HomebrewAnon

(Supplement) Kamigakari Extended GM rulebook

May 29th, 2019 (edited)
2,740
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 247.02 KB | None | 0 0
  1. New (11/20/2019) With the addition of Distortions, The GM supplement is now 100% complete! Minus a bunch of suggested mononoke formations, which can't translate properly into plaintext, and are largely unnecessary to start with.
  2. New (11/15/2019) The World-view Supplement has been added to the pastebin, detailing the groups known as "Hyakki Yagyo" and Collaborators known as "Inousha". The Upper half of the bosses are also finished now, from 11-20. Just Distortions and then this book is done
  3. New (10/11/2019) Generic bosses up until level 10 have been added to the pastebin.
  4. New (10/11/2019) mononoke advice page (XXXG) has been translated. Not much to it, but there's some clarifications for specific instances. be sure to give it a look.
  5. New (10/10/2019) The mononoke have been moved to two individual pastes. Please see the ToC For links to each set
  6. New (7/26/2019):Simplified godhunters, avatar of ruin, humanoid, beast, and insect mononoke, as well as boss talents have all been translated.
  7. New (5/31/2019):Rules and Guides mostly translated.
  8. New (5/29/2019):Book Recieved, ToC Translated.
  9.  
  10. ToC
  11. Chapter 1: Master Section(1) Mononoke Data
  12. - How to use this book [XXXA]
  13. - [Kamigakari] World-view Supplement [XXXB]
  14. - Additional Rules and Guide for attacks derived from Wits[XXXC]
  15. - Simplified Godhunter NPC's [XXXD]
  16. - <Avatar of Ruin> [XXXE]
  17. - Mononoke [Moved to Individual pastes]
  18. [See This paste for humanoid, beast, insectoid, and plant mononoke: https://pastebin.com/njdQYj29]
  19. [See This paste for mechanical, undead, mythical, and chaos mononoke: https://pastebin.com/mu6N4NJq]
  20. - Advice on Mononoke [XXXG]
  21. Chapter 2: Master Section Mononoke composition catalog [XXXH](Seems to be battle setups. Hard to Translate, as they rely on a graphic)
  22. - Mononoke composition catalog [XXXH-1] (Unfinished)
  23. - Recommended Mononoke compositions [XXXH-2] (Unfinished)
  24. - [Class:XXXs] World Influence Lvl:1~ (repeat for 8 again)[XXXH-3] (Unfinished)
  25. Chapter 3: Master Section Generic Boss Data (Unfinished)
  26. - About [Generic Bosses] [XXXI]
  27. - [Generic Boss/Lvl:3~] (repeat for 20 levels)[XXXJ] (Unfinished)
  28. - Boss Talents [XXXK]
  29. * Unmarked [XXXK-1]
  30. * Circle ○ [XXXK-2] (Lvl 5)
  31. * Full Star ★ [XXXK-3] (Lvl 7)
  32. * Empty Star ☆ [XXXK-4] (Lvl 12)
  33. - Last Boss Talents [XXXL]
  34. - Distortions List/Summary [XXXM]
  35.  
  36. ================================================================================
  37. - How to use this book [XXXA]
  38. ================================================================================
  39.  
  40. This book is an extended GM-only rulebook that contains the [Boss] data needed to create a “Kamigakari” scenario, and an approach for organizing various [Mononoke] appearing as enemies.
  41. If you do not feel confident in balancing the [Boss] data and enemy [Mononoke] formation's, you should use the data described in this book.
  42.  
  43. -Combination of boss and mononoke formations.
  44. ----------------------------------------
  45. How to use this book is simple. Just select one [Mononoke Formation] that is appropriate for the development of the scenario from the "Mononoke Formation Templates" listed in this document on p143 ~ p222. If you are going to organize a [Final Battle], add one [General-Use Boss] data listed on p225 ~ p251 to one [Mononoke Formation] you have selected. If you feel that [Mononoke Formation] and [General-Use Boss] do not match the image of the scenario, GM's can change the names and visuals of a [General-Use Boss] and other [Mononoke]. Also, for selecting [Mononoke Formation] and [LV] for a [General purpose boss], you should follow the guidelines below.
  46.  
  47. * Mononoke formation: PC average [world interference LV]
  48. * General purpose boss: PC average [world interference LV] + 2
  49.  
  50. - About Mononoke Reprinted in this book
  51. ----------------------------------------
  52. The [Mononoke] data re-published in this document reflects, to the furthest extent possible, previous errata. In addition, the contents of a talent may be altered from previous publications. Therefore, if there is a rules issue or conflict regarding the different versions of data, the updated version has been marked as "・ 改" and should be treated as a separate mononoke.
  53.  
  54. -Acquisition of materials
  55. ----------------------------------------
  56. As listed on Core p.217(Under "Reading Mononoke Data" in the PDF), the higher the [LV] of a [Mononoke] the more opportunity there is to acquire a [Material]. (Roll 2d6 for the number of times permitted and acquire [Material]).
  57.  
  58. -Material marked as automatic
  59. Only one [Material] listed as Auto can be acquired regardless of [LV].
  60.  
  61. -Formidable Mononoke – Great Enemies
  62. ----------------------------------------
  63. According to the contents of the scenario, a GM may allow [Mononoke] to acquire one "Boss Talent" without needing the [Boss] or [Aramitama] Template. In this document, we refer to this mid-boss class Mononoke as a [Great Enemy]. Every PC can gain extra [Experience] and [Crest] when defeating a [Great Enemy]. However, care must be taken when acquiring "Defy Common Sense" (p 257). If multiple [Mononoke] acquire this talent, they become much more difficult to defeat, which may prolong the battle. GM's should take this into consideration and add one [Mononoke] leader, and limit the acquisition of "Defy Common Sense" to only one monster. In addition, for talents such as "Savage Divinity" (this manual p256), "Fearsome Power" (this manual p256), if the maximum value of [HP] is 200 or less from the beginning of the combat, please assume they are already in effect.
  64.  
  65. Value that all the PCs can get by defeating a large enemy
  66. [XP]: [Large Enemy] [LV] + l 0
  67. [Crest] Recovery: [Large Enemy] [LV]
  68.  
  69. -Intelligent/Wits Attack Guide
  70. ----------------------------------------
  71. All hostile [Mononoke] have an attack pattern that's determined by their [Wits]. The GM may used the following guidelines in this book when performing a [Mononoke]'s turn. If multiple [Mononoke] are present with different levels of [Wits], the GM unifies the [Wits] using the guidelines below and applies the result to all [Mononoke]. For example, if [Mononoke] with [Wits: High] and [Wits: Low] are in combat simultaniously, the GM may specify [Wits: High] and apply it to all appearing [Mononoke] until [Combat End]. However, because a [Boss] is GM-controlled, it is able to move independantly in all cases. Therefore, only apply these guidelines to [Mononoke] or a [Mononoke Formation].
  72.  
  73. ================================================================================
  74. - [Kamigakari] World-view Supplement [XXXB]
  75. ================================================================================
  76.  
  77. The Hyakki Yagyo could be called with powerful magic, and carry out a mission given to them by their summoner. There are various reasons for them to appear, and numerous situations in which they could show up. No matter how they are encountered, the Hyakki Yagyo are an extreme threat. They aren't akin to a normal army but more of a natural disaster that lays waste to entire regions, an outbreak of plague that spreads death indiscriminately, or a catastrophe that is impossible to deal with.
  78.  
  79. According to an analysis by a supernatural agency, the level of ability of the mysterious mononoke that make up the group is extremely high (LV15+). Each member of the group has power equivalent to that of a Nimitz-class nuclear-powered aircraft carrier, surrounded by an entire naval battle group. Many organizations remain vigilant to predict where and when the Hyakki Yagyo will appear again.
  80.  
  81. However, even if one were to predict where they would appear, there would be no way to stop them. Anyone fighting a battle against them would be akin to a mosquito attempting to fly through a natural disaster. The sad reality is that one has no choice but to watch from the sidelines; the only way to survive it is to hide and wait for the storm to pass.
  82. When the Hundred Devils Night Parade occurs, awakened will be able to catch glimpses of it at night. The mononoke march through the streets, led by their kings. When daylight comes, they release a torrent of spiritual power to block out the sun, allowing them to continue their march.
  83.  
  84. Due to the amount of spiritual power released, their march often causes devastating effects on the environment. These effects take the form of typhoons, heavy rain storms, or frequent earthquakes.
  85.  
  86. In the event that you even see one of the mononoke with your own eyes, great misfortune will befall you. For example, an innocent that survives an encounter with the Hyakki Yagyo will fall into illness, then eventually die as their soul dissipates.
  87.  
  88. In Japanese legends, the phrase "When you meet demons, you die" is in fact a description of the influence of their spiritual power. Of course, all of the mononoke who participate in the night parade can be defeated. And, human beings with spiritual power are immune to the worst of their effects.
  89.  
  90. Mononoke that participate in the Hyakki Yagyo are extremely powrful, typically above the level of most godhunters. The best thing to do in the event you encounter one is to hide by cloaking yourself with magic, or inside of a spirit barrier.
  91.  
  92. Possibly due to the disturbance of many leylines by modernization, or the influence of purgatory night, Hyakki Yagyo behavior has skyrocketed in recent times, causing various disasters to occur.
  93.  
  94. In any case, when encountering a high-level Hyakki-Yagyo, the best thing to do is to avoid combat as much as possible and wait until they pass. However, if that doesn't work and they attack, you'll have to throw everything you have at them in the hopes of surviving the ensueing mortal struggle.
  95.  
  96. COLLABORATORS AND INOUSHA
  97.  
  98. In the world of "Kamigakari", both ordinary people who know about awakened and those who have some amount of spiritual power are collectively referred to as 'Collaborators'.
  99. The average collaborator rarely takes part in battles, because they aren't in a good position to help godhunters.
  100.  
  101. However, some collaborators with high spiritual power are equal to or greater than mononoke. Such collaborators are also called "Inousha", and participate in battle freely. In Kamigakari, we treat these Inousha as Humanoid Mononoke.
  102.  
  103. Therefore, the category of humanoid Mononoke doesn't only include mononoke that resemble humans, but also contains human beings have gained shards through some method and have power akin to (or greater than) a mononoke.
  104.  
  105. The clear difference between an Inousha and a Godhunter is that the latter can exceed their own limits by burning the [Spirit Crest] that dwells in their own body.
  106.  
  107. Unlike godhunters, Inousha have a high probability to pass their abilities on to the next generation through genetics.
  108.  
  109. However, awakening to the art of spirit burn is possible- The conditions for such a feat are unknown, but it has happened in recent years.
  110.  
  111. The majority of godhunters awakened after purgatory night were originally average people, which has concerned a number of Inousha. Sorcerers that study the subject have questioned whether Inousha, or Godhunters are the 'true' wielders of spirit energy. Are godhunters some variety of mutant Inousha, or are Inousha the offshoots? The number of godhunters awakening since purgatory night has increased dramatically.
  112.  
  113. There have been several cases where innocents have obtained artificial regalia and slain other humans, unintentionally absorbing their spiritual power and turning into them into Inousha. These Inousha are, of course, inferior to godhunters. This doesn't however, prevent several Inousha from standing up to godhunters, or even attacking them.
  114.  
  115. ================================================================================
  116. - Additional Rules and Guide for attacks derived from Wits[XXXC]
  117. ================================================================================
  118.  
  119. Additional Rules:
  120. ----------------------------------------
  121. - Priority of same [timing] talents
  122. If you want to clarify the process of when several characters use the same [timing] talent or other effects at the same time, you may apply the following rules to process the effects.
  123. ・ Apply effects of [timing: start] as Descending order of [Initiative]
  124. ・ Apply effects of [timing: end] as Descending order of (Initiative)
  125. ・ [Timing:Unique] = Apply Effects From the last [Timing:Unique used], up to the first one used. First in, Last out.
  126.  
  127. [TL note: This is worded awkwardly, but if a counter to something is used, due to it resolving first, it essentially kicks the countered skill out of the line of talents to be resolved.]
  128.  
  129. - Use of Talent when out of combat
  130. The character can use a Talent even out of combat. At that time, the character is subject to the following restrictions:
  131. ・ The [Spirit Dice] consumed for [Out of Combat] can not be rerolled until the end of the scene or at the time of the GM's next [combat start] declaration.
  132. • Except for [Timing: Always], you can use a Talent only once per scene.
  133.  
  134. -[Form] of a Physical Attack and Magical Attack Talent
  135. If you use a Talent of [Effect Class: Magic attack] while using a [Melee Weapon] or [Ranged weapon], set [Form] to [Magic]. In addition, if you use a Talent of [Effect Class: Physical attack] while a [Magic weapon] is [Equipment], set [Form] to [Hammer].
  136.  
  137. -Supplement to "Style Acquisition"
  138. It is possible to change [Style's] by Re-Acquiring “Style Acquisition” using the rules for replacing talents. You can also change the [Type] of [Origin Element] or [Bound Primal] by reacquiring “Style Acquisition”. Note that if you change "Style Acquisition" to another Talent, all Talents in the "Style" acquired via "Style Acquisition" will be lost. In that case, with GM's permission, you should get to reinvest the newly unused talents in ones you qualify for.
  139.  
  140. ※ Supplement to Style Ultimate
  141. ※ If you change styles by a method such as [Origin Awakening] after acquiring "Style Ultimate", you will be able to acquire an Ultimate in the new Style to replace the defunct one
  142.  
  143. - Guide for attacks derived from Wits
  144. ----------------------------------------
  145. -Wits: Low
  146. Always select the most powerful Talents to use on the closest target. If there are multiple targets within range, Roll 1d6 and select the target according to the following guide. If no target is within range, it will try to approach a target until it is. In addition, Even if a target has [Shift:Downed] the mononoke will attack anyone that remains standing. Also, even if the Talent that was used was not effective against a target, they will keep using it.
  147.  
  148. 2 PCs in range: Evens PC 1, Odds PC 2
  149. 3 PCs in range: 1 and 2 PC 1, 3 and 4 PC 2, 5 and 6 PC 3
  150. 4 PCs in range: 1-4 is PC of that number, 5 and 6 aim for targets with the lowest [HP] (※GM specifies if the targets have the same [HP] value)
  151. 5 PCs in range: 1-5 is PC of that number, 6 aim for targets with the lowest [HP](※GM specifies if the targets have the same [HP] value)
  152. [Target: X#] attack 2 or more
  153. 1-3: "The Closest Targets in Range"
  154. 4-5: "The Furthest Targets in Range"
  155. 6: "Targets in range with the lowest [Initiative]"
  156. ※ [Initiative] is specified in ascending order of values
  157. Attacks with [Range:Combat Zone]
  158. Designate all opponents within range.
  159. Use of “Talent” such as [start / defense / special / end], Use immediately, when available.
  160.  
  161. -Wits: Normal
  162. Always select the most powerful Talents on the closest target. If there are multiple targets in [distance], roll 1d6 and select the target according to the following guide.If no target is within range, it will try to approach a target until it is. In addition, Even if a target has [Shift:Downed] the mononoke will attack anyone that remains standing. However, if the talent used is not effective for the target, the mononoke will switch targets so that it is.
  163.  
  164. 2 PCs in range: Evens PC 1, Odds PC 2
  165. 3 PCs in range: 1 and 2 PC 1, 3 and 4 PC 2, 5 and 6 PC 3
  166. 4 PCs in range: 1-4 is PC of that number, 5 and 6 aim for targets with the lowest [HP] (※GM specifies if the targets have the same [HP] value)
  167. 5 PCs in range: 1-5 is PC of that number, 6 aim for targets with the lowest [HP](※GM specifies if the targets have the same [HP] value)
  168. [Target: X#] attack 2 or more
  169. 1-3: "The Closest Targets in Range"
  170. 4-5: "The Furthest Targets in Range"
  171. 6: "Targets in range with the lowest [Initiative]"
  172. ※ [Initiative] is specified in ascending order of values
  173. [Range:Combat Zone] Attacks
  174. Designate all opponents within range.
  175. Use of “Talent” such as [start / defense / special / end], Use immediately, when available.
  176.  
  177. -Wits: High
  178. Always select the most powerful Talent for the target with a low [Base Value] or [Fixed Value] of [Initiative]. If there are multiple targets in range, roll 1d6 and select the target according to the following guide. Also, if the target is out of range, the mononoke will try to close the gap. In addition, even if there is a character with [Shift:Downed] Within range, it does not try to take it out, but attacks other targets. However, if the talent you have performed is not effective for a target, the mononoke will switch to another target to find one it does work on.
  179.  
  180. [TL note: First sentence basically means "Bully the slow PC's"]
  181.  
  182. 2 PCs in range:
  183. Evens: Target with the lowest [HP]
  184. Odds: An adversary with the lowest [Initiative]
  185. ※GM specifies if the adversary's value or equivalent
  186. 3 PCs in range:
  187. 1 and 2: Enemy with the lowest [HP]
  188. 3 and 4: An Enemy with the lowest [Initiative]
  189. 5 and 6: An Enemy with the lowest [Armor] or [Barrier]
  190. ※GM specifies if the adversary's value or equivalent
  191. 4 PCs in range:
  192. 1 and 2: Enemy with the lowest [HP]
  193. 3 and 4: An Enemy with the lowest [Initiative]
  194. 5 and 6: An Enemy with the lowest [Armor] or [Barrier]
  195. ※GM specifies if the adversary's value or equivalent
  196. 5 PCs in range:
  197. 1 and 2: Enemy with the lowest [HP]
  198. 3 and 4: An Enemy with the lowest [Initiative]
  199. 5 and 6: An Enemy with the lowest [Armor] or [Barrier]
  200. ※GM specifies if the adversary's value or equivalent
  201. [Target: X#] attack targeting two or more targets
  202. 1-2: Enemies with the lowest [HP]
  203. 3-4: Enemies with the lowest [Armor] or [Barrier]
  204. 5-6: Enemies with the lowest [Initiative]
  205. ※ Designated in ascending order of values
  206. [Range:Combat Zone] Attack
  207. Designate all opponents within range. However, a high-wits mononoke will deliberately exclude targets that can counter attack or lower the TN value from a Combat Zone attack.
  208. When using a talent with [Timing:start / defense / special / end] Choose the most effective times to use these.
  209.  
  210. -Wits: Clever
  211. Always select the most powerful Attack Action for targets with a low Base value in Initiative. If there are multiple targets in range, Roll 1d6 and select the target according to the following guide. Also, if the target is out of range, the mononoke will attempt to close the gap. In addition, if there is a subject that has [Shift:Downed] in range, it will try to perform a Coup De Grace if it can.
  212.  
  213. 2 PCs in range:
  214. An Enemy with the lowest [Initiative]
  215. ※GM specifies if the adversary's value or equivalent
  216. 3 PCs in range:
  217. 1 and 2: An Enemy with the lowest [HP]
  218. 3-6: An Enemy with the lowest [Initiative]
  219. ※GM specifies if the adversary's value or equivalent
  220. 4 PCs in range:
  221. 1: An Enemy with the lowest [Armor] or [Barrier]
  222. 2-6: An Enemy with the lowest [Initiative]
  223. ※GM specifies if the adversary's value or equivalent
  224. 5 PCs in range:
  225. 1: An Enemy with the lowest [Armor] or [Barrier]
  226. 2-6: An Enemy with the lowest [Initiative]
  227. ※GM specifies if the adversary's value or equivalent
  228. [Target: X#] hitting 2 or more targets
  229. Enemies with the lowest [Initiative]
  230. ※ Designated in ascending order of values (Lowest init first)
  231. [Range:Combat zone] Attacks
  232. Designate all opponents within range. However, a high-wits mononoke will deliberately exclude targets that can counter attack or lower the TN value from a Combat Zone attack.
  233. When using a talent with [Timing:start / defense / special / end] Choose the most effective times to use these.
  234.  
  235. Supplementary on attack guidelines
  236. • Target PC number
  237. A GM should assign each PC a number, from 1-X, depending on how many players there are. At a table, its best to just go clockwise from the GM
  238. • Use in other extended rulebooks
  239. These guidelines may be used in conjunction with the "emergent NPC" listed in Machine God of Damocles p82.
  240.  
  241. ================================================================================
  242. Simplified Godhunter NPC's [XXXD]
  243. ================================================================================
  244.  
  245. This section is all about a set of rules that allows you to turn data for a <Mononoke> into a simplified version of a <Godhunter>.
  246.  
  247. Depending on how the GM feels, it may be more appropriate for the [Boss] of an episode to be a <Godhunter> instead of an <Aramitama>. However, a <Godhunter> [Boss] can be difficult to create and extremely powerful in play. For a safer, smoother experience, the GM can make use of a simplified version of the <Godhunter> template. Follow the steps below to create a simplified godhunter.
  248.  
  249. 1: Select Mononoke data
  250. When creating a simplified Godhunter, begin by selecting data for [Mononoke], found in a Kamigakari-related book.
  251.  
  252. 2: Customize name or appearance
  253. Next, freely change the name, talent names, or appearance of the selected <Mononoke> as needed.
  254.  
  255. 3: Add [Boss Modifiers]
  256. Add [Boss Modifiers], found on page XX of the core, to the selected <Mononoke> data.
  257.  
  258. 4: Make further corrections
  259. In addition to Boss Modifiers, make the following additional changes: Also, at this point, the data will be treated as a <Godhunter> instead of a <Mononoke>.
  260. Type: Change to any [Type].
  261. Weaknesses: Reduce acquired [Weaknesses] by 1 (Minimum 0)
  262. Combat Stats: +1 to all [Combat Stats]
  263. PD: +[LV]
  264. MD: +[LV]
  265. Initiative: +10
  266. HP: Gain a modifier according to LV. (+50 HP per 5 levels; 1-5, +50; 6-10, +100; etc.)
  267. Additional Talents
  268. After making the corrections above, add two more Boss Talents.
  269.  
  270. 5: Materials
  271. Change the [Material] entry to read "None".
  272.  
  273. 6: Cost
  274. All "talents" used by the simplified <Godhunter> will be treated as "[Cost]: None.”
  275.  
  276. 7: Overflow
  277. A simplified <Godhunter> does not gain [Overflow] at [Timing: Start], as per NPC rules. This is because their talents do not have a [Cost].
  278.  
  279. 8: Spirit Burn
  280. For each 5 {HP} a simplified <Godhunter> chooses to lose, they can gain one of the following benefits: either +1D to the [Result] of a check, or +1d6+[LV] (maximum 5d6) to [Damage Calculation]. In addition, this action has no restriction of "x times per a turn", and can be used once for each [Result] or [Damage Calculation].
  281.  
  282. 9: About [Shift: Dead]
  283. A simplified <Godhunter> does not take [Shift: Dead] when their [HP] reaches 0, but instead takes [Shift: Downed] like a PC. After that, their fate is left in the hands of the PCs.
  284.  
  285. 10: Artificial Regalia and Fool's Gold
  286. Upon defeating a simplified <Godhunter>, their equipment and gold can be claimed by the PCs. At the end of session, these are treated as sold, and each PC gains 2,000G. To determine the value in more detail, refer to the Reward Guidelines table (Requiem for the God Soul, p60) and use the combined value of the Advance and Success columns of the appropriate level.
  287.  
  288. ================================================================================
  289. - <Avatar of Ruin> [XXXE]
  290. ================================================================================
  291. <Avatar of Ruin>
  292. The <Avatar of Ruin> (Basic P18) is an entity that brings about the end of the world. Depending on the campaign, the GM may allow the players to battle the [Incomplete Body] of an Avatar of Ruin. However, the Avatar of Ruin is extremely powerful, and it is designed as an enemy for characters that have dealt with high-level challenges and are fully equipped for battle. Therefore, it is very difficult to defeat without sufficient preparation, and the GM should bear this in mind. Additionally, the GM should adjust the scenario so it is possible for the PCs to avoid fighting the [Full Body] of an Avatar of Ruin.
  293.  
  294. Creation of NPC: <Avatar of Ruin>
  295. There are two forms of data for an <Avatar of Ruin> - the [Incomplete Body] and [Full Body]. After the GM has decided on the [Incomplete Body] or [Full Body] of an <Avatar of Ruin>, the following corrections are made to the [Aramitama Template] (basic p196). If the enemy is also a [Boss], the [Boss Template] (basic p196) is also applied. The <LV> of the <Avatar of Ruin> should be an average of +0 to +2 or less of the PCs [World Influence LV].
  296.  
  297.  
  298. Template Modifications for <Avatar of Ruin>
  299.  
  300. Name
  301. Change to any common name or god name.
  302.  
  303. LV
  304. [LV: 12] Minimum. If it is not at least LV12, it cannot be an <Avatar of Ruin>.
  305.  
  306. Type
  307. Incomplete Body: Change to [Type: Chaos]
  308. Full Body: Change to [Type: God]
  309.  
  310. Weakness
  311. Delete any existing [weakness] as described below.
  312. Incomplete body: [weakness]-1 type (minimum 0)
  313. Full Body: [Weakness]-2 types (minimum 0)
  314.  
  315. Combat Values
  316. Add +1 to all of the [fixed values].
  317.  
  318. Physical Damage / Magic Damage / Initiative Value
  319. Make the following corrections to existing values:
  320. Incomplete body: +10
  321. Full body: + LV
  322.  
  323. HP
  324. Make the following corrections to existing values:
  325. Incomplete Body: Add ([LV] + 2) x 50 (Minimum 700 at level 12)
  326. Full body: [HP]: Change to god]
  327.  
  328.  
  329. Last Boss Talents
  330. In addition to <Concept: Ruin> described below, the <Avatar of Ruin> can acquire "Last Boss Talents" (This book, p141) alongside Boss Talents. The following amount can be acquired:
  331.  
  332. Incomplete Body:
  333. LV12 - 15: Acquire 1 Last Boss Talent
  334. LV16 - 19: Acquire 2 Last Boss Talents
  335. LV20 ~: Acquire 3 Last Boss Talents
  336.  
  337. Full Body:
  338. Regardless of LV, acquire 4 Last Boss Talents.
  339.  
  340. Example: an [Incomplete Body] with the Aramitama and Boss templates at L13, would gain 7 Boss Talents, and 1 Last Boss Talent.
  341.  
  342. ※ <Concept: Ruin>
  343. Timing: Constant
  344. Range: User
  345. Target: User
  346. Cost: None
  347. *The method through which an Avatar of Ruin embodies itself as a true existence.*
  348. Passive Effect. The target changes the [Cost] of acquired [Talents] to [None].
  349.  
  350. HP Value: God
  351. In Kamigakari, {HP: God} is not treated as a numerical value, so no matter how much damage is dealt, HP will not decrease. Therefore, as long as an enemy has its {HP} set to [God], it cannot be defeated regardless of the means. However, if the PC has already acquired ※<<God-Killing Power>> (True Regalia of Chronos, p41), then {HP: God} is reverted back to a numerical value, and therefore will take damage as usual.
  352.  
  353. [TL Note: ※<<God-Killing Power>> (True Regalia of Chronos, p41), was originally translated as "SEALED", due to not having the avatar stats to start with.]
  354.  
  355. ================================================================================
  356. Mononoke [XXXF]
  357. ================================================================================
  358. The mononoke section was so large that it does not fit into a single pastebin. as a result, the mononoke have been split into two sets and placed into two additional pastebins. They can be found here:
  359. Humanoid, Beast, Insectoid, Plant: https://pastebin.com/njdQYj29
  360. Mechanical, Undead, Mythical, Chaos: https://pastebin.com/mu6N4NJq
  361.  
  362. We apologize for the inconvenience.
  363.  
  364. ================================================================================
  365. Advice on Mononoke [XXXG]
  366. ================================================================================
  367.  
  368. *Mononoke, Attack, and Defense*
  369. If you want to use [Mononoke] more effectively, use the [Mononoke] attack guidelines listed in p8 ~ p9 for [Mononoke] attacks. For defense, follow the [Special notes] section of [Mononoke Organization] in p143-.
  370.  
  371.  
  372. *Catching up with PCs*
  373. From the GMs standpoint it may feel as if it is difficult keeping up with the PCs, but in fact it may not be the case. For example, even if the battle is over after one turn, if the PCs are active enough, then the players will have tasted enough tension to be satisfied. So don't get mad and attempt to strengthen the enemies, and just keep it as it is.
  374.  
  375. If you want PCs to struggle more, rather than increasing their attack power, focus on increasing their overall defense. For example, you can add [Mononoke] that act as cover, or with countermeasures against wide-area attacks. Combat in Kamigakari is designed to be disadvantageous for the PCs the more turns that pass, so if you wish to make the best use of mononoke to kill PCs, then improve the organisation of mononoke so they are somewhat tough.
  376.  
  377. Its recommended you have one or two mononoke with a defense mechanism such as cover or wide-ara attack protection, for example, Larva Guard x1 and Larva Sacrifice x4 as additions.
  378.  
  379. *Save the difficulty for the final battle*
  380. In a conventional scene in Kamigakari, a [Combat] begins immediately at the start of the scenario. In this battle, avoid using [Mononoke] who are too strong. Combat in the main part of a scenario is primarily a meeting opportunity for PCs, and a way to unify against a common enemy. Because of this, its ideal to conserve difficult combat as much as possible for the [Final Battle], as well as trying to help PCs feel refreshed. By doing so, the motivation of PCs should rise and the flow of scenarios should be smooth.
  381.  
  382.  
  383. DETAILS ON MONONOKE OPERATION
  384. *Mononoke Talents: 1*
  385. When [Mononoke] use a talent in some way, all conditions and restrictions described in the talent are assumed to be satisfied.
  386.  
  387. *Mononoke Talents: 2*
  388. If a [Mononoke] uses a talent that requires spending [Crest], then it is assumed that the [Crest] has been spent without consuming anything.
  389.  
  390. *Mononoke Talents: 3*
  391. When a [Mononoke] uses a talent that describes a {Main Stat} value, apply a {Combat Stat} in its place.
  392.  
  393. *Godhunters and Contract Summons*
  394. Even if a Godhunter changes their class to something other than [Class: Human], they are still treated as a Godhunter and not a [Mononoke]. Contract summons are treated as both a PC and a [Mononoke].
  395.  
  396. *Mononoke - Move: Flight*
  397. When a [Mononoke] with [Move: Fly] declares an [Engagement] on a character with [Shift: Flight], that character cannot reject the [Engagement].
  398.  
  399. *Allied Mononoke*
  400. If a [Talent] used by a [Mononoke] describes a "friendly/allied mononoke" then it is only effective for mononoke on the same side. If it is on the PC side, then it will affect other PC allied [Mononoke] and [Contract Summons]. On the other hand, an enemy [Mononoke] will only be effective for other NPC [Mononoke].
  401.  
  402. *NPC*
  403. If a [Talent] used by a [Mononoke] specifies an NPC, it is only effective against NPCs operated by the GM and does not include [Contract Summons] or PC-allied [Mononoke].
  404.  
  405. ================================================================================
  406. - About [Generic Bosses] [XXXI]
  407. ================================================================================
  408. [TL Note: This is said in the "How to use this book section" but the bosses here are meant to be used against a part on average two levels lower. this is why there's no lvl 1 or 2 bosses]
  409.  
  410. In this section, when creating a scenario for a kamigakari campaign, these premade bosses can be used to reduce the burden on the GM. The bosses here can be used as-is with mononoke and aramitama between Lvl 1-20 as minions.
  411.  
  412. Since these are created based on the original mononoke data, it is clearly stated here that the figures may be different from the updated mononoke and may have acquired special talents. The way to read these Premade [Bosses] is almost the same as regular mononoke (page 330 core). However, Premade bosses have the following differences:
  413.  
  414. - [Bosses] have no [Material] items.
  415. This means that if an [Aramitama] is killed, it will disappear completely. However, as Pre-made bosses are Aramitama, it leaves a [Kushimitama] when defeated.
  416.  
  417. - Acquired Boss talent
  418. Pre-made bosses gain various Boss Talents, acquired according to [LV]. However, experienced GMs may freely exhange any Boss Talents according to the scenario.
  419.  
  420. - Event Talents
  421. Event Boss Talents are talents that are not initially available, but may be gained by the boss due to failing a [Distortion] or other events as determined by the GM. When this occurs, the boss talents become available in sequential order - Event Talent 1 is acquired first, and Event Talent 2 Acquired second. For example, Tentacle Devil may gain access <<Blow of Destruction>> after one failure or event, and <<Spirit Interceptor>> after. See each boss for more specific instructions.
  422.  
  423. - Explanation
  424. This part explains how to use the Pre-made bosses during [Combat]. GMs who are not accustomed to Kamigakari should use Premade bosses according to this guideline. On the other hand, if the GM is familiar with the operation of bosses, they may be used independently without being bound by these guidelines.
  425. - A and B
  426. A and B written in front of the names of acquired Talents and Boss talents may be disasled, depending on the number of participants who do not possess the rule book or who are inexperienced with data management. For a single such player, A-marked talents are disabled. For two or more players, both A and B-marked talents should be disabled.▼ indicates the bosses' preferred attack method. If there are multiple, ▼, the GM should use any ▼ to attack the PC. If you can't use ▼, then use an unmarked talent or other ▼.
  427.  
  428. ▽ indicates the bosses' preferred defense method. If there are multiple, the GM should use any ▽ to protect against PC attacks.
  429.  
  430. Precautions when using bosses and mononoke
  431. The GM should be aware of the following points when operating [General Bosses], User-made [Bosses] or [Mononoke].
  432.  
  433. - Correction to damage
  434. Modifications to [Damage] from Boss And aramitama templates, are already applied to [Boss Talents].
  435.  
  436. - Usage conditions for Talents
  437. When a [Boss] or [Mononoke] uses a talent in any way, all the conditions and restrictions described in a talent are assumed to be satisfied.
  438.  
  439. - Declaration of <<Savage Divinity>>
  440. For Boss Talents which have an effect such as "when Remaining [HP] becomes 200 or less" such as <<Savage Divinity>>, please declare it to players at the moment it comes into effect.
  441.  
  442. - Change level of a sample scenario
  443. When remodeling a sample scenario to match the [World Influence LV] of the PC, select a [Boss] with the appropriate [LV] band and [Mononoke] data from this book for use.
  444.  
  445. ================================================================================
  446. - [Generic Bosses] [XXXJ]
  447. ================================================================================
  448. [Boss] Tentacle Devil / Class: Chaos / LV: 3 (1)
  449. Size : 3
  450. Wits : Clever
  451. Senses : Heat
  452. Speech : Yes
  453. Reaction : Hostile
  454. ID : 13
  455. Weakness : [Cold] [Magnet] [Shock] [Light]
  456. Movement :
  457. | ACC | EVA | CNJ | RES | CHK
  458. {Combat Stats} | 08 | 05 | 02 | 08 | 02
  459. {Fixed Values} | 15 | 12 | 09 | 15 | 09
  460. {Initiative} : 21 (9)
  461. {HP} : 243
  462. Armor : 8
  463. Barrier : 2
  464.  
  465. Attack Methods
  466.  
  467. ▼ [Weapon Attack]: Melee Attack / Melee / 1#
  468. - [Form: Axe] 3d6+33 physical damage.
  469.  
  470. <<Hell Tentacle>>: Physical Attack / Engaged / 2#
  471. - [Element: Cold / Form: Hammer] 2d6+23 physical damage. 1/Round.
  472.  
  473. ▽ <<Tentacle Defense>>: Defense / Engaged / 1#
  474. - Use on Damage Rediction. The target gains +5 [Armor].
  475.  
  476. <<Spooky Tentacle Mass>>: Constant / User
  477. - During the targets [Turn], gain x1 [Timing: Attack].
  478. Boss Talents:
  479.  
  480. <<Unusual Movement>>: Prep / User
  481. - The target moves 3Sq, Ignoring [Engagements]. This talent does not spend [Prep]. 1/Round.
  482.  
  483. B <<Dispersal Setup>>: Prep / User
  484. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#. If the [Target] is already [Area - Combat Zone], gain +1d6 at [Damage Calculation].
  485.  
  486. A <<Salvo Attack>>: Physical Attack / Engaged / 1#
  487. - The user performs two [Weapon Attacks] on the target. 1/Round.
  488.  
  489. <<True Words of Ruin>>: Unique / Combat Zone / 1#
  490. - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
  491. 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
  492. 2. Gain +[1d6x3] [Damage].
  493.  
  494. <<Deadly Blow>>: Constant / User
  495. - The target gains +5 [Damage] to [Weapon Attacks] (Calculated). If the target is a [Mononoke], gain an additional +15.
  496.  
  497. Event Talents:
  498.  
  499. First Event/Distortion
  500.  
  501. <<Blow of Destruction>>: Physical Attack / Engaged / Area
  502. - The user gains +3 {Accuracy} and deals [Form: Spear] 5d6+31 physical damage. Targets that fail their {Evade} check may be moved up to 5 Sq, ignoring [Engagements]. 1/Combat.
  503.  
  504. Second Event/Distortion:
  505.  
