Magikami are people that fight against Kuma. Kuma are supernatural parasitic lifeforms that are normally invisible to anyone and everything that doesn't posses the energy of a Magikami. Kuma parasites drain the energy of their host in a way that makes their death seem completely natural. This helps them hide and evade detection. A Kuma parasite can also take control of their host in order to attack a Magikami, the only ones that can see them. NAturally, only things that are in despair or of great anger can be easily possessed, anything else requires a massive number of Kuma..
A Magikami get their power from their Garment, a Garment. This Garment takes on either the form of an artifact of clothing or an accessory depending on what the user chooses. This Garment gifts the user with the Energy of a Magikami, and grants it's user the unique ability to see, gather and fight against a Kuma.
A Garment however is only one piece needed to fight against a Kuma, a special type of Anti-Kuma Weapon is also needed. The Anti-Kuma Weapon and Garment are both acquired and linked at the same time, when the Magikami Aspect is attained.
This power outside of a Kuma battle allows the Magikami user to attack another Supernatural Energy. Supernatural is classified as any type of energy that a person uses to fuel their abilities. (Navitaas, Ki, Magic, Soul Energy, Summon Energy). Attacking another user's Supernatural Energy allows the Magikami user to dispel and remove a certain type of Supernatural Energy from the playing field.
However this does not mean that all Supernatural Energy based moves are useless against a Magikami. Magikami are susceptible to damage just like any other person. It is only a direct strike from their weapon to the other person's body that a Magikami can dispel someone's Supernatural Energy. At the beginning only a small amount of Supernatural Energy can be dispelled but as the Garment and Weapon grows in power, more can be dispelled. Eventually ranged attacks can be dispelled, but only with a High Class Weapon.
How to Get Your Garment
To gain the power of a Magikami, the user wishing to become a Magikami user must first come to the Magikami Monument, a shrine dedicated to the Magikami deep beneath the Great Oak inside Zenthel City of the Halcyon Kingdom. Here they are greeted by two guards before stepping into a chamber that renders all forms of magic, energy, ki and other things null, except for the slightest amount to keep a person living. Upon entering, the user is told by an ethereal voice to stand close to the Magikami Monument. From there, they are told to place their palm on the monument. The monument then asks "A Random Weapon, or a weapon you are willing to sacrifice" From there, the weapon is either randomly generated by dice roll, or is taken from the user willingly, to become their Anti-Kuma Weapon.
The first roll is to choose the class, and the second is to choose the weapon. The Great Fairy will make the rolls and a player can have two rerolls if they do not like their initial choice.
Weapons and Weapon Classes are in the spoiler tag.
After an Anti-Kuma Weapon has been called forth, the user is told they can magically store the weapon within their Garment, and vice versa call it forth for battle.
Once a Magikami’s Anti-Kuma weapon has it’s name, the Magikami is sent out on their first Kuma Hunting mission in order to sate the hunger of the Anti-Kuma Weapon. Upon defeating thier first, easy to kill Kuma, the Kuma will die, revealing a Seed. This Seed is used to feed the weapon, keeping it’s hunger for Kuma sated.
The Abilities of your Garment and Anti-Kuma Weapon are always the same as someone else. They can not be changed or altered without collecting Seeds, regardless of what you or someone else does. However, your Garment and Anti-Kuma Weapon power can grow. This is done by collecting more Seeds and feeding them to the Weapon which in turn powers the Garment and Anti-Kuma Weapon.
The amount of power the Garment and Anti-Kuma Weapon has is determined by the amount of Seeds. This amount determines how synchronized a Garment, Anti-Kuma Weapon and it's user are. It takes hundreds of Seeds before a Garment, Anti-Kuma Weapon and it's user are fully synchronized. The percentage of Seeds the user has also determines how much of a Supernatural Energy the user can dispel.
4 Kuma are equal to 1%
These are the amount of Kuma monster class gives when it dies.
50 - Myo-o Class Weapon
A Myo-o Class Weapon is able to dispel anywhere from 0 - 19% of a physically struck targets supernatural energy. A weapon of this class does not glow.
A Wisdom Class Weapon is able to dispel anywhere from 20 - 39% of a physically struck targets supernatural energy. A weapon of this class has a faint blue glow.
A Bodhisattva Class Weapon is able to dispel anywhere from 40 - 59% of a physically struck targets supernatural energy. A weapon of this class glows blue with lightning-like sparks.
A Yaksha Class Weapon is able to dispel anywhere from 60 - 79% of a physically struck targets supernatural energy, and anywhere from 20 - 39% of a ranged attack as long. A weapon of this class has a faint green glow.
A Shirokuma Class Weapon is able to dispel anywhere from 80 - 99% of a physically struck targets supernatural energy and anywhere from 40 - 59% of a ranged attack. A weapon of this class glows green with a mist like aura.
A Crimson Anti-Kuma Class Weapon is able to dispel 100% of a physically struck target’s supernatural energy and anywhere from 60 - 79% of a ranged attack. A weapon of this class brightly shines with a red flaming aura.
A Broken Class Anti-Kuma Weapon of this class, stops 100% of all attacks, and is the final and most powerful of all weapons, no known user has one or has ever had one, it is a myth told by the Magikami Monument. It says at this class the weapons becomes pure Anti-Kuma energy, losing physical form.