, fighting with two weapons requires a great deal of space, impossible in a tightly packed formation, a great deal of time and effort spent training, impractical in any large scale army, and at the end it leaves you in a contest of skill that you might very well lose anyway. That being said, demons don’t tend to be in small places, you are not part of an army, for the most part you will be either alone or with small groups and the very basis of being a demon hunter is being skilled with their selected weapon, so a skilled user of dual wielding can be extremely dangerous too.

121 - 130 - Ōdachi - Also called the nōdachi, a two-handed sword even larger than the katana, and used both ceremonially and as a devastating weapon from horseback. It was also used against cavalry and in open field engagements, but infrequently, due to the difficulty of forging the blade, the great strength required to wield it and the Tokugawa Shogunate prohibiting the use of swords above a set length, bypassing all that however their advantages are quickly recognized by it’s long reach, increased weight and slashing area of the blade for those who can bear the difficulty.

131 - 140 - Nagamaki: A peculiarly evolution of the Ōdachi, with the grip making up about half of the overall length for better control and leverage, wielding one is very specific; it is held with two hands in a fixed position in the same way a katana is held. The hands do not change when handling the weapon and the right hand is always the closest to the blade. Think of it as a hybrid between a sword and a naginata.

141 - 150 - Yari - The straight-headed spear. The yari was far more popular than the longbow and katana as a weapon for the samurai, and foot troops (ashigaru) followed suit and used them extensively, their use found it’s apex during the Sengoku period. Mostly used for thrusting, but the user can also cut with the edge or strike with the shaft in addition to the simple straight bladed spear head, there are many variations with blades or other protrusions on the sides of the spear head.

151 - 160 - Naginata: Originally very popular with samurai men in the 12th-14th centuries the naginata slowly came to be considered the weapon of a samurai woman, since it allows a woman to keep opponents at a distance, where any advantages in height, weight, and upper body strength would be lessened, it was often presented as part of her dowry. The naginata reach is longer, allowing the wielder to keep out of reach of their opponent. The weight of the weapon gives power to strikes and cuts, even though the weight of the weapon is usually thought of as a disadvantage. The weight at the end of the shaft (ishizuki), and the shaft itself (ebu) can be used offensively and defensively.

161 - 165 - Tetsubō - A spiked or studded two-handed war club constructed out of heavy wood, or made entirely from iron, in your case it will be forged with Scarlet Crimson Iron Sand and Scarlet Crimson Ore, the basis of the forging of nichirin blades as anything else would be useless, those war clubs came in all sizes and shapes with the largest ones being as tall as a man and a two-handed weapon while the smaller lighter ones were primarily one-handed and the length of a forearm. Demanding a mastery of both balance and strength; it requires great skill to recover from a miss with the heavy club, which could leave a wielder open to a counter-attack. Their purpose is to smash enemies' armor, bones and the legs of their warhorses. However their use in the corps will find a nobler use against demons, rather than the harming of noble animals such as warhorses.

166 - 170 - Kusarigama - The “chain-sickle" is a traditional weapon related with the infamous shinobi, however it also saw its use as an anti-siege weapon and using one is an art in itself. Attacking with a kusarigama usually entailed swinging the weighted chain in a large circle over one's head, and then whipping it forward to entangle an opponent's spear, sword, or other weapon, or immobilizing his arms or legs. This allows the kusarigama user to easily rush forward and strike with the sickle.

171 - 175 - Chigiriki - A flail weapon. It consists of a solid or hollow wood (sometimes bamboo) or iron staff with an iron weight and chain on the end, sometimes retractable. The chigiriki is a more aggressive variation of the parrying weapon kusarigama. Used to strike or entangle the opponent as well as to parry his blows and to capture or incapacitate an opponent's weapon.

176 - 180 - Ono - Also known as "axe" or "hatchet", the weapon’s version of an ono is an oddity that you would only find among the sōhei (warrior monks) or yamabushi (ascetic hermits). Axes are viewed as weapons used by people with less skill than those who use swords, the truth is that they are more straightforward and natural to wield, whereas a sword has a plethora of complex cutting and thrusting techniques, the difference is that swords require more finesse rather than more skill and axes aren’t easily carried around everywhere making them even rarer in japan, however where they can lack in speed and reach if it's raw power you need, power can't really get more raw than an axe.