  506. <<Spirit Interceptor>: Start / Combat Zone / Combat Zone
  507. - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
  508.  
  509. Explanation:
  510. *A soft-bodied Aramitama with countless tentacles.*
  511. On Prep: Simple Move + <<Unusual Movement>> + <<Dispersal Setup>> -> approach the PCs.
  512. On Attack: Use ▼ in any order. Apply <<True Words of Ruin>> on [Damage Calculation].
  513. On Defense: Apply ▽ when taking [Physical Damage].
  514. If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
  515.  
  516. ----------------------------------------
  517. Terrible Evil Spirit / Class: Chaos / LV: 3 (1)
  518. Size : 2
  519. Wits : Clever
  520. Senses : Heat
  521. Speech : Yes
  522. Reaction : Hostile
  523. ID : 15
  524. Weakness : [Fire] [Wind] [Light] [Phantom]
  525. Movement : Walk
  526. | ACC | EVA | CNJ | RES | CHK
  527. {Combat Stats} | 08 | 07 | 06 | 05 | 05
  528. {Fixed Values} | 15 | 14 | 13 | 12 | 12
  529. {Initiative} : 18 (8)
  530. {HP} : 243
  531. Armor : 3
  532. Barrier : 0
  533.  
  534. Attack Methods
  535.  
  536. ▼[Weapon Attack]: Melee Attack / Engaged / 1#
  537. - [Form: Axe] 2d6+21 physical damage.
  538.  
  539. ▼<<Evil Spirit Strike>>: Physical Attack / Engaged / 1#
  540. - The user gains +2 to {Accuracy}, then dealt [Form: Axe] 3d6+25 physical damage.
  541.  
  542. ▼<<Poison Strike>>: Physical Attack / Engaged / 1#
  543. - [Form: Axe] 2d6+25 physical damage. If the target takes at least 1 point of this damage, they gain [Shift: Poison].
  544.  
  545. <<Offensive Thought>>: Constant / User
  546. - During the targets [Turn], gain x1 [Timing: Attack].
  547. Boss Talents:
  548.  
  549. B <<Instant Transmission>>: Start / User
  550. - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
  551.  
  552. <<Dispersal Setup>>: Prep / User
  553. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#. If the [Target] is already [Area - Combat Zone], gain +1d6 at [Damage Calculation].
  554.  
  555. <<Widen Range>>: Unique / User
  556. -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
  557.  
  558. <<True Words of Ruin>>: Unique / Combat Zone / 1#
  559. - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
  560. 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
  561. 2. Gain +[1d6x3] [Damage].
  562.  
  563. A <<Evil Law Mastery>>: Constant / User
  564. -The target may use <<Widen Range>> one additional time per round.
  565.  
  566. Event Talents:
  567.  
  568. First Event/Distortion:
  569.  
  570. <<Giants Soul>>: Unique / Combat Zone / 1#
  571. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  572.  
  573. Second Event/Distortion:
  574.  
  575. <<Family Summons>>: Constant / User
  576. - The target spends [Timing: Start], and [Installs] 3 [mononoke] with the same [Class] as the user with "x#" in the name that are equal or less {Lv} to [average PC {Lv} -1], into any square within 6 sq. 1/Combat
  577.  
  578. Explanation:
  579. *A ghost or demon that has become an Aramitama.*
  580. On Start: Use <<Instant Transmission>> and create distance from the PC.
  581. On Prep: Use <<Dispersal Setup>>
  582. On Attack: Use <<Widen Range>> up to 2 times depending on setup, and apply <<True Words of Ruin>> on [Damage Calculation].
  583. If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
  584.  
  585. ----------------------------------------
  586. Evil Majin / Class: Chaos / LV: 3 (1)
  587. Size : 2
  588. Wits : Clever
  589. Senses : Magic
  590. Speech : Yes
  591. Reaction : Hostile
  592. ID : 16
  593. Weakness : [Fire] [Toxin] [Phantom]
  594. Movement : Walk
  595. | ACC | EVA | CNJ | RES | CHK
  596. {Combat Stats} | 04 | 08 | 10 | 04 | 04
  597. {Fixed Values} | 11 | 15 | 17 | 11 | 11
  598. {Initiative} : 19 (8)
  599. {HP} : 252
  600. Armor : 1
  601. Barrier : 0
  602.  
  603. Attack Methods
  604.  
  605. ▼[Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  606. - [Element: Fire /Form: Magic] 2d6+17 magical damage.
  607.  
  608. <<Acceleration Limit>>: Start / Combat Zone / Combat Zone
  609. - The Target gains +10 {Initiative}. 1/Combat.
  610.  
  611. ▼<<Heterogenerous Great Magic>>: Magical Attack / 7 Sq. / Area / Halves
  612. - [Element: Light / Form: Magic] 4d6+24 magical damage.
  613.  
  614. ▽<<Barrier Magic>>: Defense / 7 Sq. / 1#
  615. - Use on Damage Reduction. The target gains +5 [Armor].
  616.  
  617. ▽<<Evil Divine Power>>: Constant / User
  618. - During the targets turn, gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Downed - Taken Out - Dead], NPCs in the [Combat Zone] reduce [Damage] by 5.
  619. Boss Talents:
  620.  
  621. <<Scattershot>>: Unique / User
  622. - Use at Any Time. The target gaints +3# to the [Target] of an [Attack Action]. 1/Round.
  623.  
  624. <<True Words of Ruin>>: Unique / Combat Zone / 1#
  625. - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
  626. 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
  627. 2. Gain +[1d6x3] [Damage].
  628.  
  629. B <<Penetrating Impact>>: Unique / Combat Zone / 1#
  630. - Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. 1/Round.
  631.  
  632. A <<Evil Law Mastery>>: Constant / User
  633. - The target may use <<True Words of Ruin>> one additional time per round.
  634.  
  635. <<Savage Divinity>>: Constant / User
  636. - When the target's {HP} becomes 200 or less, they gain +1 to the result of [Active Checks], and during the targets [Turn], gain x1 [Timing: Attack].
  637.  
  638. Event Talents:
  639.  
  640. First Event/Distortion:
  641.  
  642. <<Giants Soul>>: Unique / Combat Zone / 1#
  643. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  644.  
  645. Second Event/Distortion:
  646.  
  647. <<Forbidden Mystery>>: Unique / User
  648. - Use on Active Check. Change the target [Attack] to a [Special Attack]. If it is already [Special Attack], you get +2d6 on [Damage calculation]. 1/Combat.
  649.  
  650. Explanation:
  651. *A human who became an Aramitama through a contract of souls.*
  652. On Start: Use <<Acceleration Limit>>.
  653. On Attack: Use ▼ in any order. Apply <<Scattershot>> when using a [Weapon Attack]. When an attack hits apply <<Penetrating Impact>>, and apply <<True Words of Ruin>> up to twice per round.
  654. On Defense: Always apply ▽.
  655. If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
  656.  
  657. ----------------------------------------
  658. Fallen Deity / Class: Chaos / LV: 3 (1)
  659. Size : 4
  660. Wits : Clever
  661. Senses : Heat
  662. Speech : Yes
  663. Reaction : Hostile
  664. ID : 15
  665. Weakness : [Fire] [Magnet] [Toxin]
  666. Movement : Walk, Fly
  667. | ACC | EVA | CNJ | RES | CHK
  668. {Combat Stats} | 10 | 04 | 10 | 04 | 07
  669. {Fixed Values} | 17 | 11 | 17 | 11 | 14
  670. {Initiative} : 22 (9)
  671. {HP} : 253
  672. Armor : 5
  673. Barrier : 5
  674.  
  675. Attack Methods
  676.  
  677. ▼[Weapon Attack]: Ranged Attack / 10 Sq. / 1#
  678. - [Element: Cold / Form: Ranged] 2d6+18 physical damage.
  679.  
  680. <<Freezing Barrier>>: Start / Combat Zone / Combat Zone
  681. - The target reduces [Damage] other than [Element: Fire or Shock] by 10.
  682.  
  683. ▼ <<Area Freeze>>: Magical Attack / 10 Sq. / 3# / Halves
  684. - [Element: Cold / Form: Magic] 3d6+23 magical damage. 1/Round.
  685.  
  686. <<Sinister Beauty>>: Constant / User
  687. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], NPCs in the [Combat Zone] gain +1 to [Active Checks].
  688. Boss Talents:
  689.  
  690. <<Puppet>>: Start / Combat Zone / 1#
  691. - One Target other than the user gains +3 to [Active Checks] and +10 To [Damage Calculation].
  692.  
  693. B <<Scattershot>>: Unique / User
  694. - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
  695.  
  696. <<Fearsome Strike>>: Unique / User
  697. - Use after having used [Timing: Attack]. The target may move up to 4 Sq. ignoring [Engagements], then may make one more [Timing: Attack]. 1/Combat.
  698.  
  699. A <<Calamity Caller>>: End / Combat Zone / 1#
  700. - Remove all negative [Shifts] from any one Mononoke that has "x#" written in its name, and it recovers HP up to its maximum value.
  701.  
  702. <<Savage Divinity>>: Constant / User
  703. - When the target's {HP} becomes 200 or less, gain +1 to [Active Checks]. Additionally, during the targets [Turn], gain x1 [Timing: Attack].
  704.  
  705. Event Talents:
  706.  
  707. First Event/Distortion:
  708.  
  709. <<Spirit Interceptor>>: Start / Combat Zone / Combat Zone
  710. - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Round.
  711.  
  712. Second Event/Distortion:
  713.  
  714. <<Family Summons>>: Constant / User
  715. - The target spends [Timing: Start], and [Installs] 3 [mononoke] with the same [Class] as the user with "x#" in the name that are equal or less {Lv} to [average PC {Lv} -1], into any square within 6 sq. 1/Combat
  716.  
  717. Explanation:
  718. *A lesser deity that became an Aramitama.*
  719. On Start: Target 1 NPC with <<Puppet>>
  720. On Prep: Simple Move
  721. On Attack: Attack from long distance, applying <<Scattershot>>. Additionally, use <<Fearsome Strike>> on approaching PCs.
  722. On End: Apply <<Calamity Caller>> to the most powerful "x#" NPC.
  723. If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
  724.  
  725. ----------------------------------------
  726. Evil Machine God / Class: Chaos / LV: 3 (1)
  727. Size : 3
  728. Wits : Clever
  729. Senses : Magic
  730. Speech : Yes
  731. Reaction : Hostile
  732. ID : 15
  733. Weakness : [Cold] [Wind] [Shock] [Magnet]
  734. Movement :
  735. | ACC | EVA | CNJ | RES | CHK
  736. {Combat Stats} | 08 | 04 | 06 | 11 | 05
  737. {Fixed Values} | 15 | 11 | 13 | 18 | 12
  738. {Initiative} : 26 (11)
  739. {HP} : 258
  740. Armor : 5
  741. Barrier : 2
  742.  
  743. Attack Methods
  744.  
  745. ▼[Weapon Attack]: Melee Attack / Engaged / 1#
  746. - [Form: Sword] 3d6+16 physical damage.
  747.  
  748. <<Majin Onslaught>>: Physical Attack / Engaged / Area
  749. - [Form: Axe] 3d6+23 physical damage. 1/Round.
  750.  
  751. ▽<<Mobile Protection>>: Defense / 5 Sq. / 1#
  752. - Use on Damage Reduction. The target moves a number of Sq. equal to the [Range], ignoring [Engagements], and the user receives the [Damage] and other effects (Treat as though {Resist} check had failed).
  753.  
  754. <<Exterior Regeneration>>: Constant / User
  755. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target [Recovers] 10 {HP} before and after [Damage Reduction].
  756. Boss Talents:
  757.  
  758. <<Terrain Mutation>>: Prep / 7 Sq. / 1# (1 Sq.)
  759. - The user [Installs] an obstacle equal to "Big Building [HP: 80 / Armor: 10] in any square in range. 1/Round.
  760.  
  761. ▼ <<Winds of Death>>: Physical Attack / 7 Sq. / 4#
  762. - The user performs a [Weapon Attack], and gains +2d6 to [Damage]. 1/Round.
  763.  
  764. <<Scattershot>>: Unique / User
  765. - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
  766.  
  767. A <<Supernatural Cannonball>>: Constant / User
  768. - The target may destroy one adjacent [Obstacle] or Mononoke with "x#" in their name, and make a [Special Attack] on [Range: 7 Sq. / Target: 1#] with [Effect Class: Physical Attack / Physical Damage: 2d6+30]. 1/Round.
  769.  
  770. B <<<Family Summons>>: Constant / User
  771. - The target spends [Timing: Start], and [Installs] 3 [mononoke] with the same [Class] as the user with "x#" in the name that are equal or less {Lv} to [average PC {Lv} -1], into any square within 6 sq. 1/Combat
  772.  
  773. Event Talents:
  774.  
  775. First Event/Distortion:
  776.  
  777. <<Giants Soul>>: Unique / Combat Zone / 1#
  778. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  779.  
  780. Second Event/Distortion:
  781.  
  782. <<Calamity Caller>>: End / Combat Zone / 1#
  783. - Remove all negative [Shifts] from any one Mononoke that has "x#" written in its name, and it recovers HP up to its maximum value.
  784.  
  785. Explanation:
  786. *An Aramitama with an inorganic body.*
  787. On Prep: Use <<Terrain Mutation>>.
  788. On Attack: Use ▼, and apply <<Scattershot>> to <<Supernatural Cannonball>>.
  789. On Defense: When allied NPCs are attacked, use ▽ as often as possible. Additionally, recover 10 {HP} before and after each [Damage Reduction].
  790. If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
  791.  
  792. ----------------------------------------
  793. Sinister Magic Beast / Class: Chaos / LV: 3 (1)
  794. Size : 3
  795. Wits : Clever
  796. Senses : Magic
  797. Speech : Yes
  798. Reaction : Hostile
  799. ID : 15
  800. Weakness : [Shock] [Wind] [Magnet]
  801. Movement : Walk, Fly
  802. | ACC | EVA | CNJ | RES | CHK
  803. {Combat Stats} | 10 | 04 | 02 | 08 | 05
  804. {Fixed Values} | 17 | 11 | 09 | 15 | 12
  805. {Initiative} : 26 (11)
  806. {HP} : 268
  807. Armor : 5
  808. Barrier : 2
  809.  
  810. Attack Methods
  811.  
  812. ▼[Weapon Attack]: Melee Attack / Engaged / 1#
  813. - [Form: Sword] 2d6+19 physical damage. [Additional Effect]: Gain +1# [Target] to [Physical Attack].
  814.  
  815. ▼ <<Magical Beast Howl>>: Physical Attack / 7 Sq. / Area
  816. - [Form: Hammer] 2d6+26 physical damage. 1/Round.
  817.  
  818. ▽ <<Attack Absorption>>: Unique / Combat Zone / 1#
  819. - Change the targets [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects. 1/Round.
  820.  
  821. <<Beast God Spirit Power>>: Constant / User
  822. - During the targets [Turn], gain x1 [Timing: Attack].
  823. Boss Talents:
  824.  
  825. ▼ <<Winds of Death>>: Physical Attack / 7 Sq. / 4#
  826. - The user performs a [Weapon Attack], and gains +2d6 to [Damage]. 1/Round.
  827.  
  828. A ▼ <<Salvo Attack>>: Physical Attack / Engaged / 1#
  829. - The user performs two [Weapon Attacks] on the target. 1/Round.
  830.  
  831. ▽ <<Widen Range>>: Unique / User
  832. -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
  833.  
  834. B ▽ <<Returning Souls>>: Unique / User
  835. - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check] 1/Round.
  836.  
  837. <<Savage Divinity>>: Constant / User
  838. - When the target's {HP} becomes 200 or less, gain +1 to [Active Checks]. Additionally, during the targets [Turn], gain x1 [Timing: Attack].
  839.  
  840. Event Talents:
  841.  
  842. First Event/Distortion:
  843.  
  844. <<Soul Smash>>: Unique / User
  845. - Use when the target declares a [Timing: Attack] Talent. Targets that succeeds at the [Reactive Check] for the [Attack Action] lose 2d6 {Crest}. (If an NPC, they lose 2d6 {HP}). 1/Combat.
  846.  
  847. Second Event/Distortion:
  848.  
  849. <<True Words of Ruin>>: Unique / Combat Zone / 1#
  850. - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
  851. 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
  852. 2. Gain +[1d6x3] [Damage].
  853.  
  854. Explanation:
  855. *A magical beast-type Aramitama with a sinister appearance.*
  856. On Prep: Perform a [Combat Move] to approach the PCs.
  857. On Attack: Use ▼ in any order. The target pf [Physical Attacks] always has +1# from the [Additional Effect].
  858. On Defense: When NPC becomes the target of a wide-area attack, use all of ▽ [Timing: Uniques].
  859. If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
  860.  
  861. ----------------------------------------
  862. Soul Stealer / Class: Chaos / LV: 4 (1)
  863. Size : 2
  864. Wits : Clever
  865. Senses : Normal
  866. Speech : Yes
  867. Reaction : Hostile
  868. ID : 16
  869. Weakness : [Cold] [Wind] [Toxin] [Phantom]
  870. Movement : Walk
  871. | ACC | EVA | CNJ | RES | CHK
  872. {Combat Stats} | 11 | 09 | 04 | 04 | 04
  873. {Fixed Values} | 18 | 16 | 11 | 11 | 11
  874. {Initiative} : 21 (9)
  875. {HP} : 243
  876. Armor : 1
  877. Barrier : 1
  878.  
  879. Attack Methods
  880.  
  881. ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
  882. - [Form: Sword] 2d6+30 physical damage. [Additional Effect]: Change the [Armor] of the target of a [Physical Attack] to 0. 1/Combat.
  883.  
  884. <<Cunning Surprise Attack>>: Start / Combat Zone / 1# / No Reactive Check
  885. - The target exchanges {Initiative} with the user. 1/Combat.
  886.  
  887. ▼ <<Murderous Blow>>: Physical Attack / Engaged / 1#
  888. - [Form: Sword] 3d6+37 Physical damage. 1/Round.
  889.  
  890. A <<Gouge The Weak Points>>: Unique / Engaged / 1#
  891. Use on Damage Reduction. The target cannot apply [Halve] effects. 1/Combat.
  892. Boss Talents:
  893.  
  894. ▼ <<Winds of Death>>: Physical Attack / 7 Sq. / 4#
  895. - The user performs a [Weapon Attack], and gains +2d6 to [Damage]. 1/Round.
  896.  
  897. <<Scattershot>>: Unique / User
  898. - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
  899.  
  900. <<True Words of Ruin>>: Unique / Combat Zone / 1#
  901. - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
  902. 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
  903. 2. Gain +[1d6x4] [Damage].
  904.  
  905. B <<Fearsome Strike>>: Unique / User
  906. - Use after having used [Timing: Attack]. The target may move up to 4 Sq. ignoring [Engagements], then may make one more [Timing: Attack]. 1/Combat.
  907.  
  908. <<Variant Augmentation>>: Constant / User
  909. - The target gains x1 [Timing: Attack] during their turn, and +5 to [Damage] (Calculated).
  910.  
  911. Event Talents:
  912.  
  913. First Event/Distortion:
  914.  
  915. <<Blow of Destruction>>: Physical Attack / Engaged / Area
  916. - The user gains +3 {Accuracy} and deals [Form: Axe] 5d6+38 physical damage. Targets that fail their {Evade} check may be moved up to 5 Sq, ignoring [Engagements]. 1/Combat.
  917.  
  918. Second Event/Distortion:
  919.  
  920. <<Soul Smash>>: Unique / User
  921. - Use when the target declares a [Timing: Attack] Talent. Targets that succeeds at the [Reactive Check] for the [Attack Action] lose 2d6 {Crest}. (If an NPC, they lose 2d6 {HP}). 1/Combat.
  922.  
  923. Explanation:
  924. *A serial killer or similar existence that became an Aramitama.*
  925. On Start: Use <<Cunning Surprise Attack>> on the PC with the highest {Initiative}.
  926. On Prep: Use a [Combat Move] to approach the PCs.
  927. On Attack: Use <<Winds of Death>> and apply <<Scattershot>>, + a [Weapon Attack]. When the defender is covering, apply [Additional Effect], <<Gouge the Weak Points>> and <<True Words of Ruin>>. Immediately after, use <<Fearsome Strike>> to target a player character with low {HP} using <<Murderous Blow>>.
  928. If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
  929.  
  930. ----------------------------------------
  931. Demon Insect God / Class: Chaos / LV: 4 (1)
  932. Size : 3
  933. Wits : Clever
  934. Senses : Magic
  935. Speech : Yes
  936. Reaction : Hostile
  937. ID : 15
  938. Weakness : [Wind] [Magnet] [Toxin]
  939. Movement : Walk, Swim
  940. | ACC | EVA | CNJ | RES | CHK
  941. {Combat Stats} | 10 | 08 | 02 | 05 | 04
  942. {Fixed Values} | 17 | 15 | 09 | 16 | 11
  943. {Initiative} : 28 (9)
  944. {HP} : 256
  945. Armor : 10
  946. Barrier : 5
  947.  
  948. Attack Methods
  949.  
  950. ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
  951. - [Form: Axe] 3d6+24 physical damage.
  952.  
  953. <<Grotesque Command>>: Start / Combat Zone / Combat Zone / No Reactive Check
  954. - NPCs other than the [Boss] take their turn immediately, regardless of {Initiative} (user specifies the order). 1/Session.
  955.  
  956. ▼ <<Countless Scissor-Arms>> Physical Attack / Charge 2 Sq. / 2#
  957. - [Form: Sword] 5d6+23 physical damage. 1/Round.
  958.  
  959. A ▼ <<Tear Limb From Limb>>: Physical Attack / Engaged / 1#
  960. - [Form: Sword] 3d6+28 physical damage, and the target [Halves] their [Armor]. 1/Round.
  961.  
  962. ▽ <<Island Ruler>>: Constant / User
  963. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], NPCs other than [Bosses] in the [Combat Zone] gain +10 [Barrier].
  964. Boss Talents:
  965.  
  966. <<Instant Transmission>>: Start / User
  967. - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
  968.  
  969. B <<Dispersal Setup>>: Prep / User
  970. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#. If the [Target] is already [Area - Combat Zone], gain +1d6 at [Damage Calculation].
  971.  
  972. <<True Words of Ruin>>: Unique / Combat Zone / 1#
  973. - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
  974. 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
  975. 2. Gain +[1d6x4] [Damage].
  976.  
  977. <<Deadly Blow>>: Constant / User
  978. - The target gains +5 [Damage] to [Weapon Attacks] (Calculated). If the target is a [Mononoke], gain an additional +15.
  979.  
  980. <<Savage Divinity>>: Constant / User
  981. - When the target's {HP} becomes 200 or less, gain +1 to [Active Checks]. Additionally, during the targets [Turn], gain x1 [Timing: Attack].
  982.  
  983. Event Talents:
  984.  
  985. First Event/Distortion:
  986.  
  987. <<Forced Sealing>> End / Combat Zone / 1#
  988. - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
  989.  
  990. Second Event/Distortion:
  991.  
  992. <<Giants Soul>>: Unique / Combat Zone / 1#
  993. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  994.  
  995. Explanation:
  996. *An evil insect god which became an Aramitama.*
  997. On Start: Use <<Grotesque Command>> and <<Instant Transmission>> to approach PCs.
  998. On Prep: Use <<Dispersal Setup>>.
  999. On Attack: Use ▼. Make sure to declare <<True Words of Ruin>> on a successful hit. When targeting a [Bound Primal], apply +15 [Damage] from <<Deadly Blow>>.
  1000. If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
  1001.  
  1002. ----------------------------------------
  1003. Cyber Phantom / Class: Chaos / LV: 4 (1)
  1004. Size : 2
  1005. Wits : Clever
  1006. Senses : Normal
  1007. Speech : Yes
  1008. Reaction : Hostile
  1009. ID : 10
  1010. Weakness : [Fire] [Cold] [Shock] [Magnet]
  1011. Movement : Walk
  1012. | ACC | EVA | CNJ | RES | CHK
  1013. {Combat Stats} | 02 | 03 | 11 | 10 | 04
  1014. {Fixed Values} | 09 | 10 | 18 | 17 | 11
  1015. {Initiative} : 20 (9)
  1016. {HP} : 244
  1017. Armor : 3
  1018. Barrier : 2
  1019.  
  1020. Attack Methods
  1021.  
  1022. ▼[Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  1023. - [Form: Magic] 2d6+27 magical damage.
  1024.  
  1025. <<Spiritual Power Discharge>>: Start / Combat Zone / Combat Zone / No Reactive Check
  1026. - The target gains -3 {Initiative}.
  1027.  
  1028. ▼ <<Curse Propagation>>: Magical Attack / 7 Sq. / 3# / Halves
  1029. - [Form: Magic] 2d6+33 maigcal damage. Targets that fail their [Reactive Check] gain [Shift: Pain]. 1/Round.
  1030.  
  1031. <<Repair Program>>: End / User
  1032. - The target {Recovers} 10 {HP}.
  1033.  
  1034. A ▽<<Evil Fictional Presence>>: Constant / User
  1035. - The target [Halves] [Rank: 2 or less] [Physical Damage].
  1036. Boss Talents:
  1037.  
  1038. <<Puppet>>: Start / Combat Zone / 1#
  1039. - One Target other than the user gains +3 to [Active Checks] and +10 To [Damage Calculation].
  1040.  
  1041. ▼ <<Winds of Death>>: Physical Attack / 7 Sq. / 4#
  1042. - The user performs a [Weapon Attack], and gains +2d6 to [Damage]. 1/Round.
  1043.  
  1044. B <<Calamity Caller>>: End / Combat Zone / 1#
  1045. - Remove all negative [Shifts] from any one Mononoke that has "x#" written in its name, and it recovers HP up to its maximum value.
  1046.  
  1047. <<Family Summons>>: Constant / User
  1048. - The target spends [Timing: Start], and [Installs] 3 [mononoke] with the same [Class] as the user with "x#" in the name that are equal or less {Lv} to [average PC {Lv} -1], into any square within 6 sq. 1/Combat
  1049.  
  1050. <<Variant Augmentation>>: Constant / User
  1051. - The target gains x1 [Timing: Attack] during their turn, and +5 to [Damage] (Calculated).
  1052.  
  1053. Event Talents:
  1054.  
  1055. First Event/Distortion:
  1056.  
  1057. <<Crest Erosion>>: Constant / User
  1058. - The [Range: Combat Zone / Target 1#] who uses a Talent to cancel a Talent the target uses (such as <<Shadowbind>> or <<Shadow Break>>) loses 5 {Crest}.
  1059.  
  1060. Second Event/Distortion:
  1061.  
  1062. <<The Collapse of Heaven And Earth>>: Magical Attack / Combat Zone / Combat Zone / Halves
  1063. - The user gains +3 {Conjure}, then deals [Form: Magic] 2d6+28 magical damage. Additionally, any obstacle that takes at least 1 point is this [Damage] is destroyed. 1/Combat.
  1064.  
  1065. Explanation:
  1066. *A strange being rumored to exist online, that became an Aramitama.*
  1067. On Start: Use <<Puppet>> or <<Spiritual Power Discharge>>.
  1068. On Attack: Use ▼ twice.
  1069. On End: If an "x#" mononoke was defeated, use <<Calamity Caller>>. If there are no defeated "X#" mononoke, use <<Repair Program>>.
  1070. When there are few remaining mononoke, activate <<Family Summons>>.
  1071. If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
  1072.  
  1073. ----------------------------------------
  1074. Soul Eater / Class: Chaos / LV: 4 (1)
  1075. Size : 2
  1076. Wits : Clever
  1077. Senses : Magic
  1078. Speech : Yes
  1079. Reaction : Hostile
  1080. ID : 15
  1081. Weakness : [Shock] [Wind] [Light] [Phantom]
  1082. Movement : Walk
  1083. | ACC | EVA | CNJ | RES | CHK
  1084. {Combat Stats} | 08 | 05 | 10 | 05 | 05
  1085. {Fixed Values} | 15 | 12 | 17 | 12 | 12
  1086. {Initiative} : 20 (9)
  1087. {HP} : 269
  1088. Armor : 3
  1089. Barrier : 2
  1090.  
  1091. Attack Methods
  1092.  
  1093. ▼[Weapon Attack]: Melee Attack / Engaged / 1#
  1094. - [Form: Sword] 2d6+24 physical damage.
  1095.  
  1096. <<Hypnosis Stare>>: Start / 4 Sq. / Area / No Reactive Check
  1097. - The target gains [Shift: Darkness].
  1098.  
  1099. <<Spirit Claw>>: Physical Attack / Engaged / 1#
  1100. - The user gains +2 on {Accuracy} check, then deals [Form: Sword] 2d+24 physical damage.
  1101.  
  1102. ▼ <<Phantom Magic>>: Magical Attack / 4 Sq. / 3# / Cancels
  1103. - [Element: Phantom / Form: Magic] 2d6+26 magical damage. 1/Round.
  1104.  
  1105. <<Spirit Eater>>: Constant / User
  1106. - During the targets [Turn], gain x1 [Timing: Attack].
  1107. Boss Talents:
  1108.  
  1109. ▼ <<Winds of Death>>: Physical Attack / 7 Sq. / 4#
  1110. - The user performs a [Weapon Attack], and gains +2d6 to [Damage]. 1/Round.
  1111.  
  1112. <<Widen Range>>: Unique / User
  1113. -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
  1114.  
  1115. B ▽ <<Returning Souls>>: Unique / User
  1116. - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check]. 1/Round.
  1117.  
  1118. A <<Evil Law Mastery>>: Constant / User
  1119. -The target may use <<Returning Souls>> one additional time per round.
  1120.  
  1121. <<Deadly Blow>>: Constant / User
  1122. - The target gains +5 [Damage] to [Weapon Attacks] (Calculated). If the target is a [Mononoke], gain an additional +15.
  1123.  
  1124. Event Talents:
  1125.  
  1126. First Event/Distortion:
  1127.  
  1128. <<Ultimate Magic>>: Magical Attack / 7 Sq. / 1# / Halves
  1129. - Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+29 magical damage. 1/Round.
  1130.  
  1131. Second Event/Distortion:
  1132.  
  1133. <<Spirit Interceptor>>: Start / Combat Zone / Combat Zone
  1134. - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
  1135.  
  1136. Explanation:
  1137. *A powerful Aramitama that eats human souls.*
  1138. On Start: Apply <<Hypnosis Stare>>.
  1139. On Attack: Use ▼ and apply <<Widen Range>> to attack long-range PCs. If targeting a [Bound Primal], remember to apply the +15 damage from <<Deadly Blow>>.
  1140. On Defense: When attacked by [Range: Engaged], apply <<Returning Souls>> up to twice per round.
  1141. If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
  1142.  
  1143. ----------------------------------------
  1144. Corrupted Demon Hunter / Class: Chaos / LV: 5 (1)
  1145. Size : 2
  1146. Wits : Clever
  1147. Senses : Normal
  1148. Speech : Yes
  1149. Reaction : Hostile
  1150. ID : 15
  1151. Weakness : [Cold] [Shock] [Toxin]
  1152. Movement : Walk
  1153. | ACC | EVA | CNJ | RES | CHK
  1154. {Combat Stats} | 10 | 09 | 06 | 04 | 04
  1155. {Fixed Values} | 17 | 16 | 13 | 11 | 11
  1156. {Initiative} : 25 (10)
  1157. {HP} : 258
  1158. Armor : 5
  1159. Barrier : 3
  1160.  
  1161. Attack Methods
  1162.  
  1163. ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
  1164. - [Form: Sword] 2d6+29 physical damage. [Additional Effect]: Change the [Attack Action] to [Range: Charge 3 Sq]. 1/Combat.
  1165.  
  1166. ▼ <<Tactics II>>: Physical Attack / Engaged / 1#
  1167. - The user gains +2 on {Accuracy} check, and deals [Form: Sword] 3d6+33 physical damage.
  1168.  
  1169. ▼ <<Secret Killing Technique>>: Physical Attack / Combat Zone / 3#
  1170. - The user gains +3 on {Accuracy} check, and deals [Form: Sword] 58 physical damage. 1/Combat.
  1171.  
  1172. ▽ <<Spellcleave>>: Unique / User
  1173. - Use On {Resist} Check. The target makes an {Accuracy} check in place of the {Resist} check. 1/Round.
  1174.  
  1175. <<Fearsome Technique>>: Constant / User
  1176. - During the targets [Turng], gain x1 [Timing: Attack].
  1177. Boss Talents:
  1178.  
  1179. <<Instant Transmission>>: Start / User
  1180. - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
  1181.  
  1182. <<Unusual Movement>>: Prep / User
  1183. - The target moves 3Sq, Ignoring [Engagements]. This talent does not spend [Prep]. 1/Round.
  1184.  
  1185. B 〇 <<Demon Seikuken>>: Unique / Engaged / 1#
  1186. - Use at Any Time. The user performs a [Difficulty: 17] [Physical Attack] that deals [Form: Sword] 4d6+49 Physical Damage. 1/Round.
  1187.  
  1188. <<Scattershot>>: Unique / User
  1189. - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
  1190.  
  1191. A <<Evil Law Mastery>>: Constant / User
  1192. -The target may use <<Demon Seikuken>> one additional time per round.
  1193.  
  1194. Event Talents:
  1195.  
  1196. First Event/Distortion:
  1197.  
  1198. <<Secret Spiritual Power>>: Start / Combat Zone / 1#
  1199. - When the target performs a [Target: Area - Combat Zone] [Attack Action], change it to [Target: 1#] and the user gains +10 [Damage], and the [Target] [Halves] their [Armor] and [Barrier].
  1200.  
  1201. Second Event/Distortion:
  1202.  
  1203. <<True Words of Ruin>>: Unique / Combat Zone / 1#
  1204. - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
  1205. 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
  1206. 2. Gain +[1d6x5] [Damage].
  1207.  
  1208. Explanation:
  1209. *A Demon Hunter brought to despair through the power of an Aramitama.*
  1210. On Start: Use <<Instant Transmission>> to approach PCs
  1211. On Declaring [Engagements]: Use <<Demon Seikuken>> twice on PCs with low {Evade}.
  1212. On Attack: Use ▼ , and if there are many [Engaged] PCs, apply <<<Scattershot>>. Additionally, if a low {Evade} PC attempts to leave the group, target them with <<Secret Killing Technique>> + <<Secret Spiritual Power>>.
  1213. If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
  1214.  
  1215. ----------------------------------------
  1216. Evil God Statue / Class: Chaos / LV: 5 (1)
  1217. Size : 4
  1218. Wits : Clever
  1219. Senses : Magic
  1220. Speech : Yes
  1221. Reaction : Hostile
  1222. ID : 21
  1223. Weakness : [Fire] [Magnet] [Light]
  1224. Movement : Walk
  1225. | ACC | EVA | CNJ | RES | CHK
  1226. {Combat Stats} | 11 | 06 | 06 | 15 | 05
  1227. {Fixed Values} | 18 | 13 | 13 | 22 | 12
  1228. {Initiative} : 20 (12)
  1229. {HP} : 297
  1230. Armor : 20
  1231. Barrier : 10
  1232.  
  1233. Attack Methods
  1234.  
  1235. ▼ [Weapon Attack]: Melee Attack / Charge 3 Sq. / Area
  1236. - [Element: Shock / Form: Hammer] 5d6+25 physical damage.
  1237.  
  1238. ▼ <<Evil God Strike>>: Physical Attack / Engaged / 1#
  1239. - [Form: Hamme] 5d6+35 physical damage. 1/Round.
  1240.  
  1241. ▽ <<Evil Protection>>: Defense / 5 Sq. / 1#
  1242. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  1243.  
  1244. ▽ <<Avatar of Evil>>: Constant / User
  1245. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, as long as the target is within the [Combat Zone], NPCs other than [Bosses] and the target reduce [Damage] by 10.
  1246. Boss Talents:
  1247.  
  1248. ▼ <<One Shot To Tear The Earth>>: Physical Attack / Charge 3 Sq. / 1#
  1249. - The user gains +2 on {Accuracy} check, then deals [Form: Hammer] 4d6+37 physical damage.
  1250.  
  1251. ▽ <<Returning Souls>>: Unique / User
  1252. - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check]. 1/Round.
  1253.  
  1254. B <<Widen Range>>: Unique / User
  1255. -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
  1256.  
  1257. A <<Evil Law Mastery>>: Constant / User
  1258. -The target may use <<Widen Range>> one additional time per round.
  1259.  
  1260. ▽〇 <<Intercept Position>>: Constant / User
  1261. - The target adds +2d6 to the damage of their [Weapon Attacks]. In addition, the target is able to use <<Returning Souls>> an additional time per round.
  1262.  
  1263. Event Talents:
  1264.  
  1265. First Event/Distortion:
  1266.  
  1267. <<Soul Smash>>: Unique / User
  1268. - Use when the target declares a [Timing: Attack] Talent. Targets that succeeds at the [Reactive Check] for the [Attack Action] lose 2d6 {Crest}. (If an NPC, they lose 2d6 {HP}). 1/Combat.
  1269.  
  1270. Second Event/Distortion:
  1271.  
  1272. <<Spirit Interceptor>>: Start / Combat Zone / Combat Zone
  1273. - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
  1274.  
  1275. Explanation:
  1276. *A giant statue of a god, which has became an Aramitama.*
  1277. On Prep: [Combat Move] towards the PCs.
  1278. On Attack: Use any ▼.
  1279. When NPCs are attacked, apply all ▽ as a group. If it was a long-range attack, apply <<Widen Range>> + <<Evil Law Mastery>> to reach the target.
  1280. If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
  1281.  
  1282. ----------------------------------------
  1283. Fallen Sorcerer / Class: Chaos / LV: 5 (1)
  1284. Size : 2
  1285. Wits : Clever
  1286. Senses : Normal
  1287. Speech : Yes
  1288. Reaction : Hostile
  1289. ID : 15
  1290. Weakness : [Cold] [Magnet] [Toxin]
  1291. Movement : Walk
  1292. | ACC | EVA | CNJ | RES | CHK
  1293. {Combat Stats} | 06 | 04 | 12 | 11 | 05
  1294. {Fixed Values} | 13 | 11 | 19 | 18 | 12
  1295. {Initiative} : 22 (9)
  1296. {HP} : 303
  1297. Armor : 2
  1298. Barrier : 6
  1299.  
  1300. Attack Methods
  1301.  
  1302. ▼ [Weapon Attack]: Magical Attack / 7 Sq. / 2# / Cancels
  1303. - [Form: Magic] 2d6+26 magical damage.
  1304.  
  1305. ▼ <<Attack Magic II>>: Magical Attack / 10 Sq. / Area / Halves
  1306. - [Form: Magic] 3d6+31 magical damage.
  1307.  
  1308. ▼ <<Great Magic>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  1309. - The user gains +2 on {Conjure} check, then deals [Form: Magic] 32 magical damage. 1/Combat.
  1310.  
  1311. ▽ <<Blink>>: Unique / User
  1312. - Use when Reactive. The target may make a {Resist} check in place of a [Reactive Check].
  1313.  
  1314. <<Secret Magic>>: Constant / User
  1315. - During the targets [Turn], gain x1 [Timing: Attack].
  1316. Boss Talents:
  1317.  
  1318. <<Puppet>>: Start / Combat Zone / 1#
  1319. - One Target other than the user gains +3 to [Active Checks] and +10 To [Damage Calculation].
  1320.  
  1321. ▼ <<Ultimate Magic>>: Magical Attack / 7 Sq. / 1# / Halves
  1322. - Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+34 magical damage. 1/Round.
  1323.  
  1324. <<Scattershot>>: Unique / User
  1325. - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
  1326.  
  1327. <<Giants Soul>>: Unique / Combat Zone / 1#
  1328. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  1329.  
  1330. 〇 <<At-Will Magic>>: Constant / User
  1331. - The target gains +50 to {Maximum HP}. Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
  1332.  
  1333. Event Talents:
  1334.  
  1335. First Event/Distortion:
  1336.  
  1337. <<Spirit Interceptor>>: Start / Combat Zone / Combat Zone
  1338. - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
  1339.  
  1340. Second Event/Distortion:
  1341.  
  1342. <<Family Summons>>: Constant / User
  1343. - The target spends [Timing: Start], and [Installs] 3 [mononoke] with the same [Class] as the user with "x#" in the name that are equal or less {Lv} to [average PC {Lv} -1], into any square within 6 sq. 1/Combat
  1344.  
  1345. Explanation:
  1346. *A skilled magic user who became an Aramitama.*
  1347. On Start: Apply <<Puppet>> + <<At-Will Magic>> on all NPCs.
  1348. On Prep: [Simple Move] away from the PCs
  1349. On Attack: Use <<Attack Magic II>>, then <<Ultimate Magic>> + <<Scattershot>> in that order.
  1350. On Defense: Use ▽ when receiving a Physical Attack.
  1351. If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
  1352.  
  1353. ----------------------------------------
  1354. Blasphemous Body / Class: Chaos / LV: 5 (1)
  1355. Size : 3
  1356. Wits : Clever
  1357. Senses : Magic
  1358. Speech : Yes
  1359. Reaction : Hostile
  1360. ID : 15
  1361. Weakness : [Cold] [Shock] [Wind] [Phantom]
  1362. Movement : Walk
  1363. | ACC | EVA | CNJ | RES | CHK
  1364. {Combat Stats} | 06 | 06 | 14 | 11 | 05
  1365. {Fixed Values} | 13 | 13 | 21 | 18 | 12
  1366. {Initiative} : 31 (12)
  1367. {HP} : 311
  1368. Armor : 8
  1369. Barrier : 2
  1370.  
  1371. Attack Methods
  1372.  
  1373. ▼ [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  1374. - [Form: Magic] 2d6+23 magical damage. [Additional Effect]: Change the [Attack Action] to [Target: 5#]. 1/Combat.
  1375.  
  1376. ▼ <<Blood Spear>>: Magical Attack / 10 Sq. / Area / Halves
  1377. - [Form: Magic] 3d6+30 magical damage.
  1378.  
  1379. A <<Chaos Thought>>: Unique / 7 Sq. / 1#
  1380. - Use when the target declares a Talent. Cancel the effect of one [Timing: Unique] talent used by the target. 1/Round.
  1381.  
  1382. ▽ <<Repulsive Chaos>>: Constant / User
  1383. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halved] [Form: Sword - Spear] [Physical Damage].
  1384. Boss Talents:
  1385.  
  1386. ▼ <<Ultimate Magic>>: Magical Attack / 7 Sq. / 1# / Halves
  1387. - Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+36 magical damage. 1/Round.
  1388.  
  1389. <<Mystic Blood Regeneration>>: End / User
  1390. - The target [Recovers] 20 {HP}. This talent does not consume [End]. 1/Round.
  1391.  
  1392. <<Scattershot>>: Unique / User
  1393. - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
  1394.  
  1395. 〇 <<Spirit Destruction>>: Unique / Combat Zone / 1#
  1396. - Use when target declares a talent. The user loses 10 {HP}, then cancels the effect of one [Timing: Start] talent used by the target. 1/Round.
  1397.  
  1398. B <<Evil Law Mastery>>: Constant / User
  1399. -The target may use <<Spirit Destruction>> one additional time per round.
  1400.  
  1401. Event Talents:
  1402.  
  1403. First Event/Distortion:
  1404.  
  1405. <<Instant Transmission>>: Start / User
  1406. - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
  1407.  
  1408. Second Event/Distortion:
  1409.  
  1410. <<Wave of Thought>>: Attack / Combat Zone / 1# / No Reactive Check
  1411. - The user loses 10 {HP}, then chooses one [Talent] other than [Timing: Constant] used by the target, and cancels it (no reactive check). 1/Combat.
  1412.  
  1413. Explanation:
  1414. *A human soul that became an Aramitama which endlessly craves flesh.*
  1415. On Prep: Make a [Simple Move] away from the PCs.
  1416. On Attack: Use <<Ultimate Magic>> + <<Scattershot>>, then <<Blood Spear>> as the basic strategy.
  1417. On Unique: Cancel [Timing: Start] talents with <<Spirit Destruction>> up to twice per round. Cancel [Timing: Unique] talents with <<Chaos Thought>>.
  1418. If there are 4 PCs, reduce {HP} by 20. If there are 3 PCs, reduce {HP} by 40 instead.
  1419.  
  1420. ----------------------------------------
  1421. Fallen Tsukumogami / Class: Chaos / LV: 6 (2)
  1422. Size : 4
  1423. Wits : Clever
  1424. Senses : Heat
  1425. Speech : Yes
  1426. Reaction : Hostile
  1427. ID : 18
  1428. Weakness : [Cold] [Shock] [Magnet] [Toxin]
  1429. Movement : Walk
  1430. | ACC | EVA | CNJ | RES | CHK
  1431. {Combat Stats} | 14 | 06 | 13 | 07 | 02
  1432. {Fixed Values} | 21 | 13 | 20 | 14 | 09
  1433. {Initiative} : 25 (10)
  1434. {HP} : 367
  1435. Armor : 10
  1436. Barrier : 5
  1437.  
  1438. Attack Methods
  1439.  
  1440. ▼ [Weapon Attack]: Melee Attack / 7 Sq. / 2#
  1441. - [Element: Shock / Form: Sword] 5d6+32 physical damage.
  1442.  
  1443. <<Ninety-Nine Spirits>>: Prep / User
  1444. - The users [Attack Actions] gain +4 Sq. to [Range].
  1445.  
  1446. ▼ <<Sacred Treasure Spinning Arts (神器が紡ぐ術式)>>: Magical Attack / 7 Sq. / Area / Halves
  1447. - [Element: Shock / Form: Magic] 3d6+36 magical damage. 1/Round.
  1448.  
  1449. <<Fearsome Machine-God>>: Constant / User
  1450. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Rank: 2 or less] [Physical Damage].
  1451. Boss Talents:
  1452.  
  1453. ▼ <<One Shot To Tear The Earth>>: Physical Attack / 7 Sq. / 1#
  1454. - The user gains +2 on {Accuracy} check, then deals [Form: Sword] 4d6+39 physical damage.
  1455.  
  1456. <<Scattershot>>: Unique / User
  1457. - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
  1458.  
  1459. <<Penetrating Impact>>: Unique / Combat Zone / 1#
  1460. - Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. 1/Round.
  1461.  
  1462. 〇 <<Divine Power Penetration>>: Unique / User
  1463. - Use on Damage Calculation. [Range: Engaged / Target: 1#] takes [Damage] equal to the result of [Damage Calculation]. 1/Combat.
  1464.  
  1465. A 〇 <<Spirit Destruction>>: Unique / Combat Zone / 1#
  1466. - Use when target declares a talent. The user loses 10 {HP}, then cancels the effect of one [Timing: Start] talent used by the target. 1/Round.
  1467.  
  1468. B <<Evil Law Mastery>>: Constant / User
  1469. -The target may use <<Penetrating Impact>> one additional time per round.
  1470.  
  1471. Event Talents:
  1472.  
  1473. First Event/Distortion:
  1474.  
  1475. <<Secret Spiritual Power>>: Start / Combat Zone / 1#
  1476. - When the target performs a [Target: Area - Combat Zone] [Attack Action], change it to [Target: 1#] and the user gains +14 [Damage], and the [Target] [Halves] their [Armor] and [Barrier].
  1477.  
  1478. Second Event/Distortion:
  1479.  
  1480. <<Spirit Interceptor>>: Start / Combat Zone / Combat Zone
  1481. - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
  1482.  
  1483. Explanation:
  1484. *A mighty tsukumogami that became an Aramitama.*
  1485. On Start: When PCs declare a talent, cancel it with <<Spirit Destruction>>.
  1486. On Prep: Use <<Ninety-Nine Spirits>>.
  1487. On Attack: Combine <<One Shot To Tear The Earth>> with <<Scattershot>>, and use <<Penetrating Impact>> twice a round with <<Evil Law Mastery>>.
  1488. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  1489.  
  1490. ----------------------------------------
  1491. Deranged Executioner / Class: Chaos / LV: 6 (2)
  1492. Size : 2
  1493. Wits : Clever
  1494. Senses : Normal
  1495. Speech : Yes
  1496. Reaction : Hostile
  1497. ID : 17
  1498. Weakness : [Fire] [Cold] [Shock] [Light]
  1499. Movement : Walk
  1500. | ACC | EVA | CNJ | RES | CHK
  1501. {Combat Stats} | 15 | 09 | 06 | 04 | 06
  1502. {Fixed Values} | 22 | 16 | 13 | 11 | 13
  1503. {Initiative} : 37 (14)
  1504. {HP} : 379
  1505. Armor : 4
  1506. Barrier : 5
  1507.  
  1508. Attack Methods
  1509.  
  1510. ▼[Weapon Attack]: Melee Attack / Engaged / 1#
  1511. - [Form: Sword] 2d6+30 physical damage.
  1512.  
  1513. <<Murder Technique>>: Start / Combat Zone / 1# / No Reactive Check
  1514. - The target cannot use [Timing: Unique] talents. 1/Combat.
  1515.  
  1516. ▼ <<Skilled Killing Arts>>: Physical Attack / 7 Sq. / 1#
  1517. - [Form: Ranged] 3d6+47 physical damage.
  1518.  
  1519. <<Beast in Human Skin>>: Constant / User
  1520. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, targets of the user's [Attack Actions] cannot [Halve] [Damage].
  1521. Boss Talents:
  1522.  
  1523. 〇 <<Hunter's Eye>>: Start / User
  1524. - The user loses 10 HP, then gains +3 to the result of their [Active Checks], And the target of their [Attack Actions] gain -10 [Armor] and [Barrier]. This talent does not consume [Timing: Start]. 1/Round.
  1525.  
  1526. <<Hidden Depths>>: Prep / User
  1527. - The target gains +1 to [Active Checks] and +12 [Damage]. 2/Combat.
  1528.  
  1529. B <<Scattershot>>: Unique / User
  1530. - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
  1531.  
  1532. A <<Evil Law Mastery>>: Constant / User
  1533. -The target may use <<Scattershot>> one additional time per round.
  1534.  
  1535. 〇 <<Awaken Hidden Power>>: Constant / User
  1536. - <<Hidden Depths>> Required. The target gains +5 {Initiative} (Calculated). Additionally, after using <<Hidden Depths>>, the target may perform x1 [Timing: Attack].
  1537.  
  1538. Event Talents:
  1539.  
  1540. First Event/Distortion:
  1541.  
  1542. <<Blow of Destruction>>: Physical Attack / Engaged / Area
  1543. - The user gains +3 {Accuracy} and deals [Form: Spear] 5d6+50 physical damage. Targets that fail their {Evade} check may be moved up to 5 Sq, ignoring [Engagements]. 1/Combat.
  1544.  
  1545. Second Event/Distortion:
  1546.  
  1547. <<Forced Sealing>> End / Combat Zone / 1#
  1548. - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
  1549.  
  1550. Explanation:
  1551. *A professional hitman who turned into an Aramitama.*
  1552. On Start: Use <<Hunter's Eye>>, and target the PC with the most [Timing: Unique] talents with <<Murder Technique>>.
  1553. On Prep: Use <<Hidden Depths>> + <<Awaken Hidden Power>>.
  1554. On Attack: Use ▼ + apply <Scattershot>> twice per round. Do not forget to appply <<Beast with Human Skin>>.
  1555. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  1556.  
  1557. ----------------------------------------
  1558. Evil Chrysalis / Class: Chaos / LV: 6 (2)
  1559. Size : 2
  1560. Wits : Clever
  1561. Senses : Heat
  1562. Speech : Yes
  1563. Reaction : Hostile
  1564. ID : 18
  1565. Weakness : [Fire] [Shock] [Wind]
  1566. Movement : 18
  1567. | ACC | EVA | CNJ | RES | CHK
  1568. {Combat Stats} | 17 | 07 | 07 | 19 | 08
  1569. {Fixed Values} | 24 | 14 | 14 | 26 | 15
  1570. {Initiative} : 26 (11)
  1571. {HP} : 373
  1572. Armor : 7
  1573. Barrier : 1
  1574.  
  1575. Attack Methods
  1576.  
  1577. ▼ [Weapon Attack]: Melee Attack / 7 Sq. / 1#
  1578. - [Form: Sword] 2d6+43 physical damage.
  1579.  
  1580. ▼ <<Poison Claw>>: Physical Attack / 3 Sq. / 1#
  1581. - [Form: Sword] 5d6+33 physical damage. If the target takes at least one point of this damage, they gain [Shift: Poison].
  1582.  
  1583. ▼ <<Rainbow Pseudopod>>: Physical Attack / 3 Sq. / 1#
  1584. - [Form: Sword] 5d6+43 physical damage, and the target may not use [Timing: Defense] talents. 1/Round.
  1585.  
  1586. <<Worship from Followers>>: Constant / User
  1587. - The target gains +1 {Accuracy} and +1d for [Physical Attacks] for each NPC that is [Engaged] with the target.
  1588.  
  1589. Boss Talents:
  1590.  
  1591. <<Instant Transmission>>: Start / User
  1592. - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
  1593.  
  1594. B <<Dispersal Setup>>: Prep / User
  1595. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#. If the [Target] is already [Area - Combat Zone], gain +1d6 at [Damage Calculation].
  1596. A <<Extra Limbs A>>: Constant / User
  1597. - During the targets [Turn], gain x1 [Timing: Attack]. During the PCs [Turn], they spend all their [Timing: Attack] to make a [Difficulty: 20] {Strength} or {Intellect} check and if successful, the effect of this Talent is lost until the end of [Combat].
  1598.  
  1599. <<Extra Limbs B>>: Constant / User
  1600. - During the targets [Turn], gain x1 [Timing: Attack]. During the PCs [Turn], they spend all their [Timing: Attack] to make a [Difficulty: 20] {Strength} or {Intellect} check and if successful, the effect of this Talent is lost until the end of [Combat].
  1601.  
  1602. 〇 <<Concept: Restoration>>: Unique / User
  1603. - The target gains +2 to the [Active Checks]. Also, after [Timing: End]. the target may spend 30 {HP} and regain the effect of <<Extra Limbs>>.
  1604.  
  1605. 〇 <<Concept: Killing Intent>>: Constant / User
  1606. - The target gains +1 to [Active Checks] and +10 [Damage] (Calculated).
  1607.  
  1608. Event Talents:
  1609.  
  1610. First Event/Distortion:
  1611.  
  1612. <<One Shot To Tear The Earth>>: Physical Attack / 7 Sq. / 1#
  1613. - The user gains +2 on {Accuracy} check, then deals [Form: Axe] 4d6+42 physical damage.
  1614.  
  1615. Second Event/Distortion:
  1616.  
  1617. <<Giants Soul>>: Unique / Combat Zone / 1#
  1618. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  1619.  
  1620. Explanation:
  1621. *A mighty evil god that transformed into an Aramitama. It has agile movement with the many rainbow-colored pseudopods protruding from its back.*
  1622. On Start: Use <<<Instant Transmission>> to approach PCs.
  1623. On Prep: Use <<Dispersal Setup>>.
  1624. On Attack: Use any ▼, up to 3 times per round. Reveal the effects of <<Extra Limbs>> on a successful [Identify].
  1625. After losing the effect of <<Extra Limbs>>, activate <<Concept: Restoration>>.
  1626. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  1627.  
  1628. ----------------------------------------
  1629. Sealed Evil Beast / Class: Chaos / LV: 6 (2)
  1630. Size : 2
  1631. Wits : Clever
  1632. Senses : Normal
  1633. Speech : Yes
  1634. Reaction : Hostile
  1635. ID : 14
  1636. Weakness : [Fire] [Cold] [Magnet] [Toxin]
  1637. Movement : Walk
  1638. | ACC | EVA | CNJ | RES | CHK
  1639. {Combat Stats} | 10 | 13 | 13 | 05 | 05
  1640. {Fixed Values} | 17 | 20 | 20 | 12 | 12
  1641. {Initiative} : 30 (12)
  1642. {HP} : 385
  1643. Armor : 3
  1644. Barrier : 4
  1645.  
  1646. Attack Methods
  1647.  
  1648. ▼[Weapon Attack]: Melee Attack / Engaged / 1#
  1649. - [Form: Sword] 4d6+38 physical damage.
  1650.  
  1651. <<Instant Camoflage>>: Start / User
  1652. The target gains [Shift: Hidden / Difficulty: 20].
  1653.  
  1654. ▼ <<Magic Beast Spirit>>: Physical Attack / Engaged / 1#
  1655. - The user gains +2 on {Accuracy} check, then deals [Form: Sword] 4d6+38 physical damage.
  1656.  
  1657. ▼ <<Thought Disruption>>: Magical Attack / 4 Sq. / 3# / Cancels
  1658. - [Element: Magnet / Form: Magic] 4d6+43 magical damage. 1/Round.
  1659.  
  1660. <<Sealed Being>>: Constant / User
  1661. - During the targets [Turn], gain x1 [Timing: Attack].
  1662. Boss Talents:
  1663.  
  1664. A <<Dispersal Setup>>: Prep / User
  1665. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
  1666.  
  1667. <<Widen Range>>: Unique / User
  1668. -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
  1669.  
  1670. <<Fearsome Power>> + <<Unusual Spiritual Pressure>>: Constant / User
  1671. - The target gains +20 {Maximum HP}, +1 to [Active Checks] and +2d6 to [Damage].
  1672.  
  1673. 〇 <<Flying Death>>: Constant / User
  1674. - Required <<Widen Range>>. The target may change [Range: Engaged - Charge X Sq.] [Attack Actions] to [Range: 7 Sq].
  1675.  
  1676. 〇 <<Concept: Killing Intent>>: Constant / User
  1677. - The target gains +1 to [Active Checks] and +10 [Damage] (Calculated).
  1678.  
  1679. Event Talents:
  1680.  
  1681. First Event/Distortion:
  1682.  
  1683. <<Forced Sealing>> End / Combat Zone / 1#
  1684. - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
  1685.  
  1686. Second Event/Distortion:
  1687.  
  1688. <<True Words of Ruin>>: Unique / Combat Zone / 1#
  1689. - Use on Damage Calculation. The user loses 10 {HP} and gains either effect 1 or 2. 1/Round.
  1690. 1. Apply [Shift: Downed - Taken Out - Dead] to an Innocent.
  1691. 2. Gain +[1d6x5] [Damage].
  1692.  
  1693. Explanation:
  1694. *A magic beast Aramitama which was sealed away for many years.*
  1695. On Start: Use <<Instant Camoflage>>.
  1696. On Prep: Use <<Dispersal Setup>>.
  1697. On Attack: Use ▼ and apply either <<Widen Range>> or <<Flying Death>>.
  1698. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  1699.  
  1700. ----------------------------------------
  1701. Insane Divine Beast / Class: Chaos / LV: 7 (2)
  1702. Size : 3
  1703. Wits : Clever
  1704. Senses : Magic
  1705. Speech : Yes
  1706. Reaction : Hostile
  1707. ID : 17
  1708. Weakness : [Fire] [Cold] [Light] [Phantom]
  1709. Movement : Walk, Fly
  1710. | ACC | EVA | CNJ | RES | CHK
  1711. {Combat Stats} | 14 | 08 | 12 | 09 | 08
  1712. {Fixed Values} | 21 | 15 | 19 | 16 | 15
  1713. {Initiative} : 30 (12)
  1714. {HP} : 394
  1715. Armor : 10
  1716. Barrier : 1
  1717.  
  1718. Attack Methods
  1719.  
  1720. ▼ [Weapon Attack]: Melee Attack / 7 Sq. / 1#
  1721. - [Form: Spear] 3d6+39 physical damage.
  1722.  
  1723. ▼ <<Toxin Attack>: Physical Attack / Charge 2 Sq. / 1#
  1724. - [Element: Toxin / Form: Spear] 6d6+35 physical damage.
  1725.  
  1726. ▼ <<Dark Magic>>: Magical Attack / 7 Sq. / 3# / Cancels
  1727. - [Element: Toxin / Form: Magic] 5d6+30 magical damage. 1/Round.
  1728.  
  1729. <<Martial Arts Obstruction>>: Unique / 7 Sq. / 1#
  1730. - Use on {Accuracy} check. Cancel the [Damage] and other effects of the targets [Physical Attack]-type [Weapon Attack]. 1/Round.
  1731.  
  1732. ▽ <<Cunning Wisdom>>: Constant / User
  1733. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target reduces [Damage] from targets other than [Range: Engaged] by 10.
  1734.  
  1735. Boss Talents:
  1736.  
  1737. ▽ <<Giants Soul>>: Unique / Combat Zone / 1#
  1738. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  1739.  
  1740. <<Forbidden Miracle>>: Unique / Combat Zone / 1#
  1741. - Use after making an [Opposed Check] with the target. The user swaps the result of their check with the target's. 1/Combat.
  1742. A <<Fearsome Strike>>: Unique / User
  1743. - Use after having used [Timing: Attack]. The target may move up to 4 Sq. ignoring [Engagements], then may make one more [Timing: Attack]. 1/Combat.
  1744.  
  1745. 〇 <<Spirit Destruction>>: Unique / Combat Zone / 1#
  1746. - Use when target declares a talent. The user loses 10 {HP}, then cancels the effect of one [Timing: Start] talent used by the target. 1/Round.
  1747.  
  1748. ★ <<The Will of Darkness>>: Unique / Combat Zone / 1#
  1749. - Use when the target declares a talent. The user loses 10 {HP}, then cancels the effects of one [Timing: Unique] talent used by the target. 1/Round.
  1750.  
  1751. ▽〇 <<Curse Mutation>>: Constant / User
  1752. - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
  1753.  
  1754. Event Talents:
  1755.  
  1756. First Event/Distortion:
  1757.  
  1758. <<Curse Release>>: Unique / Combat Zone / 1#
  1759. - Use on Check. The target gains +10 to the result of the check. 1/Combat.
  1760.  
  1761. Second Event/Distortion:
  1762.  
  1763. <<Instant Transmission>>: Start / User
  1764. - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
  1765.  
  1766. Explanation:
  1767. *A high-ranked mythical beast that transformed into an Aramitama.*
  1768. On Prep: Adjust positioning with a [Simple Move].
  1769. On Attack: Use any of ▼.
  1770. On Defense: Use a combination of ▽ when attacked.
  1771. When targeted by a non-magical [Weapon Attack], use <<Martial Arts Obstruction>> to cancel it. Apply <<Spirit Destruction>> to cancel a PCs [Timing: Start] talent. Apply <<The Will of Darkness>> each round to cancel the PCs [Timing: Unique] talents.
  1772. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  1773.  
  1774. ----------------------------------------
  1775. Mighty Evil Spirit / Class: Chaos / LV: 7 (2)
  1776. Size : 2
  1777. Wits : Clever
  1778. Senses : Magic
  1779. Speech : Yes
  1780. Reaction : Hostile
  1781. ID : 18
  1782. Weakness : [Fire] [Wind] [Magnet] [Light]
  1783. Movement : Walk
  1784. | ACC | EVA | CNJ | RES | CHK
  1785. {Combat Stats} | 12 | 04 | 12 | 05 | 06
  1786. {Fixed Values} | 19 | 11 | 19 | 12 | 13
  1787. {Initiative} : 32 (13)
  1788. {HP} : 422
  1789. Armor : 5
  1790. Barrier : 5
  1791.  
  1792. Attack Methods
  1793.  
  1794. ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
  1795. - [Form: Hammer] 2d6+38 physical damage. [Additional Effect]: Change an [Attack Action] to [Range: Charge 7 Sq.]. 1/Round.
  1796.  
  1797. <<Gaze: Fallen>>: Start / 4 Sq. / Area / No Reactive Check
  1798. - The target gains [Shift: Fallen].
  1799.  
  1800. ▼ <<Life Drain>>: Physical Attack / Engaged / 3#
  1801. - [Form: Spear] 3d6+31 physical damage. If the target fails a [Reactive Check], the user [Recovers] 20 {HP}.
  1802.  
  1803. ▼ <<Pulse of Spirit Power>>: Magical Attack / 7 Sq. / 2# / Cancels
  1804. - [Form: Magic] 2d6+35 magical damage. Targets that fail their [Reactive Check] gain [Shift: Pain]. 1/Round.
  1805.  
  1806. <<Great Evil>>: Constant / User
  1807. - During the targets [Turn], gain x1 [Timing: Attack].
  1808.  
  1809. Boss Talents:
  1810.  
  1811. ★ <<Careful Raid>>: Start / Combat Zone / Combat Zone
  1812. - NPCs other than the user change {Wits} to [Clever], and gain +14 {Initiative}.
  1813.  
  1814. <<Puppet>>: Start / Combat Zone / 1#
  1815. - One Target other than the user gains +3 to [Active Checks] and +10 To [Damage Calculation].
  1816. A <<Giants Soul>>: Unique / Combat Zone / 1#
  1817. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  1818.  
  1819. <<Commander Aspect>>: Constant / User
  1820. - NPCs other than [Bosses] in the [Combat Zone] gain +7 {Initiative}.
  1821.  
  1822. 〇 <<At-Will Magic>>: Constant / User
  1823. - The target gains +50 to {Maximum HP} (Calculated). Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
  1824.  
  1825. B〇 <<Regalia Crush>>: Constant / User
  1826. - If the [Target] of an [Attack Action] is equipped a [Form: Suit / Cost: 2800G or Less], the user gains +35 [Damage].
  1827.  
  1828. Event Talents:
  1829.  
  1830. First Event/Distortion:
  1831.  
  1832. <<Hundred Spirit Waves>>: Prep / User
  1833. - Change the target of an [Attack Action] to [Target: Area]. If the [Attack Action] target is already [Area - Combat Zone], instead gain +1d6 to [Damage].
  1834.  
  1835. Second Event/Distortion:
  1836.  
  1837. <<Secret Spiritual Power>>: Start / Combat Zone / 1#
  1838. - When the target performs a [Target: Area - Combat Zone] [Attack Action], change it to [Target: 1#] and the user gains +12 [Damage], and the [Target] [Halves] their [Armor] and [Barrier].
  1839.  
  1840. Explanation:
  1841. *A high-ranking guardian spirit who once protected the land, now turned into an Aramitama.*
  1842. On Start: Use <<At-Will Magic>> to apply <<Puppet>> + ★ <<Careful Raid>> + <<Commander Aspect>> to all NPCs. Apply <<Gaze: Fallen>> to the PCs.
  1843. On Prep: Make a [Simple Move] to move away from the PCs.
  1844. On Attack: Use any of ▼. If the target has equipped [Form: Suit / Cost: 2800 or less], gain +35 [Damage]. This applies even to a target using <<Guard>> or similar effects.
  1845. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  1846.  
  1847. ----------------------------------------
  1848. Vengeful Oni / Class: Chaos / LV: 7 (2)
  1849. Size : 2
  1850. Wits : Clever
  1851. Senses : Domain
  1852. Speech : Yes
  1853. Reaction : Hostile
  1854. ID : 23
  1855. Weakness : [Fire] [Shock] [Wind] [Light]
  1856. Movement : Walk
  1857. | ACC | EVA | CNJ | RES | CHK
  1858. {Combat Stats} | 14 | 11 | 04 | 05 | 05
  1859. {Fixed Values} | 21 | 18 | 11 | 12 | 12
  1860. {Initiative} : 36 (14)
  1861. {HP} : 431
  1862. Armor : 5
  1863. Barrier : 5
  1864.  
  1865. Attack Methods
  1866.  
  1867. ▼ [Weapon Attack]: Melee Attack / 7 Sq. / 3#
  1868. - [Element: Cold / Form: Spear] 4d6+38 physical damage.
  1869.  
  1870. <<Devil's Resonance>>: Start / Combat Zone / Combat Zone
  1871. - NPCs other than the user that are [LV: 7 or Less] gain +10 [Damage] and {Initiative}.
  1872.  
  1873. ▼ <<Revenge Strike>>: Physical Attack / 7 Sq. / Combat Zone
  1874. - [Element: Cold / Form: Sword] 5d6+44 physical damage. 2/Round.
  1875.  
  1876. ▽ <<Space-Time Distortion>>: Unique / Combat Zone / 1#
  1877. - Use While Active. Change the targets [Target: 2#+] [Attack Action] to [Target: 1#] (Including [Area - Combat Zone) and 1 NPC specified by the user becomes the [Target] (the target may not make a [Reactive Check]. 2/Round.
  1878.  
  1879. <<Mystic Power of Love and Hate>>: Constant / User
  1880. - During the targets [Turn], gain x2 [Timing: Attack].
  1881.  
  1882. Boss Talents:
  1883.  
  1884. ★ <<Elite Mutation>>: Start / Combat Zone / Combat Zone
  1885. - NPCs other than the user change {Wits} to [Clever], gain +3 to [Active Checks], and the target removes "x#" from its name.
  1886.  
  1887. <<Penetrating Impact>>: Unique / Combat Zone / 1#
  1888. - Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. 1/Round.
  1889. ▽<<Giants Soul>>: Unique / Combat Zone / 1#
  1890. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  1891.  
  1892. B <<Returning Souls>>: Unique / User
  1893. - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check]. 1/Round.
  1894.  
  1895. A〇 <<Intercept Position>>: Constant / User
  1896. - The target adds +2d6 to the damage of their [Weapon Attacks]. In addition, the target is able to use <<Returning Souls>> an additional time per round.
  1897.  
  1898. 〇 <<At-Will Magic>>: Constant / User
  1899. - The target gains +50 to {Maximum HP} (Calculated). Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
  1900.  
  1901. Event Talents:
  1902.  
  1903. First Event/Distortion:
  1904.  
  1905. <<One Shot To Tear The Earth>>: Physical Attack / 7 Sq. / 1#
  1906. - The user gains +2 on {Accuracy} check, then deals [Form: Axe] 4d6+42 physical damage.
  1907.  
  1908. Second Event/Distortion:
  1909.  
  1910. <<Spirit Interceptor>>: Start / Combat Zone / Combat Zone
  1911. - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
  1912.  
  1913. Explanation:
  1914. *A demon that became an Aramitama.*
  1915. On Start: Apply ★ <<Elite Mutation>> + <<Devil's Resonance>> using 〇<<At-Will Magic>>.
  1916. On Prep: Adjust the distance from the PCs with a [Combat Move].
  1917. On Attack: Use any ▼ + <<Penetrating Impact>>.
  1918. When a PC uses a wide-aea attack, use ▽ to focus the attack on itself, and counter-attack with <<Returning Souls>> + <<Widen Range>> + <<Intercept Position>>.
  1919. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  1920.  
  1921. !!!!TL Note: These instructions say to use <<Widen Range>>, however the boss does not actually have this talent. This appears to be a print error in the original book and until errata is available, we suggests substituting it for <<Giants Soul>>.!!!!
  1922.  
  1923. ----------------------------------------
  1924. Evil Enforcer / Class: Chaos / LV: 7 (2)
  1925. Size : 2
  1926. Wits : Clever
  1927. Senses : Normal
  1928. Speech : Yes
  1929. Reaction : Hostile
  1930. ID : 18
  1931. Weakness : [Wind] [Light] [Toxin]
  1932. Movement : Walk
  1933. | ACC | EVA | CNJ | RES | CHK
  1934. {Combat Stats} | 14 | 09 | 10 | 04 | 04
  1935. {Fixed Values} | 21 | 16 | 17 | 11 | 11
  1936. {Initiative} : 32 (13)
  1937. {HP} : 485
  1938. Armor : 4
  1939. Barrier : 3
  1940.  
  1941. Attack Methods
  1942.  
  1943. ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
  1944. - [Form: Sword] 2d6+43 physical damage.
  1945.  
  1946. <<Spirit Seal>>: Start / Combat Zone / 1#
  1947. - The target cannot perform [Influence]. 1/Combat.
  1948.  
  1949. ▼ <<Executive Fighting Technique>>: Physical Attack / Engaged / 1#
  1950. - [Form: Sword] 5d6+40 physical damage to the target. Additionally, the target cannot use [Timing: Defense] [Talents]. 1/Round.
  1951.  
  1952. ▼ <<Recovery Magic II>>: Magical Attack / User / Cancels
  1953. - The target [Recovers] 20 {HP}. 1/Round.
  1954.  
  1955. <<Unusual Martial Arts>>: Constant / User
  1956. - During the targets [Turn], gain x1 [Timing: Attack].
  1957.  
  1958. Boss Talents:
  1959.  
  1960. B <<Dispersal Setup>>: Prep / User
  1961. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
  1962.  
  1963. ▼ <<One Shot To Tear The Earth>>: Physical Attack / 7 Sq. / 1#
  1964. - The user gains +2 on {Accuracy} check, then deals [Form: Axe] 4d6+42 physical damage.
  1965. <<Widen Range>>: Unique / User
  1966. -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
  1967.  
  1968. 〇 <<Concept: Killing Intent>>: Constant / User
  1969. - The target gains +1 to [Active Checks] and +10 [Damage] (Calculated).
  1970.  
  1971. A〇 <<Flying Death>>: Constant / User
  1972. - Required <<Widen Range>>. The target may change [Range: Engaged - Charge X Sq.] [Attack Actions] to [Range: 7 Sq].
  1973.  
  1974. ★ <<High-Level Presence>>: Constant / User
  1975. - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
  1976.  
  1977. Event Talents:
  1978.  
  1979. First Event/Distortion:
  1980.  
  1981. <<Invisible Wall>>: Defense / Combat Zone / Combat Zone
  1982. - Use on Damage Reduction. The target gains +35 [Armor] and [Barrier]. 1/Combat.
  1983.  
  1984. Second Event/Distortion:
  1985.  
  1986. <<Instant Transmission>>: Start / User
  1987. - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
  1988.  