181 - 185 - Yumi - An important weapon of the samurai during the feudal period of Japan, The types of yumi's in the Taishō era are Gohonhigo, Five-piece bamboo (or bamboo and wood) laminate core, wooden sides, bamboo front and back, a yumi user can boast a fast shooting rate, arrows hurt, and you can't fight much at all with one stuck in you. Getting arrows out of you is also a difficult, painful and dangerous process, of course all of this is ineffective against demons...unless your bow has wisteria poison in the quiver, arrow tips, and for good measure the presence of a wakizashi on your side to avoid you fighting unharmed, as nobody would advise you to beat a demon to the death with your fists…

186 - 190 - Arisaka Rifle - Used everywhere in the Imperial Japanese Army and the Imperial Japanese Navy. This modern firearm is a natural inclusion to the modern demon hunter as weaponry like firearms improves, better accuracy, powerful cartridges forged with nichirin metal for heavy body damage, incredibly sturdy and also including a sword bayonet, that being said they are issues like each round requiring to be loaded individually, not an ideal scenario when your hands are muddy or wet, or cold or shaking because a demon is ready to kill you, it requires superior motor skills, and obviously the hypothetical scenario where it might jam can’t be disconsidered, as demons won’t care that you or your weapon is having issues, you will also bring a wakizashi with you as it’s also inadvisable to think of bludgeoning a demon with your rifle or attempt to stab it to death with a bayonet.

191 - 195 - Double-Barreled Shotgun - The shotgun of choice for hunters, farmers and demon hunters they are famous for being sturdy and reliable under extreme conditions, useful when an enormous and enraged demon in search for blood is charging towards them, the stopping power combined with nichirin metal shells can knock down all but the most obstinate and stronger of demons and the quick reload is handy during urgent situations, it can also be sawed-off if needed, however no matter how strong the gun, you will have to reload so a wakizashi will be issued to you.

196 - 200 - Type 26 Revolver - The Type 26 or Model 26 "hammerless" revolver is the first modern double-action revolver adopted by the Imperial Japanese Army. Revolvers are immune to many of the malfunctions that can occur in semi-automatic handguns (failure to feed, failure to eject, failure to battery, double-feed, triple-feed, mis-feed, and misfire) this makes them a good choice for self-defense and similar applications such as hunting with nichirin metal 6–round cylinders and usually recommended for people who have never fired a handgun in their lives, however the need of reloading, and having only 6 rounds will demand a side weapon as the wakizashi to keep you from dying once the bullets end.

201 - 225 - Exotic Weapon - Your Weapon isn’t just rare, it’s completely unheard in “The Land of the Rising Sun” from European, African, Middle-East to Asian weaponry, yours is something that the swordsmiths from the Demon Slaying Corps will curse and praise you for such bizarre and challenging request.

Combat Proficiency (1d100)

All demon hunters are trained in the art of combat, but how good they are in said combat varies wildly for no hunter is equal, though not all hunters are as skilled as they should, thankfully the longer you acquire experience and survive the more you get better at fighting...in theory.

1 - 10 - It’s Hard To Believe You Were Taught From The Way You Fight - You can swing your weapon, dodge, parry, and defend that in itself isn’t bad, the bad news is that it’s completely void of skill and it’s too stiff and static, if the demon you are hunting is standing still you may hit it, most likely you survived the final selection by making sure you only attacked demons already too weak even by demon standards and avoiding demons too dangerous to battle, which was the majority, given that most who were said to be skilled tended to die because they were prone to bite more than they can chew, at least this is a point in your favor, after all you survived while they didn’t...though you likely won’t make it for much longer anyway without real training that goes beyond “running away”.

11 - 25 - Combat Trained But Lacking In Talent - Thankfully your training sticked enough that you can do all of the above moves without being completely stiff, not the goal you should be content at but you should be happy in knowing your chances of surviving are above average against the “common” demons (read mindless, below intelligence demons who can only understand the word “attack”).

26 - 65 - Trained And Capably - You can engage in a battle the way hunters should, making you dependable to your peers and making you confident in handling your own in a engagement and should the opportunity arise, slay the demon you are hunting even if they are above you in skill and experience, the young and slightly older demons (meaning a few decades old) won’t give you so much pause as before.

66 - 90 - Trained, Capably And Dangerous - The word “Skilled” applies to you unquestionably, all your actions flow in a way that can match demons who are stronger and are decades in this state of life. In different combat situations you can distinguish what you should and should not do when the battle conditions change unannounced, only demons that genuinely have experience in killing hunters or with many deaths in their belts will give you pause.