  1989. Explanation:
  1990. *A mysterious executioner who was turned into an Aramitama.*
  1991. On Prep: Apply <<Dispersal Setup>>.
  1992. On Attack: Use ▼ for 3 Attacks, and apply 〇 <<Flying Death>>.
  1993. Activate <<Spirit Seal>> on the second or third turn, when the PCs dice are unsuited for using abilities.
  1994. When injured, use <<Recovery Magic II>> as a [Timing: Attack], and target all defenders with <<Executive Fighting Technique>>.
  1995. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  1996.  
  1997. ----------------------------------------
  1998. Evil Daiyoukai / Class: Chaos / LV: 8 (2)
  1999. Size : 4
  2000. Wits : Clever
  2001. Senses : Magic
  2002. Speech : Yes
  2003. Reaction : Hostile
  2004. ID : 18
  2005. Weakness : [Shock, Wind, Magnet, Toxin]
  2006. Movement :
  2007. | ACC | EVA | CNJ | RES | CHK
  2008. {Combat Stats} | 16 | 12 | 02 | 02 | 05
  2009. {Fixed Values} | 23 | 19 | 09 | 09 | 12
  2010. {Initiative} : 32 (13)
  2011. {HP} : 412
  2012. Armor : 10
  2013. Barrier : 5
  2014.  
  2015. Attack Methods
  2016.  
  2017. ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
  2018. - [Form: Spear] 6d6+39 physical damage.
  2019.  
  2020. ▼ <<Great Youkai Strike>>: Physical Attack / Engaged / 1#
  2021. - [Form: Spear] 6d6+55 physical damage.
  2022.  
  2023. B▽ <<Divine Counter>>: Defense / User / No Evasion
  2024. - Use Before {Evasion} Check. The {Evasion} check automatically fails, but [Range: Engaged / Target: 1#] takes [Form: Axe] 2d6+40 physical damage.
  2025.  
  2026. ▽ <<Epithet of Fear>>: Constant / User
  2027. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target [Halves] [Form: Axe - Hammer] [Physical Damage].
  2028.  
  2029. Boss Talents:
  2030.  
  2031. <<Widen Range>>: Unique / User
  2032. -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
  2033.  
  2034. ▽<<Giants Soul>>: Unique / Combat Zone / 1#
  2035. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  2036. ▽ <<Returning Souls>>: Unique / User
  2037. - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check]. 1/Round.
  2038.  
  2039. ▽〇 <<Intercept Position>>: Constant / User
  2040. - The target adds +2d6 to the damage of their [Weapon Attacks]. In addition, the target is able to use <<Returning Souls>> an additional time per round.
  2041.  
  2042. A〇 <<Flying Death>>: Constant / User
  2043. - Required <<Widen Range>>. The target may change [Range: Engaged - Charge X Sq.] [Attack Actions] to [Range: 7 Sq].
  2044.  
  2045. ★ <<Deity of Madness>>: Constant / User
  2046. - When the targets HP is 200 or less, each time the target performs [Damage Reduction], they may perform x1 [Weapon Attack] on [Range: Engaged / Target: 1#]. The target may not perform a [Reactive Check].
  2047.  
  2048. Event Talents:
  2049.  
  2050. First Event/Distortion:
  2051.  
  2052. <<Soul Smash>>: Unique / User
  2053. - Use when the target declares a [Timing: Attack] Talent. Targets that succeeds at the [Reactive Check] for the [Attack Action] lose 2d6 {Crest}. (If an NPC, they lose 2d6 {HP}). 1/Combat.
  2054.  
  2055. Second Event/Distortion:
  2056.  
  2057. <<Spirit Interceptor>: Start / Combat Zone / Combat Zone
  2058. - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
  2059.  
  2060. Explanation:
  2061. *A great monster who has become an Aramitama.*
  2062. On Prep: Use a [Combat Move] to approach PCs.
  2063. On Attack: Use ▼ while [Engaged].
  2064. When attacked by a wide-area attack, use <<Giant's Soul>> + ▽ in combination (Apply <<Widen Range>> or <<Flying Death>> to increase distance as necessary).
  2065. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  2066.  
  2067. ----------------------------------------
  2068. Moonlit Ruler / Class: Chaos / LV: 8 (2)
  2069. Size : 3
  2070. Wits : Clever
  2071. Senses : Domain
  2072. Speech : Yes
  2073. Reaction : Hostile
  2074. ID : 20
  2075. Weakness : [Cold] [Magnet] [Toxin] [Phantom]
  2076. Movement : Walk, Fly
  2077. | ACC | EVA | CNJ | RES | CHK
  2078. {Combat Stats} | 03 | 07 | 15 | 15 | 07
  2079. {Fixed Values} | 10 | 14 | 22 | 22 | 14
  2080. {Initiative} : 38 (15)
  2081. {HP} : 435
  2082. Armor : 10
  2083. Barrier : 15
  2084.  
  2085. Attack Methods
  2086.  
  2087. ▼ [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  2088. - [Form: Magic] 3d6+38 magical damage. [Additional Effect]: [Halve] the targets [Armor] and [Barrier]. 1/Round.
  2089.  
  2090. <<Moonlight Night Master>>: Start / Combat Zone / Combat Zone / No Reactive Check
  2091. - The target removes [Shift: Flight], and changes [Move] to [Walk].
  2092.  
  2093. ▼ <<Breath of Darkness>>: Magical Attack / Combat Zone / 3# / Cancels
  2094. - [Element: Magnet / Form: Magic] 6d6+55 magical damage. 1/Round.
  2095.  
  2096. <<Ominous Bird Miasma>>: Unique / Combat Zone / 1#
  2097. - Use At Any Time. The target loses 1 [Overflow]. 1/Round.
  2098.  
  2099. <<Blue Flame>>: Constant / User
  2100. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target reduces [Element: Fire] damage to 0, and ignores other effects.
  2101.  
  2102. Boss Talents:
  2103.  
  2104. ★ <<Spiritual Overload>>: Start / Combat Zone / Combat Zone / No Reactive Check
  2105. - The target adds [1] to the [Cost] when using [Talents] other than [Timing: Constant]. 1/Combat.
  2106.  
  2107. ▼ <<Ultimate Magic>>: Magical Attack / 7 Sq. / 1# / Halves
  2108. - Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+46 magical damage. 1/Round.
  2109. B 〇 <<Spirit Destruction>>: Unique / Combat Zone / 1#
  2110. - Use when target declares a talent. The user loses 10 {HP}, then cancels the effect of one [Timing: Start] talent used by the target. 1/Round.
  2111.  
  2112. <<Scattershot>>: Unique / User
  2113. - Use While Active. Gain + 3# to the [Target] of an [Attack Action]. 1/Round.
  2114.  
  2115. A <<Evil Law Mastery>>: Constant / User
  2116. -The target may use <<Spirit Destruction>> one additional time per round.
  2117.  
  2118. <<Overly Strange Magical Energy>>: Constant / User
  2119. - The target gains +50 {Maximum HP} (Calculated).
  2120.  
  2121. Event Talents:
  2122.  
  2123. First Event/Distortion:
  2124.  
  2125. <<Wave of Thought>>: Attack / Combat Zone / 1# / No Reactive Check
  2126. - The user loses 10 {HP}, then chooses one [Talent] other than [Timing: Constant] used by the target, and cancels it (no reactive check). 1/Combat.
  2127.  
  2128. Second Event/Distortion:
  2129.  
  2130. <<The Collapse of Heaven And Earth>>: Magical Attack / Combat Zone / Combat Zone / Halves
  2131. - The user gains +3 {Conjure}, then deals [Form: Magic] 2d6+56 magical damage. Additionally, any obstacle that takes at least 1 point is this [Damage] is destroyed. 1/Combat.
  2132.  
  2133. Explanation:
  2134. *A powerful spirit that only appears on moonlight nights, corrupted into an Aramitama.*
  2135. On Start: Apply <<Spiritual Overload>>.
  2136. On Prep: Adjust position with a [Simple Move].
  2137. On Attack: Use ▼ + <<Scattershot>>.
  2138. When the target gains [Overflow], apply <<Ominous Bird Miasma>> to them. Use 〇 <<Spirit Destruction>> and <<Evil Law Mastery>> to cancel the PCs [Timing: Start] talents.
  2139. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  2140.  
  2141. ----------------------------------------
  2142. Possessed Aragami / Class: Chaos / LV: 8 (2)
  2143. Size : 2
  2144. Wits : Clever
  2145. Senses : Magic
  2146. Speech : Yes
  2147. Reaction : Hostile
  2148. ID : 19
  2149. Weakness : [Shock] [Wind] [Light] [Phantom]
  2150. Movement : Walk
  2151. | ACC | EVA | CNJ | RES | CHK
  2152. {Combat Stats} | 15 | 06 | 14 | 08 | 05
  2153. {Fixed Values} | 22 | 13 | 21 | 15 | 12
  2154. {Initiative} : 37 (14)
  2155. {HP} : 438
  2156. Armor : 05
  2157. Barrier : 10
  2158.  
  2159. Attack Methods
  2160.  
  2161. ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
  2162. - [Form: Axe] 4d6+38 physical damage.
  2163.  
  2164. ▼ <<Harmful Spirit Release>>: Magical Attack / 7 Sq. / 2# / Cancels
  2165. -[Element: Toxin / Form: Magic] 5d6+50 magical damage.
  2166.  
  2167. ▽ <<Spiritual Charge>>: Defense / User
  2168. - Use on Damage Reduction. The target [Halves] [Physical Damage].
  2169.  
  2170. <<Vengeful Spirit Prisoner>>: Constant / User
  2171. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, [Class: Undead] Mononoke with "x#" in the name ignore "may apply [Shift: Dead] to mononoke with 'x#' in their name" effects.
  2172.  
  2173. Boss Talents:
  2174.  
  2175. ★ <<Careful Raid>>: Start / Combat Zone / Combat Zone
  2176. - NPCs other than the user change {Wits} to [Clever], and gain +16 {Initiative}.
  2177.  
  2178. <<Puppet>>: Start / Combat Zone / 1#
  2179. - One Target other than the user gains +3 to [Active Checks] and +10 To [Damage Calculation].
  2180. B <<Dispersal Setup>>: Prep / User
  2181. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
  2182.  
  2183. <<Calamity Caller>>: End / Combat Zone / 1#
  2184. - Remove all negative [Shifts] from any one Mononoke that has "x#" written in its name, and it recovers HP up to its maximum value.
  2185.  
  2186. 〇 <<At-Will Magic>>: Constant / User
  2187. - The target gains +50 to {Maximum HP} (Calculated). Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
  2188.  
  2189. A <<Family Summons>>: Constant / User
  2190. - The target spends [Timing: Start], and [Installs] 3 [mononoke] with the same [Class] as the user with "x#" in the name that are equal or less {Lv} to [average PC {Lv} -1], into any square within 6 sq. 1/Combat
  2191.  
  2192. Event Talents:
  2193.  
  2194. First Event/Distortion:
  2195.  
  2196. <<Forced Sealing>> End / Combat Zone / 1#
  2197. - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
  2198.  
  2199. Second Event/Distortion:
  2200.  
  2201. <<Fearsome Strike>>: Unique / User
  2202. - Use after having used [Timing: Attack]. The target may move up to 4 Sq. ignoring [Engagements], then may make one more [Timing: Attack]. 1/Combat.
  2203.  
  2204. Explanation:
  2205. *An aramitama that rose from a particularly powerful bloodline.*
  2206. On Start: Apply <<Careful Raid>> + <<Puppet>> to all NPCs.
  2207. On Prep: Make a [Simple Move] and apply <<Dispersal Setup>>.
  2208. On Attack: Use any ▼.
  2209. During the second round, use <<Family Summons>> and <<Calamity Caller>> from that point on.
  2210. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  2211.  
  2212. ----------------------------------------
  2213. Spirit Vein Dweller / Class: Chaos / LV: 8 (2)
  2214. Size : 4
  2215. Wits : Clever
  2216. Senses : Area
  2217. Speech : Yes
  2218. Reaction : Hostile
  2219. ID : 19
  2220. Weakness : [Fire] [Wind] [Magnet]
  2221. Movement : Walk, Fly, Swim
  2222. | ACC | EVA | CNJ | RES | CHK
  2223. {Combat Stats} | 15 | 04 | 07 | 13 | 06
  2224. {Fixed Values} | 22 | 11 | 14 | 20 | 13
  2225. {Initiative} : 38 (15)
  2226. {HP} : 509
  2227. Armor : 10
  2228. Barrier : 10
  2229.  
  2230. Attack Methods
  2231.  
  2232. ▼ [Weapon Attack]: Melee Attack / Engaged / 1#
  2233. - [Form: Spear] 7d6+50 physical damage. [Additional Effect]: Change an [Attack Action] to [Range: 7 Sq.].
  2234.  
  2235. ▼ <<Strange Poison>>: Physical Attack / Engaged / Area
  2236. - [Form: Spear] 8d6+45 physical damage. Targets that take at least 1 point of this damage gain [Shift: Poison].
  2237.  
  2238. <<Thorny Exoskeleton>>: Defense / User
  2239. - Use on Damage Reduction. The target gains +10 [Armor].
  2240.  
  2241. <<Spirit Vein Eater>>: Constant / User
  2242. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target always has [Remove: Fallen, Darkness, Poison, Pain, Paralysis].
  2243.  
  2244. Boss Talents:
  2245.  
  2246. ▼ <<Winds of Death>> + 〇<<Whirlwind of Death>>: Physical Attack / 7 Sq. / 4#
  2247. - The user performs a [Weapon Attack], and gains +2d6 to [Damage]. If the target is a [Mononoke], roll a D6 and if the result is other than 1 or 2, that target gains [Shift: Dead]. 2/Round.
  2248.  
  2249. A <<Forced Sealing>> End / Combat Zone / 1#
  2250. - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
  2251. B <<Widen Range>>: Unique / User
  2252. -Use at Any Time. The target loses 5 {HP}, then changes the [Range] of their [Timing: Attack] [Actions] to [Combat Zone]. 1/Round.
  2253.  
  2254. 〇 <<Concept: Killing Intent>>: Constant / User
  2255. - The target gains +1 to [Active Checks] and +10 [Damage] (Calculated).
  2256.  
  2257. ★ <<High-Level Presence>>: Constant / User
  2258. - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
  2259.  
  2260. Event Talents:
  2261.  
  2262. First Event/Distortion:
  2263.  
  2264. <<Indestructible Body>>: Defense / User
  2265. - Use at any time. By spending 5 {HP}, the [Target] may [Remove] a negative shift other than [Shift: Downed, Taken Out, Dead]. This Talent does not spend [Defense]. 2/Round.
  2266.  
  2267. Second Event/Distortion:
  2268.  
  2269. 〇 <<Wave of Impossibility>>: Constant / User
  2270. - <<Indestructible Body>> required. The target does not lose HP when using <<Indestructible Body>>, and can reduce [Damage] by 30 when using <<Indestructible Body>>.
  2271.  
  2272. Explanation:
  2273. *An Aramitama that leeches off a spiritual vein, gradually absorbing the power of an entire region.*
  2274. On Prep: Adjust position with a [Simple Move], and apply <<Dispersal Setup>>.
  2275. On Attack: Use any ▼ + <<Widen Range>> for 3 attacks.
  2276. On End: If a [Bound Primal] is appearing, target it with <<Forced Sealing>>.
  2277. When hit by a [Physical Attack], apply <<Thorny Exoskeleton>>.
  2278. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  2279.  
  2280. !!!!TL Note: These instructions say to use <<Dispersal Setup>>, however the boss does not actually have this talent. This appears to be a print error in the original book and until errata is available, and we suggest substituting it for either <<Forced Sealing>>.!!!!
  2281.  
  2282. ----------------------------------------
  2283. Warped Holy Spirit / Class: Chaos / LV: 9 (2)
  2284. Size : 2
  2285. Wits : Clever
  2286. Senses : Domain
  2287. Speech : Yes
  2288. Reaction : Hostile
  2289. ID : 25
  2290. Weakness : [Cold] [Shock] [Wind]
  2291. Movement : Walk, Fly, Swim
  2292. | ACC | EVA | CNJ | RES | CHK
  2293. {Combat Stats} | 17 | 02 | 06 | 16 | 02
  2294. {Fixed Values} | 24 | 09 | 13 | 23 | 09
  2295. {Initiative} : 28 (11)
  2296. {HP} : 415
  2297. Armor : 20
  2298. Barrier : 5
  2299.  
  2300. Attack Methods
  2301.  
  2302. ▼ [Weapon Attack]: Melee Attack / 10 Sq. / 2#
  2303. - [Form: Spear] 4d6+40 physical damage.
  2304.  
  2305. ▼ <<Spirit Wrath>>: Physical Attack / 10 Sq. / Area
  2306. - [Form: Spear] 7d6+60 physical damage. 1/Round.
  2307.  
  2308. ▽ <<Spirit Protection>>: Defense / 10 Sq. / 1#
  2309. - Use on Damage Reduction. The user receives the [Damage] and other effects in place of the target (Treat as though {Resist} check had failed).
  2310.  
  2311. <<Spirit Barrier>>: Constant / User
  2312. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, NPCs other than the user in the [Combat Zone] reduce [Damage] by -10.
  2313.  
  2314. Boss Talents:
  2315.  
  2316. 〇 <<Magic Mirror>>: Unique / Combat Zone / 1#
  2317. - Use on damage calculation. The target receives [Damage] calculated by themselves (No Reactive Check). 1/Session.
  2318.  
  2319. B▽ <<Giants Soul>>: Unique / Combat Zone / 1#
  2320. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  2321. ▽ <<Returning Souls>>: Unique / User
  2322. - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check]. 1/Round.
  2323.  
  2324. ★ <<The Will of Darkness>>: Unique / Combat Zone / 1#
  2325. - Use when the target declares a talent. The user loses 10 {HP}, then cancels the effects of one [Timing: Unique] talent used by the target. 1/Round.
  2326.  
  2327. A▽ <<Evil Law Mastery>>: Constant / User
  2328. -The target may use <<Giants Soul>> one additional time per round.
  2329.  
  2330. ▽〇 <<Intercept Position>>: Constant / User
  2331. - The target adds +2d6 to the damage of their [Weapon Attacks]. In addition, the target is able to use <<Returning Souls>> an additional time per round.
  2332.  
  2333. Event Talents:
  2334.  
  2335. First Event/Distortion:
  2336.  
  2337. <<One Shot To Tear The Earth>>: Physical Attack / 7 Sq. / 1#
  2338. - The user gains +2 on {Accuracy} check, then deals [Form: Sword] 4d6+51 physical damage.
  2339.  
  2340. Second Event/Distortion:
  2341.  
  2342. <<Invisible Wall>>: Defense / Combat Zone / Combat Zone
  2343. - Use on Damage Reduction. The target gains +45 [Armor] and [Barrier]. 1/Combat.
  2344.  
  2345. Explanation:
  2346. *A once great spirit, distorted into an Aramitama.*
  2347. On Prep: Approach with a [Combat Move].
  2348. On Attack: Use any ▼.
  2349. When an NPC is hit by an attack, combine both protection + counter-attacks.
  2350. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  2351.  
  2352. ----------------------------------------
  2353.  
  2354. Dark Soul / Class: Chaos / LV: 9 (2)
  2355. Size : 2
  2356. Wits : Clever
  2357. Senses : Magic
  2358. Speech : Yes
  2359. Reaction : Hostile
  2360. ID : 15
  2361. Weakness : [Fire] [Cold] [Light] [Shock]
  2362. Movement : Walk
  2363. | ACC | EVA | CNJ | RES | CHK
  2364. {Combat Stats} | 19 | 03 | 08 | 15 | 05
  2365. {Fixed Values} | 26 | 10 | 15 | 22 | 12
  2366. {Initiative} : 36 (14)
  2367. {HP} : 484
  2368. Armor : 10
  2369. Barrier : 5
  2370.  
  2371. Attack Methods
  2372.  
  2373. ▼ [Weapon Attack]: Melee Attack / 5 Sq. / 1#
  2374. - [Form: Sword] 4d6+35 physical damage.
  2375.  
  2376. ▼ <<Dark Spirit Strike>>: Physical Attack / 7 Sq. / 1#
  2377. - [Form: Spear] 6d6+60 physical damage, and the target [Halves] their [Armor]. 1/Round.
  2378.  
  2379. ▽ <<A Hero Never Dies>>: Defense / User
  2380. - Use on Damage Reduction. The target reduces all damage to 0, ignores other effects, and sets their {HP} to 100. 1/Combat.
  2381.  
  2382. ▽ <<Fearsome Tale>>: Constant / User
  2383. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target reduces [Damage] from ranged or magic [Weapon Attacks] by 20.
  2384.  
  2385. Boss Talents:
  2386.  
  2387. A 〇 <<Hunter's Eye>>: Start / User
  2388. - The user loses 10 HP, then gains +3 to the result of their [Active Checks], And the target of their [Attack Actions] gain -10 [Armor] and [Barrier]. This talent does not consume [Timing: Start]. 1/Round.
  2389.  
  2390. B <<Dispersal Setup>>: Prep / User
  2391. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
  2392. ▼ <<One Shot To Tear The Earth>>: Physical Attack / 7 Sq. / 1#
  2393. - The user gains +2 on {Accuracy} check, then deals [Form: Axe] 4d6+53 physical damage.
  2394.  
  2395. <<True Words of Ruin>> + 〇<<Elimination of Concepts>>: Unique / Combat Zone / 1#
  2396. - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
  2397.  
  2398. ★ <<High-Level Presence>>: Constant / User
  2399. - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
  2400.  
  2401. Event Talents:
  2402.  
  2403. First Event/Distortion:
  2404.  
  2405. <<Instant Transmission>>: Start / User
  2406. - The target moves into any square up to 7 sq away. This talent does not consume [Start]. 1/Round.
  2407.  
  2408. Second Event/Distortion:
  2409.  
  2410. <<Forced Sealing>> End / Combat Zone / 1#
  2411. - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
  2412.  
  2413. Explanation:
  2414. *A great heroic spirit, corrupted into an Aramitama.*
  2415. On Start: Apply <<Hunter's Eye>>.
  2416. On Prep: Apply <<Dispersal Setup>>.
  2417. On Attack: Use any ▼, applying <<True Words of Ruin>> + 〇<<Elimination of Concepts>>.
  2418. When taking lethal damage, activate ▽<<A Hero Never Dies>>.
  2419. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  2420.  
  2421. ----------------------------------------
  2422. Shadow of Destruction / Class: Chaos / LV: 9 (2)
  2423. Size : 4
  2424. Wits : Clever
  2425. Senses : Domain
  2426. Speech : Yes
  2427. Reaction : Hostile
  2428. ID : 27
  2429. Weakness : [Cold] [Wind] [Light]
  2430. Movement : Walk, Fly, Swim
  2431. | ACC | EVA | CNJ | RES | CHK
  2432. {Combat Stats} | 06 | 06 | 15 | 18 | 05
  2433. {Fixed Values} | 13 | 13 | 22 | 25 | 12
  2434. {Initiative} : 36 (14)
  2435. {HP} : 520
  2436. Armor : 20
  2437. Barrier : 5
  2438.  
  2439. Attack Methods
  2440.  
  2441. ▼ [Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
  2442. - [Element: Phantom / Form: Magic] 4d6+35 magical damage.
  2443.  
  2444. ▼ <<Enveloping Shadow>>: Magical Attack / 10 Sq. / 2# / Cancels
  2445. - [Element: Toxin / Form: Magic] 7d6+60 magical damage. 2/Round.
  2446.  
  2447. <<Shadow Howl>>: Unique / Combat Zone / 1#
  2448. - Use when the target declares a talent. Use one [Timing: Attack] Talent against the target. 1/Round
  2449.  
  2450. A <<Wave of Evil>>: Unique / Combat Zone / 1#
  2451. - The target loses {HP} equal to their {Initiative}. 1/Combat.
  2452.  
  2453. B <<Chaos Guardian>>: Constant / User
  2454. - The target reduces the [Damage] of [Target: 2#+] [Attack Actions] to 0.
  2455. Boss Talents:
  2456.  
  2457. <<Soul Smash>> + 〇 <<Crest Annihilation>>: Unique / User
  2458. - Use when the target declares a [Timing: Attack] Talent. Targets that succeeds at the [Reactive Check] for the [Attack Action] lose 3d6 {Crest}. Targets that fail at the [Reactive Check] exhaust 2 [Spirit Dice]. 3/Combat.
  2459.  
  2460. <<Skilled Magical Technique>>: Constant / User
  2461. - Except for talents marked ★☆, talents that have a limitation of "May only be used once per combat" instead become "may be used up to a number of times per combat equal to the number of times it was acquired", and may be acquired multiple times.
  2462.  
  2463. ★ <<High-Level Presence>>: Constant / User
  2464. - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
  2465.  
  2466. Event Talents:
  2467.  
  2468. First Event/Distortion:
  2469.  
  2470. <<Ultimate Magic>>: Magical Attack / 7 Sq. / 1# / Halves
  2471. - Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+52 magical damage. 1/Round.
  2472.  
  2473. Second Event/Distortion:
  2474.  
  2475. <<Spirit Interceptor>: Start / Combat Zone / Combat Zone
  2476. - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
  2477.  
  2478. Explanation:
  2479. *A collective of evil conciousness transformed into an Aramitama.*
  2480. On Prep: [Simple Move].
  2481. On Attack: Use any ▼.
  2482. If a PC attempts to dramatically increase their {Initiative}, counter with <<Shadow Howl>> and <<Wave of Evil>>.
  2483. Use <<Soul Smash>> and 〇 <<Crest Annihilation>> on PCs who consume [Crest].
  2484. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  2485.  
  2486. ----------------------------------------
  2487. Forbidden Magic User / Class: Chaos / LV: 9 (2)
  2488. Size : 2
  2489. Wits : Clever
  2490. Senses : Magic
  2491. Speech : Yes
  2492. Reaction : Hostile
  2493. ID : 25
  2494. Weakness : [Shock] [Wind] [Toxin] [Phantom]
  2495. Movement : Walk, Fly
  2496. | ACC | EVA | CNJ | RES | CHK
  2497. {Combat Stats} | 06 | 04 | 18 | 14 | 04
  2498. {Fixed Values} | 13 | 11 | 25 | 21 | 14
  2499. {Initiative} : 37 (14)
  2500. {HP} : 522
  2501. Armor : 4
  2502. Barrier : 10
  2503.  
  2504. Attack Methods
  2505.  
  2506. ▼ [Weapon Attack]: Magical Attack / 6 Sq. / 2# / Cancel
  2507. - [Element: Fire / Form: Magic] 3d6+40 magical damage.
  2508.  
  2509. <<Forbidden Curse>>: Start / User
  2510. - The target gains +5d6 [Damage].
  2511.  
  2512. B <<Forbidden Domain>>: Unique / 10 Sq. / 1#
  2513. - Use when the target declares a Talent. Cancel the effect of one [Timing: Defense] or [Timing: Unique] talent. 1/round.
  2514.  
  2515. ▽ <<Curse Strengthening>>: Constant / User
  2516. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, when the target makes a [Magical Attack], the [Target] of the [Attack Action] reduces [Barrier] by 20.
  2517.  
  2518. Boss Talents:
  2519.  
  2520. <<Dispersal Setup>>: Prep / User
  2521. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
  2522.  
  2523. ▼ <<Ultimate Magic>>: Magical Attack / 7 Sq. / 1# / Halves
  2524. - Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+52 magical damage. 1/Round.
  2525. ▼ <<The Collapse of Heaven And Earth>> + 〇<<The Collapse of the World>>: Magical Attack / Combat Zone / Combat Zone / Halves
  2526. - The user gains +3 {Conjure}, then deals [Form: Magic] 63+[1d6x10] magical damage. Additionally, any obstacle that takes at least 1 point is this [Damage] is destroyed. 1/Combat.
  2527.  
  2528. ▽ <<Evil Law Mastery>>: Constant / User
  2529. -The target may use <<Ultimate Magic>> one additional time per round.
  2530.  
  2531. ★ <<High-Level Presence>>: Constant / User
  2532. - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
  2533.  
  2534. Event Talents:
  2535.  
  2536. First Event/Distortion:
  2537.  
  2538. <<Hidden Depths>> (A): Prep / User
  2539. - The target gains +1 to [Active Checks] and +18 to [Damage]. 1/Combat.
  2540.  
  2541. Second Event/Distortion:
  2542.  
  2543. <<Hidden Depths>> (B): Prep / User
  2544. - The target gains +1 to [Active Checks] and +18 to [Damage]. 1/Combat.
  2545.  
  2546. Explanation:
  2547. *A great magician that used forbidden magic to become an Aramitama.*
  2548. On Start: Apply <<Forbidden Curse>>.
  2549. On Prep: Make a [Simple Move] and <<Dispersal Setup>>.
  2550. On Attack: Use any 3 ▼.
  2551. When a PC tries to use a [Timing: Defense] talent, cancel it with <<Forbidden Domain>>.
  2552. Use <<The Collapse of Heaven And Earth>> as a trump card after turn 2.
  2553. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  2554.  
  2555. ----------------------------------------
  2556. Assassin of Gods / Class: Chaos / LV: 10 (2)
  2557. Size : 2
  2558. Wits : Clever
  2559. Senses : Normal
  2560. Speech : Yes
  2561. Reaction : Hostile
  2562. ID : 22
  2563. Weakness : [Cold] [Shock] [Wind] [Magnet]
  2564. Movement : Walk
  2565. | ACC | EVA | CNJ | RES | CHK
  2566. {Combat Stats} | 19 | 12 | 13 | 04 | 04
  2567. {Fixed Values} | 20 | 19 | 20 | 11 | 11
  2568. {Initiative} : 49 (18)
  2569. {HP} : 498
  2570. Armor : 8
  2571. Barrier : 10
  2572.  
  2573. Attack Methods
  2574.  
  2575. ▼ [Weapon Attack]: Magical Attack / 5 Sq. / 1# / Halves
  2576. - [Element: Phantom / Form: Magic] 2d6+50 magical damage. [Additional Effect]: Gain +[1d6x10] [Damage]. 1/Combat.
  2577.  
  2578. <<Spirit Walk>>: Start / User
  2579. - Place the target up to 7 Sq. away.
  2580.  
  2581. ▼ <<God-Killing Fist>>: Physical Attack / Charge 3 Sq. / 1#
  2582. - [Element: Wind / Form: Spear] 5d6+80 physical damage.
  2583.  
  2584. ▽ <<Evil Eye>>: Unique / 6 Sq. / 1#
  2585. - Use when the target declares a Talent. Cancel the effect of one talent other than [Timing: Constant].
  2586.  
  2587. <<Outsider Magic>>: Constant / User
  2588. - During the targets [Turn], gain x2 [Timing: Attack].
  2589.  
  2590. Boss Talents:
  2591.  
  2592. <<Secret Spiritual Power>>: Start / Combat Zone / 1#
  2593. - When the target performs a [Target: Area - Combat Zone] [Attack Action], change it to [Target: 1#] and the user gains +19 [Damage], and the [Target] [Halves] their [Armor] and [Barrier].
  2594.  
  2595. <<Hundred Spirit Waves>>: Prep / User
  2596. - Change the target of an [Attack Action] to [Target: Area]. If the [Attack Action] target is already [Area - Combat Zone], instead gain +1d6 to [Damage].
  2597. <<Indestructible Body>>: Defense / User
  2598. - Use at any time. By spending 5 {HP}, the [Target] may [Remove] a negative shift other than [Shift: Downed, Taken Out, Dead]. This Talent does not spend [Defense]. 2/Round.
  2599.  
  2600. 〇 <<Demon Seikuken>>: Unique / Engaged / 1#
  2601. - Use at Any Time. The user performs a [Difficulty: 26] [Physical Attack] that deals [Form: Sword] 4d6+72 Physical Damage. 1/Round.
  2602.  
  2603. 〇 <<Divine Power Penetration>>: Unique / User
  2604. - Use on Damage Calculation. [Range: Engaged / Target: 1#] takes [Damage] equal to the result of [Damage Calculation]. 1/Combat.
  2605.  
  2606. ★ <<Fate Distortion>> Unique / Combat Zone / 1#
  2607. - Use after the target makes a [Check] or [Influences]. The user loses 5 {HP}, and the target gains + or - 1d6 to the [Result] of the check. 1/Round.
  2608.  
  2609. ▽ <<Evil Law Mastery>>: Constant / User
  2610. -The target may use 〇 <<Demon Seikuken>> one additional time per round.
  2611.  
  2612. Event Talents:
  2613.  
  2614. First Event/Distortion:
  2615.  
  2616. <<Curse Release>>: Unique / Combat Zone / 1#
  2617. - Use on Check. The target gains +10 to the result of the check. 1/Combat.
  2618.  
  2619. Second Event/Distortion:
  2620.  
  2621. <<Fearsome Strike>>: Unique / User
  2622. - Use after having used [Timing: Attack]. The target may move up to 4 Sq. ignoring [Engagements], then may make one more [Timing: Attack]. 1/Combat.
  2623.  
  2624. Explanation:
  2625. *An exceptionally talented martial artist who became an Aramitama.*
  2626. On Start: Use <<Spirit Walk>> or <<Secret Spiritual Barrier>>, then immediately use 〇 <<Demon Seikuken>> twice.
  2627. On Prep: Apply <<Hundred Spirit Waves>>.
  2628. On Attack: Use any ▼.
  2629. When the PC declares a {Evade} check, apply <<Fate Distortion>>.
  2630. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  2631.  
  2632. ----------------------------------------
  2633. Emissary of Hell / Class: Chaos / LV: 10 (2)
  2634. Size : 2
  2635. Wits : Clever
  2636. Senses : Magic
  2637. Speech : Yes
  2638. Reaction : Hostile
  2639. ID : 24
  2640. Weakness : [Wind] [Magnet] [Light] [Phantom]
  2641. Movement : Walk
  2642. | ACC | EVA | CNJ | RES | CHK
  2643. {Combat Stats} | 05 | 03 | 16 | 16 | 08
  2644. {Fixed Values} | 12 | 10 | 23 | 23 | 15
  2645. {Initiative} : 46 (17)
  2646. {HP} : 541
  2647. Armor : 5
  2648. Barrier : 5
  2649.  
  2650. Attack Methods
  2651.  
  2652. ▼ [Weapon Attack]: Magical Attack / 10 Sq. / 2# / Cancels
  2653. - [Form: Magic] 4d6+30 magical damage.
  2654.  
  2655. <<Whispers From Hell>>: Start / Combat Zone / Combat Zone
  2656. - NPCs other than the user gain +6 {Initiative}.
  2657.  
  2658. ▼ <<Hell Rays>>: Magical Attack / 7 Sq. / 1# / Cancels
  2659. - [Element: Light / Form: Magic] 6d6+40 magical damage.
  2660.  
  2661. ▼ <<Hell Spirit Waves>>: Magical Attack / 7 Sq. / 1# / Cancels
  2662. - [Element: Cold / Form: Magic] 5d6+70 magical damage, and the target [Halves] their [Barrier]. 1/Round.
  2663.  
  2664. <<Hell Miasma>>: End / Combat Zone / Combat Zone / No Reactive Check.
  2665. - Targets other than [Range: Engaged] lose [1d6x5] {HP}. 1/Combat.
  2666.  
  2667. <<Hell Pursuer>>: Constant / User
  2668. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target may make [Magical Attacks] after a [Combat Move].
  2669.  
  2670. Boss Talents:
  2671.  
  2672. B <<Spirit Interceptor>: Start / Combat Zone / Combat Zone
  2673. - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
  2674.  
  2675. <<Dispersal Setup>>: Prep / User
  2676. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
  2677. ▼ <<Winds of Death>> + 〇<<Whirlwind of Death>>: Physical Attack / 10 Sq. / 4#
  2678. - The user performs a [Weapon Attack]. If the target is a [Mononoke], roll a D6 and if the result is other than 1 or 2, that target gains [Shift: Dead]. 2/Round.
  2679.  
  2680. 〇 <<Curse Reflection>>>: Unique / Combat Zone . 1#
  2681. - Used when gaining a negative [Shift]. The target removes one negative [Shift] other than [Downed, Taken Out, or Dead]. Afterwards, one target within [Range: Combat Zone / Target: 1#] gains that [Shift]. 1/Round.
  2682.  
  2683. ★ <<The Will of Darkness>>: Unique / Combat Zone / 1#
  2684. - Use when the target declares a talent. The user loses 10 {HP}, then cancels the effects of one [Timing: Unique] talent used by the target. 1/Round.
  2685.  
  2686. <<Overly Strange Magical Energy>>: Constant / User
  2687. - The target gains +50 {Maximum HP} (Calculated).
  2688.  
  2689. Event Talents:
  2690.  
  2691. First Event/Distortion:
  2692.  
  2693. <<Forced Sealing>> End / Combat Zone / 1#
  2694. - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
  2695.  
  2696. Second Event/Distortion:
  2697.  
  2698. <<Forbidden Miracle>>: Unique / Combat Zone / 1#
  2699. - Use after making an [Opposed Check] with the target. The user swaps the result of their check with the target. 1/Combat.
  2700.  
  2701. Explanation:
  2702. *An ambassador from the depths of hell, transformed into an Aramitama.*
  2703. On Start: Apply <<Spirit Interceptor>> and <<Whispers from Hell>>.
  2704. On Prep: Apply <<Dispersal Setup>> .
  2705. On Attack: Use any ▼.
  2706. When gaining a negative [Shift], apply <<Curse Reflection>>.
  2707. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  2708.  
  2709. ----------------------------------------
  2710. Villain / Class: Chaos / LV: 10 (2)
  2711. Size : 2
  2712. Wits : Clever
  2713. Senses : Domain
  2714. Speech : Yes
  2715. Reaction : Hostile
  2716. ID : 22
  2717. Weakness : [Wind] [Magnet] [Phantom] [Toxin]
  2718. Movement : Walk
  2719. | ACC | EVA | CNJ | RES | CHK
  2720. {Combat Stats} | 15 | 11 | 08 | 09 | 04
  2721. {Fixed Values} | 22 | 18 | 15 | 16 | 11
  2722. {Initiative} : 38 (15)
  2723. {HP} : 593
  2724. Armor : 10
  2725. Barrier : 5
  2726.  
  2727. Attack Methods
  2728.  
  2729. ▼ [Weapon Attack]: Melee Attack / Charge 3 Sq. / 1#
  2730. - [Form: Hammer] 2d6+44 physical damage.
  2731.  
  2732. <<Dark Crystal Transformation>>: Start / User
  2733. - The target gains +2d6 [Physical Damage]. 1/Combat.
  2734.  
  2735. ▼ <<Empty Fist>>: Physical Attack / Charge 3 Sq. / 1#
  2736. - The user gains +2 on {Accuracy} check, then deals [Form: Hammer] 3d6+60 physical damage, and the target [Halves] their [Armor].
  2737.  
  2738. ▼ <<Dark Crystal Kick>>: Physical Attack / Charge 6 Sq. / Area
  2739. - [Form: Spear] 2d6+80 physical damage, and targets cannot apply "Reduce Damage by X" effects. 1/Round.
  2740.  
  2741. <<Evil Transforming Superhero>>: Constant / User
  2742. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, once per turn, gain +5d6 [Damage].
  2743.  
  2744. Boss Talents:
  2745.  
  2746. <<Massive Spirit Emission>> + 〇 <<Explosion of Spiritual Power>>: Start / User
  2747. - The target gains +1 to [Active Checks] and [Halves] [Damage] from [Weapon Attacks]. Additionally, the target loses 5d5 {HP} and [Installs] up to 5 Sq. in any direction.
  2748.  
  2749. <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>: Unique / Combat Zone / 1#
  2750. - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
  2751. <<Penetrating Impact>>: Unique / Combat Zone / 1#
  2752. - Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. 1/Round.
  2753.  
  2754. B 〇 <<Curse Mutation>>: Constant / User
  2755. - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
  2756.  
  2757. ★ <<High-Level Presence>>: Constant / User
  2758. - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
  2759.  
  2760. Event Talents:
  2761.  
  2762. First Event/Distortion:
  2763.  
  2764. <<Massive Spirit Emission B>>: Start / User
  2765. - The target gains +1 to [Active Checks] and [Halves] [Damage] from [Weapon Attacks]. 1/Combat
  2766.  
  2767. Second Event/Distortion:
  2768.  
  2769. <<Massive Spirit Emission C>>: Start / User
  2770. - The target gains +1 to [Active Checks] and [Halves] [Damage] from [Weapon Attacks]. 1/Combat
  2771.  
  2772. Explanation:
  2773. *A powerful transforming hero who became an Aramitama.*
  2774. On Start: Apply <<Dark Crystal Transformation>>.
  2775. On Prep: Use a [Combat Move] to approach the PCs.
  2776. On Attack: Use any ▼.
  2777. When the PC attempts to defend or cover, apply <<Penetrating Impact>>, <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>.
  2778. Use <<Massive Spirit Emission>> + 〇 <<Explosion of Spiritual Power>> on the second turn.
  2779. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  2780.  
  2781. ----------------------------------------
  2782. Ancient God Statue / Class: Chaos / LV: 10 (2)
  2783. Size : 4
  2784. Wits : Clever
  2785. Senses : Magic
  2786. Speech : Yes
  2787. Reaction : Hostile
  2788. ID : 21
  2789. Weakness : [Shock] [Magnet]
  2790. Movement : Walk, Fly
  2791. | ACC | EVA | CNJ | RES | CHK
  2792. {Combat Stats} | 15 | 11 | 08 | 09 | 04
  2793. {Fixed Values} | 22 | 18 | 15 | 16 | 11
  2794. {Initiative} : 38 (15)
  2795. {HP} : 593
  2796. Armor : 10
  2797. Barrier : 5
  2798.  
  2799. Attack Methods
  2800.  
  2801. ▼ [Weapon Attack]: Melee Attack / Charge 5 Sq. / 1#
  2802. - [Form: Sword] 4d6+44 physical damage.
  2803.  
  2804. <<Mechanical Mobility>>: Start / User
  2805. - The target gains +10 [Damage] and {Initiative}.
  2806.  
  2807. ▼ <<God Statue Blow>>: Physical Attack / Charge 5 Sq. / 1#
  2808. - [Form: Hammer] 6d6+60 physical damage, and the target cannot apply "reduce damage by X" effects. 2/Round.
  2809.  
  2810. ▼ <<Spirit Ray Shot>>: Magical Attack / Combat Zone / Area / Cancels
  2811. - [Element: Light / Form: Magic] 5d6+60 magical damage.
  2812.  
  2813. <<Massacre God>>: Constant / User
  2814. - During the targets [Turn], gain x1 [Timing: Attack].
  2815.  
  2816. Boss Talents:
  2817.  
  2818. <<Terrain Mutation>>: Prep / 7 Sq. / 1# (1 Sq.)
  2819. - The user [Installs] an obstacle equal to "Big Building [HP: 80 / Armor: 10] in any square in range. 1/Round.
  2820.  
  2821. ▽<<Giants Soul>>: Unique / Combat Zone / 1#
  2822. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  2823. 〇<<Atrocious Strike>>: Unique / Engaged / 1#
  2824. - Use While Active. The user loses 20 HP, then installs the [Target] up to 5 Sq. from their current position. Additionally, the target loses [1d6x5] HP. 1/Round.
  2825.  
  2826. ▽<<Evil Law Mastery>>: Constant / User
  2827. -The target may use <<Giants Soul>> one additional time per round.
  2828.  
  2829. B ▼<<Supernatural Cannonball>>: Constant / User
  2830. - The target may destroy one adjacent [Obstacle] or Mononoke with "x#" in their name, and make a [Special Attack] on [Range: 7 Sq. / Target: 1#] with [Effect Class: Physical Attack / Physical Damage: 2d6+30]. 1/Round.
  2831.  
  2832. A 〇<<Building Warhead>>: Constant / User
  2833. - <<Terrain Mutation>> and <<Supernatural Cannonball>> Required. The target may use <<Terrain Mutation>> and <<Supernatural Cannonball>> one additional time per round. Additionally, the target may change the [Range/Target] of the [Special Attack] of <<Supernatural Cannonball>> to [Range: 10 Sq. / Target: 2#].
  2834.  
  2835. ★ <<High-Level Presence>>: Constant / User
  2836. - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
  2837.  
  2838. Event Talents:
  2839.  
  2840. First Event/Distortion:
  2841.  
  2842. <<Spirit Bending>>: Start / User
  2843. - When the target performs a [Range / Target: Combat Zone] [Attack Action], they may change it to a [Special Attack / Target 1#], and gain +16 to [Damage].
  2844.  
  2845. Second Event/Distortion:
  2846.  
  2847. <<Invisible Wall>>: Defense / Combat Zone / Combat Zone
  2848. - Use on Damage Reduction. The target gains +50 [Armor] and [Barrier]. 1/Combat.
  2849.  
  2850. Explanation:
  2851. *An ancient statue of a god which became an Aramitama.*
  2852. On Start: Apply <<Mechanical Movement>>.
  2853. On Prep: Use <<Terrain Mutation>> twice (With <<Building Warhead>>) to place two obstacles [Engaged] with the user.
  2854. On Attack: Use Any ▼.
  2855. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  2856.  
  2857. ----------------------------------------
  2858. Evil Dragon / Class: Chaos / LV: 11 (3)
  2859. Size : 4
  2860. Wits : Clever
  2861. Senses : Magic
  2862. Speech : Yes
  2863. Reaction : Hostile
  2864. ID : 21
  2865. Weakness : [Cold] [Shock] [Light] [Phantom]
  2866. Movement : Walk, Swim
  2867. | ACC | EVA | CNJ | RES | CHK
  2868. {Combat Stats} | 18 | 06 | 03 | 15 | 04
  2869. {Fixed Values} | 25 | 13 | 10 | 22 | 11
  2870. {Initiative} : 48 (18)
  2871. {HP} : 603
  2872. Armor : 15
  2873. Barrier : 15
  2874.  
  2875. Attack Methods
  2876.  
  2877. ▼ [Weapon Attack]: Melee Attack / Charge 4 Sq. / 1#
  2878. - [Form: Axe] 6d6+62 physical damage.
  2879.  
  2880. B ▼ <<Dragon Fang>>: Physical Attack / Engaged / Area
  2881. - [Form: Sword] 4d6+70 physical damage. If the target takes at least one point of this damage, it gains [Shift: Poison].
  2882.  
  2883. A <<Evil Eye>>: Unique / 10 Sq. / 1#
  2884. - Use when the target declares a Talent. Cancel the effect of one non-[Timing: Constant] Talent the target used.
  2885.  
  2886. <<Dragon-God Associate>>: Constant / User
  2887. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target reduces [Element: Fire] [Damage] to 0, and ignores other effects.
  2888.  
  2889. Boss Talents:
  2890.  
  2891. 〇 <<Hunter's Eye>>: Start / User
  2892. - The user loses 10 HP, then gains +3 to the result of their [Active Checks], And the target of their [Attack Actions] gain -10 [Armor] and [Barrier]. This talent does not spend [Timing: Start]. 1/Round.
  2893.  
  2894. ▽ <<Indestructible Body>>: Defense / User
  2895. - Use at any time. By spending 5 {HP}, the [Target] may [Remove] a negative shift other than [Shift: Downed, Taken Out, Dead]. This Talent does not spend [Defense]. 2/Round.
  2896. ★ <<The Will of Darkness>>: Unique / Combat Zone / 1#
  2897. - Use when the target declares a talent. The user loses 10 {HP}, then cancels the effects of one [Timing: Unique] talent used by the target. 1/Round.
  2898.  
  2899. <<Fearsome Strike>>: Unique / User
  2900. - Use after having used [Timing: Attack]. The target may move up to 4 Sq. ignoring [Engagements], then may make one more [Timing: Attack]. 1/Combat.
  2901.  
  2902. ▽<<Giants Soul>>: Unique / Combat Zone / 1#
  2903. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  2904.  
  2905. <<Crest Erosion>>: Constant / User
  2906. - The [Range: Combat Zone / Target 1#] who uses a Talent to cancel a Talent the target uses (such as <<Shadowbind>> or <<Shadow Break>>) loses 5 {Crest}.
  2907.  
  2908. <<Overly Strange Magical Energy>>: Constant / User
  2909. - The target gains +50 {Maximum HP} (Calculated).
  2910.  
  2911. Event Talents:
  2912.  
  2913. First Event/Distortion:
  2914.  
  2915. <<Overly Strange Magical Energy>>: Constant / User
  2916. - The target gains +50 {Maximum HP}.
  2917.  
  2918. Second Event/Distortion:
  2919.  
  2920. <<Overly Strange Magical Energy>>: Constant / User
  2921. - The target gains +50 {Maximum HP}.
  2922.  
  2923. Explanation:
  2924. *A Dragon that became an Aramitama.*
  2925. On Start: Apply <<Hunter's Eye>>.
  2926. On Prep: Make a [Combat Move].
  2927. On Attack: Use any ▼.
  2928. Apply <<Crest Erosion>> whenever a PC cancels the boss' own talent. USe <<Giants Soul>> to intercept wide-area attacks, and use <<The Will of Darkness>> to cancel the PCs [Timing: Unique].
  2929. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  2930.  
  2931. ----------------------------------------
  2932. Otherworld Ruler / Class: Chaos / LV: 11 (3)
  2933. Size : 2
  2934. Wits : Clever
  2935. Senses : Normal
  2936. Speech : Yes
  2937. Reaction : Hostile
  2938. ID : 25
  2939. Weakness : [Cold] [Wind]
  2940. Movement : Walk
  2941. | ACC | EVA | CNJ | RES | CHK
  2942. {Combat Stats} | 02 | 17 | 17 | 05 | 04
  2943. {Fixed Values} | 09 | 24 | 24 | 12 | 11
  2944. {Initiative} : 45 (17)
  2945. {HP} : 639
  2946. Armor : 10
  2947. Barrier : 10
  2948.  
  2949. Attack Methods
  2950.  
  2951. ▼ [Weapon Attack]: Magical Attack / 7 Sq. / 1# / Cancels
  2952. - [Form: Magic] 2d6+48 magical damage. [Additional Effect]: Gain +[1d6x10] [Damage] to an [Attack Action]. 1/Session.
  2953.  
  2954. ▼ <<Extradimensional Magic>>: Magical Attack / Combat Zone / #2 / Cancels
  2955. - [Form: Magic] 6d6+60 magical damage. 2/Round.
  2956.  
  2957. ▼ <<Drilling Magic>>: Magical Attack / 10 Sq. / 1# / Cancels
  2958. - [Element: Light / Form: Magic] 5d6+80 magical damage. 1/Round.
  2959.  
  2960. A <<Barrier Disruption>>: Defense / 7 Sq. / 1#
  2961. - The target exhanges [Barrier] with the user. 2/Round.
  2962.  
  2963. B ▽ <<Destroy Magic>>: Unique / Combat Zone / 1#
  2964. - Use when the target declares a [Magical Attack]. [Halve] the [Magical Damage] of the attack. 2/Round.
  2965.  
  2966. <<Extraordinary Waves>>: Constant / User
  2967. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target always has [Remove: Darkness, Fallen, Paralysis].
  2968.  
  2969. Boss Talents:
  2970.  
  2971. <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>: Unique / Combat Zone / 1#
  2972. - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
  2973.  
  2974. 〇 <<Magic Mirror>>: Unique / Combat Zone / 1#
  2975. - Use on damage calculation. The target receives [Damage] calculated by themselves (No Reactive Check). 1/Session.
  2976. ▽ <<Giants Soul>>: Unique / Combat Zone / 1#
  2977. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  2978.  
  2979. 〇 <<Ki Diffusal>>: Unique / 7 Sq. / 1#
  2980. - The user loses 10 {HP}, then the target gains a -[1d6x10] modifier to [Damage] or [Recovery] effects. 1/Round.
  2981.  
  2982. ▽ <<Evil Law Mastery>>: Constant / User
  2983. -The target may use <<True Words of Ruin>> one additional time per round.
  2984.  
  2985. ★ <<High-Level Presence>>: Constant / User
  2986. - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
  2987.  
  2988. Event Talents:
  2989.  
  2990. First Event/Distortion:
  2991.  
  2992. <<Forbidden Miracle>>: Unique / Combat Zone / 1#
  2993. - Use after making an [Opposed Check] with the target. The user swaps the result of their check with the target. 1/Combat.
  2994.  
  2995. Second Event/Distortion:
  2996.  
  2997. <<Dispersal Setup>>: Prep / User
  2998. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
  2999.  
  3000. Explanation:
  3001. *A superhuman from another world who became an Aramitama.*
  3002. On Prep: Make a [Simple Move].
  3003. On Attack: Use any ▼ + <<True Words of Ruin>> & 〇<<Elimination of Concepts>>, + <<Evil Law Mastery>> + <<Barrier Disruption>>.
  3004. Use ▽ when attacked by wide-area attacks.
  3005. If there are 4 PCs, reduce {HP} by 50. If there are 3 PCs, reduce {HP} by 100 instead.
  3006.  
  3007. ----------------------------------------
  3008. Ruinous Demon Insect / Class: Chaos / LV: 12 (3)
  3009. Size : 5
  3010. Wits : Clever
  3011. Senses : Domain
  3012. Speech : Yes
  3013. Reaction : Hostile
  3014. ID : 24
  3015. Weakness : [Cold] [Shock] [Magnet] [Phantom]
  3016. Movement : Walk
  3017. | ACC | EVA | CNJ | RES | CHK
  3018. {Combat Stats} | 19 | 04 | 04 | 17 | 04
  3019. {Fixed Values} | 26 | 11 | 11 | 24 | 11
  3020. {Initiative} : 43 (16)
  3021. {HP} : 951
  3022. Armor : 20
  3023. Barrier : 20
  3024.  
  3025. Attack Methods
  3026.  
  3027. ▼ [Weapon Attack]: Melee Attack / Charge 4 Sq. / 2#
  3028. - [Form: Hammer] 5d6+65 physical damage. [Additional Effect]: Change the [Attack Action] to [Range: Combat Zone]. 1/Round.
  3029.  
  3030. A <<Mental Disruption>>: Start / Combat Zone / Combat Zone / No Reactive Check
  3031. - The target gains -2 to [Reactive Checks].
  3032.  
  3033. ▼<<Demon Rampage>>: Physical Attack / Charge 3 Sq. / Area
  3034. - [Form: Hammer] 5d6+80 physical damage. Targets that fail their [Reactive Check] are moved up to 3 Sq. away.
  3035.  
  3036. <<Deep Crawler>>: Constant / User
  3037. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target [Halves] [Element: Fire - Light] [Damage], and ignored other effects.
  3038.  
  3039. Boss Talents:
  3040.  
  3041. 〇<<Incurable Sickness>>: Start / Combat Zone / 1# / No Reactive Check
  3042. - The target reduced [Recovery] effects from Talents by 60. This talent does not consume [Timing: Start]. 1/Combat.
  3043.  
  3044. <<Indestructible Body>> + 〇 <<Wave of Impossibility>>: Defense / User
  3045. - Use at any time. The target removes one shift other than [Shift: Downed, Taken Out, Dead], then reduces [Damage] by 20. This talent does not consume [Timing: Defense]. 2/Round.
  3046. <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>: Unique / Combat Zone / 1#
  3047. - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
  3048.  
  3049. ▽★ <<Sacrificial Curse>>: Unique / Combat Zone / 1#
  3050. - Use after Active Check. Change the [Attack Action] to [Target: 1#] and one NPC specified by the user becomes the [Target] (The NPC may still make a [Reactive Check]). This talent cannot be used unless there is an NPC other than the user in the [Combat Zone], and may only be used once per combat (or scene).
  3051.  
  3052. ▽☆<<Lord of Sacrifice>>: Constant / User
  3053. - The target gains +400 {Maximum HP} (Calculated). Additionally, instead of once per combat, the target may use <<Sacrificial Curse>> up to two times per round.
  3054.  
  3055. Event Talents:
  3056.  
  3057. First Event/Distortion:
  3058.  
  3059. <<Overly Strange Magical Energy>>: Constant / User
  3060. - The target gains +50 {Maximum HP}.
  3061.  
  3062. Second Event/Distortion:
  3063.  
  3064. <<Overly Strange Magical Energy>>: Constant / User
  3065. - The target gains +50 {Maximum HP}.
  3066.  
  3067. Explanation:
  3068. *An enormous insect that oversees spirituality transformed into an Aramitama.*
  3069. On Start: Apply <<Mental Disruption>>.
  3070. On Prep: [Combat Move].
  3071. On Attack: Use ▼ three times, and apply <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>.
  3072. Use ▽ in combination when attacked. Apply 〇<<Incurable Sickness>> on the second round.
  3073. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  3074.  
  3075. ----------------------------------------
  3076. Man-Eating Ruins / Class: Chaos / LV: 12 (3)
  3077. Size : 5
  3078. Wits : Clever
  3079. Senses : Domain
  3080. Speech : Yes
  3081. Reaction : Hostile
  3082. ID : 23
  3083. Weakness : [Fire] [Cold] [Wind] [Toxin]
  3084. Movement : Walk
  3085. | ACC | EVA | CNJ | RES | CHK
  3086. {Combat Stats} | 21 | 02 | 27 | 06 | 03
  3087. {Fixed Values} | 28 | 09 | 34 | 13 | 10
  3088. {Initiative} : 53 (20)
  3089. {HP} : 1077
  3090. Armor : 15
  3091. Barrier : 20
  3092.  
  3093. Attack Methods
  3094.  
  3095. ▼ [Weapon Attack]: Physical Attack / Combat Zone / 1#
  3096. - [Element: Cold / Form: Spear] 3d6+60 physical damage.
  3097.  
  3098. <<Illusory Village>>: Start / Combat Zone / Combat Zone / No Reactive Check
  3099. - The target gains -2 to [Reactive Checks].
  3100.  
  3101. <<God Power - Heaven's Return>>: Start / 5 Sq. / 5# / No Reactive Check
  3102. - [Install] the target up to 5 Sq. away.
  3103.  
  3104. ▼ <<Earth Spear>>: Physical Attack / 10 Sq. / 1#
  3105. - [Element: Magnet / Form: Spear] 7d6+80 physical damage.
  3106.  
  3107. ▼ <<Barrier Earthquake>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  3108. - [Element: Magnet / Form: Magic] 5d6+50 magical damage. 1/Round.
  3109.  
  3110. <<Spirit Barrier Fusion>>: Constant / User
  3111. - During the targets [Turn], gain x1 [Timing Attack]. Additionally, [Halve] all [Magical Damage] other than [Range: Engaged].
  3112.  
  3113. Boss Talents:
  3114.  
  3115. <<Puppet>>: Start / Combat Zone / 1#
  3116. - One Target other than the user gains +3 to [Active Checks] and +10 To [Damage Calculation].
  3117.  
  3118. ★ <<Careful Raid>>: Start / Combat Zone / Combat Zone
  3119. - NPCs other than the user change {Wits} to [Clever], and gain +24 {Initiative}.
  3120. B▽ <<Giants Soul>>: Unique / Combat Zone / 1#
  3121. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  3122.  
  3123. 〇 <<Curse Mutation>>: Constant / User
  3124. - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
  3125.  
  3126. A▽ <<Evil Law Mastery>>: Constant / User
  3127. -The target may use <<Giants Soul>> one additional time per round.
  3128.  
  3129. 〇 <<At-Will Magic>>: Constant / User
  3130. - The target gains +50 to {Maximum HP} (Calculated). Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
  3131.  
  3132. ☆ <<Perfect Control>>: Constant / User
  3133. - The target gains +400 {Maximum HP}. Additionally, the targets of <<Careful Raid>> or <<Elite Mutation>> reduce damage from [Targets] other than [Range: Engaged] by 40.
  3134.  
  3135. Event Talents:
  3136.  
  3137. First Event/Distortion:
  3138.  
  3139. <<Overly Strange Magical Energy>>: Constant / User
  3140. - The target gains +50 {Maximum HP}.
  3141.  
  3142. Second Event/Distortion:
  3143.  
  3144. <<Overly Strange Magical Energy>>: Constant / User
  3145. - The target gains +50 {Maximum HP}.
  3146.  
  3147. Explanation:
  3148. *An abandoned village, empowered as an Aramitama.*
  3149. On Start: Apply <<At-Will Magic>> + <<Puppet>> + ★ <<Careful Raid>> + ☆ <<Perfect Control>> + <<Illusory Village>> or <<God Power - Heaven's Return>>.
  3150. On Prep: [Simple Move].
  3151. On Attack: Use ▼.
  3152. use all ▽ when hit with wide-area attacks.
  3153. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  3154.  
  3155. ----------------------------------------
  3156. Dragon Zombie / Class: Chaos / LV: 13 (3)
  3157. Size : 4
  3158. Wits : Clever
  3159. Senses : Magic
  3160. Speech : Yes
  3161. Reaction : Hostile
  3162. ID : 27
  3163. Weakness : [Fire] [Cold] [Light] [Phantom]
  3164. Movement : Walk
  3165. | ACC | EVA | CNJ | RES | CHK
  3166. {Combat Stats} | 21 | 04 | 12 | 16 | 07
  3167. {Fixed Values} | 28 | 11 | 19 | 23 | 14
  3168. {Initiative} : 42 (16)
  3169. {HP} : 949
  3170. Armor : 10
  3171. Barrier : 5
  3172.  
  3173. Attack Methods
  3174.  
  3175. ▼ [Weapon Attack]: Melee Attack / 7 Sq. / 2#
  3176. - [Element: Toxin / Form: Axe] 4d6+50 physical damage.
  3177.  
  3178. ▼ <<Death Dragon Strike>>: Physical Attack / Charge 2 Sq. / Area
  3179. - [Element: Wind / Form: Axe] 5d6+82 physical damage, and the target loses 3d6 {HP}.
  3180.  
  3181. ▼ <<Breaking the Earth>>: Physical Attack / Charge 2 Sq. / Area
  3182. - [Form: Axe] 6d6+122 physical damage.
  3183.  
  3184. <<Writhing Body>>: Unique / User
  3185. - Use on Damage Reduction. The target [Installs] up to 5 Sq. away. 2/Round.
  3186.  
  3187. B <<Toxic Juices>>: End / Engaged / Area / No Reactive Check
  3188. - [Element: Toxic] 4d6+42 magical damage.
  3189.  
  3190. <<Extra Attack II>>: Constant / User
  3191. - During the targets [Turn], gain x2 [Timing: Attack].
  3192.  
  3193. Boss Talents:
  3194.  
  3195. A <<Secret Spiritual Power>>: Start / Combat Zone / 1#
  3196. - When the target performs a [Target: Area - Combat Zone] [Attack Action], change it to [Target: 1#] and the user gains +28 [Damage], and the [Target] [Halves] their [Armor] and [Barrier].
  3197.  
  3198. <<Savage Divinity>>: Constant / User
  3199. - When the target's {HP} becomes 500 or less, gain +1 to [Active Checks]. Additionally, during the targets [Turn], gain x1 [Timing: Attack].
  3200. <<Aura of Despair>>: Constant / User
  3201. - When the target's {HP} becomes 500 or less, the target [Halves] [Damage] from [Weapon Attacks] or [Timing: Attack / Cost: X] talents.
  3202.  
  3203. <<Crest Erosion>>: Constant / User
  3204. - The [Range: Combat Zone / Target 1#] who uses a Talent to cancel a Talent the target uses (such as <<Shadowbind>> or <<Shadow Break>>) loses 5 {Crest}.
  3205.  
  3206. 〇 <<Curse Mutation>>: Constant / User
  3207. - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack]
  3208.  
  3209. ★ <<Deity of Madness>>: Constant / User
  3210. - When the targets HP is 500 or less, each time the target performs [Damage Reduction], they may perform x1 [Weapon Attack] on [Range: Engaged / Target: 1#]. The target may not perform a [Reactive Check].
  3211.  
  3212. ☆ <<Forced Criticality>>: Constant / User
  3213. - The target gains +400 {Maximum HP} (Calculated). Additionally, the target may apply boss talents that have an effect when the remaining HP is 200 or less, instead when their remaining HP is 500 or less.
  3214.  
  3215. Event Talents:
  3216.  
  3217. First Event/Distortion:
  3218.  
  3219. <<Overly Strange Magical Energy>>: Constant / User
  3220. - The target gains +50 {Maximum HP}.
  3221.  
  3222. Second Event/Distortion:
  3223.  
  3224. <<Overly Strange Magical Energy>>: Constant / User
  3225. - The target gains +50 {Maximum HP}.
  3226.  
  3227. Explanation:
  3228. *A dragon corpse, first awakened as an undead then warped into an Aramitama.*
  3229. On Start: Apply <<Secret Spiritual Power>>.
  3230. On Prep: Make a [Combat Move].
  3231. On Attack: Use any ▼ 3 times.
  3232. When Remaining {HP} is 500 or less, apply all of <<Savage Divinity>>, <<Aura of Despair>> and <<Deity of Madness>>.
  3233. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  3234.  
  3235. ----------------------------------------
  3236. Rampaging Leyline / Class: Chaos / LV: 13 (3)
  3237. Size : 5
  3238. Wits : Clever
  3239. Senses : Area
  3240. Speech : Yes
  3241. Reaction : Hostile
  3242. ID : 25
  3243. Weakness : [Shock] [Wind] [Magnet]
  3244. Movement : Walk, Fly, Swim
  3245. | ACC | EVA | CNJ | RES | CHK
  3246. {Combat Stats} | 13 | 02 | 20 | 03 | 08
  3247. {Fixed Values} | 20 | 09 | 27 | 10 | 15
  3248. {Initiative} : 41 (16)
  3249. {HP} : 1005
  3250. Armor : 20
  3251. Barrier : 20
  3252.  
  3253. Attack Methods
  3254.  
  3255. ▼[Weapon Attack]: Ranged Attack / Combat Zone / 3#
  3256. - [Form: Ranged] 5d6+50 physical damage.
  3257.  
  3258. B <<Release Spirit>>: Start / Combat Zone / Combat Zone
  3259. - [Mononoke] specified by the user gain +1 to [Checks] and +5 {Initiative}.
  3260.  
  3261. ▼ <<Leyline Eruption>>: Magical Attack / 10 Sq. / 1# / Cancels
  3262. - [Element: Magnet / Form: Magic] 6d6+80 magical damage, and the target [Halves] their [Barrier].
  3263.  
  3264. <<Exploding Spirit>>: Unique / User
  3265. - Use on Damage Calculation. The target gains +[1d6x10] [Damage]. 1/Round.
  3266.  
  3267. <<Automatic Spirit Barrier>>: Constant / User
  3268. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target always has [Remove: Fallen, Darkness, Poison, Pain, Paralysis].
  3269.  
  3270. Boss Talents:
  3271.  
  3272. <<Variant Appearance>>: Start / Combat Zone / 1#
  3273. - This talent can not target God Hunters. One target other than the user gains [HP] Equal to [user's [LV] x 10 (maximum 100)], and [Armor] and [Barrier] both gain +10 until the end of combat. 2/Combat.
  3274.  
  3275. <<Puppet>>: Start / Combat Zone / 1#
  3276. - One Target other than the user gains +3 to [Active Checks] and +10 To [Damage Calculation].
  3277. ★ <<Intent Alignment>>: Prep / Combat Zone / Combat Zone
  3278. - The user loses 10 HP, and then moves the target 3 Sq. in any direction, ignoring [Engagements] (the target may refuse this effect). This talent does not spend [Prep], but may only be used once per round (or scene).
  3279.  
  3280. <<Skilled Magical Technique>>: Constant / User
  3281. - Except for talents marked ★☆, talents that have a limitation of "May only be used once per combat" instead become "may be used up to a number of times per combat equal to the number of times it was acquired", and may be acquired multiple times.
  3282.  
  3283. 〇 <<At-Will Magic>>: Constant / User
  3284. - The target gains +50 to {Maximum HP} (Calculated). Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
  3285.  
  3286. ☆ <<Force of Will>>: Constant / User
  3287. - The target gains a +400 modifier to {Maximum HP} (Calculated). Additionally, the target may add the following sentence to <<Intent Alignment>>: "In addition, the user may make x1 [Timing: Attack] after moving".
  3288.  
  3289. Event Talents:
  3290.  
  3291. First Event/Distortion:
  3292.  
  3293. <<The Collapse of Heaven And Earth>>: Magical Attack / Combat Zone / Combat Zone / Halves
  3294. - The user gains +3 {Conjure}, then deals [Form: Magic] 2d6+76 magical damage. Additionally, any obstacle that takes at least 1 point is this [Damage] is destroyed. 1/Combat.
  3295.  
  3296. Second Event/Distortion:
  3297.  
  3298. <<Dispersal Setup>>: Prep / User
  3299. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
  3300.  
  3301. Explanation:
  3302. *A leyline that itself became an Aramitama.*
  3303. On Start: Use 〇<<At-Will Magic>> + <<Variant Appearance>> on 2 NPCs, and <<Puppet>> + <<Release Spirit>> on all NPCs,.
  3304. On Prep: [Simple Move], then ★<<Intent Alignment>> + ☆<<Force of Will>>.
  3305. On Attack: Use any ▼ twice, + Apply <<Exploding Spirit>>.
  3306. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  3307.  
  3308. ----------------------------------------
  3309. Immortal Hero / Class: Chaos / LV: 14 (3)
  3310. Size : 3
  3311. Wits : Clever
  3312. Senses : Magic
  3313. Speech : Yes
  3314. Reaction : Hostile
  3315. ID : 27
  3316. Weakness : [Cold] [Shock] [Wind] [Magnet]
  3317. Movement : Walk, Fly
  3318. | ACC | EVA | CNJ | RES | CHK
  3319. {Combat Stats} | 25 | 06 | 09 | 17 | 07
  3320. {Fixed Values} | 32 | 13 | 16 | 24 | 14
  3321. {Initiative} : 58 (21)
  3322. {HP} : 1030
  3323. Armor : 20
  3324. Barrier : 10
  3325.  
  3326. Attack Methods
  3327.  
  3328. ▼[Weapon Attack]: Melee Attack / Charge 2 Sq. / Area
  3329. - [Form: Axe] 6d6+50 physical damage.
  3330.  
  3331. <<Devil's Guidance>>: Start / Combat Zone / Combat Zone
  3332. - When other NPCs perform an [Attack Action], halve the [Armor] and [Barrier] of the target.
  3333.  
  3334. ▼<<Demon Strike>>: Physical Attack / 7 Sq. / 2#
  3335. - [Element: Phantom / Form: Sword] 6d6+100 physical damage. Targets that fail their [Reactive Check] are moved up to 3 Sq. away, and gain [Shift: Fallen].
  3336.  
  3337. <<Bloodstained Hero>>: Constant / User
  3338. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target gains +2 to [Active Checks] against targets with a [Negative Shift].
  3339.  
  3340. Boss Talents:
  3341.  
  3342. ★ <<Intent Alignment>>: Prep / Combat Zone / Combat Zone
  3343. - The user loses 10 HP, and then moves the target 3 Sq. in any direction, ignoring [Engagements] (the target may refuse this effect). This talent does not spend [Prep], but may only be used once per round (or scene).
  3344.  
  3345. <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>: Unique / Combat Zone / 1#
  3346. - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
  3347. B <<Penetrating Impact>>: Unique / Combat Zone / 1#
  3348. - Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. 1/Round.
  3349.  
  3350. A▽ <<Evil Law Mastery>>: Constant / User
  3351. -The target may use <<True Words of Ruin>> one additional time per round.
  3352.  
  3353. 〇 <<Curse Mutation>>: Constant / User
  3354. - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
  3355.  
  3356. ☆ <<Force of Will>>: Constant / User
  3357. - The target gains a +400 modifier to {Maximum HP} (Calculated). Additionally, the target may add the following sentence to <<Intent Alignment>>: "In addition, the user may make x1 [Timing: Attack] after moving".
  3358.  
  3359. Event Talents:
  3360.  
  3361. First Event/Distortion:
  3362.  
  3363. <<Blow of Destruction>>: Physical Attack / Engaged / Area
  3364. - The user gains +3 {Accuracy} and deals [Form: Axe] 5d6+78 physical damage. Targets that fail their {Evade} check may be moved up to 5 Sq, ignoring [Engagements]. 1/Combat.
  3365.  
  3366. Second Event/Distortion:
  3367.  
  3368. 〇 <<The Collapse of the World>>: Constant / User
  3369. - The target gains +50 to {Maximum HP}. Additionally, the target gains [2d6x10] + [User's {Lv} x 5] (Maximum 50) to the [Physical Damage] of <<Blow of Destruction>>.
  3370.  
  3371. Explanation:
  3372. *A great heroic spirit that appeared as an Aramitama.*
  3373. On Start: Apply <<Devil's Guidance>>.
  3374. On Prep: Apply ★<<Intent Alignment>> + ☆<<Force of Will>>, and make a [Combat Move].
  3375. On Attack: Use ▼ + <<Penetrating Impact>>, <<True Words of Ruin>> +〇 <<Elimination of Concepts>> + <<Evil Law Mastery>>.
  3376. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  3377.  
  3378. ----------------------------------------
  3379. Great Dark God / Class: Chaos / LV: 14 (3)
  3380. Size : 5
  3381. Wits : Clever
  3382. Senses : Domain
  3383. Speech : Yes
  3384. Reaction : Hostile
  3385. ID : 35
  3386. Weakness : [Cold] [Shock] [Toxin]
  3387. Movement : Walk, Swim
  3388. | ACC | EVA | CNJ | RES | CHK
  3389. {Combat Stats} | 07 | 07 | 21 | 21 | 09
  3390. {Fixed Values} | 14 | 14 | 28 | 28 | 16
  3391. {Initiative} : 40 (15)
  3392. {HP} : 1050
  3393. Armor : 30
  3394. Barrier : 30
  3395.  
  3396. Attack Methods
  3397.  
  3398. ▼[Weapon Attack]: Magical Attack / 10 Sq. / 1# / Cancels
  3399. - [Element: Magnet / Form: Magic] 5d6+60 magical damage.
  3400.  
  3401. <<Ominous Spirit>>: Start / Combat Zone / Combat Zone / No Reactive Check
  3402. - The target loses one [Spirit Dice]. 1/Combat.
  3403.  
  3404. ▼<<Evil Wind Storm>>: Magical Attack / Combat Zone / 1# / Cancels
  3405. - [Element: Wind / Form: Magic] 6d6+90 magical damage, and the target reduces [Barrier] by 30.
  3406.  
  3407. ▼<<Dark Spirit Wave>>: Magical Attack / Comat Zone / Combat Zone / Cancels
  3408. - [Element: Phantom / Form: Magic] 6d6+60 magical damage. 1/Round.
  3409.  
  3410. ▽<<Giant Self>>: Unique / Combat Zone / 1#
  3411. - Use on Damage Reduction. Change the [Attack Action] to [Target: 1#], and the user takes the [Damage] and other effects (Treat as though {Resist] check had failed).
  3412.  
  3413. ▽<<Spirit of the Dark God>>: Constant / User
  3414. - During the targets [Turn], gain x1 [Timing: Attack], and the target may make [Magical Attacks] after a [Combat Move]. Additionally, while the target is [Ready], gain +20 [Armor] and [Barrier].
  3415.  
  3416. Boss Talents:
  3417.  
  3418. A <<Dispersal Setup>>: Prep / User
  3419. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
  3420.  
  3421. ▽〇 <<Magic Mirror>>: Unique / Combat Zone / 1#
  3422. - Use on damage calculation. The target receives [Damage] calculated by themselves (No Reactive Check). 1/Session.
  3423. B ▽ <<Giants Soul>>: Unique / Combat Zone / 1#
  3424. - Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). 1/Round.
  3425.  
  3426. ▽<<Evil Law Mastery>>: Constant / User
  3427. -The target may use <<Giants Soul>> one additional time per round.
  3428.  
  3429. 〇 <<Boundary Shield>>: Constant / User
  3430. - While the target is [Ready], reduce [Damage] by 30.
  3431.  
  3432. ★ <<High-Level Presence>>: Constant / User
  3433. - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
  3434.  
  3435. ☆ <<Cursed Body>>: Constant / User
  3436. - The target gains +300 {Maximum HP} (Calculated). Additionally, when the target receives a negative [Shift] other than [Shift: Downed, Taken Out, Dead], remove the [Shift] and [Range / Target: Combat Zone] loses 3d6 {HP}.
  3437.  
  3438. Event Talents:
  3439.  
  3440. First Event/Distortion:
  3441.  
  3442. <<Overly Strange Magical Energy>>: Constant / User
  3443. - The target gains +50 {Maximum HP}.
  3444.  
  3445. Second Event/Distortion:
  3446.  
  3447. <<Overly Strange Magical Energy>>: Constant / User
  3448. - The target gains +50 {Maximum HP}.
  3449.  
  3450. Explanation:
  3451. *A mighty deity that became an Aramitama.*
  3452. On Start: Apply <<Ominous Spirit>>.
  3453. On Prep: Apply <<Dispersal Setup>>.
  3454. On Attack: Use any ▼.
  3455. Combine ▽ when attacked.
  3456. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  3457.  
  3458. ----------------------------------------
  3459. Incarnation of Storms / Class: Chaos / LV: 15 (3)
  3460. Size : 5
  3461. Wits : Clever
  3462. Senses : Domain
  3463. Speech : Yes
  3464. Reaction : Hostile
  3465. ID : 25
  3466. Weakness : [Fire] [Magnet] [Phantom] [Toxin]
  3467. Movement : Walk, Fly
  3468. | ACC | EVA | CNJ | RES | CHK
  3469. {Combat Stats} | 26 | 23 | 02 | 08 | 04
  3470. {Fixed Values} | 33 | 30 | 09 | 15 | 11
  3471. {Initiative} : 62 (23)
  3472. {HP} : 1066
  3473. Armor : 20
  3474. Barrier : 20
  3475.  
  3476. Attack Methods
  3477.  
  3478. ▼ [Weapon Attack]: Melee Attack / Charge 6 Sq. / 1#
  3479. - [Form: Spear] 5d6+75 Physical damage.
  3480.  
  3481. <<Avatar of Storms>>: Start / 7 Sq. / Area / No Reactive Check
  3482. - The target gains one of [Shift: Darkness - Fallen].
  3483.  
  3484. ▼ <<Wind Blast>>: Physical Attack / Combat Zone / 1#
  3485. - [Element: Wind / Form: Sword] 6d6+120 physical damage.
  3486.  
  3487. ▼ <<Aragami Gale>>: Physical Attack / Combat Zone / Combat Zone
  3488. - [Form: Axe] 6d6+60 physical damage. 1/Round.
  3489.  
  3490. ▽ <<Wind God Protection>>: Defense / Engaged / 1#
  3491. - Use on Damage Reduction. The target gains +10 [Armor] and [Barrier].
  3492.  
  3493. <<Divine Gale>>: Constant / User
  3494. - During the targets [Turn], gain x2 [Timing: Attack].
  3495.  
  3496. Boss Talents:
  3497.  
  3498. ★ <<Spiritual Overload>>: Start / Combat Zone / Combat Zone / No Reactive Check
  3499. - The target adds [1] to the [Cost] when using [Talents] other than [Timing: Constant]. 1/Combat.
  3500.  
  3501. B <<Dispersal Setup>>: Prep / User
  3502. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
  3503. <<Penetrating Impact>>: Unique / Combat Zone / 1#
  3504. - Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. 1/Round.
  3505.  
  3506. 〇<<Atrocious Strike>>: Unique / Engaged / 1#
  3507. - Use While Active. The user loses 20 HP, then installs the [Target] up to 5 Sq. from their current position. Additionally, the target loses [1d6x5] HP. 1/Round.
  3508.  
  3509. ▽<<Evil Law Mastery>>: Constant / User
  3510. -The target may use <<Penetrating Impact>> one additional time per round.
  3511.  
  3512. <<Overly Strange Magical Energy>>: Constant / User
  3513. - The target gains +50 {Maximum HP} (Calculated).
  3514.  
  3515. 〇 <<Curse Mutation>>: Constant / User
  3516. - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
  3517.  
  3518. ☆ <<Special Attack Resistance>>: Constant / User
  3519. - The target gains +200 {Maximum HP} (CalculateD). Additionally, the target reduces damage from [Weapon Attacks or Special Attacks] by 75.
  3520.  
  3521. Event Talents:
  3522.  
  3523. First Event/Distortion:
  3524.  
  3525. <<Overly Strange Magical Energy>>: Constant / User
  3526. - The target gains +50 {Maximum HP}.
  3527.  
  3528. Second Event/Distortion:
  3529.  
  3530. <<Spirit Interceptor>: Start / Combat Zone / Combat Zone
  3531. - The target cannot be the [Target] of [Timing: Attack / Target: 2#+] Talents, including [Area - Combat Zone]. 1/Session.
  3532.  
  3533. Explanation:
  3534. *A high-ranking wind god that became an Aramitama.*
  3535. On Start: Apply <<Spiritual Overload>> or <<Avatar of Storms>>.
  3536. On Prep: Apply <<Dispersal Setup>> and make a [Simple Move].
  3537. On Attack: ▼ + <<Penetrating Impact>> + <<Evil Law Mastery>>.
  3538. Use ▽ when attacked.
  3539. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  3540.  
  3541. ----------------------------------------
  3542. Spirit Pruner / Class: Chaos / LV: 15 (3)
  3543. Size : 3
  3544. Wits : Clever
  3545. Senses : Domain
  3546. Speech : Yes
  3547. Reaction : Hostile
  3548. ID : 15
  3549. Weakness : [Shock] [Wind] [Magnet]
  3550. Movement :
  3551. | ACC | EVA | CNJ | RES | CHK
  3552. {Combat Stats} | 12 | 09 | 22 | 16 | 06
  3553. {Fixed Values} | 19 | 16 | 29 | 23 | 13
  3554. {Initiative} : 70 (25)
  3555. {HP} : 1083
  3556. Armor : 5
  3557. Barrier : 5
  3558.  
  3559. Attack Methods
  3560.  
  3561. ▼ [Weapon Attack]: Magical Attack / 10 Sq. / 1# / Cancels
  3562. - [Element: Shock / Form: Magic] 3d6+66 magical damage.
  3563.  
  3564. <<Divine Power - Causality>>: Start / Combat Zone / Combat Zone
  3565. - The target gains +2 to [Checks].
  3566.  
  3567. ▼ <<Judgment>>: Magical Attack / Combat Zone / 1# / Cancels
  3568. - [Element: Light / Form: Magic] 6d6+100 magical damage. 1/Round.
  3569.  
  3570. A▼ <<Spirit Termination>>: Magical Attack / 10 Sq. / 1# / Cancels
  3571. - [Form: Magic] 6d6+120 magical damage. If the target is a [Mononoke], reduce its {HP} to 0. 1/Round.
  3572.  
  3573. <<Forced Decision>>: Unique / Combat Zone / 1#
  3574. - The target exchanges their [Result] with the user. 1/Combat.
  3575.  
  3576. ▽ <<Death God>>: Constant / User
  3577. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target gains +20 [Armor] and [Barrier] against [Damage] that does not have an [Element].
  3578.  
  3579. Boss Talents:
  3580.  
  3581. B <<Dispersal Setup>>: Prep / User
  3582. - The target increases the [Target] of their [Timing: Attack] [Attack Actions] by +2#.
  3583.  
  3584. ▼ <<Winds of Death>> + 〇<<Whirlwind of Death>>: Physical Attack / 10 Sq. / 4#
  3585. - The user performs a [Weapon Attack]. If the target is a [Mononoke], roll a D6 and if the result is other than 1 or 2, that target gains [Shift: Dead]. 2/Round.
  3586. ▼ <<Ultimate Magic>>: Magical Attack / 7 Sq. / 1# / Halves
  3587. - Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+74 magical damage. 1/Round.
  3588.  
  3589. <<Overly Strange Magical Energy>>: Constant / User
  3590. - The target gains +50 {Maximum HP} (Calculated).
  3591.  
  3592. <<Aura of Despair>>: Constant / User
  3593. - When the target's {HP} becomes 500 or less, the target [Halves] [Damage] from [Weapon Attacks] or [Timing: Attack / Cost: X] talents.
  3594.  
  3595. ★ <<High-Level Presence>>: Constant / User
  3596. - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
  3597.  
  3598. ☆ <<Forced Criticality>>: Constant / User
  3599. - The target gains +400 {Maximum HP} (Calculated). Additionally, the target may apply boss talents that have an effect when the remaining HP is 200 or less, instead when their remaining HP is 500 or less.
  3600.  
  3601. Event Talents:
  3602.  
  3603. First Event/Distortion:
  3604.  
  3605. <<Overly Strange Magical Energy>>: Constant / User
  3606. - The target gains +50 {Maximum HP}.
  3607.  
  3608. Second Event/Distortion:
  3609.  
  3610. <<Savage Divinity>>: Constant / User
  3611. - When the target's {HP} becomes 500 or less, gain +1 to [Active Checks]. Additionally, during the targets [Turn], gain x1 [Timing: Attack].
  3612.  
  3613. Explanation:
  3614. *A god of death and the underworld turned into an Aramitama.*
  3615. On Start: Apply <<Divine Power - Causality>>.
  3616. On Prep: Make a [Simple Move] and apply <<Dispersal Setup>>.
  3617. On Attack: Use ▼ according to the situation.
  3618. Combine all ▽ when attacked.
  3619. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  3620.  
  3621. ----------------------------------------
  3622. Undersea Calamity / Class: Chaos / LV: 16 (4)
  3623. Size : 5
  3624. Wits : Clever
  3625. Senses : Domain
  3626. Speech : Yes
  3627. Reaction : Hostile
  3628. ID : 28
  3629. Weakness : [Fire] [Shock] [Magnet]
  3630. Movement : Walk, Swim
  3631. | ACC | EVA | CNJ | RES | CHK
  3632. {Combat Stats} | 23 | 03 | 02 | 20 | 04
  3633. {Fixed Values} | 30 | 10 | 09 | 27 | 11
  3634. {Initiative} : 53 (20)
  3635. {HP} : 1137
  3636. Armor : 20
  3637. Barrier : 20
  3638.  
  3639. Attack Methods
  3640.  
  3641. ▼[Weapon Attack]: Melee Attack / 10 Sq. / 2#
  3642. - [Form: Spear] 6d6+70 physical damage. [Additional Effect]: After [Damage Calculation], [Install] the target up to 3 Sq. away.
  3643.  
  3644. A <<Overload>>: Start / Combat Zone / Combat Zone / No Reactive Check
  3645. - The target must spend an extra [Spirit Dice] when using [Talents].
  3646.  
  3647. ▼ <<Massive Tentacle>>: Physical Attack / 9 Sq. / 2#
  3648. - [Element: Toxin / Form: Spear] 6d6+120 physical damage. Targets who fail their [Reactive Check] gain -3 {Initiative} (To a minimum of 0). This effect may stack (up to a maximum of -9). 3/Round.
  3649.  
  3650. B <<Toxic Blood>>: End / 4 Sq. / Area / No Reactive Check
  3651. - [Element: Toxin] 5d6+50 magical damage.
  3652.  
  3653. ▽ <<Anti-God Beast>>: Constant / User
  3654. - During the targets [Turn], gain x2 [Timing: Attack], and after [Timing: End] the target [Recovers] 30 {HP}. Additionally, the target reduces [Damage] from targets other than [Range: Engaged] by 30.
  3655.  
  3656. Boss Talents:
  3657.  
  3658. ▼ <<Blow of Destruction>> + ○ <<The Collapse of the World>>: Physical Attack / Engaged / Area
  3659. - The target gains +50 {Maximum HP} (Calculated). The user gains +3 {Accuracy} and deals [Form: Spear] 92+[2d6x10] physical damage. Targets that fail their {Evade} check may be moved up to 5 Sq, ignoring [Engagements]. 3/Combat.
  3660. <<Skilled Magical Technique>>: Constant / User
  3661. - Except for talents marked ★☆, talents that have a limitation of "May only be used once per combat" instead become "may be used up to a number of times per combat equal to the number of times it was acquired", and may be acquired multiple times.
  3662.  
  3663. ▽ 〇 <<Curse Mutation>>: Constant / User
  3664. - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
  3665.  
  3666. ★ <<High-Level Presence>>: Constant / User
  3667. - The target gains +100 {Maximum HP} (Calculated), and x1 [Timing: Attack] during its turn.
  3668.  
  3669. ☆ <<Absolute Belief>>: Constant / USer
  3670. - The target gains +200 to {Maximum HP} (Calculated). Additionally, the target may cancel one of the effects of a [Timing: Unique] talent that targets it. 2/Round.
  3671.  
  3672. Event Talents:
  3673.  
  3674. First Event/Distortion:
  3675.  
  3676. <<Overly Strange Magical Energy>>: Constant / User
  3677. - The target gains +50 {Maximum HP}.
  3678.  
  3679. Second Event/Distortion:
  3680.  
  3681. <<Overly Strange Magical Energy>>: Constant / User
  3682. - The target gains +50 {Maximum HP}.
  3683.  
  3684. Explanation:
  3685. *A great deep-sea god manifesting as an Aramitama.*
  3686. On Start: Apply <<Overload>>.
  3687. On Prep: Make a [Combat Move].
  3688. On Attack: Use any ▼.
  3689. Use ☆ <<Absolute Belief>> if the PCs attempt to cancel <<Overload>>.
  3690. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  3691.  
  3692. ----------------------------------------
  3693. Deity of Madness / Class: Chaos / LV: 16 (4)
  3694. Size : 3
  3695. Wits : Clever
  3696. Senses : Domain
  3697. Speech : Yes
  3698. Reaction : Hostile
  3699. ID : 26
  3700. Weakness : [Fire] [Cold] [Wind] [Toxin]
  3701. Movement : Walk
  3702. | ACC | EVA | CNJ | RES | CHK
  3703. {Combat Stats} | 07 | 02 | 29 | 23 | 04
  3704. {Fixed Values} | 14 | 09 | 36 | 30 | 11
  3705. {Initiative} : 64 (23)
  3706. {HP} : 1196
  3707. Armor : 25
  3708. Barrier : 5
  3709.  
  3710. Attack Methods
  3711.  
  3712. ▼[Weapon Attack]: Magical Attack / 7 Sq. / 3# / Cancels
  3713. - [Element: Magnet / Form: Magic] 3d6+75 magical damage.
  3714.  
  3715. <<Unstable Terrain>>: Start / Combat Zone / Combat Zone / No Reactive Check
  3716. - The user places the target up to 5 Sq. away. This talent does not consume [Start]. 1/Round.
  3717.  
  3718. ▼<<Ray System of Gods Might>>: Magical Attack / Combat zone / 2# / Cancels
  3719. - [Element: Magnet / Form: Magic] 6d6+110 magical damage. 2/Round.
  3720.  
  3721. ▼<<Madness God Spirit>>: Magical Attack / Combat Zone / 1# / Cancels
  3722. - Non-user targets [Recover] 50 [Magical Damage]. 1/Round.
  3723.  
  3724. <<Governor of the Earth>>: During the targets [Turn], gain x2 [Timing: Attack], and the target may perform [Magical Attacks] after a [Combat Move]. Additionally, the target always has [Remove: Darkness - Poison - Pain - Paralysis].
  3725.  
  3726. Boss Talents:
  3727.  
  3728. ★ <<Careful Raid>>: Start / Combat Zone / Combat Zone
  3729. - NPCs other than the user change {Wits} to [Clever], and gain +32 {Initiative}.
  3730.  
  3731. <<Soul Smash>> + 〇 <<Crest Annihilation>>: Unique / User
  3732. - Use when the target declares a [Timing: Attack] Talent. Targets that succeeds at the [Reactive Check] for the [Attack Action] lose 3d6 {Crest}. Targets that fail at the [Reactive Check] exhaust 2 [Spirit Dice]. 2/Combat.
  3733. B <<Penetrating Impact>>: Unique / Combat Zone / 1#
  3734. - Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. 1/Round.
  3735.  
  3736. <<Skilled Magical Technique>>: Constant / User
  3737. - Except for talents marked ★☆, talents that have a limitation of "May only be used once per combat" instead become "may be used up to a number of times per combat equal to the number of times it was acquired", and may be acquired multiple times.
  3738.  
  3739. ▽<<Evil Law Mastery>>: Constant / User
  3740. -The target may use <<Penetrating Impact>> one additional time per round.
  3741.  
  3742. ☆ <<Perfect Control>>: Constant / User
  3743. - The target gains +400 {Maximum HP}. Additionally, the targets of <<Careful Raid>> or <<Elite Mutation>> reduce damage from [Targets] other than [Range: Engaged] by 40.
  3744.  
  3745. Event Talents:
  3746.  
  3747. First Event/Distortion:
  3748.  
  3749. <<Overly Strange Magical Energy>>: Constant / User
  3750. - The target gains +50 {Maximum HP}.
  3751.  
  3752. Second Event/Distortion:
  3753.  
  3754. <<Overly Strange Magical Energy>>: Constant / User
  3755. - The target gains +50 {Maximum HP}.
  3756.  
  3757. Explanation:
  3758. *A high-ranking god and master that became an Aramitama.*
  3759. On Start: Apply <<Unstable Terrain>> + ★ <<Careful Raid>> + ☆ <<Perfect Control>>.
  3760. On Prep: Make a [Combat Move] + apply <<Governor of the Earth>>.
  3761. On Attack: Use any ▼ + <<Penetrating Impact>> + <<Evil Law Mastery>> + <<Soul Smash>> + <<Crest Annihilation>>.
  3762. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  3763.  
  3764. ----------------------------------------
  3765. Scripture of Destruction / Class: Chaos / LV: 17 (4)
  3766. Size : 2
  3767. Wits : Clever
  3768. Senses : Domain
  3769. Speech : Yes
  3770. Reaction : Hostile
  3771. ID : 25
  3772. Weakness : [Fire] [Cold] [Wind]
  3773. Movement : Walk, Fly
  3774. | ACC | EVA | CNJ | RES | CHK
  3775. {Combat Stats} | 08 | 09 | 24 | 24 | 07
  3776. {Fixed Values} | 15 | 16 | 31 | 31 | 14
  3777. {Initiative} : 66 (24)
  3778. {HP} : 1175
  3779. Armor : 30
  3780. Barrier : 10
  3781.  
  3782. Attack Methods
  3783.  
  3784. ▼[Weapon Attack]: Magical Attack / 10 Sq. / 4# / Cancels
  3785. - [Element: Shocck / Form: Magic] 2d6+74 magical damage.
  3786.  
  3787. <<Evil Sutra>>: Start / Combat Zone / Combat Zone
  3788. - NPCs other than the user gain +10 [Armor], [Barrier] and {Initiative}.
  3789.  
  3790. <<Forbidden Secrets>>: Prep / Combat Zone / 1# / No Reactive Check
  3791. - Remove all [Negative Shifts] except [Downed, Taken Out, Dead].
  3792.  
  3793. ▼<<Concept - Word Spirit>>: Magical Attack / Combat Zone / 3# / Cancels
  3794. - [Element: Phantom / Form: Magic] 6d6+120 magical damage. Targets may not apply "reduce damage by x#" effects.
  3795.  
  3796. ▼<<World-Breaking Magic>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  3797. - [Element: Light / Form: Magic] 7d6+70 magical damage. 1/round.
  3798.  
  3799. <<Infinite Casting>>: Constant / User
  3800. - During the targets [Turn], gain x1 [Timing: Attack]. Additionally, the target gains +10 [Magical Damage] against targets who are [Ready].
  3801.  
  3802. Boss Talents:
  3803.  
  3804. <<Variant Appearance>>: Start / Combat Zone / 1#
  3805. - This talent can not target God Hunters. One target other than the user gains [HP] Equal to [user's [LV] x 10 (maximum 100)], and [Armor] and [Barrier] both gain +10 until the end of combat. 1/Combat.
  3806.  
  3807. ★ <<Careful Raid>>: Start / Combat Zone / Combat Zone
  3808. - NPCs other than the user change {Wits} to [Clever], and gain +34 {Initiative}.
  3809. B〇 <<Ki Diffusal>>: Unique / 7 Sq. / 1#
  3810. - The user loses 10 {HP}, then the target gains a -[1d6x10] modifier to [Damage] or [Recovery] effects. 1/Round.
  3811.  
  3812. <<Skilled Magical Technique>>: Constant / User
  3813. - Except for talents marked ★☆, talents that have a limitation of "May only be used once per combat" instead become "may be used up to a number of times per combat equal to the number of times it was acquired", and may be acquired multiple times.
  3814.  
  3815. ▽<<Evil Law Mastery>>: Constant / User
  3816. -The target may use <<Ki Diffusal>> one additional time per round.
  3817.  
  3818. 〇 <<At-Will Magic>>: Constant / User
  3819. - The target gains +50 to {Maximum HP} (Calculated). Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
  3820.  
  3821. ☆ <<Perfect Control>>: Constant / User
  3822. - The target gains +400 {Maximum HP}. Additionally, the targets of <<Careful Raid>> or <<Elite Mutation>> reduce damage from [Targets] other than [Range: Engaged] by 40.
  3823.  
  3824. Event Talents:
  3825.  
  3826. First Event/Distortion:
  3827.  
  3828. <<Hidden Depths>> (A): Prep / User
  3829. - The target gains +1 to [Active Checks] and +34 to [Damage]. 1/Combat.
  3830.  
  3831. Second Event/Distortion:
  3832.  
  3833. <<Hidden Depths>> (B): Prep / User
  3834. - The target gains +1 to [Active Checks] and +18 to [Damage]. 1/Combat.
  3835.  
  3836. Explanation:
  3837. *A written prophecy of destruction contained within a regalia, brought to life as an Aramitama.*
  3838. On Start: Apply <<Variant Appearance>> to two defender NPCs. Then apply <<At-Will Magic>>, + ★<<Careful Raid>> + <<Evil Sutra>>.
  3839. On Prep: [Simple Move]
  3840. On Attack: Use ▼, applying <<Infinite Casting>> if possible.
  3841. If the target makes a wide-area attack, apply 〇 <<Ki Diffusal>> + <<Evil Law Mastery>>.
  3842. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  3843.  
  3844. ----------------------------------------
  3845. Ancient Evil / Class: Chaos / LV: 17 (4)
  3846. Size : 2
  3847. Wits : Clever
  3848. Senses : Domain
  3849. Speech : Yes
  3850. Reaction : Hostile
  3851. ID : 29
  3852. Weakness : [Shock] [Magnet] [Light]
  3853. Movement : Walk, Fly
  3854. | ACC | EVA | CNJ | RES | CHK
  3855. {Combat Stats} | 25 | 25 | 06 | 08 | 05
  3856. {Fixed Values} | 32 | 32 | 13 | 15 | 12
  3857. {Initiative} : 66 (24)
  3858. {HP} : 1160
  3859. Armor : 30
  3860. Barrier : 30
  3861.  
  3862. Attack Methods
  3863.  
  3864. ▼[Weapon Attack]: Melee Attack / Engaged / 1#
  3865. - [Form: Sword] 3d6+75 physical damage.
  3866.  
  3867. <<Evil God Advent>>: Start / User
  3868. - The target gains +1 {Accuracy} and +25 [Physical Damage].
  3869.  
  3870. ▼<<Evil God Ritual>>: Physical Attack / Combat Zone / 3#
  3871. - [Element: Shock / Form: Axe] 6d6+115 physical damage, and the target [Halves] their [Armor].
  3872.  
  3873. A <<Sacred Treasure's Power>>: Unique / Combat Zone / 1#
  3874. - Use when the target declares a Talent. Cancel the effect of a [Timing: Unique] talent used by the target. 2/Round.
  3875.  
  3876. <<One Pillar of Former Rulers>>: Constant / User
  3877. - During the targets [Turn], gain x2 [Timing: Attack]. Additonally, the target [Halves] [Damage] while [Not Ready].
  3878.  
  3879. Boss Talents:
  3880.  
  3881. ★ <<Intent Alignment>>: Prep / Combat Zone / Combat Zone
  3882. - The user loses 10 HP, and then moves the target 3 Sq. in any direction, ignoring [Engagements] (the target may refuse this effect). This talent does not spend [Prep], but may only be used once per round (or scene).
  3883.  
  3884. ▼ <<Blow of Destruction>> + ○ <<The Collapse of the World>>: Physical Attack / Engaged / Area
  3885. - The target gains +50 {Maximum HP} (Calculated). The user gains +3 {Accuracy} and deals [Form: Spear] 94+[2d6x10] physical damage. Targets that fail their {Evade} check may be moved up to 5 Sq, ignoring [Engagements]. 3/Combat.
  3886. <<Skilled Magical Technique>>: Constant / User
  3887. - Except for talents marked ★☆, talents that have a limitation of "May only be used once per combat" instead become "may be used up to a number of times per combat equal to the number of times it was acquired", and may be acquired multiple times.
  3888.  
  3889. <<Fearsome Strike>>: Unique / User
  3890. - Use after having used [Timing: Attack]. The target may move up to 4 Sq. ignoring [Engagements], then may make one more [Timing: Attack]. 1/Combat.
  3891.  
  3892. ☆ <<Force of Will>>: Constant / User
  3893. - The target gains a +400 modifier to {Maximum HP} (Calculated). Additionally, the target may add the following sentence to <<Intent Alignment>>: "In addition, the user may make x1 [Timing: Attack] after moving".
  3894.  
  3895. Event Talents:
  3896.  
  3897. First Event/Distortion:
  3898.  
  3899. <<Hidden Depths>>: Prep / User
  3900. - The target gains +1 to [Active Checks] and +34 to [Damage]. 1/Combat.
  3901.  
  3902. Second Event/Distortion:
  3903.  
  3904. 〇 <<Boundary Shield>>: Constant / User
  3905. - While the target is [Ready], reduce [Damage] by 30.
  3906.  
  3907. Explanation:
  3908. *A sealed aramitama, told of in ancient traditions.*
  3909. On Start: Apply <<Evil God Advent>>.
  3910. On Prep: Apply ★ <<Intent Alignment>> + ☆ <<Force of Will>>. Afterwards, [Combat Move] away from the PCs.
  3911. On Attack: Use any ▼.
  3912. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  3913.  
  3914. ----------------------------------------
  3915. Ruin-Caller Superman / Class: Chaos / LV: 18 (4)
  3916. Size : 2
  3917. Wits : Clever
  3918. Senses : Domain
  3919. Speech : Yes
  3920. Reaction : Hostile
  3921. ID : 33
  3922. Weakness : [Wind] [Toxin] [Phantom]
  3923. Movement : Walk, Fly, Swim
  3924. | ACC | EVA | CNJ | RES | CHK
  3925. {Combat Stats} | 28 | 06 | 28 | 06 | 04
  3926. {Fixed Values} | 33 | 13 | 35 | 13 | 11
  3927. {Initiative} : 73 (26)
  3928. {HP} : 1130
  3929. Armor : 20
  3930. Barrier : 20
  3931.  
  3932. Attack Methods
  3933.  
  3934. ▼[Weapon Attack]: Melee Attack / 7 Sq. / 3#
  3935. - [Form: Sword] 6d6+60 physical damage.
  3936.  
  3937. ▼<<Transcendent Secret>>: Physical Attack / Combat Zone / 3#
  3938. - [Element: Wind / Form: Axe] 6d6+130 physical damage, and the target [Halves] their [Armor].
  3939.  
  3940. ▼<<Forbidden Power>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  3941. - [Element: Phantom / Form: Magic] 6d6+110 magical damage. 1/Round.
  3942.  
  3943. A <<Breakout Technique>>: Unique / Combat Zone / 1#
  3944. - Use when the target declares a [Talent]. Cancel the effect of one [Timing: Start or Unique] talent used by the target. 1/Round.
  3945.  
  3946. ▽ <<Skill Return>>: Unique / Combat Zone / 1#
  3947. - Use on Damage Calculation. The target takes [Damage] calculated by themselves. 1/Session.
  3948.  
  3949. ▽ <<Transcendence>>: Constant / User
  3950. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target [Halves] [Damage] while [Ready].
  3951.  
  3952. Boss Talents:
  3953.  
  3954. <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>: Unique / Combat Zone / 1#
  3955. - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
  3956.  
  3957. B▽〇 <<Magic Mirror>>: Unique / Combat Zone / 1#
  3958. - Use on damage calculation. The target receives [Damage] calculated by themselves (No Reactive Check). 1/Session.
  3959. ▽★ <<Sacrificial Curse>>: Unique / Combat Zone / 1#
  3960. - Use after Active Check. Change the [Attack Action] to [Target: 1#] and one NPC specified by the user becomes the [Target] (The NPC may still make a [Reactive Check]). This talent cannot be used unless there is an NPC other than the user in the [Combat Zone], and may only be used once per combat (or scene).
  3961.  
  3962. ☆<<Lord of Sacrifice>>: Constant / User
  3963. - The target gains +400 {Maximum HP} (Calculated). Additionally, instead of once per combat, the target may use <<Sacrificial Curse>> up to two times per round.
  3964.  
  3965. <<Forced Sealing>> End / Combat Zone / 1#
  3966. - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
  3967.  
  3968. <<Evil Law Mastery>>: Constant / User
  3969. -The target may use <<True Words of Ruin>> one additional time per round.
  3970.  
  3971. ▽ 〇 <<Curse Mutation>>: Constant / User
  3972. - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
  3973.  
  3974. ☆<<Lord of Sacrifice>>: Constant / User
  3975. - The target gains +400 {Maximum HP} (Calculated). Additionally, instead of once per combat, the target may use <<Sacrificial Curse>> up to two times per round.
  3976.  
  3977. Event Talents:
  3978.  
  3979. First Event/Distortion:
  3980.  
  3981. <<Overly Strange Magical Energy>>: Constant / User
  3982. - The target gains +50 {Maximum HP}.
  3983.  
  3984. Second Event/Distortion:
  3985. <<Overly Strange Magical Energy>>: Constant / User
  3986. - The target gains +50 {Maximum HP}.
  3987.  
  3988. Explanation:
  3989. *A superhuman with world-altering powers that became an Aramitama.*
  3990. On Prep: Gain distance with a [Combat Move].
  3991. On Attack: Use any ▼ + <<True Words of Ruin>> + 〇 <<Elimination of Concepts>> + <<Evil Law Mastery>>.
  3992. When hit with wide-area attacks, use ▽★ <<Sacrificial Curse>> + ☆<<Lord of Sacrifice>>.
  3993. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  3994.  
  3995. ----------------------------------------
  3996. Apocalypse Serpent God / Class: Chaos / LV: 18 (4)
  3997. Size : 3
  3998. Wits : Clever
  3999. Senses : Domain
  4000. Speech : Yes
  4001. Reaction : Hostile
  4002. ID : 40
  4003. Weakness : [Fire] [Cold] [Shock] [Magnet]
  4004. Movement : Walk, Fly
  4005. | ACC | EVA | CNJ | RES | CHK
  4006. {Combat Stats} | 29 | 27 | 10 | 05 | 05
  4007. {Fixed Values} | 36 | 34 | 17 | 12 | 12
  4008. {Initiative} : 72 (26)
  4009. {HP} : 1231
  4010. Armor : 20
  4011. Barrier : 20
  4012.  
  4013. Attack Methods
  4014.  
  4015. ▼[Weapon Attack]: Melee Attack / 6 Sq. / 6#
  4016. - [Element: Toxin / Form: Hammer] 6d6+60 physical damage.
  4017.  
  4018. ▼<<Snake God Combat Arts>>: Physical Attack / Charge 6 Sq. / Area
  4019. - [Element: Toxin / Form: Axe] 6d6+130 physical damage, and targets may not apply "Reduce damage by x#" effects.
  4020.  
  4021. ▼<<God-Killing Poison Fang>>: Physical Attack / Engaged / Area
  4022. - [Form: Sword] 5d6+150 physical damage. If the target is a mononoke, reduce their {HP} to 0. 1/Round.
  4023.  
  4024. ▼<<Spiral Snake Invitation>>: Physical Attack / Combat Zone / Combat Zone
  4025. - [Form: Spear] 7d6+70 physical damage. 1/Round.
  4026.  
  4027. <<Snakefather>>: Constant / User
  4028. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target recovers 20 {HP} each [Damage Reduction].
  4029.  
  4030. Boss Talents:
  4031.  
  4032. ★ <<Elite Mutation>>: Start / Combat Zone / Combat Zone
  4033. - NPCs other than the user change {Wits} to [Clever], gain +3 to [Active Checks], and the target removes "x#" from its name.
  4034.  
  4035. B〇 <<Demon Seikuken>>: Unique / Engaged / 1#
  4036. - Use at Any Time. The user performs a [Difficulty: 36] [Physical Attack] that deals [Form: Sword] 4d6+108 Physical Damage. 1/Round.
  4037. 〇<<Atrocious Strike>>: Unique / Engaged / 1#
  4038. - Use While Active. The user loses 20 HP, then installs the [Target] up to 5 Sq. from their current position. Additionally, the target loses [1d6x5] HP. 1/Round.
  4039.  
  4040. ▽ <<Returning Souls>>: Unique / User
  4041. - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check]. 1/Round.
  4042.  
  4043. A <<Evil Law Mastery>>: Constant / User
  4044. -The target may use <<Demon Seikuken>> one additional time per round.
  4045.  
  4046. ▽〇 <<Intercept Position>>: Constant / User
  4047. - The target adds +2d6 to the damage of their [Weapon Attacks]. In addition, the target is able to use <<Returning Souls>> an additional time per round.
  4048.  
  4049. ▽〇 <<Curse Mutation>>: Constant / User
  4050. - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
  4051.  
  4052. ☆ <<Perfect Control>>: Constant / User
  4053. - The target gains +400 {Maximum HP}. Additionally, the targets of <<Careful Raid>> or <<Elite Mutation>> reduce damage from [Targets] other than [Range: Engaged] by 40.
  4054.  
  4055. Event Talents:
  4056.  
  4057. First Event/Distortion:
  4058.  
  4059. <<Overly Strange Magical Energy>>: Constant / User
  4060. - The target gains +50 {Maximum HP}.
  4061.  
  4062. Second Event/Distortion:
  4063.  
  4064. <<Overly Strange Magical Energy>>: Constant / User
  4065. - The target gains +50 {Maximum HP}.
  4066.  
  4067. Explanation:
  4068. *A god of snakes and dragons that became an Aramitama.*
  4069. On Start: Apply ★ <<Elite Mutation>> + ☆ <<Perfect Control>>.
  4070. On Prep: [Engage] any PC, then use 〇<<Demon Seikuken>> + <<Evil Law Mastery>> or 〇<<Atrocious Strike>>.
  4071. On Attack: Use any ▼.
  4072. When attacked, use a combination of ▽.
  4073. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  4074.  
  4075. ----------------------------------------
  4076. Incomplete Avatar of Ruin / Class: Chaos / LV: 19 (4)
  4077. Size : 4
  4078. Wits : Clever
  4079. Senses : Domain
  4080. Speech : Yes
  4081. Reaction : Hostile
  4082. ID : 37
  4083. Weakness : [Fire] [Shock] [Magnet]
  4084. Movement : Walk
  4085. | ACC | EVA | CNJ | RES | CHK
  4086. {Combat Stats} | 08 | 06 | 27 | 25 | 05
  4087. {Fixed Values} | 15 | 13 | 34 | 32 | 12
  4088. {Initiative} : 74 (27)
  4089. {HP} : 1200
  4090. Armor : 20
  4091. Barrier : 20
  4092.  
  4093. Attack Methods
  4094.  
  4095. ▼[Weapon Attack]: Magical Attack / 10 Sq. / 3# / Cancels
  4096. - [Element: Wind / Form: Magic] 7d6+70 magical damage.
  4097.  
  4098. <<Poison Zone>>: Start / Combat Zone / Combat Zone / No Reactive Check
  4099. - The target gains -2 to {Evade}, and [Halves] [Armor] and [Barrier].
  4100.  
  4101. ▼<<Eternal Poison Spear>>: Magical Attack / Combat Zone / 2# / Cancels
  4102. - [Element: Toxin / Form: Magic] 6d6+140 magical damage, and the target [Halves] [Barrier].
  4103.  
  4104. ▼<<Spirit Metamorphosis>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  4105. - [Element: Phantom / Form: Magic] 6d6+100 magical damage, and the target gains [Shift: Poison].
  4106.  
  4107. B▽ <<Poison Hallucination>>: Unique / Combat Zone / #1
  4108. - Use on Damage Reduction. Change the targets [Attack Action] to [Target: 1#], and the user receives the [Damage] and other effects (Treat as though {Resist} check had failed).
  4109.  
  4110. ▽ <<King of Gods>>: Constant / User
  4111. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, the target gains +40 [Armor] and [Barrier] while [Not Ready].
  4112.  
  4113. Boss Talents:
  4114.  
  4115. <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>: Unique / Combat Zone / 1#
  4116. - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
  4117.  
  4118. A▽〇 <<Magic Mirror>>: Unique / Combat Zone / 1#
  4119. - Use on damage calculation. The target receives [Damage] calculated by themselves (No Reactive Check). 1/Session.
  4120. ▽ <<Returning Souls>>: Unique / User
  4121. - Use On Damage Reduction. Perform a [Weapon Attack] once on [Range: Item / Target: 1#]. The Target cannot make a [Reactive Check]. 1/Round.
  4122.  
  4123. <<Forced Sealing>> End / Combat Zone / 1#
  4124. - The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). 1/Combat.
  4125.  
  4126. ▽〇 <<Curse Mutation>>: Constant / User
  4127. - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
  4128.  
  4129. ▽★ <<Sacrificial Curse>>: Unique / Combat Zone / 1#
  4130. - Use after Active Check. Change the [Attack Action] to [Target: 1#] and one NPC specified by the user becomes the [Target] (The NPC may still make a [Reactive Check]). This talent cannot be used unless there is an NPC other than the user in the [Combat Zone], and may only be used once per combat (or scene).
  4131.  
  4132. ☆<<Lord of Sacrifice>>: Constant / User
  4133. - The target gains +400 {Maximum HP} (Calculated). Additionally, instead of once per combat, the target may use <<Sacrificial Curse>> up to two times per round.
  4134.  
  4135. Event Talents:
  4136.  
  4137. First Event/Distortion:
  4138.  
  4139. <<Overly Strange Magical Energy>>: Constant / User
  4140. - The target gains +50 {Maximum HP}.
  4141.  
  4142. Second Event/Distortion:
  4143.  
  4144. <<Overly Strange Magical Energy>>: Constant / User
  4145. - The target gains +50 {Maximum HP}.
  4146.  
  4147. Explanation:
  4148. *An Avatar of Ruin reaching its final stage of completion.*
  4149. On Start: Apply <<Poison Zone>>.
  4150. On Prep: [Simple Move].
  4151. On Attack: Use any ▼ + <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>.
  4152. Use ▽ in combination when attacked.
  4153. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  4154.  
  4155. ----------------------------------------
  4156. Temple of the End / Class: Chaos / LV: 19 (4)
  4157. Size : 5
  4158. Wits : Clever
  4159. Senses : Domain
  4160. Speech : Yes
  4161. Reaction : Hostile
  4162. ID : 35
  4163. Weakness : [Shock] [Magnet] [Light]
  4164. Movement : Walk
  4165. | ACC | EVA | CNJ | RES | CHK
  4166. {Combat Stats} | 30 | 08 | 20 | 10 | 08
  4167. {Fixed Values} | 37 | 15 | 27 | 17 | 15
  4168. {Initiative} : 53 (20)
  4169. {HP} : 1250
  4170. Armor : 30
  4171. Barrier : 30
  4172.  
  4173. Attack Methods
  4174.  
  4175. ▼[Weapon Attack]: Ranged Attack / Combat Zone / 3#
  4176. - [Form: Spear] 5d6+80 physical damage.
  4177.  
  4178. A <<Rampaging Leyline>>: Start / Combat Zone / 1# / Cancels
  4179. - Change all the targets [Spirit Dice] to [Overflow].
  4180.  
  4181. ▼ <<Evil Wind Tornado>>: Physical Attack / Combat Zone / 1#
  4182. - [Element: Wind / Form: Hammer] 6d6+140 physical damage, and the target [Halves] their [Armor].
  4183.  
  4184. ▼ <<Space Collapse>>: Magical Attack / Combat Zone / Combat Zone / Cancels
  4185. - [Element: Phantom / Form: Magic] 6d6+100 magical damage. 1/Round.
  4186.  
  4187. ▽ <<Psychic Temple>>: Constant / User
  4188. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, unless the target has [Shift: Dead], NPCs other than the target in the [Combat Zone] always have [Remove: Darkness / Poison / Pain / Paralysis / Immobile].
  4189.  
  4190. Boss Talents:
  4191.  
  4192. ▼ <<Blow of Destruction>> + ○ <<The Collapse of the World>>: Physical Attack / Engaged / Area
  4193. - The target gains +50 {Maximum HP} (Calculated). The user gains +3 {Accuracy} and deals [Form: Spear] 94+[2d6x10] physical damage. Targets that fail their {Evade} check may be moved up to 5 Sq, ignoring [Engagements]. 2/Combat.
  4194.  
  4195. 〇 <<Ki Diffusal>>: Unique / 7 Sq. / 1#
  4196. - The user loses 10 {HP}, then the target gains a -[1d6x10] modifier to [Damage] or [Recovery] effects. 1/Round.
  4197. B▽〇 <<Magic Mirror>>: Unique / Combat Zone / 1#
  4198. - Use on damage calculation. The target receives [Damage] calculated by themselves (No Reactive Check). 1/Session.
  4199.  
  4200. ★ <<The Will of Darkness>>: Unique / Combat Zone / 1#
  4201. - Use when the target declares a talent. The user loses 10 {HP}, then cancels the effects of one [Timing: Unique] talent used by the target. 1/Round.
  4202.  
  4203. <<Skilled Magical Technique>>: Constant / User
  4204. - Except for talents marked ★☆, talents that have a limitation of "May only be used once per combat" instead become "may be used up to a number of times per combat equal to the number of times it was acquired", and may be acquired multiple times.
  4205.  
  4206. ☆ <<Cursed Body>>: Constant / User
  4207. - The target gains +300 {Maximum HP} (Calculated). Additionally, when the target receives a negative [Shift] other than [Shift: Downed, Taken Out, Dead], remove the [Shift] and [Range / Target: Combat Zone] loses 3d6 {HP}.
  4208.  
  4209. Event Talents:
  4210.  
  4211. First Event/Distortion:
  4212.  
  4213. <<Hidden Depths>>: Prep / User
  4214. - The target gains +1 to [Active Checks] and +38 to [Damage]. 1/Combat.
  4215.  
  4216. Second Event/Distortion:
  4217.  
  4218. 〇 <<Boundary Shield>>: Constant / User
  4219. - While the target is [Ready], reduce [Damage] by 30.
  4220.  
  4221. Explanation:
  4222. *The temple of gods from ancient legends, awakened as an Aramitama.*
  4223. On Start: Apply <<Rampaging Leyline>>.
  4224. On Prep: Make a [Simple Move] away from the PCs.
  4225. On Attack: Use any ▼. Apply ▼ <<Blow of Destruction>> + ○ <<The Collapse of the World>> on the second turn, whenever possible.
  4226. Use ▽ when hit by an attack.
  4227. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  4228.  
  4229. ----------------------------------------
  4230. God of Destruction From The End / Class: Chaos / LV: 20 (4)
  4231. Size : 2
  4232. Wits : Clever
  4233. Senses : Domain
  4234. Speech : Yes
  4235. Reaction : Hoslite
  4236. ID : 46
  4237. Weakness : [Fire] [Light]
  4238. Movement : Walk, Fly, Swim
  4239. | ACC | EVA | CNJ | RES | CHK
  4240. {Combat Stats} | 33 | 27 | 09 | 10 | 08
  4241. {Fixed Values} | 40 | 34 | 16 | 17 | 15
  4242. {Initiative} : 68 (25)
  4243. {HP} : 1400
  4244. Armor : 20
  4245. Barrier : 20
  4246.  
  4247. Attack Methods
  4248.  
  4249. ▼ [Weapon Attack]: Melee Attack / 10 Sq. / 4#
  4250. - [Element: Light / Form: Spear] 6d6+90 physical damage.
  4251.  
  4252. <<Complete Transformation>>: Start / User
  4253. - Halve the [Target] of [Attack Actions] [Armor]. This talent does not spend [Start].
  4254.  
  4255. ▼ <<Destruction God Strike>>: Physical Attack / 10 Sq. / 3#
  4256. -[Element: User's Choice / Form: Axe] 6d6+180 physical damage, and targets cannot apply "reduce damage by x#" effects.
  4257.  
  4258. ▽ <<Terminus Eye>>: Unique / 10 Sq. / 1#
  4259. - Use when the target declares a Talent. Cancel the effect of one talent other than [Timing: Constant]. 3/Round.
  4260.  
  4261. <<Primordial Killing>>: Unique / User
  4262. - Use on Damage Calculation. The target of the users [Attack Action] cannot apply [Halves]. 1/Round.
  4263.  
  4264. A▽ <<Infinite Regeneration>>: Defense / User
  4265. - Use on Damage Reduction. The target [Recovers] 30 {HP}.
  4266.  
  4267. ▽<<Ultimate Deity>>: Constant / User
  4268. - During the targets [Turn], gain x3 [Timing: Attack]. Additionally, while the target is [Not Ready], gain +30 [Armor] and [Barrier].
  4269.  
  4270. Boss Talents:
  4271.  
  4272. ★ <<Elite Mutation>>: Start / Combat Zone / Combat Zone
  4273. - NPCs other than the user change {Wits} to [Clever], gain +3 to [Active Checks], and the target removes "x#" from its name.
  4274.  
  4275. <<Hidden Depths>>: Prep / User
  4276. - The target gains +1 to [Active Checks] and +40 to [Damage]. 2/Combat.
  4277. <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>: Unique / Combat Zone / 1#
  4278. - Use on Damage Calculation. The user loses 10 {HP} and gains +[1d6x10] [Damage] against [Target: 1#].
  4279.  
  4280. <<Evil Law Mastery>>: Constant / User
  4281. -The target may use <<True Words of Ruin>> one additional time per round.
  4282.  
  4283. <<Art Adaptation>>: Constant / User
  4284. - The target delays the effect of all Talents other than [Timing: Constant] until [Timing: Start] of the next round.
  4285.  
  4286. ☆ <<Perfect Control>>: Constant / User
  4287. - The target gains +400 {Maximum HP}. Additionally, the targets of <<Careful Raid>> or <<Elite Mutation>> reduce damage from [Targets] other than [Range: Engaged] by 40.
  4288.  
  4289. Event Talents:
  4290.  
  4291. First Event/Distortion:
  4292.  
  4293. <<Hidden Depths>>: Prep / User
  4294. - The target gains +1 to [Active Checks] and +40 to [Damage].
  4295.  
  4296. Second Event/Distortion:
  4297.  
  4298. 〇 <<Boundary Shield>>: Constant / User
  4299. - While the target is [Ready], reduce [Damage] by 30.
  4300.  
  4301. Explanation:
  4302. On Start: Apply <<Complete Transformation>> + ★ <<Elite Mutation>> + ☆ <<Perfect Control>>.
  4303. On Prep: Apply <<Hidden Depths>>.
  4304. On Attack: Use any ▼ + <<True Words of Ruin>> + 〇 <<Elimination of Concepts>>.
  4305. Use ▽ when attacked.
  4306. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  4307.  
  4308. ----------------------------------------
  4309. Primate Murder / Class: Chaos / LV:20 (4)
  4310. Size : 2
  4311. Wits : Clever
  4312. Senses : Domain
  4313. Speech : Yes
  4314. Reaction : Hostile
  4315. ID : 40
  4316. Weakness : [Cold] [Shock] [Toxin]
  4317. Movement : Walk, Fly, Swim
  4318. | ACC | EVA | CNJ | RES | CHK
  4319. {Combat Stats} | 12 | 04 | 32 | 28 | 04
  4320. {Fixed Values} | 19 | 11 | 39 | 35 | 11
  4321. {Initiative} : 55 (20)
  4322. {HP} : 1450
  4323. Armor : 20
  4324. Barrier : 20
  4325.  
  4326. Attack Methods
  4327.  
  4328. ▼[Weapon Attack]: Magical Attack / 10 Sq. / 4# / Cancels
  4329. - [Element: Fire / Form: MAgic] 6d6+90 magical damage.
  4330.  
  4331. ▼<<Heavenly Flame>>: Magical Attack / Combat Zone / 3# / Cancels
  4332. - [Element: Fire / Form: Magic] 170+[1d6x10] magical damage, and targets cannot apply "reduce damage by x#" effects.
  4333.  
  4334. ▼<<Illuminate>>: Magical Attack / Combat Zone / Combat Zone / No Reactive Check
  4335. - [Element: Light] 6d6+130 magical damage. 1/Round.
  4336.  
  4337. A▽<<Infinite Regeneration>>: Defense / User
  4338. - Use on Damage Reduction. The target [Recovers] 30 {HP}.
  4339.  
  4340. B<<Greater Magnitude Authority>>: Unique / Combat Zone / 1#
  4341. - Use when the target declares a Talent. Cancel the effect of one [Timing: Unique] talent used by the target, then the user peforms x1 [Timing: Attack]. 2/Round.
  4342.  
  4343. ▽<<Bloodstained Right Hand>>: Constant / User
  4344. - During the targets [Turn], gain x2 [Timing: Attack]. Additionally, while the target is [Ready], they gain +30 [Armor] and [Barrier].
  4345.  
  4346. Boss Talents:
  4347.  
  4348. ★ <<Elite Mutation>>: Start / Combat Zone / Combat Zone
  4349. - NPCs other than the user change {Wits} to [Clever], gain +3 to [Active Checks], and the target removes "x#" from its name.
  4350.  
  4351. <<Hidden Depths>>: Prep / User
  4352. - The target gains +1 to [Active Checks] and +40 to [Damage]. 2/Combat.
  4353. 〇 <<Ki Diffusal>>: Unique / 7 Sq. / 1#
  4354. - The user loses 10 {HP}, then the target gains a -[1d6x10] modifier to [Damage] or [Recovery] effects. 1/Round.
  4355.  
  4356. <<Evil Law Mastery>>: Constant / User
  4357. -The target may use <<Ki Diffusal>> one additional time per round.
  4358.  
  4359. ▽<<Continuous Attack Resistance>>: Contant / User
  4360. -The target gains a modifier to [Armor] and [Barrier] equal to (Number of times that turn the attacker has performed [Damage Calculation] -1) x20.
  4361.  
  4362. ▽〇 <<Curse Mutation>>: Constant / User
  4363. - When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
  4364.  
  4365. ▽☆ <<Perfect Control>>: Constant / User
  4366. - The target gains +400 {Maximum HP}. Additionally, the targets of <<Careful Raid>> or <<Elite Mutation>> reduce damage from [Targets] other than [Range: Engaged] by 40.
  4367.  
  4368. Event Talents:
  4369.  
  4370. First Event/Distortion:
  4371.  
  4372. <<Hidden Depths>>: Prep / User
  4373. - The target gains +1 to [Active Checks] and +40 to [Damage].
  4374.  
  4375. Second Event/Distortion:
  4376.  
  4377. <<Hidden Depths>>: Prep / User
  4378. - The target gains +1 to [Active Checks] and +40 to [Damage].
  4379.  
  4380. Explanation:
  4381. *The Savior of humanity, ascended to a false god.*
  4382. On Start: Apply ★ <<Elite Mutation>> + ☆ <<Perfect Control>>.
  4383. On Prep: Make a [Simple Move] + apply <<Hidden Depths>>.
  4384. On Attack: Use any ▼.
  4385. When attacked, use ▽ according to the situation.
  4386. If there are 4 PCs, reduce {HP} by 200. If there are 3 PCs, reduce {HP} by 400 instead.
  4387.  
  4388. ----------------------------------------
  4389.  
  4390. ================================================================================
  4391. - Boss talents [XXXK]
  4392. ================================================================================
  4393. This is a list of Talents obtainable by both [Boss] and [Aramitama]. Talents marked with "○" can only be obtained at [LV: 5+]. One talent marked "★" may be obtained at [LV: 7+], and one "☆" may be obtained at [LV: 12+].
  4394.  
  4395. For each Star-marked talent the boss has, gain an additional +50 XP per PC, and an extra 1d6 when recovering {Crest}
  4396. ================================================================================
  4397. Unmarked: XXXK-1
  4398. ================================================================================
  4399. [Boss Talent] <<Secret Spiritual Power>>
  4400. Timing : Start
  4401. Range : User
  4402. Target : User
  4403. Cost : None
  4404. Using a forbidden art, the boss compresses a wide-range attack, massively boosting its power.
  4405. Effect: Unique Effect. When the target performs [Attack Action] with [Target: Area / Battle Zone], change it to [Target: 1#] and the user gains +[Any one of user's {Combat Stats}] to [Damage Calculation], and [Halve] the target's [Armor] and [Barrier].
  4406.  
  4407. [Boss Talent] <<Spirit Bending>>
  4408. Timing : Start
  4409. Range : User
  4410. Target : User
  4411. Cost : None
  4412. By compressing and releasing a wide-area attack, the boss makes its trajectory unpredictable.
  4413. Effect: Unique Effect. When the target performs a [Range / Target: Combat Zone] [Attack Action], they may change it to a [Special Attack / Target 1#], and gain +[{Any Fixed Value}] to [Damage].
  4414.  
  4415. [Boss Talent] <<Spirit Interceptor>>
  4416. Timing : Start
  4417. Range : Combat Zone
  4418. Target : Combat Zone
  4419. Cost : None
  4420. Semi-automatically intercept and attack all opponents' magic and range attacks.
  4421. Effect: Unique Effect. The target cannot be the [Target] of [Timing: Attack / Target: 2#] Talents, including [Area - Combat Zone]. This talent may only be used once per session.
  4422.  
  4423. [Boss Talent] <<Instant Transmission>>
  4424. Timing : Start
  4425. Range : User
  4426. Target : User
  4427. Cost : None
  4428. The boss moves in an instant by amazing acceleration or spiritual transfer.
  4429. Effect: Unique Effect. The target moves into any square up to 7 Sq. Away. This talent does not consume [Start], but may only be used once per round (or scene).
  4430.  
  4431. [Boss Talent] <<Terrain Mutation>>
  4432. Timing : Prep
  4433. Range : 7 Sq
  4434. Target : 1# (Square)
  4435. Cost : None
  4436. Using evil supernatural forces, the boss changes the terrain to make huge obstacles appear.
  4437. Effect: Unique effect. The user makes one obstacle equivalent to "Big Building (HP: 80 / Armor: 10)" appear in the square within the specified range. This talent can only be used once per round (or scene).
  4438.  
  4439. [Boss Talent] <<Hundred Spirit Waves>>
  4440. Timing : Prep
  4441. Range : User
  4442. Target : User
  4443. Cost : None
  4444. The boss uses a series of strikes that create countless afterimages, expanding its attack range.
  4445. Effect: Unique Effect. Change the target of an [Attack Action] to [Target: Area]. If the [Attack Action] target is already [Area - Combat Zone], instead gain +1d6 to [Damage].
  4446.  
  4447. [Boss Talent] <<One Shot To Tear The Earth>>
  4448. Timing : Attack
  4449. Range : Item
  4450. Target : 1#
  4451. Cost : None
  4452. The boss uses a powerful relic, weapon or item that as it strikes, sends out a blow that can tear the earth.
  4453. Effect: Physical Attack. The user gains +2 to the {Accuracy Check}, then inflicts [Form: Any Of Sword - Spear - Axe - Hammer] 4d6+ [Any of user's {Fixed Value}] + [User's {LV}] physical damage to the target.
  4454.  
  4455. [Boss Talent] <<Wave of Thought>>
  4456. Timing : Attack
  4457. Range : Combat Zone
  4458. Target : 1#
  4459. Cost : None
  4460. An empowered spiritual aura that extinguishes the effects of arts and techniques.
  4461. Effect: Unique Effect. The user loses 10 {HP}, and then choose one [Talent] other than [Timing: Constant] used by the target, and cancels it (no reactive check). This Talent can only be used once per combat (or scene).
  4462.  
  4463. [Boss Talent] <<Mystic Blood Regeneration>>
  4464. Timing : End
  4465. Range : User
  4466. Target : User
  4467. Cost : None
  4468. By using evil methods on itself, the boss's physical exhaustion is healed and injuries repaired at regular intervals.
  4469. Effect: Unique Effect. The target [Recovers] 20 {HP}. This [Talent] does not consume [End], but may only be used once per round (or scene).
  4470.  
  4471. [Boss Talent] <<Forced Sealing>>
  4472. Timing : End
  4473. Range : Combat Zone
  4474. Target : 1#
  4475. Cost : None
  4476. Summoned spirits and beasts are forcibly sealed away by overwhelming them with tremendous spiritual power.
  4477. Effect: Unique Effect. The user rolls 1d6, and on a result other than 1 or 2, the target [Mononoke] gains [Shift: Dead] (No reactive check). This talent may only be used once per scene.
  4478.  
  4479. [Boss Talent] <<Penetrating Impact>>
  4480. Timing : Unique
  4481. Range : Combat Zone
  4482. Target : 1#
  4483. Cost : None
  4484. By releasing tremendous spiritual power while attacking, the boss pierces the opponents defenses.
  4485. Effect: Use on Damage Reduction. The user loses 5 {HP}, then [Halves] the targets [Armor] or [Barrier]. This talent may only be used once per round (or scene).
  4486.  
  4487. [Boss Talent] <<Giant's Soul>>
  4488. Timing : Unique
  4489. Range : Combat Zone
  4490. Target : 1#
  4491. Cost : None
  4492. By forcing spiritual power out from the body, the boss creates a temporary illusion of great size, and concentrates attacks onto itself.
  4493. Effect: Use on Damage Reduction. Change the target's [Attack Action] to [Target: 1#], and the user receives the [Damage] and effects (Treat as though {Resist} check had failed). This Talent may only be used once per round (or scene).
  4494.  
  4495. [Boss Talent] <<Scattershot>>
  4496. Timing : Unique
  4497. Range : User
  4498. Target : User
  4499. Cost : None
  4500. The boss spreads out spiritual power while attacking, expanding the effect of the attack further.
  4501. Effect: Use While Active. Gain + 3# to the [Target] of an [Attack Action]. This talent may only be used once per round (or scene).
  4502.  
  4503. [Boss Talent] <<Aura of Despair>>
  4504. Timing : Constant
  4505. Range : User
  4506. Target : User
  4507. Cost : None
  4508. After receiving serious injury, the boss repels attacks with the evil power of their soul.
  4509. Effect: Always Active. When the target's {HP} becomes 200 or less, the target [Halves] [Damage] from [Weapon Attacks] or [Timing: Attack / Cost: X] talents.
  4510.  
  4511. [Boss Talent] <<Continuous Attack Resistance>>
  4512. Timing : Constant
  4513. Range : User
  4514. Target : User
  4515. Cost : None
  4516. An unconventional spirit makes the boss resistant to repeated attacks.
  4517. Effect: Always Active. The target gains a modifier to [Armor] and [Barrier] equal to (Number of times the attacker has performed [Damage Calculation] -1) x20. (For example, the target gains +0 against the first attack, +20 against the second attack, +40 against the third, and so on. This applies individually per attacker.)
  4518.  
  4519. [Boss Talent] <<Melee Weapon Arts>>
  4520. Timing : Constant
  4521. Range : User
  4522. Target : User
  4523. Cost : None
  4524. The boss gains the ability to make powerful attacks while equipped with physical weapons and relics.
  4525. Effect: Always Active. The target gains +20 {Maximum HP}. Additionally, the target is able to make [Weapon Attacks] as though they were [Melee Attack / Form: Sword - Spear - Axe - Hammer / Range: Engaged / Target: 1#] with [Check Value: Any of users {Fixed Values} / Physical Damage: 3d6+15 + user's {LV}].
  4526.  
  4527. [Boss Talent] <<Ranged Weapon Arts>>
  4528. Timing : Constant
  4529. Range : User
  4530. Target : User
  4531. Cost : None
  4532. The boss gains the ability to make powerful attacks while fighting with ranged armaments.
  4533. Effect: Always Active. The target gains +20 {Maximum HP}. Additionally, the target is able to make [Weapon Attacks] as though they were [Ranged Attack / Form: Ranged / Range: 7 Sq. / Target: 1#] with [Check Value: Any of users {Fixed Values} / Physical Damage: 2d6+10 + user's {LV}].
  4534.  
  4535. [Boss Talent] <<Magic Weapon Arts>>
  4536. Timing : Constant
  4537. Range : User
  4538. Target : User
  4539. Cost : None
  4540. The boss gains the ability to make powerful attacks while fighting with magical weapons.
  4541. Effect: Always Active. The target gains +20 {Maximum HP}. Additionally, the target is able to make [Weapon Attacks] as though they were [Magical Attack / Form: Magic / Range: 5 Sq. / Target: 1#] with [Check Value: Any of users {Fixed Values} / Physical Damage: 2d6+5 + user's {LV}].
  4542.  
  4543. [Boss Talent] <<Commander Aspect>>
  4544. Timing : Constant
  4545. Range : User
  4546. Target : User
  4547. Cost : None
  4548. The boss has characteristics of a tactical commander who served as a leader for many years.
  4549. Effect: Always Active. NPCs other than [Bosses] in the [Combat Zone] gain +[User's {Lv}] to {Initiative}.
  4550.  
  4551. [Boss Talent] <<Instant Spiritual Manipulation>>
  4552. Timing : Constant
  4553. Range : User
  4554. Target : User
  4555. Cost : None
  4556. The boss activates a special power instantly by freely manipulating spiritual energy.
  4557. Effect: Always Active. The target may user [Timing: Prep / Start] as though it were [Timing: Unique / Use on Damage Calculation - Use on Damage Reduction] (This does not change the Timing to [Unique].)
  4558.  
  4559. [Boss Talent] <<Skilled Magical Technique>>
  4560. Timing : Constant
  4561. Range : User
  4562. Target : User
  4563. Cost : None
  4564. The boss has a great proficiency in using forbidden magic.
  4565. Effect: Always Active. Except for talents marked ★☆, talents that have a limitation of "May only be used once per combat" instead become "may be used up to a number of times per combat equal to the number of times it was acquired", and may be acquired multiple times. If the talent already has the effect "may be acquired multiple times", each time the target uses that talent, they [Recover] {HP} equal to [User's {Lv}] x5.
  4566.  
  4567. [Boss Talent] <<Evil Law Mastery>>
  4568. Timing : Constant
  4569. Range : User
  4570. Target : User
  4571. Cost : None
  4572. By mastering a certain evil, the boss uses special magic in rapid succession.
  4573. Effect: Always Active. Specify one acquired Boss Talent other than ★☆ that has the effect "This talent may only be used once per round (or scene)." The target may use the Boss Talent one additional time per round.
  4574.  
  4575. [Boss Talent] <<Variant Augmentation>>
  4576. Timing : Constant
  4577. Range : User
  4578. Target : User
  4579. Cost : None
  4580. By bringing its concept closer to evil, the boss dramatically boosts its fighting ability.
  4581. Effect: Always Active. This talent can only be obtained by NPCs that do not have "Gain +X [Timing: Attack]" within their [Attack Methods]. The target gains x1 [Timing: Attack] during their turn, and +5 to [Damage].
  4582.  
  4583. [Boss Talent] <<Death's Footsteps>>
  4584. Timing : Constant
  4585. Range : User
  4586. Target : User
  4587. Cost : None
  4588. With great cunning, the boss flees from the brink of death.
  4589. Effect: Always Active. This talent cannot be acquired by Aramitama. The target changes [Damage] received to 0, and current {HP} to 1. Then, the target is considered defeated and the battle ends. The target leaves the scene immediately without interruption. This talent may be acquired multiple times, and may be used up to a number of times per campaign equal to the number of times it was acquired. Additionally, all [PCs] gain +50 [Experience] at [End of Session] each time <<Death's Footsteps>> is used.
  4590.  
  4591. [Boss Talent] <<Curse Release>>
  4592. Timing : Unique
  4593. Range : Combat Zone
  4594. Target : 1#
  4595. Cost : None
  4596. By unsealing forgotten evils, the boss unlocks anothers potential.
  4597. Effect: Use on Check. The target gains +10 to the result of the check. This Talent may only be used once per combat (or scene).
  4598.  
  4599. [Boss Talent] <<Ultimate Magic>>
  4600. Timing : Attack
  4601. Range : 7 Sq.
  4602. Target : 1#
  4603. Cost : None
  4604. By using forbidden secrets and evil knowledge, the boss creates a powerful magic attack.
  4605. Effect: Magical Attack. The user gains +2 to the {Conjure} check, then deals [Form: Magic] 2d6+[Any of user's {Fixed Value}] + [User's {LV}] magical damage (Resist [Halves]). This talent can only be used once per round (Or scene).
  4606.  
  4607. [Boss Talent] <<Unusual Spiritual Pressure>>
  4608. Timing : Constant
  4609. Range : User
  4610. Target : User
  4611. Cost : None
  4612. Controlling artificial regalia within the body, the boss converts power into spiritual pressure and expressed it in all directions.
  4613. Effect: Always Active. <<Fearsome Power>> Required. The target gains +20 {Maximum HP} and can receive the effects of <<Fearsome Power>> even when current HP is 201 or higher.
  4614.  
  4615. ================================================================================
  4616. Circle ○: XXXK-2 (Lvl 5)
  4617. ================================================================================
  4618.  
  4619. [Boss Talent] ○ <<Art of Collapse>>
  4620. Timing : Constant
  4621. Range : User
  4622. Target : User
  4623. Cost : None
  4624. By reinforcing its soul, the boss dramatically raises the power of a certain technique.
  4625. Effect: Always Active. <<Forbidden Mystery>> Required. Add the following sentence to the effect of <<Forbidden Mystery>>: "In addition, the target gains +[{Any Fixed Value} x3] to [Damage].
  4626.  
  4627. [Boss Talent] ○ <<At-Will Magic>>
  4628. Timing : Constant
  4629. Range : User
  4630. Target : User
  4631. Cost : None
  4632. The boss strengthens itself with reinforcement techniques that allows the quick utilization of magic.
  4633. Effect: Always Active. The target gains +50 to {Maximum HP}. Additionally, the target does not spend [Timing: Start] when using [Boss Talents].
  4634.  
  4635. [Boss Talent] ○ <<Atrocious Strike>>
  4636. Timing : Unique
  4637. Range : Engaged
  4638. Target : 1#
  4639. Cost : None
  4640. The boss strikes a powerful blow on an opponent with with its fists, legs, or tail, knocking them a short distance away, while depriving them of motor ability.
  4641. Unique Effect. Use on damage calculation. The user loses 20 HP, then installs the [Target] up to 5 Sq. from their current position. Additionally, the target loses [1d6x5] HP. This talent can only be used once per round (or scene).
  4642.  
  4643. [Boss Talent] ○ <<Awaken Hidden Power>>
  4644. Timing : Constant
  4645. Range : User
  4646. Target : User
  4647. Cost : None
  4648. The boss completely unlocks evil powers hidden within its body.
  4649. Effect: Always Active. <<Hidden Depths>> Required. The target gains +5 to {Initiative}. Additionally, after using <<Hidden Depths>>, the target may perform x1 [Timing: Attack].
  4650.  
  4651. [Boss Talent] ○ <<Boundary Shield>>
  4652. Timing : Constant
  4653. Range : User
  4654. Target : User
  4655. Cost : None
  4656. By overlapping barriers it has developed, the boss reduces impacts on its body.
  4657. Effect: Always Active. While the target is [Ready], reduce damage taken by [User's {LV}x4] (Maximum 30).
  4658.  
  4659. [Boss Talent] ○ <<Building Warhead>>
  4660. Timing : Constant
  4661. Range : User
  4662. Target : User
  4663. Cost : None
  4664. A forbidden secret that allows multiple distorted structures to float freely in the air, and by infusing them with spiritual power, the boss may launch them at high speeds.
  4665. Effect: Always Active. <<Terrain Mutation>> and <<Supernatural Cannonball>> Required. The target may use <<Terrain Mutation>> and <<Supernatural Cannonball>> one additional time per round. Additionally, the target may change the [Range/Target] of the [Special Attack] of <<Supernatural Cannonball>> to [Range: 10 Sq. / Target: 2#].
  4666.  
  4667. [Boss Talent] ○ <<Concept: Killing Intent>>
  4668. Timing : Constant
  4669. Range : User
  4670. Target : User
  4671. Cost : None
  4672. Becoming an embodiment of killing intent, the boss exerts immense combat power.
  4673. Effect: Always active. The target gains +1 to [Active Checks] and +10 to [Damage].
  4674.  
  4675. [Boss Talent] ○ <<Crest Annihilation>>
  4676. Timing : Constant
  4677. Range : User
  4678. Target : User
  4679. Cost : None
  4680. Crush the souls of all those who attack.
  4681. Effect: Always Active. <<Soul Smash>> Required. The target gains +50 to {Maximum HP}. Additionally, the target may change the effect of <<Soul Smash>> to "The target that succeeds at the [Reactive Check] for the talent used with <<Soul Smash>> loses 3d6 {Crest}, or exhausts 2 [Spirit Dice] when failing at the [Reactive check] instead.".
  4682.  
  4683. [Boss Talent] ○ <<Curse Mutation>>
  4684. Timing : Constant
  4685. Range : User
  4686. Target : User
  4687. Cost : None
  4688. An all-purpose ability that reverses a curse on the boss into a powerful supernatural attack.
  4689. Effect: Always Active. When the target receives a shift other than [Shift: Downed - Taken Out - Dead], cancel the shift and the target may perform 1x [Weapon Attack].
  4690.  
  4691. [Boss Talent] ○ <<Curse Neutralization>>
  4692. Timing : Prep
  4693. Range : Combat Zone
  4694. Target : Combat Zone
  4695. Cost : None
  4696. Draining its own life energy, the boss neutralize a powerful curse.
  4697. Effect: Unique Effect. The user loses 20 {HP}, then [Removes] two [Negative Shifts] other than [Shift: Downed - Taken Out - Dead] from the target. This Talent does not spend [Timing: Prep].
  4698.  
  4699. [Boss Talent] ○ <<Curse Reflection>>
  4700. Timing : Unique
  4701. Range : Combat Zone
  4702. Target : 1#
  4703. Cost : None
  4704. The boss has the ability to resist a curse and reflect it's spiritual power back upon person who cast it.
  4705. Unique Effect. Used when gaining a negative [Shift]. The target removes one negative [Shift] other than [Downed, Taken Out, or Dead]. Afterwards, one target within [Range: Combat Zone / Target: 1#] gains that [Shift]. This Talent can only be used once per round (or scene).
  4706.  
  4707. [Boss Talent] ○ <<Demon Seikuken>>
  4708. Timing : Unique
  4709. Range : Engaged
  4710. Target : 1#
  4711. Cost : None
  4712. The boss uses a special magic or terrifying martial arts that strike a horrifying blow on an opponent.
  4713. Unique Effect. Use at any time. The user makes an attack using any of their [Fixed Values] as the check value, and preforms a single [Physical Attack] that inflicts [Form: Sword / Physical Damage: 4d6+{Any Fixed Value}x2]. This talent can only be used once per round (or scene).
  4714.  
  4715. [Boss Talent] ○ <<Divine Beast Eater>>
  4716. Timing : Constant
  4717. Range : User
  4718. Target : User
  4719. Cost : None
  4720. The boss has a hidden spiritual power that exerts extraordinary effects on Mononoke.
  4721. Effect: Always Active. <<Deadly Blow>> Required. Whenever the target performs an [Attack Action] against a [Mononoke], they add [Users {Lv} × 5] to [Damage].
  4722.  
  4723. [Boss Talent] ○ <<Divine Power Penetration>>
  4724. Timing : Unique
  4725. Range : User
  4726. Target : User
  4727. Cost : None
  4728. Using lost secrets, the boss fully penetrates a target with its divine power.
  4729. Effect: Use on Damage Calculation. [Range: Engaged / Target: 1#] takes [Damage] equal to the result of [Damage Calculation] (IE, if you declare <<Divine Power Penetration>> on [Damage] against [Target: 1#], inflict the same amount of damage a second time). This talent may only be used once per combat (or scene).
  4730.  
  4731. [Boss Talent] ○ <<Elimination of Concepts>>
  4732. Timing : Constant
  4733. Range : User
  4734. Target : User
  4735. Cost : None
  4736. The boss uses spiritual power so immense, it can destroy another's concept of itself.
  4737. Effect: Always Active. <<True Words of Ruin>> Required. The target gains +20 to {Maximum HP}. Additionally, the target changed the effect of <<True Words of Ruin>> to "The user gains [1d6x {User's Lv}+1] (Maximum 10) to [Damage] against [Target: 1#]."
  4738.  
  4739. [Boss Talent] ○ <<Flying Death>>
  4740. Timing : Constant
  4741. Range : User
  4742. Target : User
  4743. Cost : None
  4744. During melee attacks and charges, the boss can extend the distance through emitting spiritual power.
  4745. Effect: Always Active. <<Widen Range>> Required. The target may change [Range: Engaged - Charge X Sq.] [Attack Actions] to [Range: 7 Sq].
  4746.  
  4747. [Boss Talent] ○ <<Hunter's Eye>>
  4748. Timing : Start
  4749. Range : User
  4750. Target : User
  4751. Cost : None
  4752. Significantly depleting its vitality, the boss triggers a magic power in its eye that predicts its opponent's movements.
  4753. Effect: Unique Effect. The user loses 10 HP, then gains +3 to the result of their [Active Checks], and -10 to the [Armor] and [Barrier] of the target of their [Attack Actions] until [Timing: End]. This talent does not consume [Timing: Start], but can only be used once per round (or scene).
  4754.  
  4755. [Boss Talent] ○ <<Incurable Sickness>>
  4756. Timing : Start
  4757. Range : Combat Zone
  4758. Target : 1#
  4759. Cost : None
  4760. A secret technique that temporarily causes high concentrations of nausea, dramatically reducing the targets healing ability.
  4761. Effect: Unique Effect. Until [Timing: End] of the current round, the target reduces any [Recovery] effects they receive by the "User's [LV] x 5" penalty (minimum, cannot be changed). This talent does not consume [Start], but can only be used once per battle (Or scene).
  4762.  
  4763. [Boss Talent] ○ <<Intercept Position>>
  4764. Timing : Constant
  4765. Range : User
  4766. Target : User
  4767. Cost : None
  4768. You are always ready to intercept an incoming attack.
  4769. Effect: Always Active. <<Returning Souls>> Required. The target adds +2d6 to the damage of their [Weapon Attacks]. In addition, the target is able to use <<Returning Souls>> an additional time per round.
  4770.  
  4771. [Boss Talent] ○ <<Ki Diffusal>>
  4772. Timing : Unique
  4773. Range : 7 Sq.
  4774. Target : 1#
  4775. Cost : None
  4776. By eroding away the spiritual power of a technique, its effectiveness is dropped drastically.
  4777. Effect: Unique Effect. Use at Any Time. The user loses 10 {HP}, then the target gains a -[1d6x10] modifier to [Damage] or [Recovery] effects. This talent may only be used once per round (or scene).
  4778.  
  4779. [Boss Talent] ○ <<Magic Mirror>>
  4780. Timing : Unique
  4781. Range : Combat Zone
  4782. Target : 1#
  4783. Cost : None
  4784. A forbidden, secret art that reflects an attack another party has made by creating a massive, spirit-energy dense mirror in front of the boss.
  4785. Unique Effect. Use on damage calculation. The target receives [Damage] calculated by themselves (No Reactive Check). This talent can only be used once per session.
  4786.  
  4787. [Boss Talent] ○ <<Malicious Bullet>>
  4788. Timing : Unique
  4789. Range : Combat Zone
  4790. Target : 1#
  4791. Cost : None
  4792. The boss fires off an evil bullet formed from compressed spirit energy that homes in on its target.
  4793. Unique Effect. Use at any time. The target loses [HP] equal to their own [Initiative]. This Talent can only be used once per combat (or scene).
  4794.  
  4795. [Boss Talent] ○ <<Regalia Crush>>
  4796. Timing : Constant
  4797. Range : User
  4798. Target : User
  4799. Cost : None
  4800. The boss has an unusual ability that deprives the spiritual power from cheaply crafted or weak regalias, opening the target to powerful attacks.
  4801. "When performing an [Attack Action], if the [Target] is equipped with [Form: Suit] under [Cost: [User's {Lv} x 400G], then the user gains +[User's {Lv} x5] to [Damage] (This effect applies even if the target is affected by <<Guard>> or similar effects.)
  4802.  
  4803. [Boss Talent] ○<<Spirit Destruction>>
  4804. Timing : Unique
  4805. Range : Combat Zone
  4806. Target : 1#
  4807. Cost : None
  4808. Instantly destroy and dissipate the spiritual power the subject is about to release.
  4809. Effect: Use when target declares a talent. The user loses 10 {HP}, then cancels the effect of one [Timing: Start] talent used by the target. This talent may only be used once per round (or scene).
  4810.  
  4811. [Boss Talent] ○ <<The Collapse of the World>>
  4812. Timing : Constant
  4813. Range : User
  4814. Target : User
  4815. Cost : None
  4816. By twisting concepts, the boss enhances magical abilities to devastating levels.
  4817. Effect: Always Active. Either <<Blow of Destruction>> or <<The Collapse of Heaven and Earth>> required. The target gains +50 to {Maximum HP}. Additionally, the target gains [2d6x10] + [User's {Lv} x 5] (Maximum 50) to the [Physical Damage] of <<Blow of Destruction>>, and may change the [Magical Damage] of <<The Collapse of Heaven And Earth>> to [1d6x10] + [User's {Lv} x 5] (Maximum 50).
  4818.  
  4819. [Boss Talent] ○ <<Wave of Impossibility>>
  4820. Timing : Constant
  4821. Range : User
  4822. Target : User
  4823. Cost : None
  4824. Cladding itself in a body of spirit energy, the boss can withstand any attack.
  4825. Effect: Always Active. <<Indestructible Body>> required. The target does not lose HP when using <<Indestructible Body>>, and it can be used any number of times during a turn. Additionally, the target can reduce [Damage] by [User's {LV}x3 (maximum 20)] when using <<Indestructible Body>>.
  4826.  
  4827. [Boss Talent] ○ <<Whirlwind of Death>>
  4828. Timing : Constant
  4829. Range : User
  4830. Target : User
  4831. Cost : None
  4832. The boss emits a horrific shockwave that destroys and slaughters all.
  4833. Effect: Always Active. <<Winds of Death>> required. The target can use <<Winds of Death>> one additional time each round. In Addition, when the target of <<Winds of Death>> is a mononoke, the user rolls 1d6 and if the result is not 1 or 2, the mononoke gains [Shift: Dead].
  4834.  
  4835. ================================================================================
  4836. Full Star ★ : XXXK-3 (Lvl 7)
  4837. ================================================================================
  4838.  
  4839. [Boss Talent] ★ <<Careful Raid>>
  4840. Timing : Start
  4841. Range : Combat Zone
  4842. Target : Combat Zone
  4843. Cost : None
  4844. Using a clever trick, the boss ensures its allies act first.
  4845. Effect: Unique Effect. NPCs other than the user change {Wits} to [Clever], and gain +[User's {Lv}x2] to {Initiative}.
  4846.  
  4847. [Boss Talent] ★ <<Deity of Madness>>
  4848. Timing : Constant
  4849. Range : User
  4850. Target : User
  4851. Cost : None
  4852. When severely injured, the boss gains the ability to counter-attack on any target.
  4853. Effect: Always Active. When the targets HP is 200 or less, each time the target performs [Damage Reduction], they may perform x1 [Weapon Attack] on [Range: Engaged / Target: 1#]. The target may not perform a [Reactive Check].
  4854.  
  4855. [Boss Talent] ★ <<Elite Mutation>>
  4856. Timing : Start
  4857. Range : Combat Zone
  4858. Target : Combat Zone
  4859. Cost : None
  4860. Bestowing an ally with special spiritual power, the boss enhances it into an elite combatent.
  4861. Effect: Unique Effect. NPCs other than the user change {Wits} to [Clever], gain +3 to [Active Checks], and the target removes "x#" from its name.
  4862.  
  4863. [Boss Talent] ★ <<Fate Distortion>>
  4864. Timing : Unique
  4865. Range : Combat Zone
  4866. Target : 1#
  4867. Cost : None
  4868. Manipulating a great deal of spiritual power, the boss distorts a targets fate directly.
  4869. Effect: Unique Effect. Use after the target makes a [Check] or [Influences]. The user loses 5 {HP}, and the target gains + or - 1d6 to the [Result] of the check. This talent may only be used once per round (or scene).
  4870.  
  4871. [Boss Talent] ★ <<High-Level Presence>>
  4872. Timing : Constant
  4873. Range : User
  4874. Target : User
  4875. Cost : None
  4876. An extremely high-level presence that has powerful all-purple abilities and immense combat skills.
  4877. Effect: Always Active. The target gains +100 {Maximum HP}, and x1 [Timing: Attack] during its turn.
  4878.  
  4879. [Boss Talent] ★ <<Implosion Barrier>>
  4880. Timing : Constant
  4881. Range : User
  4882. Target : User
  4883. Cost : None
  4884. Compressing and containing its spiritual aura, the boss tremendously boosts its defenses.
  4885. Effect: Always Active. This talent cannot be acquired by Aramitama. The target gains Either 1, 2, 3 or 4.
  4886. 1. +20 [Armor]
  4887. 2. +20 [Barrier]
  4888. 3. +10 [Armor] and [Barrier]
  4889. 4. +200 {Maximum HP}
  4890.  
  4891. [Boss Talent] ★ <<Intent Alignment>>
  4892. Timing : Prep
  4893. Range : Combat Zone
  4894. Target : Combat Zone
  4895. Cost : None
  4896. By using a mighty spirit aura, the boss focuses its willpower and becomes able to move objects at will.
  4897. Effect: Unique Effect. The user loses 10 HP, and then moves the target 3 Sq. in any direction, ignoring [Engagements] (the target may refuse this effect). This talent does not spend [Prep], but may only be used once per round (or scene).
  4898.  
  4899. [Boss Talent] ★ <<Sacrificial Curse>>
  4900. Timing : Unique
  4901. Range : Combat Zone
  4902. Target : 1#
  4903. Cost : None
  4904. The boss distorts the range and trajectory of an attack, subjecting a subordinate to its effects instead.
  4905. Effect: Unique Effect. Use on Active Check. Change the [Attack Action] to [Target: 1#] and one NPC specified by the user becomes the [Target] (The NPC may still make a [Reactive Check]). This talent cannot be used unless there is an NPC other than the user in the [Combat Zone], and may only be used once per combat (or scene).
  4906.  
  4907. [Boss Talent] ★ <<Spiritual Overload>>
  4908. Timing : Start
  4909. Range : Combat Zone
  4910. Target : Combat Zone
  4911. Cost : None
  4912. The boss releases an intense pressure that puts stress on the use of spiritual techniques.
  4913. Effect: Unique Effect. The target adds [1] to the [Cost] when using [Talents] other than [Timing: Constant]. (For example, [Cost: None] becomes [Cost: 1], [Cost: 2] becomes [Cost: 1, 2], [Cost: Doubles] becomes [Cost: Doubles, 1], etc). This talent can only be used once per combat (or scene).
  4914.  
  4915. [Boss Talent] ★ <<The Will of Darkness>>
  4916. Timing : Unique
  4917. Range : Combat Zone
  4918. Target : 1#
  4919. Cost : None
  4920. The boss crushes and disables special techniques under the power of its own spirit.
  4921. Effect: Use when the target declares a talent. The user loses 10 {HP}, then cancels the effects of one [Timing:Unique] talent used by the target. This talent may only be used once per round (or scene).
  4922.  
  4923. ================================================================================
  4924. Empty Star ☆ : XXXK-4 (Lvl 12)
  4925. ================================================================================
  4926.  
  4927. [Boss Talent] ☆ <<Absolute Belief>>
  4928. Timing : Constant
  4929. Range : User
  4930. Target : User
  4931. Cost : None
  4932. By connecting its convictions to its spiritual power, the boss becomes powerful enough to utterly reject the intervention of others.
  4933. Effect: Always Active. The target gains +200 to {Maximum HP}. Additionally, the target may cancel one of the effects of a [Timing: Unique] talent that targets it, up to twice per round.
  4934.  
  4935. [Boss Talent] ☆ <<Special Attack Resistance>>
  4936. Timing : Constant
  4937. Range : User
  4938. Target : User
  4939. Cost : None
  4940. Weaving a special supernatural power, the boss has unmatched resistance to specific attacks.
  4941. Effect: Always Active. The target gains +200 {Maximum HP}. Additionally, the target reduces damage from [Weapon Attacks or Special Attacks] by [User's {LV}x5].
  4942.  
  4943. [Boss Talent] ☆ <<Cursed Body>>
  4944. Timing : Constant
  4945. Range : User
  4946. Target : User
  4947. Cost : None
  4948. The boss has a body that can absorb curses, and release them into the surroundings.
  4949. Effect: Always Active. The target gains +300 {Maximum HP}. Additionally, when the target receives a negative [Shift] other than [Shift: Downed, Taken Out, Dead], remove the [Shift] and [Range / Target: Combat Zone] loses 3d6 {HP}.
  4950.  
  4951. [Boss Talent] ☆ <<Evil God>>
  4952. Timing : Constant
  4953. Range : User
  4954. Target : User
  4955. Cost : None
  4956. By using a special evil spell, the boss transforms itself into a leyline, or a spirit energy reactor, to constantly acquire a tremendous amount of spiritual power.
  4957. Effect: Always Active. Only godhunters can acquire this talent. The target gains +500 to {Maximum HP}, and +[User's {Lv}] to [Initiative] and [Damage]. Also, the target gains 10 [Overflow] on every [Timing: Start].
  4958.  
  4959. [Boss Talent] ☆ <<Lord of Sacrifice>>
  4960. Timing : Constant
  4961. Range : User
  4962. Target : User
  4963. Cost : None
  4964. As a supernatural existence, the boss's power is at its highest state.
  4965. Effect: Always Active. ★ <<Sacrificial Curse>> Required. The target gains +400 to {Maximum HP}. Additionally, instead of once per combat, the target may use <<Sacrificial Curse>> up to two times per round.
  4966.  
  4967. [Boss Talent] ☆ <<Force of Will>>
  4968. Timing : Constant
  4969. Range : User
  4970. Target : User
  4971. Cost : None
  4972. The boss can manipulate others freely by forcing its will onto them.
  4973. Effect: Always Active. ★ <<Intent Alignment>> Required. The target gains a +400 modifier to {Maximum HP}. Additionally, the target may add the following sentence to <<Intent Alignment>>: "In addition, the user may make x1 [Timing: Attack] after moving".
  4974.  
  4975. [Boss Talent] ☆ <<Forced Criticality>>
  4976. Timing : Constant
  4977. Range : User
  4978. Target : User
  4979. Cost : None
  4980. A forbidden law that forces a critical state, triggering curses that only activate when near death.
  4981. Effect: Always Active. The target gains +400 {Maximum HP}. Additionally, the target may apply boss talents that have an effect when the remaining HP is 200 or less, instead when their remaining HP is 500 or less.
  4982.  
  4983. [Boss Talent] ☆ <<Perfect Control>>
  4984. Timing : Constant
  4985. Range : User
  4986. Target : User
  4987. Cost : None
  4988. The boss is able to control evil beings with the power of its terrible spirit.
  4989. Effect: Always Active. ★ <<Careful Raid>> or ★ <<Elite Mutation>> Requited. The target gains +400 to {Maximum HP}. Additionally, the targets of <<Careful Raid>> or <<Elite Mutation>> reduce damage from [Targets] other than [Range: Engaged] by 40.
  4990.  
  4991. ================================================================================
  4992. Last Boss Talents : XXXL (Avatar of Ruin Only)
  4993. ================================================================================
  4994. [Last Boss] ※ <<Authority: Ruin>>
  4995. Timing : Constant
  4996. Range : User
  4997. Target : User
  4998. Cost : None
  4999. The avatar is an embodiment of destruction itself.
  5000. Passive Effect. The target changes the [Cost] of all acquired talents to [None].
  5001.  
  5002. [Last Boss] <<Authority: Greed>>
  5003. Timing : Constant
  5004. Range : User
  5005. Target : User
  5006. Cost : None
  5007. Embodying the vice of greed, the avatar is able to use special techniques beyond their usual limits.
  5008. Passive Effect. The user may target one acquired talent with an "x# per combat" limit, and use it once per round.
  5009.  
  5010. [Last Boss] <<Authority: Wrath>>
  5011. Timing : Constant
  5012. Range : User
  5013. Target : User
  5014. Cost : None
  5015. Embodying the vice of wrath, the avatar makes its opponents hesitate with turbulent emotions.
  5016. Passive Effect. The target gains x1 [Timing: Start], [Timing: Prep], [Timing: Attack], [Timing: End] each.
  5017.  
  5018. [Last Boss] <<Authority: Lust>>
  5019. Timing : Constant
  5020. Range : User
  5021. Target : User
  5022. Cost : None
  5023. Embodying the vice of lust, the avatar forces itself past its limits.
  5024. Passive Effect. The target gains +1d6 to all [Rolls] or +4 to all [Fixed Values].
  5025.  
  5026. [Last Boss] <<Authority: Sloth>>
  5027. Timing : Constant
  5028. Range : User
  5029. Target : User
  5030. Cost : None
  5031. Embodying the vice of sloth, the avatar acquires unearned talents.
  5032. Passive Effect. The target acquires one talent other than a [Last Boss] talent, or talent marked with ◎. [High Talents] and talents marked with ※ are possible, although [High Talents] are still restricted by {Lv}.
  5033.  
  5034. [Last Boss] <<Authority: Greed>>
  5035. Timing : Constant
  5036. Range : User
  5037. Target : User
  5038. Cost : None
  5039. Embodying the vice of greed, the avatar is able to use special techniques beyond their usual limits.
  5040. Passive Effect. The user may target one acquired talent with an "x# per combat" limit, and use it once per round.
  5041.  
  5042. [Last Boss] <<Authority: Envy>>
  5043. Timing : Constant
  5044. Range : User
  5045. Target : User
  5046. Cost : None
  5047. Embodying the vice of envy, the avatar cripples an opponents soul under certain conditions.
  5048. Passive Effect. During a PCs [Crest Check], if the PC rolls the [Death] effect on the "spirit crest compensation" table, the user may instead forcibly change the result to 1: False Ascension (no reactive check). Afterwards, the subject loses consciousness and user may control their character data. The GM must explain this effect before the [Use Kushimitama] step.
  5049.  
  5050. [Last Boss] <<Authority: Gluttony>>
  5051. Timing : Constant
  5052. Range : User
  5053. Target : User
  5054. Cost : None
  5055. Embodying the vice of gluttony, the avatar devours pieces of damaged spirit to restore its own vitality.
  5056. Passive Effect. The target gains +500 {Maximum HP}. In the case of [HP: God], it will be added after applying <<God-Killing Power>>. This effect also applies to other talents or abilities that increase {Maximum HP}.
  5057.  
  5058. [Last Boss] <<Authority: Folly>>
  5059. Timing : Constant
  5060. Range : User
  5061. Target : User
  5062. Cost : None
  5063. Embodying the vice of folly, the avatar returns the side-effects of techniques with a spirit that tramples over others.
  5064. Passive Effect. The target gains +200 {Maximum HP}. Additionally, whenever the target receives a negative [Shift] other than [Shift: Downed, Taken Out, Dead], they may inflict that shift upon [Range: Combat Zone / Target: Combat Zone].
  5065.  
  5066. [Last Boss] <<Authority: Rejection>>
  5067. Timing : Constant
  5068. Range : User
  5069. Target : User
  5070. Cost : None
  5071. Embodying the vice of rejection, the avatars spirit strongly refuses any attacks, weakening them.
  5072. Passive Effect. The target may change [Damage] from targets other than [Range: Engaged] to 0, and ignore other effects.
  5073.  
  5074. [Last Boss] <<Authority: Cruelty>>
  5075. Timing : Constant
  5076. Range : User
  5077. Target : User
  5078. Cost : None
  5079. Embodying the vice of cruelty, the avatar ridicules the idea of mercy while trampling the fallen.
  5080. Passive Effect. Characters in the [Combat Zone] that gain [Shift: Downed] lose 2d6 [Crest]. This effect cannot be stopped by using Vital Ignition immediately.
  5081.  
  5082. [Last Boss] <<Authority: Apathy>>
  5083. Timing : Constant
  5084. Range : User
  5085. Target : User
  5086. Cost : None
  5087. Embodying the vice of apathy, the avatar rejects any emotions that cause interference.
  5088. Passive Effect. The target gains +200 {Maximum HP}. Additionally, the target may ignore any penalties to [Checks] they receive. (For example, any "-X" penalty to an [Evade] check from a [Talent], [Item], or [Shift] may be ignored).
  5089.  
  5090. [Last Boss] <<Authority: Wicked>>
  5091. Timing : Constant
  5092. Range : User
  5093. Target : User
  5094. Cost : None
  5095. Embodying the vice of wickedness, the avatar devours pieces of damaged spirit to restore its own vitality.
  5096. Passive Effect. This talent may be used after spending [Timing: Start] once. [Range: Combat Zone / Target: Combat Zone] makes a [{Will}/ TN: 35] [Check], and if this fails, loses 1d6 [Crest]. If the target is a mononoke, instead it gains [Shift: Dead].
  5097.  
  5098. [Last Boss] <<Authority: Materialism>>
  5099. Timing : Constant
  5100. Range : User
  5101. Target : User
  5102. Cost : None
  5103. Embodying the vice of materialism, the avatar pushes aside all attacks besides those with focused spirit.
  5104. Passive Effect. The target reduces damage from [Special Attacks] and [Weapon Attacks] by [User's {Lv} x10], and ignores other effects.
  5105.  
  5106. [Last Boss] <<Authority: Atheism>>
  5107. Timing : Constant
  5108. Range : User
  5109. Target : User
  5110. Cost : None
  5111. Embodying the vice of atheism, the avatar shatters all beings by denying the existence of good gods.
  5112. Passive Effect. The target gains +200 {Maximum HP}. Additionally, when using [Timing: Attack] Boss Talents, the target gains +2 to the [Active Check] and +20 to [Damage Calculation].
  5113.  
  5114. ================================================================================
  5115. - Distortions [XXXM]
  5116. ================================================================================
  5117. [Distortion] Demonic Curse
  5118. Sense : 15 / 19
  5119. Rating : 7
  5120. Requirement : 2#
  5121. Mend : {Agility} 18
  5122. Target : Check Participant
  5123. Special Damage : None
  5124. Penalty : All {Main Stats} -2
  5125.  
  5126. Impacts
  5127. Impact A:
  5128. - Recover {Crest} equal to the [Rating].
  5129.  
  5130. Impact B:
  5131. - + 5 [Armor] and [Barrier].
  5132.  
  5133. *A [Distortion] that causes an NPC to mutate into a Mononoke at sunset, which attacks others and takes their souls (The [Type] is specified by the [Creator]). The NPC is not conscious during its transformation into a mononoke, but will be aware something has changed and suffer anxiety.*
  5134.  
  5135. ----------------------------------------
  5136. [Distortion] False Utopia
  5137. Sense : 12 / 15
  5138. Rating : 3
  5139. Requirement : All
  5140. Mend : {Intellect} 16
  5141. Target : Area
  5142. Special Damage : 2d6 [Recovery]
  5143. Penalty : {Will} -1 (Stacks)
  5144.  
  5145. Impacts
  5146. Impact A:
  5147. - Change 3 [Spirit Dice] to any value.
  5148.  
  5149. Impact B:
  5150. - The [Creator] is accompanied by 3 Mononoke that has a [LV] equal to the PC's average [World Influence LV] -1 (Minimum 1, stacks).
  5151.  
  5152. *A [Distortion] that creates a paradise for an NPC, specified by the [Creator]. This [Distortion] fulfils the NPC's needs but tries to keep them inside at all costs.*
  5153.  
  5154. ----------------------------------------
  5155. [Distortion] Onigajo
  5156. Sense : N/A
  5157. Rating : 10
  5158. Requirement : None
  5159. Mend : None
  5160. Target : Area
  5161. Special Damage : None
  5162. Penalty : None
  5163.  
  5164. Impacts
  5165. Impact A:
  5166. - Recover {Crest} equal to the [Rating].
  5167.  
  5168. Impact B:
  5169. - Acquire a Boss Talent (up to 3) per material obtained by the PCs.
  5170.  
  5171. *A [Distortion] that reproduces a specific area. Inside of this area, the PC's materials and items are enhanced. It should be noted that these items are illusory, and disappear after the PC's encounter the [Creator]. This [Distortion] cannot be destroyed unless the [Creator] is defeated.*
  5172.  
  5173. ----------------------------------------
  5174. [Distortion] Forced Amalgamation
  5175. Sense : N/A
  5176. Rating : 6
  5177. Requirement : None
  5178. Mend : None
  5179. Target : Area
  5180. Special Damage : None
  5181. Penalty : None
  5182.  
  5183. Impacts
  5184. Impact A:
  5185. - None
  5186.  
  5187. Impact B:
  5188. - None
  5189.  
  5190. *A [Distortion] that merges two separate entities into a single being. Those who have been coalesced by this [Distortion] are released when the [Creator] is defeated. However, if the targets of Coalescence are awakened, they will disappear when defeated unless a miracle occurs.*
  5191.  
  5192. ----------------------------------------
  5193. [Distortion] Invocation Technique
  5194. Sense : N/A
  5195. Rating : 10
  5196. Requirement : None
  5197. Mend : None
  5198. Target : Area
  5199. Special Damage : None
  5200. Penalty : None
  5201.  
  5202. Impacts
  5203. Impact A:
  5204. - None
  5205.  
  5206. Impact B:
  5207. - None
  5208.  
  5209. *By weilding the spiritual energy of an Aramitama and its forbidden power, the target temporary becomes an Aramitama. The conditions can be chosen by the GM according to the scenario. This [Distortion] is automatically mended when the creator is killed.
  5210.  
  5211. ----------------------------------------
  5212. [Distortion] Feast of Poison
  5213. Sense : 15 / 17
  5214. Rating : 7
  5215. Requirement : All
  5216. Mend : {Will} 16
  5217. Target : Area
  5218. Special Damage : d6 = to Rating
  5219. Penalty : {Strength} -1
  5220.  
  5221. Impacts
  5222. Impact A:
  5223. - Gain 2 [Materials].
  5224.  
  5225. Impact B:
  5226. - The [Creator] is accompanied by up to 3 NPCs of any kind with a [LV] equal to the PC's average [World Influence LV].
  5227.  
  5228. *NPCs chosen by the [Creator] become overwhelmed with malice in their hearts, converting their negative emotions become spiritual powers and engaging each other. The last surviving NPC is transformed into a [Mononoke] that is faithful to the [Creator] (They may be restored by a Kushimitama).*
  5229.  
  5230. ----------------------------------------
  5231. [Distortion] Evil God Summon
  5232. Sense : N/A
  5233. Rating : X
  5234. Requirement : None
  5235. Mend : None
  5236. Target : Area
  5237. Special Damage : None
  5238. Penalty : None
  5239.  
  5240. Impacts
  5241. Impact A:
  5242. - Recover [Crest] equal to the [Rating].
  5243.  
  5244. Impact B:
  5245. - At the end of turn X from [Combat Start], place an [Aramitama] of [LV: X] next to the [Creator], then the [Creator] disappears.
  5246.  
  5247. *Summon an Aramitama by offering a huge number of souls. However, the higher the [LV] of the Aramitama, the greater the needed amount of time and souls. This effect can be cancelled by defeating the [Creator].*
  5248.  
  5249. ----------------------------------------
  5250. [Distortion] Shuffle
  5251. Sense : 14 / 16
  5252. Rating : 7
  5253. Requirement : All
  5254. Mend : {Luck} 13
  5255. Target : Area
  5256. Special Damage : [Rating] + 2d6 (Ignore Armor).
  5257. Penalty : None
  5258.  
  5259. Impacts
  5260. Impact A:
  5261. - [Recover] [Crest] equal to the [Rating] -2.
  5262.  
  5263. Impact B:
  5264. - The [Creator] is accompanied by up to 2 NPCs of any kind with a [LV] equal to the PC's average [World Influence LV].
  5265.  
  5266. *A [Distortion] that switches body and spirit with the targeted NPC. This effect allows the [Creator] to enter the NPCs body and hide its presence. This [Distortion] has no effect on Awakened.*
  5267.  
  5268. ----------------------------------------
  5269. [Distortion] Curse Mark
  5270. Sense : 14 / 16
  5271. Rating : 8
  5272. Requirement : 2#
  5273. Mend : {Agility} 17
  5274. Target : Check Participant
  5275. Special Damage : 30 (Ignore Armor).
  5276. Penalty : {Luck} -2 (Stacks)
  5277.  
  5278. Impacts
  5279. Impact A:
  5280. - [Recover] [Crest] equal to the [Rating].
  5281.  
  5282. Impact B:
  5283. - Increase {Maximum HP} by 30 (Stacks).
  5284.  
  5285. *A [Distortion] capable of marking an NPC with a <<Contract of Souls>>, even if it is not an Aramitama. Then, the NPCs soul is gradually absorbed by the [Creator], and gradually reduced to a Spirit Body.*
  5286.  
  5287. ----------------------------------------
  5288. [Distortion] Spell Circle Expansion
  5289. Sense : 12 / 15
  5290. Rating : 5
  5291. Requirement : All
  5292. Mend : {Strength} 12
  5293. Target : Area
  5294. Special Damage : 30 (Ignore Armor)
  5295. Penalty : {Agility} -12
  5296.  
  5297. Impacts
  5298. Impact A:
  5299. - Gain 1 [Material].
  5300.  
  5301. Impact B:
  5302. - None.
  5303.  
  5304. *The range of the [Creators] Spirit Barrier and [Distortions] are expanded. This effect can have a wider range of influences outside of [Spirit Barriers] and [Distortions], determined by the GM. However, it requires regular replenishment of spirit energy to maintain.*
  5305.  
  5306. ----------------------------------------
  5307. [Distortion] Curse Reinforcement
  5308. Sense : 15 / 19
  5309. Rating : 10
  5310. Requirement : 2#
  5311. Mend : {Strength} 17
  5312. Target : Check Participant
  5313. Special Damage : 7d6 (Ignore Armor)
  5314. Penalty : {Luck} -2
  5315.  
  5316. Impacts
  5317. Impact A:
  5318. - [Recover] [Crest] equal to the [Rating] -2.
  5319.  
  5320. Impact B:
  5321. - +3d6 during [Damage Calculation].
  5322.  
  5323. *An advanced technique applied to [Distortions] to increase their effect. The [Creator] uniformly increased the [Difficulty] of all [Distortions] except [Curse Reinforcement] by +1 to +10 ([Curse Reinforcement] is always dealt with last). When this [Distortion] is [Mended], the PCs gain bonus experience equal to ten times the difficulty increase chosen by the [Creator] at the end of the session.*
  5324.  
  5325. ----------------------------------------
  5326. [Distortion] Living Poem
  5327. Sense : 10 / 14
  5328. Rating : 3
  5329. Requirement : All
  5330. Mend : {Strength} 13
  5331. Target : Area
  5332. Special Damage : 20 (Ignore Armor)
  5333. Penalty : {Agility} -2
  5334.  
  5335. Impacts
  5336. Impact A:
  5337. - Recover {HP} up to the maximum.
  5338.  
  5339. Impact B:
  5340. - +5 [Armor].
  5341.  
  5342. *By offering a certain number of souls to the [Creator], plants and animals grow and breed at an unusual rate. This effect brings fertility within a specific area. There's also a possibility of a sudden reaction due to the disappearance of the [Distortion].*
  5343.  
  5344. ----------------------------------------
  5345. [Distortion] Great Ritual Magic
  5346. Sense : 13 / 18
  5347. Rating : 9
  5348. Requirement : All
  5349. Mend : {Will} 17
  5350. Target : Check Participant
  5351. Special Damage : 5d6 (Ignore Armor)
  5352. Penalty : {Will} -2 (Stacks)
  5353.  
  5354. Impacts
  5355. Impact A:
  5356. - [Recover] [Crest] equal to the [Rating].
  5357.  
  5358. Impact B:
  5359. - Increase {Maximum HP} by 30 (Stacks).
  5360.  
  5361. *By raising the purity of the curse, it becomes able to affect even Awakened. A [Distortion] that is effective against Innocents and NPCs can also be applied to the PCs by the [Creator]. [Great Ritual Magic] must be dealt with last.*
  5362.  
  5363. ----------------------------------------
  5364. [Distortion] Terrain Control
  5365. Sense : 15 / 18
  5366. Rating : 5
  5367. Requirement : 3#
  5368. Mend : {Intellect} 17
  5369. Target : Check Participant
  5370. Special Damage : 30 (Ignore Armor)
  5371. Penalty : {Luck} -2
  5372.  
  5373. Impacts
  5374. Impact A:
  5375. - [Recover] [Crest] equal to the [Rating] +5
  5376.  
  5377. Impact B:
  5378. - Acquire one additional Boss Talent (Stacks).
  5379.  
  5380. *Manipulate the geology of a specific area by sacrificing a large number of souls to the [Creator]. Through this effect, floods and earthquakes can be created within the area. Additionally, a sudden reaction may occur due to the disappearance of the [Distortion].*
  5381.  
  5382. ----------------------------------------
  5383. [Distortion] Cover Location
  5384. Sense : N/A
  5385. Rating : 5
  5386. Requirement : None
  5387. Mend : None
  5388. Target : None
  5389. Special Damage : None
  5390. Penalty : None
  5391.  
  5392. Impacts
  5393. Impact A:
  5394. - None
  5395.  
  5396. Impact B:
  5397. - None
  5398.  
  5399. *A [Distortion] that blocks access to a specific location. Until the [Distortion] is mended, it becomes impossible to enter the area. This [Distortion] is a scanerio - when all other [Distortions] existing in it disappear, it is automatically mended.*
  5400.  
  5401. ----------------------------------------
  5402. [Distortion] Regalia of Corruption
  5403. Sense : 13 / 15
  5404. Rating : 5
  5405. Requirement : 2#
  5406. Mend : {Will} 16
  5407. Target : 16
  5408. Special Damage : 30 (Ignore Armor)
  5409. Penalty : {Will} -2 (Stacks)
  5410.  
  5411. Impacts
  5412. Impact A:
  5413. - Change 3 [Spirit Dice] to any value.
  5414.  
  5415. Impact B:
  5416. - Acquire one additional Boss Talent (Stacks).
  5417.  
  5418. *A [Distortion] that creates a tainted artificial regalia that transforms any NPC that obtains it into an awakened. NPCs who obtain items created by this [Distortion] become [Godhunters] or [Mononoke]. An innocent affected by this [Distortion] returns to normal after being defeated, and the regalia disappears.*
  5419.  
  5420. ----------------------------------------
  5421. [Distortion] Soul Warping Trigger
  5422. Sense : N/A
  5423. Rating : 5
  5424. Requirement : None
  5425. Mend : None
  5426. Target : None
  5427. Special Damage : None
  5428. Penalty : None
  5429.  
  5430. Impacts
  5431. Impact A:
  5432. - None
  5433.  
  5434. Impact B:
  5435. - None
  5436.  
  5437. *A [Distortion] that, when specific conditions are met, transforms the NPC into an Aramitama. There are various conditions such as the passage of time, a great amount of spirit energy, or a specific sacrifice. It is automatically mended when the [Creator] is killed, but the victim cannot be restored if they have already transformed, except by using a Kushimitama.*
Add Comment
Please, Sign In to add comment